Never used to use PN before, but it's starting to grow on me.
One bit of advice: if you like to use a clean vanilla save right at the exit of the vault, and you also like to use more than one perk per level, and/or you like to use different skill settings, you have very little time from exiting the vault before you get the level two level-up. In the case of two (or more) perks per level, you need another mod since PN doesn't allow that, but you also need to set PN to 1 perk per level or the extra perk mod won't go off every level. Ditto for the different skill settings. So right as you leave the vault as your eyes adjust, hit escape and change the PN settings related to perks and skills. The rest can wait, but those you MUST get set before you hit level 2 in a few more seconds.
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.
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