10233 comments

  1. Manan6619
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    AWOP Interim Fixes

    This is a temporary bug fix patch for AWOP v6.94 -- fixes and methods might differ in a full release.  So always install the latest version if you have not done so already.

    Newest Edits:
    Spoiler:  
    Show
    • Fixed inconsistency with Armored Casualwear name
    • Added a repair list for Armored Casualwear that includes the Memphis Kid Outfit, the vanilla variant of the armor
    • Renamed the armored AWOP variant of the Field Hand Outfit to mention the fact that it is armored
    • Added missing SFX to Armored Trader Outfit, Baseball Bat Mk II, and Hyper Sledges
    • Added and removed Facegen flags on certain armors
    • Renamed AWOP Combat Armors to Assault Armor, to make them distinct from similarly-named vanilla armors (e.g. Combat Armor,
      Reinforced Mk II)
    • Added missing Medium flag to unplayable variant of Assault Armor Mk III (formerly Combat Armor Reinforced, Mk III)
    • Removed many incorrect mico icon entries on armors (as far as I know, not normally visible in-game without a certain Stewie
      tweak or maybe if a mod makes one of the affected armors craftable)
    • Added Four Eyes effect to Tech Glasses
    • Added the Has Backpack biped flag to armors whose vanilla equivalents also have the flag (makes them use more appropriate
      animations)
    • Switched some of the Tech Raider Power Armors to using the correct Power Armor audio template
    • Made the 10mm Pistol Mk II state its increased critical chance
    • Made the Bladed Gauntlet Mk II state its ignoring of DT/DR
    • Stopped That Gun Mk II/Deckard's Blaster from ejecting ammo casings while shooting since they're revolvers
    • Adjusted skill requirements on Hunting Revolver Mk II, Riot Shotgun Mk II/III, Recharger Plasma Defender, and Laser RCW Mk II
      to be more consistent with how most other AWOP weapons work (Vanilla skill req. < Mk II req. < Mk III req.)
    • Removed Silent VATS flag for Minigun Mk II/III
    • Added possibility for Missile Launcher Mk II to land critical hits, since it has a noticable crit damage value, like other
      explosive Mk II weapons (vanilla explosives weapons usually have negligible crit damage, if any)
    • Adjusted Silenced SMG Mk II stats so they weren't almost entirely worse than the vanilla counterpart
    • Removed Grenade Rifle Mk II from PerkPyromaniacWeaponsUsingAmmo list, as the 25mm Grenades it's
      rechambered to not have an incendiary variant
    • Added AWOP shotguns chambered in 12 gauge to PerkPyromaniacWeaponsUsingAmmo list
    • Reverted AWOP's addition of the Thermic Lance to the Pyromaniac weapon list -- it doesn't use a flame (and is already a great
      weapon as-is).
    • Fixed Recharger Plasma Defender still using Energy Cells.
    • Removed various unique weapons from AWOP loot destruction lists so they won't be destroyed if they end up in an AWOP
      NPC's hands (e.g. if you gave Dinner Bell to Cass, she gets disarmed, an enemy picks it up and gets killed)
    • Added "Swims" flag to AWOP Super Mutants
    Fixes from prior versions may be found in the Logs tab, the previous version was 6.94.3.
    NOTE: Position this patch (AWOP Interim Fixes.esp) to be above all AWOP "low loot" patches
    NOTE 2: Be sure to create (or rebuild) a "merged patch" after installing this patch; see Merged Patch Creation below
    NOTE 3: Uninstall this patch file when a new release becomes available


    Example "Load Order" Sequences:
    Spoiler:  
    Show
    AWOP
    AWorldOfPain(Preview).esm
    ( AWOPMonsterPatchVanilla.esm )
    AWOP Interim Fixes.esp
    ( AWOP "low loot" patches )
    ( AWOP Revisions patches)

    AWOP with EVE
    AWorldOfPain(Preview).esm
    ( AWOPMonsterPatchVanilla.esm )
    AWOP Interim Fixes.esp
    ( AWOP "low loot" patches )
    ( AWOP Revisions patches)
    EVE FNV - ALL DLC.esp
    AWOP-EVE AllDLCMerged.esp

    AWOP with WMX
    AWorldOfPain(Preview).esm
    ( AWOPMonsterPatchVanilla.esm )
    AWOP Interim Fixes.esp
    ( AWOP "low loot" patches )
    ( AWOP Revisions patches)
    WeaponModsExpanded.esp
    WMX-DLCMerged.esp
    WMX-POPMerged.esp
    AWOP-WMX.esp

    AWOP with WMX and EVE
    AWorldOfPain(Preview).esm
    ( AWOPMonsterPatchVanilla.esm )
    AWOP Interim Fixes.esp
    ( AWOP "low loot" patches )
    ( AWOP Revisions patches)
    EVE FNV - ALL DLC.esp
    WeaponModsExpanded.esp
    WMX-DLCMerged.esp
    WMX-POPMerged.esp
    WMX-EVE-AllDLCMerged.esp
    AWOP-WMX-EVE AllDLCMerged.esp
  2. Athelbras
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    Install Problems?  if you use Nexus Mod Manager (NMM), then go get the newest update found Here.

    Mismatched Face Coloring? See the Fixing MisMatched Face Issues article.

    Slave Collars? Disintegrating bad guys?! Loot items missing?!?  See the Loot Destruction article.

    Problems entering or leaving areas?  See RoyBatterian's "sticky" post below; use the FNV 4GB Patcher.

    Problems with AWOP NPC dialog? AWOP does not have voiced dialog -- just text dialog, and many unnamed AWOP NPCs have no dialog at all. These mods have been known to break AWOP's text-based dialog in the past: "Children of the Wasteland", "Jocelyn", "Factions Reloaded", "Baker in the Sun", and "Talking Deathclaw Companion". So be wary of installing them with AWOP unless their issues have been resolved.

    Spoiler Information: "spoiler" details have been posted for various quests as articles Here. Additional information can also be found in the DOCS tab and in the Miscellaneous Files section via the AWOP Documentation download. Beyond those, it is simply a matter of Explore and Discover. Please note that the AWOP Team is not an "Answer Guy" service and so are not required to respond to those kind of questions in the forum.

    Merged Patch Creation: it is recommended that you create a "Merged Patch" after installing AWOP, and then update it whenever other mods/patches are installed. See the Merged Patch Creation article for instructions when using FNVEdit for that task. WARNING: do not trust a YouTube video unless it includes setting [FO3/FNV] Sort FLST in FNVEdit's "Experts" tab.

    Tale of Two Wastelands: see Manan6619's  TTW patch: A World of Pain NV -- Tale of Two Wastelands Patch
  3. RoyBatterian
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    If you experience crashing on changing cells or loading areas.
     
    Please use FNV 4GB Patcher which you can find here http://www.nexusmods.com/newvegas/mods/62552
     
    Please use NVSE and enable Initial Heap Expansion, there is instructions on how to do so below. This will help greatly with container/inventory lag and load screen hangs.
     
    Please use Cobb crash logger, don't rely on NVAC anymore it is old and incompatible with modern xNVSE plugins sometimes.
     
    Please use NVTF.

    Please use Mod Limit Fix

    To additionally help with Out Of Memory crashes enable the games built in cell purging. You need to install the jipln nvse plugin.
     
    create FalloutCustom.ini in My Documents/My Games/FalloutNV or in Mod Organizer 2/Vortex
     
    Add the following to it under the [General] section, add the [General] section if it is not present
     
    bPreemptivelyUnloadCells=1

    Add the following under the [BackgroundLoad] section, add the [BackgrounLoad] section if it is not present

    bSelectivePurgeUnusedOnFastTravel=1

    If you want to use AWOP with TTW, use version 6.01 and use xEdit/The Method to patch the leveled lists yourself if you don't want the super mutants and weapon perks to be broken.

    Texture packs such as NMC (Max), and Ojo Bueno can contribute to memory exhaustion.
    ----------------------------------------------------------------------

    Use Heap Replacer
  4. djmystro
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    Sorry for my lack of presence around the forums of late.
    I've really burnt out on modding unfortunately, not just that, I have not even played a computer game in months. I still have loads of ideas and kiinda go through cycles with games (which was a failed attempt to prevent burn out) so even though I'm not actively modding at the moment I can't say I'll never come back. I just can't tell. Just before the last update came out I was totally in the zone and then something just flipped and I could not work on or play Fallout NV or 3 anymore. I still don't know why exactly that happened. I'm even seeing medical professionals about my general lack of concentration, though I have not been diagnosed with anything new. It's mainly a side effect of the medication I'm on. Anyway, what I wanted to say was thanks to everyone for their support over the years. It's been great having the mod and it's fan base as something to fall back on when times got tough or there felt like nothing else to do.
    I'm still making things though and I am currently putting a lot of hours into my musical projects over on YouTube. I'm easy enough to find (under the name "The DJ Mystro") if anyone is interested.
    Anyway, I think I'll keep it short and leave it there.
    All the best to you all and maybe I'll see you around someday.
  5. roko100
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    Greetings, I want to play Dead Money version so I installed it but I can't enable vendor patch as it requires AWOP(preview), isn't it in the main mod which is not required if you play dead money?
    1. Athelbras
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      There are two installs within our AWOP Dead Money download: the primary is AWOPDeadMoney.esm which does not require AWOP, the other is AWOPDeadMoneyVendorPatch.esp which does require AWOP to be installed. So disable the vendor patch if you don't want it, or install AWOP if you do.
  6. SteveSun
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    Sorry I'm completely new to the game, as in I haven't even started playing once. I wonder if this mod is compatible with majority of the mods out there, or, what KINDS of mods does this mod typically conflict with? What are the patches really for?
  7. Zenon774
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    Hii, this mod looks really fun, dont know why i didnt see it b4. Just wondering, do i have to install it in new fresh save?
    1. Athelbras
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      Nope.
    2. Zenon774
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      oh wow, so installing it in a loaded save wont break my saves?
    3. Athelbras
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      There is potential risk with everything you install.  Perhaps if you install AWOP a conflict between it and something else you installed will occur.  Or an issue with AWOP itself will arise.  Or things will be fine.  The same is true for any install that is done during a playthrough.  Create a special saved game before the install and fall back to it if problems arise.
    4. Zenon774
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      i see, thank you for the fast responds.
  8. Nargo44
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    Do I need the DLCs to play it?
    1. Athelbras
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      Nope.
  9. Meltryllis1
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    Is this good for first playthrough
    1. Athelbras
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      That is a very good question.  To my mind the answer is "yes" if you install one of my patches.  Otherwise a major fight near the beginning of the game can potentially be hard or too hard (as in overly frustrating).  The patch restores the original difficulty of that fight instead of AWOP making it harder.

      Go to this NexusMods page A World of Pain (AWOP) - Revisions and install the patch collection. It is a a single install during which the player selects one or more patches to use. Choose the AWOP Revs - Original Goodsprings Fight patch. It restores the original ("vanilla") level of difficulty for the "Ghost Town Gunfight" in Goodsprings. Joe Cobb becomes Level 2, and the other Powder Gangers become Level 1.

      There are additional patch choices which might or might not be of interest. But that Original difficulty patch is the important one.  An alternative to the patch is simply avoid the fight until your character toughens up and gets better gear.

      Good Luck and Have Fun!!!
  10. haloufe007
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    Thank you for updating this wonderful mod.
    In my opinion, the more new content mods there are created, the less this wonderful mod will be used in Playthroughs due to compatibility reasons.

    I've spent hours looking for some mods of this type (quests, NPC) to add to a new Playthrough (around this mod) I'm preparing, but the community prefers to turn to mods like AWOLP that is compatible, both technically and in terms of the FNV story.

    The strength of this mod is that it has created something new on a large scale.  And over time, I believe this wonderful mod will become increasingly isolated.

    with the consolidation of Uncut-type content like the "Goodies" mod and the expansion of development on "Fallout Nova Arizona" (which are excellent projects),"in my opinion" (I could be wrong), much of the major new content that will be created will center on this type of mod.

    However, this mod also deserves to be the focus of an FNV Playthrough.
    Developing this mod doesn't necessarily require creating new content, but rather adapting existing mods.
    This project can be carried out as part of a new open mod.
    It's faster to integrate certain excellent of existing mods on Nexus (with permission).
    Several modders have authorized the use of their creations. Just look how to integrate mods that don't require a lot of time and focus more on optimization and bug fixing in the new pack.

    One of the things that can help this project, and that I appreciate in the FNV modding community, is its stronger cohesion than in comparison with of F4. This is why they have dramatically advanced FNV modding despite their small numbers.
    There may be one or two modders interested in the project also.

    I know it's a lot of work, but it will facilitate adoption of this mod to remains a cornerstone of FNV modding.
    Sorry for my English.
  11. Peeferin
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    I love this mod, it adds so much fun content to the game. I just wish it had voiceovers for NPC's :(
    Doesn't sound like it would be too hard to add in, and I'm sure many people would volunteer for the voice acting ! Crossing my fingers here
    1. OzenRSI
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      I bet AWOP mods don't have voice files because;
      1) Paying for getting volunteers to do voices would be tedious,
      2) The easiest solution is AI which costs money and most boomer mod authors are "against AI",
      3) Generating LIP files is less desirable than going to the dentist.

      With all that being said, I just might do it if I find the time ;)
    2. falloutismyfriend
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      people are allowed to to have standards. gives real voice actors a reason to consider helping as well
    3. Nargo44
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      No voice acting is better than bad voice acting, which is what most custom VA sound like using their crappy mic in their mom's basement.
  12. MrModder9909
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    Anybody know of any patches that make the mk2 weapons use the animations from hitman's animation overhaul?
  13. falloutismyfriend
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    this doesnt work with VICE does it?
  14. MORGATH99
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    does anybody have a link for the MK II weapons 
    1. Manan6619
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      If you're looking for Form IDs, you can find them by opening your load order in FNVedit and looking in the Weapons tab of the AWOP ESM.
      An easier method may also be to use the Search <part of weapon name> function added to the console if you have JIP NVSE.