Not great, not terrible. Breaks a few vanilla quests, including the one where you could rescue crucified NCR Soldiers. The Welcome to Hell NPCs added to Nelson will rush up to them and kill them no matter how close or far you are from them. Also had a few issues with crashes near the areas where mobs would spawn, and, bizarrely, almost every 'named' enemy gets duplicated. Broken, abandoned, and not recommended in its current state. But it does have some pretty good potential.
I'm no expert, but I think they would work together. If memory serves, Momod adds creatures through the level list system (randomly chooses an enemy when you enter the cell), where as this seems to use a trigger system (spawns a specific enemy when you enter the trigger zone).
Or I could be completely wrong. That's why I don't make mods
I got MoMod, along with the Wasteland Edition, Prodlimen creature pack, Monster wars, and Mojave Reloaded. I've disabled the Monster Mod additions since it crashes when you're around Jean's Sky Diving and Primm area (unless you have a bashed patch), but the issue that I had with this mod, along with all the other mods previously mentioned was that it always crashes or make my game freeze every time Doc Mitchell stands me up during the tutorial. So I disabled this, and it didn't make my game freeze. Anyone got a solution to this?
Is anyone having an issue with the heads being the wrong race ? I already bLoadFaceGenHeadEGTFiles=1 but if I set it to bLoadFaceGenHeadEGTFiles=0 this mod works but every other mod is broken.
I have a rough idea of how to do this in FNVedit, but I haven't used this particular mod in years, and thus haven't examined it personally to see I'm right. Here's how I'd try doing it:
Spoiler:
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Download and install FNVedit.
Boot it up with the same load order your mod manager has(this should be default behavior).
Open the dropdown for this mod's .esp or .esm on the left-hand side.
Open the Non-player Character tab and find Legion Loyalist NPC(s).
Right click its entry(or entries, if there are several and you select them all via Ctrl-click), and select Copy as override into... in the dropdown menu.
Select New File. Name it whatever you want, such as "Manual Fixes". We're making a seperate .esp because it's good policy to not directly change other mods -- easier to troubleshoot if you make a typo or otherwise mess something up, and also because it's nice to keep using that one .esp for more fixes as you get more familiar with FNVedit.
There should be a new column on the right-hand side. Each column has each mod/patch's version of the NPC. The rightmost column(which is now your override .esp) is the furthest down in your load order, and therefore will be the version you see in-game. I'm guessing the issue here is faction-related, so check which factions these NPCs are in. Likely one of them is the "hostile to player" faction, which will make them attack you regardless of other faction affiliations. If so, right-click the entry for that faction in the new column and select, 'remove'.
Close FNVedit, it will prompt you to save your changes when you do.
Thanks, will keep this in mind if I ever try to fix the Legion Loyalists. I also read that apparently this mod causes the Legion to immediately execute the crucified NCR Soldiers at Nelson. Is that also a faction fix thing I should do?
If you can figure out the exact issue with it, yeah. I'm not sure why that particular issue is happening, but if I wanted to fix it I'd go to Nipton and grab the FormID of one of the vanilla Legion NPCs there with the 'gbo' console command (requires NVSE), open that NPC in FNVedit, and compare its factions to the modded NPCs that also appear there -- see what the differences between the two are, I'm willing to bet there are some. Those differences may give you a clue as to the problem.
Another guess I have that may or may not be helpful: the Welcome to Hell Legion NPCs may have a separate faction from the normal Legion members, which would be the thing you have to examine/change instead of the NPCs themselves. Maybe that faction (if it exists) is set to be hostile to the player faction (you + your followers), as well as the Crucified NCR Trooper faction (I think they have their own little faction that is used to prevent the vanilla Nelson NPCs from wasting them on the spot), when it shouldn't be.
why are Powder Ganger Addicts hostile even if I don't piss off Powder Gangers? Ran across them fighting Jaguar Gang (from Factions REloaded - Raiders I think) and they turn hostile to both me and Jaguars
Oversight when making those NPCs, I think. The author hasn't even logged into the next for several months now, if you want to fix it you'd have to open the mod in FNVedit and see if you can make the proper changes to the NPCs yourself.
194 comments
If someone know tell me because this look very very cool it is my 3rd playthrough and i need some changes
Sorry for my bad english
Or I could be completely wrong. That's why I don't make mods
There are some camps too close together in some areas that normally wouldn't be like legion or NCR. But everything works as it should.
hope that helps.
Seems like it would solve one of the bigger problems with this mod. I'd do it myself if I knew how to use the GECK or FNVEdit.
Another guess I have that may or may not be helpful: the Welcome to Hell Legion NPCs may have a separate faction from the normal Legion members, which would be the thing you have to examine/change instead of the NPCs themselves. Maybe that faction (if it exists) is set to be hostile to the player faction (you + your followers), as well as the Crucified NCR Trooper faction (I think they have their own little faction that is used to prevent the vanilla Nelson NPCs from wasting them on the spot), when it shouldn't be.
https://www.nexusmods.com/newvegas/mods/70030
The Jaguars are why the Powder Gangers are hostile, even vanilla Powder Gangers