Update Thread (Been cleaning up threads for mods). Post bugs in the bug thread.
Updates will be edited into this thread.
3.2.1 - As noted in the description page (this one was coming) this brings the I-15 battle into line with FNC that made the armors non-lootable.
3.2 - Updated to be compatible with FNC 213. PN standalone removed for a PN patch (makes editing easier). Repair lists changed to reduce incompatibilities. Repair changes require NVSE...but that is already a requirement for FNC so made sense. ADAM - FNC not touched because that is literally just a mesh swap and should be compatible consistently.
11/29/18 - Just noticed rickerhk's post about this patch and FNC 204. As such the file has been moved to old edition and I will work on a new edition to bring it into line with FNC 204. I just finished editing a ton of armor files for another mod so I will probably work on that tomorrow.
I keep getting missing textures on certain troopers, particularly for certain helmets. Tried testing with multiple load orders and from different save points. Especially when I get to the I-15 Battle. Know anything about that? I'm using the Beta, the sapper leg fix, vanilla bodies, the patch and FNC version 213. I'd really like to use this mod since NCR Trooper overhaul looks amazing. Thanks.
Edit: nvm, I think it was just New Vegas' engine hitting its texture limit.
It is suppose to be. The file itself I am noticing is wanting to be amazingly fickle with pulling from his master. That is to say GECK doesn't recognize making it a master so a good amount of the stuff doesn't get pulled to be thrown into the FNC lists.
There were issues with the older editions where GECK would not properly assign the master to this esp. Once it did that any of the additions just vanished from the esp. I had to restructure the esp in order to get it to work while still keeping it as a master without doing duplicates.
As for his "Ultimate" I am not sure I can only see it while searching but the file is said to currently be under review (and wasn't uploaded by him from what I can see Copiteur is the name of the uploader). This uses his "older" esp if that is the newer one yes. If the other one gets added in (and it is by him) I can easily swap over the masters and throw the new armors in. But I only have access to his main version.
Ahh He changed a lot of things for that version of the mod to the point where they are really completely different mods. The aesthetics have been completely changed compared to the Nexus edition. Did not think he changed that much but yeah I can see why you are having missing mesh glitches. You will need the meshes and textures from the Nexus edition of the mod for it to actually work.
I could theoretically move the masters over for that edition but the aesthetic is completely different (I prefer the Nexus edition to be honest) and outside legal or permission information on GUN I am hesitant to post an esp for a mod he decided to not post on Nexus. I will download the file and look at it to see what can be done.
EDIT: Okay this fix actually isn't too hard. Renaming the esp from the GUN edition to NCRTrooperOverhaul will allow this file to latch onto that as a master. The way I had to reorganize keeps the formids in-check under a different name so there will be no loss there. The structure of NCROverhaul means there is no mesh or texture overlap so if you go to the Nexus NCRTrooperOverhaul and grab those it works (just tested it myself). That should fix the issues though you might encounter some strangeness. Console command resurrecting will fix the issue by forcing the NPCs to spawn in with the proper armor.
Yeah they were loaded in with armor that is no longer referenced (NTO being deactivated) if you open up the console and click on then (make sure their name is in the upper center) and type in "resurrect" it will load them in with the proper armors. Any NPC loaded into the game with armors from previous esps (from any MOD) will do this.
I give up for now. Running without PN and Adam patches (not using those mods) everything is fine until we start for Union City after battle and then suddenly Big Red Diamonds again.
Did you get the meshes and textures from the NCRTrooperOverhaul mod on the Nexus?
EDIT: https://www.nexusmods.com/newvegas/mods/52721 You have to go and get those meshes and textures. The mod he posted on GUN is essentially a completely different mod than the one on Nexus. The armors are aesthetically different to the point of it being a completely different mod. You have to use the meshes and textures from the link above. Renaming the GUN esp to NCRTrooperOverhaul will satisfy the master requirement but the pathing for the armors on both mods are completely different and thus you need the files from the Nexus addition. If you don't grab them you will get lots of giant red exclamation marks.
Second Edit: The other way is to keep everything from the GUN posted mod the same and download the Nexus NCRTrooperOverhaul mod and load the Ultimate edition after NCRTrooperOverhaul so any changes made by the former are overwritten by the latter. However you do it you need that esp name and those meshes and textures.
Just posted screenshots post bridge battle. I am not sure what is going on on your end as I didn't change the meshes at all. Reinstall the meshes and textures from the Nexus edition of NCRTrooperOverhaul, place it before NCRUltimateOverhaul, and put NTO - FNC below that in load order. If it still persists make sure you have no body mods installed because if you do then there will be an issue with using the wrong meshes for the wrong bodies.
The problem I see with FNC is that it is linear in story line. Right now I am at Union City in the battle at the Main Gate and the game crashes repeatedly. You can not move on until the battle is over, but the game keeps crashing. If I approach the gate, crash. If I hang back and pick off raider slaves who get through the gate, crash. If I try to swing around the scrum at the gate, crash.
Sweet! Just finished the Prologue without a hiccup.
It is frustrating to the point that I just may dump the whole thing to v2.04 comes out (when ever that may be). Just downloaded v2.0.4.
Let me know if there is still an issue. As I said I can't detect this on my end so its a bit hard for me to fix. Restarted back from the beginning to see if that might have something to do with it but the NCR NPCs are spawning in with the correct armor.
So should I just grab the textures without esp from the nexus version and rename the esp of the ultimate overhaul, or should I install both versions with esps but let the ultimate one overwrite?
I recently uncovered this problem but when I downloaded this mod, it kept crashing my game when it was starting up so it would have music and such and the screens but no menu popping up. Any ideas how to correct this because I would love to see the NCR Overhaul being used for Fallout New California
That usually comes from a loading error. Was it specifically this mod that started that problem?
EDIT: Just in case fiddled around in FNVEdit and did a master sort. As the mod managers were showing an odd loading order for the PN Patch. It theoretically can cause the issue of the game getting stuck in a loop. I was able to progress straight to the menu so if that was the issue it should be fixed.
Yes. It was this mod. I did have ADAM installed but couldn't install PN due to an issue conflicting with Solid Project. Is there a way to down load it without PN or ADAM? Also what should the load order look like?
ADAM is an independent patch so yeah you can straight ignore it. PN is optional. If you downloaded and selected the NTO - FNC PN Patch without PN being selected that could also cause the issue.
Load order should be FNC > NCR Trooper Overhaul > NTO - FNC > (NTO - FNC Patch (if using PN)).
https://gyazo.com/649494e6375c4dda7fff94829e6abc48 https://gyazo.com/0abda30bb25accf93514d07393c9ffdc These are what I have load order wise on Vortex. I swear I'm gonna develop OCD from this because I just installed it again and it automatically does the thing I described. Also which should I use: 3.2.1 or 3.2.2?
3.2.2 Is a switch for the PN Edition to just move around the load order just to make sure there are no kinks.
EDIT: Disable TrooperOverhaul-Dragonbody and try it...If not mistaken it and NCR Trooper Overhaul both attempt to do the same things and with NTO - FNC running off NCR Trooper Overhaul it might be causing issues.
Wait nevermind that is the one that distributes it through FNV....which is odd because I have run it as well.
Yeah it took me a second to remember what that one did...which is strange for it to be above it in the load order. You should drop it below NCR Trooper Overhaul as it should be attempting to draw assets from NCR Trooper Overhaul to distribute to NCR NPCs in the Mojave wasteland.
EDIT: Yeah I just reinstalled the distribute esp and with it dead last in the load order I was able to get into the main menu. You are running 24 mods and none of them should be causing a conflict...I have about 117 active.
I would just bring TrooperOverhaul below NCRTrooperOverhaul.
NTO - FNC takes the meshes and textures in NTO - FNC via it's esp and creates new formids to be used within FNC (removes overlap and allows me to keep track of changes). It honesly shouldn't care about the existence of TrooperOverhaul as that should deal with the NTO base armors. Part of me has wanted to go into TrooperOverhaul and see how he created the level lists for the NCR. The way I did it for NTO - FNC sets up potential for a ton of diversity all over the spectrum.
The NTO patch is not compatible with FNC 204. We added an AI package for Jameson and his caravan guards for 204. The patch reverts that change and as a result, the caravan gets stuck at the Daggerpoint front gate and the quest cannot proceed.
51 comments
Updates will be edited into this thread.
3.2.1 - As noted in the description page (this one was coming) this brings the I-15 battle into line with FNC that made the armors non-lootable.
3.2 - Updated to be compatible with FNC 213. PN standalone removed for a PN patch (makes editing easier). Repair lists changed to reduce incompatibilities. Repair changes require NVSE...but that is already a requirement for FNC so made sense. ADAM - FNC not touched because that is literally just a mesh swap and should be compatible consistently.
11/29/18 - Just noticed rickerhk's post about this patch and FNC 204. As such the file has been moved to old edition and I will work on a new edition to bring it into line with FNC 204. I just finished editing a ton of armor files for another mod so I will probably work on that tomorrow.
Edit: nvm, I think it was just New Vegas' engine hitting its texture limit.
As for his "Ultimate" I am not sure I can only see it while searching but the file is said to currently be under review (and wasn't uploaded by him from what I can see Copiteur is the name of the uploader). This uses his "older" esp if that is the newer one yes. If the other one gets added in (and it is by him) I can easily swap over the masters and throw the new armors in. But I only have access to his main version.
I see the problem. I do not have Adam active as I am way over the number of mods to use.
I could theoretically move the masters over for that edition but the aesthetic is completely different (I prefer the Nexus edition to be honest) and outside legal or permission information on GUN I am hesitant to post an esp for a mod he decided to not post on Nexus. I will download the file and look at it to see what can be done.
EDIT: Okay this fix actually isn't too hard. Renaming the esp from the GUN edition to NCRTrooperOverhaul will allow this file to latch onto that as a master. The way I had to reorganize keeps the formids in-check under a different name so there will be no loss there. The structure of NCROverhaul means there is no mesh or texture overlap so if you go to the Nexus NCRTrooperOverhaul and grab those it works (just tested it myself). That should fix the issues though you might encounter some strangeness. Console command resurrecting will fix the issue by forcing the NPCs to spawn in with the proper armor.
EDIT: https://www.nexusmods.com/newvegas/mods/52721 You have to go and get those meshes and textures. The mod he posted on GUN is essentially a completely different mod than the one on Nexus. The armors are aesthetically different to the point of it being a completely different mod. You have to use the meshes and textures from the link above. Renaming the GUN esp to NCRTrooperOverhaul will satisfy the master requirement but the pathing for the armors on both mods are completely different and thus you need the files from the Nexus addition. If you don't grab them you will get lots of giant red exclamation marks.
Second Edit: The other way is to keep everything from the GUN posted mod the same and download the Nexus NCRTrooperOverhaul mod and load the Ultimate edition after NCRTrooperOverhaul so any changes made by the former are overwritten by the latter. However you do it you need that esp name and those meshes and textures.
I made my changes before the battle.
The problem I see with FNC is that it is linear in story line. Right now I am at Union City in the battle at the Main Gate and the game crashes repeatedly. You can not move on until the battle is over, but the game keeps crashing. If I approach the gate, crash. If I hang back and pick off raider slaves who get through the gate, crash. If I try to swing around the scrum at the gate, crash.
Sweet! Just finished the Prologue without a hiccup.
It is frustrating to the point that I just may dump the whole thing to v2.04 comes out (when ever that may be). Just downloaded v2.0.4.
EDIT: Just in case fiddled around in FNVEdit and did a master sort. As the mod managers were showing an odd loading order for the PN Patch. It theoretically can cause the issue of the game getting stuck in a loop. I was able to progress straight to the menu so if that was the issue it should be fixed.
Load order should be FNC > NCR Trooper Overhaul > NTO - FNC > (NTO - FNC Patch (if using PN)).
Send me a DM with your current load order.
https://gyazo.com/0abda30bb25accf93514d07393c9ffdc
These are what I have load order wise on Vortex. I swear I'm gonna develop OCD from this because I just installed it again and it automatically does the thing I described. Also which should I use: 3.2.1 or 3.2.2?
EDIT: Disable TrooperOverhaul-Dragonbody and try it...If not mistaken it and NCR Trooper Overhaul both attempt to do the same things and with NTO - FNC running off NCR Trooper Overhaul it might be causing issues.
Wait nevermind that is the one that distributes it through FNV....which is odd because I have run it as well.
Note: Actually that didn't work either.
EDIT: Yeah I just reinstalled the distribute esp and with it dead last in the load order I was able to get into the main menu. You are running 24 mods and none of them should be causing a conflict...I have about 117 active.
NTO - FNC takes the meshes and textures in NTO - FNC via it's esp and creates new formids to be used within FNC (removes overlap and allows me to keep track of changes). It honesly shouldn't care about the existence of TrooperOverhaul as that should deal with the NTO base armors. Part of me has wanted to go into TrooperOverhaul and see how he created the level lists for the NCR. The way I did it for NTO - FNC sets up potential for a ton of diversity all over the spectrum.
Yes. I have NVSE installed.
We added an AI package for Jameson and his caravan guards for 204. The patch reverts that change and as a result, the caravan gets stuck at the Daggerpoint front gate and the quest cannot proceed.