Oh, I noticed this seems to fix the issue where they stop going into buildings and stuff like before you go in the lucky 38 in the base game almost everyone is disabled
oh okay thank you, I just realized I thought you replied to my other comment on a issue I was having with the npcs spawning on the other sections and having to walk to the one the player is in whoops.
It does, but only in the extra collection and extra collection version also adds unused stuff (which previously wasn't in the game, even without patches, like extra Vipers at Bonnie Springs or extra Fiends at South Vegas and I don't like it)
It isn't an issue, more like a personal preference. Thanks for the tip! Also, how would I make FPGE work with it? It already has patches for the extra collection, but I'm not sure how it works, if it removes NPCs thanks to some scripts and how it does it under certain conditions
Im not sure if the issue is this mod or just VNV but it seems to cause a small issue where they spawn on the other sections and have to walk their way to my section the player is in before behaving normally
Really cool to see these cut NPCs get enabled again since other uncut mods don't enable them for whatever reason, but I ran into the same issue as others here where Billy Knight disappears when the mod is enabled. Disabling the mod allows Billy Knight to appear again. I also had issues with Mister Holdout disappearing too. I am not sure what the conflict is as xEdit only shows conflicts with Simple Open Strip. Pretty weird.
This mod does nothing related to Mister Holdout or Billy Knight. Any issue is caused by Simple Open Strip and the author of that mod needs to fix it. This only edits three scripts needed to move the uncut NPCs about. It's likely that Simple Open Strip edits those same scripts and does something it probably shouldn't.
I'm very curious why you won't make the requisite fix yourself. Would be especially nice if it ended up doing something it shouldn't and you fixed that.
@CyberGama -- unless I am mistaken, both mods allow the use of user end patches, so there is nothing stopping you from doing that yourself. When you finish, please share your hard work with the community.
It would require scripting to fix. The problem is that Simple Open Strip does not consider the vanilla region of the central Strip in its scripts. This was a design decision by that mod's author that has had unintended consequences. There’s nothing I can do about that.
Strip Open and Freeside Open really did set so much back and limit people modding those areas. TSO has problems and FSO will more than likely break games. It's great to see people finally touching these areas again! This, Lightweight Strip Overhaul, and Casino Crowds really make New Vegas feel more alive.
if only there was a way to do what the "open" mods do but have those areas still compatible with any mods that change them. i would think removing load doors and merging mupltiple cells together into one wouldn't create any compatibiliy issues, i mean in theory everything is in the exact same space as before, just without load doors.
I figure why let some unimportant aesthetic change (freeside/strip open mods) get in the way of far more important content mods. People try to force something that's unstable just bc it looks great - not worth it.
Actually those spaces are not in the same place. I believe that the Strip is close to the same space, but Freeside is separate cells with actual load doors (teleport) to the other areas. Combining them creates an entire different world space.
Although I don't understand the animosity toward the open mods. They put things back as originally intended, and with a few tweaks really add to the game.
Obsidian also didn't have the best grip of the engine. An open Strip was possible on console but they just messed up a lot with water LOD, poor scripting, and poor optimisation.
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I wanna make a custom version with no new npcs just the defaults so they dont disappear
Also, how would I make FPGE work with it? It already has patches for the extra collection, but I'm not sure how it works, if it removes NPCs thanks to some scripts and how it does it under certain conditions
Although I don't understand the animosity toward the open mods. They put things back as originally intended, and with a few tweaks really add to the game.
EDIT: Lmao I didn't even have it installed to begin with, nm