It's pathetic that there is absolutely NO mention that ANY of the dlc is needed. Completely unacceptable with that wall of text in the description to not include that the entirety of the dlc is REQUIRED to use this mod. NOWHERE is it said and the author has disabled the search function for these post forcing people to search each page ONE BY ONE for ANY indication as to whether or not the dlc is required not how to use this stupid mod with just the base game. Completely pathetic. Thanks for wasting my time.
For the record, at the time this was written the comment search function was globally disabled by the Nexus Mods team to address a database performance issue.
ERROR ENCOUNTERED: Having Nevada Skies active when starting a new game causes your game to lock up on Doc Mitchell's house, leaving you staring at the ceiling fan forever.
SOLUTION: Two Options: 1) Go into XEdit, and delete the cell reference for Doc Mitchell's House out of Nevada Skies. This will let the game start normally. OR 2) Do not activate Nevada Skies on starting a new game. Instead, save outside of Doc Mitchell's House, exit, activate the mod in MO2, and load in. Should work based on having a fresh save outside of the house and using it to test mods as they were being loaded.
I am not the mod author, nor am I associated with the mod author. Just posting my solution to a bug that I and several other people in the comments encountered.
This issue is hit or miss for me. I am literally re modding my game right now because Skies fk'd it up. However, before i messed up my game with a different mod a couple days prior, I started a new game with Nevada Skies and every thing ran like normal. This has been this way for me since Skies was new lol.
@Pariah77 Thanks for the comment! I looked into it and was able to delete Doc Mitchell's House entry. That fixed my problem!
For anyone having the same issue: Just load nevadaskies.esp in FNVEdit. Go to Worldspace > Cell. I think it’s in Block 2, Sub-Block 4. Find and delete the DocMitchellsHouse (something like that) entry only. Save your changes — and that’s it!
i wanted to bring this up because this was apprantly a recommended mod to use with nevada skies unless it isnt now, the Hosteler Home has bright white walls blocking even one of the doors to outside, im currently using the great mojave interior overhaul
I don't know if it's this mod specifically (or it inflicting with other mods or something) but it made my game, at night, TOO dark, like can't see anything in front of me dark at certain times at night. And in the Lonesome Road DLC, as soon as 2 P.M time!!
I understand not knowing the cause for the issue, but did you ever try messing with the settings in The Mod Configuration Menu? I had the same issue and decided to see if I can fix it for myself. Modders are amazing and we really don't deserve all their hard work. So don't make it harder on them by coming for help with such easy shit. Modding is actually quite easy, because modders have made it to be, all you need to do is read and be patient.
If you increase the night setting but it still looks like s#*!, you need to test if this is the issue by disabling it. Or simply read through the mods you have and see if they are affecting lights in some way. Removing this mod made my performance from playable to perfect, and I have 264 mods so this one was really doing a number.
Quick tip, size of mod doesn't necessarily correlate with more strain on performance. I learned that the mods that f*#@ with performance the most is conflictions like what is discussed in the next paragraph. Quests add a good amount but I think textures do even more. Think about what is being loaded in, the skies are constantly loaded in so this puts a lot of strain. Same with NMC texture pack. Something like a quest, is inactive until the player activates it so less strain.
Mods that can affect it are Afterglow, it makes neon signs illuminate. I have a few mods affecting different lights like the strip, vending machine flicker, a general improved lighting shaders, and pipboy 2500 definitive edition (glowing letters). Any of these mods could have been affecting it but the neon sign looks perfect now and my pipboy is actually lighting up as its supposed to.
Basically, its probably this mod but you're gonna have to test it and see. We all have different mod lists so its hard to help unless you literally post your whole mod list and please don't.
so in vortex it keeps on giving me a random error saying the version info is wrong and i cant seem to fix it, and i think its also messing up my game, how do i fix it
Was working great for about 5 hours, then I installed New Vegas Bounties and now it's been raining for 4 days straight. I wouldn't mind if the rain wasn't SO DAMN LOUD.
It's been a couple of years since I last used this mod, but I remember the sounds of rain and storms being muffled when indoors. I started a new playthrough recently and when it rains while indoors, it still sounds like I'm outside. Is this due to a recent update? I can't figure out why it's doing this. Fantastic mod, otherwise!
As I keep playing, the indoor rain sounds are in and out. Sometimes sounds like I'm outside in the rain, sometimes not. It's not a big deal at this point. I'm already used to it lol
I dont understand the "400 weathers" being mentioned. Is there some layer of the mod I havent seen in mod config because there is like 10 weather types lol. Always has been. What am I missing!? lol
8609 comments
SOLUTION: Two Options:
1) Go into XEdit, and delete the cell reference for Doc Mitchell's House out of Nevada Skies. This will let the game start normally.
OR
2) Do not activate Nevada Skies on starting a new game. Instead, save outside of Doc Mitchell's House, exit, activate the mod in MO2, and load in. Should work based on having a fresh save outside of the house and using it to test mods as they were being loaded.
I am not the mod author, nor am I associated with the mod author. Just posting my solution to a bug that I and several other people in the comments encountered.
For anyone having the same issue:
Just load nevadaskies.esp in FNVEdit.
Go to Worldspace > Cell. I think it’s in Block 2, Sub-Block 4.
Find and delete the DocMitchellsHouse (something like that) entry only.
Save your changes — and that’s it!
If you increase the night setting but it still looks like s#*!, you need to test if this is the issue by disabling it. Or simply read through the mods you have and see if they are affecting lights in some way. Removing this mod made my performance from playable to perfect, and I have 264 mods so this one was really doing a number.
Quick tip, size of mod doesn't necessarily correlate with more strain on performance. I learned that the mods that f*#@ with performance the most is conflictions like what is discussed in the next paragraph. Quests add a good amount but I think textures do even more. Think about what is being loaded in, the skies are constantly loaded in so this puts a lot of strain. Same with NMC texture pack. Something like a quest, is inactive until the player activates it so less strain.
Mods that can affect it are Afterglow, it makes neon signs illuminate. I have a few mods affecting different lights like the strip, vending machine flicker, a general improved lighting shaders, and pipboy 2500 definitive edition (glowing letters). Any of these mods could have been affecting it but the neon sign looks perfect now and my pipboy is actually lighting up as its supposed to.
Basically, its probably this mod but you're gonna have to test it and see. We all have different mod lists so its hard to help unless you literally post your whole mod list and please don't.