896 comments

  1. TwelveYO
    TwelveYO
    • member
    • 3 kudos
    It says that there is a conflict with AWOP and that it should be used in conjunction with AWOLP, but how much conflict is there actually with AWOP?
    If it's enough that it doesn't crash when used in conjunction with AWOP, I would like to force myself to play that way.
  2. Marin2024
    Marin2024
    • member
    • 0 kudos
    Cheeshole awesome mod! It works great and its really fun, but I have a question? I cleared out the hole back of the old nuclear test site and read the terminal talking about the bunker. I went to the bunker door and it said it was inaccessible but I have a key for the bunker? Is there another key I'm missing or the whole bunker wasn't added yet? If somebody read this can you please help?
    
  3. Luiz1111
    Luiz1111
    • member
    • 1 kudos
    Could you please fix world boundary so https://www.nexusmods.com/newvegas/mods/92182 would work with your mod ?

    One issue I found while making this: 
    MoreMojave has absolutely broken worldspace bounds caused by a rogue cell 3B09 (it's empty, looks like a misclick in GECK).
    GECK would throw an error when generating cell offsets for it - I just skip
    mods like this, meaning no offsets will be generated.
    1. snailman2077
      snailman2077
      • member
      • 0 kudos
      It would also be good to take a look at compatibility with Nova Arizona, because, judging from xEdit alone, there are several conflicts into world-region edits that may deliver unpredictable results
  4. nkorea
    nkorea
    • member
    • 3 kudos
    I can see from comments that this may have compatibility issues with th3overseer's series, and possibly someguy. These are very popular mod series and I think the compatibility section should list these as incompatible without a patch.

    Just wondering if anyone knows if this works patch-free with Nova Arizona?
    1. laclongquan
      laclongquan
      • supporter
      • 57 kudos
      Nova Arizona deal with all the cells on the east side of Colorado, so the sole single site of super mutant dock of MM should not conflict with none of those.
  5. falloutismyfriend
    falloutismyfriend
    • member
    • 5 kudos
    what about "MOREjave"
    1. Mandrick02
      Mandrick02
      • member
      • 3 kudos
      MOreJAVE
  6. Artur056
    Artur056
    • member
    • 0 kudos
    Please change the name of the mod to fewer and fewer locations in this mod.
  7. PlankBoy
    PlankBoy
    • supporter
    • 0 kudos
    Not sure if this is something to do with my modlist or this mod itself, but the few times I fought those Ghoul raiders, they're all tanks soaking up bullets. I had a miserable time fighting them near the nuclear site, when it wasnt crashing. Pretty much killed my followers and I could only take out half before i reloaded a save. Too many, health regenerated, and soaked up bullets. Wouldn't have been too been too bad if There was 10 or so, but there were too many to fight.
  8. laggyblyat
    laggyblyat
    • member
    • 0 kudos
    I'm loving the mod so far, alot of things makes the game refreshing since it's my 100th+ playthrough. Though i have a question, is this natural? i did correctly generate the lod for my game :( but this is just a little thing i encountered, there is a weird mountain glitch for the transmission building near vault 11. Like missing terrain. I was able to confirm its because of this mod since when i disabled it, it was gone. But yeah so far mods great, just that little bug there, it was funny.

    so if ever you have a terrain bug near transmission building near vault 11, just disable and enable the mod, it fixes it.
  9. nukagobbler
    nukagobbler
    • member
    • 4 kudos
    Is the cave entrance, "XX01F416", at Primm Mountainside (cell 000E1A17, worldspace 000DA726 at -10, -15)  supposed to be an actual entrance to a dungeon? I can't enter or activate it and I can't find a mod conflict there either.
  10. BGsniper26
    BGsniper26
    • premium
    • 0 kudos
    Cheesehole, I want to pre-face this critique with the fact that I love the ideas brought by this mod, lots of lore-friendly expansions or additions to empty spaces that tie in with other nearby landscape features or neighboring locations. Its all fantastic, But the biggest problem this mod has is a massive lack of polish and several instances of unnecessary overuse of level assets and accessories in places where they don't make much sense or seem to look downright copy-pasted or just dropped in without any fine-tuning. I've played three different playthroughs with this mod utilizing less than 100 mods and always looked for mod conflicts that could cause problems with terrain gaps, misplaced assets, seams in walls/floors but I've come to the conclusion that the mod needs to be given a once or twice over on all its locations. I sincerely hope you're still working on this because once it gets the amount of polish it sorely needs it could very well be mistaken for something that Obsidian could have put in vanilla New Vegas were they given an extra year or two for development. Please keep up the great work, im not sure if this is still being updated down the road, but I HOPE HOPE HOPE it is because its ingenious. Cheers!
    1. Cheesehole
      Cheesehole
      • premium
      • 93 kudos
      BGsniper26,
      I appreciate the critique, and agree that there is stuff to be improved upon. However, I have gotten another projects to work upon that MoreMojave has been on a hiatus for a good while. I cannot tell for certain when or if I come back to work on this one.
    2. BGsniper26
      BGsniper26
      • premium
      • 0 kudos
      Well best of luck one way or another. Thank you for the response, and I hope your other projects pan out! Cheers!