PN combines lots of very cool mods. Same team that did the FWE (Fallout Wanderer Edition) for Fallout 3 I think. I can't play without it, just too much wasteland goodness :) As for the PN settings, you can actually tweak those before you leave the vault. A lot of times I'll use the auto save where you leave the vault as my starting point for a new game so I don't have to redo the vault again so it's nice to have all my MCM configurable stuff set up just before that :)
Haven't tried the mods that give you more than 1 perk per level but isn't there an issue with stability if you get too many perks? I do use 1 perk per level instead of 2 but haven't played TTW long enough to get to high levels. I also use an achievement perks mod so I get a few extra from getting various achievements as well.
I've used this forever on NV and never had a problem. Given how many more perks NV has, I consider two perks per level to be "normal" mode, one perk per level to be "hard", and the vanilla one perk per two levels to be "hardcore". The perks make the game, so I like lots of perks.
Under NV, I used the linked mod for two per level, another if I wanted one per level, and neither for one per two levels. With PN, you only need the linked mod, and PN can handle the rest, as well as allowing for higher max levels. So I eliminate a few mods concerning perks and levels by using PN.
The only "issue" I've seen with "too many perks" on NV is if you don't have a mod that adds more perks, you can start to run out of good perks by the higher levels. So one modder made a no perk mod, allowing you to take an additional level to no perk when you don't think any of the perks available at the level you are at are worth taking.
Hi there, just signed up to discuss an issue I'm having with this patch.
I was having ye olde No-Menu-Upon-Startup bug and tracked it down definitively to this plugin. Tried re-downloading and re-installing it, no dice. Loaded it up in FNVedit, checked for errors, and... loads of errors, mostly in formlists and levelled lists.
I definitely have all the masters the plugin requires (FNVedit wouldn't have let it load if I didn't, anyway). It seems to be working fine for everyone else, which leaves me entirely confused as to what has happened here.
Has perhaps PN updated and changed some formIDs, or something?? Do I need a particular version? I tried comparing the formIDs to some in the affected formlists etc. in the plugin's masters, in case something somewhere had mysteriously just broken some references, but couldn't spot anything, so I'm none the wiser.
Here are the specific errors FNVedit spews out:
Addendum to my previous post, which is still in the mod queue so I can't edit it yet:
Plugin 10xxxxxx in my load order was TTW itself. I was assuming this patch is compatible with v2.9.4b of TTW, though I suppose technically it does only say 2.9! Not sure if this is at all relevent? I haven't a clue how to find older versions of TTW to compare, at any rate.
Edit: Of course this comment doesn't get queued, so now it looks bizarre on its own... #forumnoobproblems
Which version of the patch. Original or the one that Bulwark posted?
The one linked in the first post in this thread.
put your load order on pastebin.com and link it here please
Sure, it's pretty basic as I started a new MO profile for testing after I first noticed the no-menu problem. My old load order had some other things in it, but everything here is unaltered and as-downloaded-or-installed, etc. as I reinstalled everything while testing.
Yeah that's fairly simple, but in your other scan you had indexes of 28 and stuff, that should not happen since you do not have anywhere near that many plugins active. Try again?
Oh whoops, I think that was the error log I had copied and pasted into a text file before I restarted my load order, sorry.
Here's the current one:
It seems super mutants (at least the ones in DC), Are incapable of using the Homemade Rifle
The only thing i have that touches the super mutants is Marts Mutant Mod.
Yeah it needs removed from the list. I'm too busy working on TTW itself to make patch udpates right now, apologies.
In line with the state of the MutFruit Marinade change as discussed here, the linked patch in the OP will also need to be changed at some stage as it too contains the same 'Confidence' addition.
Any new users can remove it with xEdit until the team gets an opportunity to do so.
I'll be updating everything once the new version of TTW ships.
I'll be updating everything once the new version of TTW ships.
Yes I will create a new WMX patch and rebuild EVE from scratch as well as update other mods. It won't be right away however as I want to get into modeling and learning C++ so I can do more things down the road.
So what exactly do I need to do if I use Project Nevada without the Cyberware and Equipment modules? I've always found those clutter things up a bit too much.
Grand Bulwark made a modification of the patch without Cyberware and Equipment.
Well, if it still exists I can't find it.
Hrm I thought he uploaded it, I'll poke him to.
Having an issue where trying to install implants is causing the game to freeze during the fade-out. No idea what's going on. Only thing I can find says it has to do with the All DLCs patch that the TTW patch depends on.
Further tested. Doc Church can do implants. Pinkerton causes crashes.
Further further tested. It seems to just be a random hiccup, because Pinkerton now can without it crashing the game. May be a script routine clash of some sort. No clue.
Is this patch still up to date? I want all of the features that PN has to offer (All extra modules, settings, the works).
Just to be super specific, TTW version 2.9.4b, PN version 2.5.. Still good?
It's still good.
His patch is old and he's not longer around. ;)
Compatible with 2.4vb or whatever the newest one is?
This patch is compatible with 2.9.4b
Hello! I hope someone can help me here. Project Nevada seems a bit broken for me. If I go into the Settings page in the MCM I see the same page no matter if it's Character or otherwise. The page that has Max Level, Perks Per Level, etc. And if I go to change Max Level the thing goes wonky. The patch is installed so I dunno... O.o
My Load Order : https://pastebin.com/miEhnm0c
Your MCM is out of date, install MCM proper and make sure you download the update from the manual downloads section.
Also, CAGE is incompatible with TTW, use CAE.
CAGE just updated and there is a TTW version available for download. Haven't tried it, but it might be worth trying.
Ok, I am confused, I am running MCM 1.5 with the patch update. So how is it out of date? O.o i *will* update CAGE though since it just released a TTW version.
Are you using UIO? Are you using mod organizer? It works fine for hundreds of thousands of people so must be something you are overlooking.
Ah ha! Fixed it. Not sure where it come from but I got a mod titled Project Nevada - Rebalance Uncapped Max Level.esp that was causing it.
I raised the level cap in EO to 95, that should be plenty.
Yeap, that's what i did. I rarely go past 50 though with TTW that might go higher. Hmm, according to the header, the mod is by Acleacius and PN Team. They should know their mod goes to 95 so this was unnecessary. O.o Oh well. *shrug* Thank you again. :D
PN hasn't been updated in years, I added this to PNEO.
Fixed. Something overwrote and erased the meshes/pnx/weapons/2HandAutomatic/FAL folder. Manual restore and fixed. O.o
The red diamond with the white ! means a missing mesh, not texture.
Also, to get the proper ID. You need to open the console, click on the weapon, then type GBO and Enter, this will return the actual weapon ID you want.
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