Eve Fnv All Dlc
- ojycuz
- Aug 15, 2023
- 5 min read
Meshes / Textures / Sounds / Scripts / VFX = WeijiesenA neat script to drop the MFcell on ground - AlexScorpion (aka: Alex not-so-poisonous Scorpion)Laser weapon textures - CaBaL120 (Italy FTW!)Water explosion sound - Crawlius (The CR9000 sound guy)Buckets o' stuff - jonnyeahSkin pile texture and skeleton texture - Tapioks (aka: Tapioooooooooklahoma!)
a request was made for a combined version of FO3 & FNV EVEs: [url= -mods-request]"Merged" mods request[/url].i was particularly taken by this request, because i had been thinking the same thing myself. So, i decided to do something about it.after putting it it together, i contacted [url= ]weijiesen[/url], via Nexus PM, for permission to upload. in his reply he said it was ok with him, and he also pointed out some of the things in the FO3 version that did not make it into the FNV version:
eve fnv all dlc
[quote=weijiesen]EVE FO3 has (Which EVE FNV lacks)* New projectile for AlienBlaster* Crit Kills for flamer* Crit kill for Fatman* New weapons such as Pulse Pistol, Pulse Rifle, Plasma Sniper, Firefly, Bob-omb, the fan-fav Shredder Grenades (aka Outcast grenades, laser grenades), and the ultimate fan-fav the PT900 aka Plasma Thrower.There are various other things such as Skeletonization for FO3's super-mutants, and a *new* explosion for Plasma Grenades which adds a plaz cloud and streaming vapors. Also EVE FO3 did have unique ash piles for bugs (had twitching wing and leg protruding) and FO3 super mutant (had smoldering boot)[/quote]he also recommended keeping the FNV version for the primary assets, which is what i didafter converting the FO3 EVE.esm & EVE.esp and recompiling all the scripts in GECK, i merged them into the FNV 1.15 FINAL version of EVE FNV - ALL DLC.esp. then i FNVEdit "cleaned" the resulting merged esp.any FNV patches that require EVE FNV - ALL DLC.esp should still work just fine.
if you need an FO3 EVE patch converted, send me a PM, and i'll see if i can help out.So, here is the Combined FO3 & FNV EVE's for TTW[b][u]Requirements:[/u][/b]latest version of [url= -download]Tale of Two Wastelands[/url]FO3 EVE - Energy Visuals EnhancedFNV EVE - Essential Visual Enhancements[b][u]Installation:[/u][/b]d/l and install in [b]EXACTLY[/b] the following order, say "Yes to All" on overwrites:
[*]Now, open your ..\Fallout New Vegas\Data folder and delete the following[list=1][*]EVE.esm[*]EVE.esp[*]EVE Operation Anchorage.esp[/list][indent](this gives you all of the assets for the FO3 EVE)[/indent]
[*][url= ]FNV EVE - Essential Visual Enhancements[/url][list=1][*]EVE v1point15a Final (make sure you install the [b][color=orange]EVE FNV - ALL DLC.esp[/color][/b])[/list][indent](this gives you all of the assets for the FNV EVE)[/indent]
[*]Finally, open your ..\Fallout New Vegas\Data folder and copy in the "EVE FNV - ALL DLC.esp" i have provided and overwrite the one from EVE v1point15a Final[/list]don't forget to endorse the originals on the Nexus
adjust your load order, activate, and make a new merged/bashed patch. if you are not sure about how your loader should be, please check out the [url= -order-help-thread]Load Order Help Thread[/url]here is an example, using my current load order:[collapsed title=Load Order][X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] CaravanPack.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] TaleOfTwoWastelands.esm[X] NVEC Complete + NVCE.esm[X] oHUD.esm[X] Lings.esm[X] LingsFinerThings.esm --> (get this [url= -7500]here[/url])[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] Project Nevada - Extra Options.esm[X] Project Nevada - Cyberware.esp[X] Project Nevada - Rebalance.esp[X] Advanced Recon Tech.esm[X] Detect Traps.esm[X] JIP Selective-Fire.esm[X] More Perks.esm[X] DarNifiedUINV.esp[X] The Mod Configuration Menu.esp[X] CASM.esp[X] Dynamic Quantity Prompt.esp[X] HUD Extended.esp[X] Quick Trade.esp[X] FairyRadar.esp[X] Stimpak Counter.esp[X] The Weapon Mod Menu.esp[X] Project Nevada - Cyberware Additions.esp[X] Project Nevada - Rebalance Complete.esp[X] Project Nevada - All DLC.esp[X] TTW - NVEC NVCE PN Mega Patch.esp --> (get this [url= -8556]here[/url])[X] TTW - NVEC dawe1313_Changes.esp[X] The Groovatron NV.esp[b][u][color=orange][X] EVE FNV - ALL DLC.esp[/color][/u][/b][X] WMXUE.esp[X] WMXUE-CS-MW-EVE-PN Merged.esp (my own merged version)[X] WMX-TTW-Unified.esp[X] Advanced Recon Armor NV.esp[X] LingsPrettyThings.esp[X] LingsPrettyThings-TTW.esp --> (get this [url= -20-lings-pretty-things]here[/url])[X] Lings Finer Things.esp[X] DeadMoneyFemaleTuxedo.esp[X] bzArmour.esp[X] TTW_MoreCookingItems.esp[X] TTW_NoKarmaDCFollowers.esp[X] iAssist.esp[X] Merged Patch.esp[X] dawe1313 Tweaks.esp (my personal tweak override)[/collapse][b][u]Bug Reports[/u][/b]before posting, please see if the bug can be repeated with all other mods (except TTW and EVE FNV - ALL DLC.esp) disabled. if you suspect a mod conflict, please attach your load order, which can be exported from FOMM or NMM.enjoy,dawe1313
I'm not understanding the conflict here, but I'm getting a lot of crashing on exteriors. I've found that if I untick the bashed patch plugin, I can load saves that were crashing with it ticked. What am I doing wrong? I'm following the guide to creating a bashed patch, but it certainly seems to be the source of my issue. NVAC is registering an issue, but I have no clue how to diagnose that.
Only if the category has plugins in the right size otherwise it's pointless to do so since there are no plugins to merge that category. Everything on the right should be ticked because it is what tells the patcher to merge those records together into one so that everything from each mod is combined. Also, if Wrye bash asked to deactivate plugins, let it. Those plugins get completely merged into the Bashed Patch so you can reduce the size of the load order. Leave those plugins in the load order though, that way they are there if you regen the bashed patch again.
I have a number of times, actually, though I wonder if maybe something is ticked that shouldn't be (FalloutNV.esm isn't under Import Names). Should every category on the left column be ticked? Now that I think of it.. I did untick Tweak Names because I didn't care for the letter before each item, but I could live with that if it means a stable game.
Well, I'd start with the biggest mods like YUP, ILO, FCO, and NVR3. Open LOOT, then unlock MO and open Wrye Flash. Check mods for bash tags then compare them by clicking on them in Wrye Flash. THey are listed in the bottom right and can be added by right clicking on that little box.
Really after that, I'd suggest making a clean save without the Bashed Patch on the save that loads without it. THen play a little bit, go to an interior then make a freash save, add the bashed patch back in, reload and make a fresh save.
I was/am having similar issues with my bashed patch. I ended up disabling a couple mods to get under 140 plugins and just playing normally. Even if I make a bashed patch with what I have now(just to rule out the few mods I disabled) I'll end up freezing shortly after loading in game. I did make a bashed patch with only the tweaks and that part works fine with no freezing.
Same for me. Followed the guide twice to the letter and rebuild the bashed patch 4 times and also looked into the bash tag thing but still its crashing all the time with the bashed patch active. Sadly i had to deactivate some mods and go with a merged patch so i can play the game without crashing. Mybe th author can look into this, since i am not the only one with this problem i could be a thing with the gudie at one point?
Hmm, tried rebuilding the bashed patch 2 more times and it still crashes the game after some minutes. I even did an brand new install of thte game an then again followed with the guide it doesn't work. Seems like the merged patch must do for the time being, but that means i couldn't have all the mods installed because i already always end with 144 active plugins without the bashed patch (witch merges some of them) every time i finished the guide alone, the 3-4 mods i added not counted.
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Author - Qolore7 Maintainer - VishVadeva50
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