If you are getting an error in the file checker that 02 - Coffee Kettle - Smashed - 2k-73682-1-0-1631802732.7z is not found, this is due to a bug in Chromium-based browsers that is adding two random extra spaces in the file name when downloading.
To fix this, remove the extra spaces between the word "Kettle" and the hyphen. The file name should look exactly as above. Copy and paste if needed.
Or re-download with Firefox I guess, but that's way more work :D
Due to the way SALVO is structured and optimized, updating in place can be difficult, if not impossible at times.
Some updates may be as simple as installing loose files over top of an existing SALVO install. If there are any critical updates they will be in this form, and I will provide details on that process should the need arise.
However, core mod updates (i.e. Nuclear LOD, landscape texture/large pack updates) typically would require re-running the entire process.
I do not recommend or advocate re-running SALVO every time there is an update to it or included mods. Each release version is tested as fully functional and complete and is self-contained. You don'tneed to update SALVO, re-run the process, redo LOD every time it updates. When an update for SALVO releases, that's not a signal that you need to redo things. What you already have works as intended, and will always be 99% of what would be in any update.
Updates are, at the core, designed for the next time you re-mod your game or for new users just running the process. It's a long process, which is why I spend tons of time testing each update - I want to make sure that even if sub-mods update, you don't need to redo the process to have a stable game with the intended looks.
That said, you are absolutely free to keep all the mods backed up, make any changes to required files, and re-run the process. That's an option for tinkerers etc., but it's not what I would recommend most people do.
Run SALVO, do your playthrough, and next time you decide to revisit the Mojave, run the newest version of SALVO.
Chain Link Fences https://www.nexusmods.com/newvegas/mods/91313?tab=files&file_id=1000147928 https://www.nexusmods.com/newvegas/mods/91313?tab=files&file_id=1000147959
Pristine Powder Gangers - Mesh and Texture Replacers https://www.nexusmods.com/newvegas/mods/91150?tab=files&file_id=1000147659
Killer Khans - Mesh and Textures Replacers https://www.nexusmods.com/newvegas/mods/90740?tab=files&file_id=1000147658
saltex eyebots and ED-E - RTR https://www.nexusmods.com/newvegas/mods/90945?tab=files&file_id=1000146562
DonKnotts PipBoy texture (currently in the SALVO process) now has an RTR patch - I strongly recommend installing it as loose files (will override and patch SALVO) from here - https://www.nexusmods.com/newvegas/mods/91369
For the subsidiary mod "Special FX" and it's patches for Lumen / NVR (from the addons for justice section) where do we put these patches in the load order? I've just done it by order of going through the SALVO guide so it's: SFX + its patches, NVR+H2O, Lumen + patches, and Energy Visuals Plus.
Hello Sal, do you have any monorail track lods in your game? i cant see them at all, its not a big issue but it bugs me a bit to see 2 floating monorail cars off in the distance. EDIT: I forgot HighPriorityLod TTW, after a rerun i can see the rails now.
yep , all other textures seem to be working fine, I'm playing TTW and testing the mods in Goodspring, only sandy roads and the animated fan are missing meshes, so I'm redownloading those two mods to redo the step and hope that it going to fix the problem. Edit: still doesn't work
I just checked, you are right, some of the other meshes are missing too, and I have no loose texture files, only other mods I have in MO2 are from TBoT.
Edit: I have no idea what the problem is, same problem even if I redo all the step.
ooh, I found something that maybe an issue, I picked the beta CAO7 without the options like do not compress file and create override file. I will rerun using the version in the guide, hope that fixed it.
Edit: that fixed the issue, sorry for bothering you with this.
When going over the bridge near Bethesda Ruins, and in general some bridges, There's a color mismatch between each chunk of pavement. RoadOverpassMidCap01 and RoadOverpassMidSolid01 have very different looks. MidSolid01 is darker/more natural looking, and MidCap01 is more bright and kinda ugly. Its not the super bright white color as noted by Apacheindein's post for Sandy Roads, this is more subtle and seems to be intentional? The vast majority of paved roads roads look like the brighter/ugly version for whatever reason. If I disable RTR, the effect isn't as obvious but I would prefer keeping that mod enabled.
If nothing else I may just manually install sandy roads and extract the BSAs to at least start testing. I even tried the 'SALVO-specific' version on Sandy Roads' mod page, but no luck.
Edit: found a pretty easy fix. I simply manually installed Sandy Roads and made a duplicate of roadoverpassmidsolid01.nif and renamed it to roadoverpassmidsolid02.nif. MO2 archive parsing reveals I don't have a single NIF named roadoverpassmidsolid01 otherwise. Its still that fairly bright color but its now at least consistent across bridges.
salvo.bat ended abruptly without "everything is ok". Instead, it said
A subdirectory or file plugins already exits (13 mods) 13 file(s) moved. Access is denied Access is denied A duplicate file name exists or the file cannot be found Press any key to continue...
329 comments
To fix this, remove the extra spaces between the word "Kettle" and the hyphen. The file name should look exactly as above. Copy and paste if needed.
Or re-download with Firefox I guess, but that's way more work :D
Due to the way SALVO is structured and optimized, updating in place can be difficult, if not impossible at times.
Some updates may be as simple as installing loose files over top of an existing SALVO install. If there are any critical updates they will be in this form, and I will provide details on that process should the need arise.
However, core mod updates (i.e. Nuclear LOD, landscape texture/large pack updates) typically would require re-running the entire process.
I do not recommend or advocate re-running SALVO every time there is an update to it or included mods. Each release version is tested as fully functional and complete and is self-contained. You don't need to update SALVO, re-run the process, redo LOD every time it updates. When an update for SALVO releases, that's not a signal that you need to redo things. What you already have works as intended, and will always be 99% of what would be in any update.
Updates are, at the core, designed for the next time you re-mod your game or for new users just running the process. It's a long process, which is why I spend tons of time testing each update - I want to make sure that even if sub-mods update, you don't need to redo the process to have a stable game with the intended looks.
That said, you are absolutely free to keep all the mods backed up, make any changes to required files, and re-run the process. That's an option for tinkerers etc., but it's not what I would recommend most people do.
Run SALVO, do your playthrough, and next time you decide to revisit the Mojave, run the newest version of SALVO.
These can be installed into MO2 as normal to bring older versions to near parity with 1.5.1.
Vanilla Style Pip-Boy 3000
https://www.nexusmods.com/newvegas/mods/91369?tab=files&file_id=1000148111
Weapon Repair Kit - Repaired
https://www.nexusmods.com/newvegas/mods/89809?tab=files&file_id=1000142596
Animated Interior Decorations
https://www.nexusmods.com/fallout3/mods/24711?tab=files&file_id=1000020752
Destroyed Houses interior changes
https://www.nexusmods.com/fallout3/mods/24776?tab=files&file_id=1000020939
Ascended Tables
https://www.nexusmods.com/newvegas/mods/86848?tab=files&file_id=1000143320
Uranium Fever/SOFT AF
https://www.nexusmods.com/newvegas/mods/89815?tab=files&file_id=1000146207
Decent Rubble Piles Add-on
https://www.nexusmods.com/newvegas/mods/90313?tab=files&file_id=1000145267
New Vegas Graffiti Redone - AIO
https://www.nexusmods.com/newvegas/mods/90654?tab=files&file_id=1000145546
https://www.nexusmods.com/newvegas/mods/90654?tab=files&file_id=1000145549
I Finally Caved
https://www.nexusmods.com/newvegas/mods/90555?tab=files&file_id=1000146795
Rugs Plus
https://www.nexusmods.com/newvegas/mods/90784?tab=files&file_id=1000146074
Pillow Talk
https://www.nexusmods.com/newvegas/mods/90791?tab=files&file_id=1000146086
Chain Link Fences
https://www.nexusmods.com/newvegas/mods/91313?tab=files&file_id=1000147928
https://www.nexusmods.com/newvegas/mods/91313?tab=files&file_id=1000147959
Pristine Powder Gangers - Mesh and Texture Replacers
https://www.nexusmods.com/newvegas/mods/91150?tab=files&file_id=1000147659
Killer Khans - Mesh and Textures Replacers
https://www.nexusmods.com/newvegas/mods/90740?tab=files&file_id=1000147658
saltex eyebots and ED-E - RTR
https://www.nexusmods.com/newvegas/mods/90945?tab=files&file_id=1000146562
Inspiring Interiors
https://www.nexusmods.com/newvegas/mods/89694?tab=files&file_id=1000147889
Basements and Bunkers
https://www.nexusmods.com/newvegas/mods/89667?tab=files&file_id=1000142132
Rattan Cowboy Hat Improved
https://www.nexusmods.com/newvegas/mods/91405?tab=files&file_id=1000148244
Will be added to the next SALVO update.
Edit: still doesn't work
The SALVO plugin is enabled, and you have no loose texture files, correct?
Edit: I have no idea what the problem is, same problem even if I redo all the step.
I will rerun using the version in the guide, hope that fixed it.
Edit: that fixed the issue, sorry for bothering you with this.
If nothing else I may just manually install sandy roads and extract the BSAs to at least start testing. I even tried the 'SALVO-specific' version on Sandy Roads' mod page, but no luck.
Edit: found a pretty easy fix. I simply manually installed Sandy Roads and made a duplicate of roadoverpassmidsolid01.nif and renamed it to roadoverpassmidsolid02.nif. MO2 archive parsing reveals I don't have a single NIF named roadoverpassmidsolid01 otherwise. Its still that fairly bright color but its now at least consistent across bridges.
A subdirectory or file plugins already exits
(13 mods)
13 file(s) moved.
Access is denied
Access is denied
A duplicate file name exists or the file cannot be found
Press any key to continue...
Anyone know what's going on?