

New Vegas Enhanced Camera

Not to be confused with "NVAC", New Vegas Enhanced Camera modifies the first person view so that you actually occupy a body--that is, you can look down and see everything below your neck. Something of an "immersion" mod, NVEC is a useful addition for anybody who wants to feel like they're more than a camera floating six feet off the ground.



Pipboy Readius

Replaces the Pipboy 3000 glove with a PDA-style device that you hold in your hand. Fairly unpleasant to uninstall, and requires NVSE. You might also want to install this fix if you decide to use the Readius.



Pipboy Light Lantern Replacer

Intended to be used in conjunction with Pipboy replacers like the Readius, this mod replaces your light source with a lantern--so you no longer have a phantom light source.



Flashlight NV

Spoiled by the high-tech flashlight effects from other FPS games? Well now you can bring a little atmosphere into New Vegas with this mod, which changes your PipBoy light into a directional flashlight.



Glowsticks

In the spirit of flashlights and lanterns, the Glowsticks mod simply gives you the option of throwing glowsticks. Use them to keep areas lit, even from a distance! Even mark spots (hidden treasure?) with them!



Mission Mojave - Ultimate Edition

An updated version of the Community Patch; fixes over 14,000 things ranging from floating objects to buggy meshes, scripting errors, and general weirdness. Alternatively, you can use NVEC - New Vegas Enhanced Content. In the latter instance, make sure you only download and install the "NVEC Bugfixes" plugin. The other plugins are not what you're looking for.



Yukichigai Unofficial Patch (YUP)

The oddly titled YUP is a collection of fixes made by the same guy who did Deus Ex's Shifter mod and the Fallout 3 weapon restoration mod. It's got a much lower profile than either MMUE or NVEC Bugfixes, which makes it a solid choice for people who are looking for comprehensive bugfixing without too many unnecessary changes.



Community patches are not necessary (unlike other Bethesda games.) These patches touch a lot of entries, which can cause the game to bug out as much as running without the patches installed. Some people seem to use them without any problems; other people report issues with them installed. Additionally, users have reported that uninstalling MMUE/MMUE+ can corrupt your Fallout: New Vegas install. You have been warned!



FalloutNV Cheat Terminal

A sort of "Swiss Army Knife" in-game utility that allows the player to do a lot of things that would otherwise be difficult or require console commands, like manipulating SPECIAL stats, adding/removing perks, and generally screwing around with the game. Who wants to memorize console commands?



Invisible Wall Remover

Removes invisible boundaries throughout the wasteland.



Kobu's Better Binoculars

Makes the binoculars un-lovely.



Bottle That Water

An SA member wondered why we ate the bottle after drinking the water inside. Now you can refill bottles at water sources, rather than being forced to purchase water from merchants.













FAQ

How the hell do I install these mods that I just downloaded from that Nexus porn site?

Install them by extracting the contents (usually a .rar or .7zip) and dropping the extracted contents into your steam / steamapps / common / fallout new vegas / data folder. Alternatively, open up the file you just downloaded and examine the readme that is usually attached--sometimes the author includes special instructions that involve you doing more than simply dragging / dropping files. This is an excellent series of tutorials for modding your game on the Nexus.



Could this be a problem with my load order? I'm using such-and-such mods.

It's hard to diagnose a problem when you only list a couple of the bigger mods you're using. Open up FOMM, select "Load Order", then "Copy to Clipboard". This creates an easy-to-use list in notepad that you can paste into your post, print out, or even hang in a picture frame.



My game CTDs before I even see the loading screen!

This is usually caused when a plugin file (.esp) is looking for its parent or master file (.esm) but fails, either because the master file isn't where it should be, or because it's broken.



Do I need to use the console "temo" command or a d3d9.dll fix to get decent framerates like everybody's saying?

No. Unless you're a particularly rare exception to the rule, the 1.2 patch rendered these fixes obsolete by addressing the issues with NPC emotive generation. Most people observe no changes while running the fixes now--a few even report poorer performance while using the fixes. Still, if you absolutely, positively want to make sure that the fixes won't help you out:



ATI D3D9 Fix

Nvidia D3D9 Fix



I want to tweak my ini! Which ini should I make changes to? The files in Documents > My Games > FalloutNV or the one in Steam > steamapps > common > fallout new vegas?

You'll be making changes to the fallout_default.ini found in the steamapps > common > fallout new vegas folder. That is what the game currently looks at when it starts up.

Make sure you backup this file before you go off, punching in random numbers somebody on the Yahoo ask / tell forums gave you.



Help! My mouse feels like poo poo!

To Remove Mouse Acceleration:

Open FALLOUT.ini (located in Documents / My Games / FalloutNV) and under the [controls] section add:

code: fForegroundMouseAccelBase=0 fForegroundMouseAccelTop=0 fForegroundMouseBase=0 fForegroundMouseMult=0 Does my load order look correct?

Regardless of what mods you are using, FalloutNV.esm should be at the top of the list. This means that it is loading first, before everything else. If you have DLC, they should be arranged like so:

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

ClassicPack.esm*

MercenaryPack.esm*

TribalPack.esm*

CaravanPack.esm*



*These plugins can be loaded in any order amongst themselves.



In addition, unless otherwise noted, patches and subordinate mods (mods that rely on other mods) should load after the mods they concern. For example:



(Other .esm files)

GunRunnersArsenal.esm

WME - GRA.esm

Weapon Mod Expansion.esp

WME - GRA - Complete.esp



I installed a bunch of mods and now (PROBLEM) is happening. Does my load order look wrong?

While it doesn't hurt to post your load order (and, frequently, it helps reveal additional issues that may not even be related to your original problem, like mod conflicts/messed up load order) it can be very difficult for goons to eyeball a list of 100+ plugins and tell you what's wrong. Unless the issue is especially common or egregious, the best thing for you to do is to load up FNVEdit with all of your plugins (it does this by default when you start the utility) and start sniffing out "serious" (re: usually highlighted red) conflicts between plugins. Of course, this can be difficult if you've got a whole mess of plugins, or if you aren't really sure what you're looking for.



Alternatively, you can disable plugins until the problem goes away (at which point, you'll know that the plugin you just deactivated was problematic). Doing this one-by-one can be very tedious, so try this "binary" solution instead:



1. Deactivate half of your mods.

code: [ ] Mod 1 [ ] Mod 2 [ ] Mod 3 [ ] Mod 4 [x] Mod 5 <-Active [x] Mod 6 <-Active [x] Mod 7 <-Active [x] Mod 8 <-Active



3. Exit the game and deactivate another half of your mods that are still active. Test again. If the problem persists, it's with one of these remaining active mods. Keep halving your load order until it goes away (or you narrow it down to the single, troublesome plugin). If the problem goes away, one of the plugins you just deactivated was most likely the cause of your problem, and you should go to step 4.

code: [ ] Mod 1 [ ] Mod 2 [ ] Mod 3 [ ] Mod 4 [ ] Mod 5 [ ] Mod 6 [x] Mod 7 <-Active [x] Mod 8 <-Active

code: [x] Mod 1 <-Active [x] Mod 2 <-Active [x] Mod 3 <-Active [x] Mod 4 <-Active [ ] Mod 5 [ ] Mod 6 [ ] Mod 7 [ ] Mod 8 I installed a cosmetic / race mod and now all of my NPCs are albino and/or have mismatched skintones!

1. Check your fallout_default.ini and change bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1

2. Open up FOMM and toggle archiveinvalidation off and on again.



How do I create a Merged Patch with FNVEdit?

1. Open up FNVEdit.

2. Check whatever plugins you want to merge (they will all be checked by default.)

3. Check OK and allow them all to load.

4. When it's finished, right click somewhere on the left screen, where all of the plugins are listed. Select "Create Merged Patch" (the option is about halfway down the list) and see if FNVEdit decides to create merge the mods you selected.

5. Make sure the merged patch loads AFTER every mod it concerns.



Why can't I save the scripts I made in the G.E.C.K.?

It is a compiling error. The G.E.C.K. doesn't seem to show error messages any more, and it will not let you save if your script contains errors. You can try to separate the script into two cohesive pieces and save them individually: When one fails to save, it will help narrow down the problem.



How do I properly set up iron sights?

To properly set up iron sights you must:



1. Create a node named ##sightingnode.

2. Parent ##sightingnode to any piece of the weapons' geometry that does not animate. Obsidian weapon modeler Paul Fish recommends the grip/stock.

3. Align ##sightingnode, the rear sight, and the front sight along a line running parallel to the main longitudinal axis of the weapon. N.B.: The game does not use the orientation of the ##sightingnode, so don't try to line up the iron sights by adjusting that.



How do I convert FO3 mods to FO:NV?

1. Open up Geck. Load only the Fallout: NV.esm. Nothing else.



2. Save your "blank" template as a new file. Name it whatever you want.



3. Open up FOMM. Select TOOLS > TESSnip



4. When the TESSnip control panel opens up, open up your FO3 file (the one you're trying to convert.) Then open up your FO:NV "Blank" template file that you made a few minutes ago.



5. Begin copying and pasting each section of the FO3 file into your blank template. Do not try to copy the TES4 information. Don't bother copying world information either, or information pertaining to leveled lists for, say, Raiders or special FO3 NPCs.



6. When finished, select the FO3 file and close it. Then save your newly transplanted blank template.



7. Now you can open this file in FO:NV and groom it to be fully functional with the game.



What sort of things can I do with the console?

There's a link to a complete list of console commands at the top of the OP, but here are some common and useful commands that you might want to keep in mind (all are entered by hitting the tilde (`) key in-game):



tgm - Toggle God Mode. Makes you invulnerable.

tcl - Toggle Collision Mode. Puts you in a "no clipping" mode that lets you pass through objects; useful for getting unstuck.

cam - Close All Menus. Useful for helping end broken conversations/conversations that are impossible to end.

tai - Toggle AI. Deactivates NPC AI, causing them to stand around doing nothing.

showracemenu - Show Race Menu. Opens up the cosmetic menu that you use in Doc Mitchell's house. Useful for quick cosmetic changes.

tg - Toggle Grass. May be useful for getting a small performance boost on laptops and slower PCs.

playerenablecontrols - Use this to regain control of your player if you get stuck in a cutscene or otherwise lose control when you shouldn't have.



How do I use GECK to edit worldspace?



Here's a handy guide to help you get started:

Head Hit Keyboard posted: Okay. You need have [whatever you're modding] installed as well as have the GECK ready to go. It also helps to have FNVEdit ready. Since I'm not using either mod, I'll use placing a Sierra Madre Vending Machine in the Sink as an example.



First of all, you may need to hit a flag so that the GECK will allow you load multiple masters. Got to your /My Documents/My Games/FalloutNV/ folder and open up GECKCustom.ini in you text editor of choice. Find the line 'bAllowMultipleMasterLoads' and make sure it equals 1. Change it to 1 if it shows any other number. Also, as Raygereio pointed out, change "bUseMultibounds=1" to "bUseMultibounds=0".







Boot up the GECK, hitting the folder button or File -> Data. This should bringup a list of ESMs and ESPs in your Data folder. Select the plugins for each mod, but don't set either of them to being the active file. Click okay.





(Any parent masters required will be loaded automatically)



Now your GECK should look something like this (May not be exact window layout)







Object Window: Lists off every object in the game, allows for filtering by category and IDs.

Cell View: Lists off every single cell, or area, in the game, as well what object is in each cell.

Render Window: Shows what the loaded cell (if any) will look like in game.



We will start by finding the object we want to place and verifying that it is in fact the correct object. Since we are looking for an inanimate object that the player can interact with, it is very likely an Activator type. So click on "Activator" under "World Objects". Then you can also use the filter box above the categories list to try and narrow down your search.





TIP: Objects from mods may be easier to find in FNVEdit. Loading the original mod's ESP into FNVEdit and finding the object there will tell you want you need to type in the filter window to find it in the GECK.



Now if you're not 100% sure that you have the correct object, you can look at where the object is used in the game. Right-Click the object in the Object Window and choose "Usage Info".



(Not Pictured: Example of the Usage Window. I forgot to do this but I'm not loading up the GECK again for a window this simple)



Here you have two lists. One is a list of other objects that reference this one (this could be quests, leveled lists, etc.). The other is a list of cells that the object has been hand placed in. The latter is what we're interested in. Double clicking one of the cells in the list will show that instance of the object in the render window, along with the rest of the cell around it. Looking at these you should figure out pretty quickly whether or not you have the right object.



Now that we have the object, lets put it down. Go to the cell view window and find the cell you want to put the object in. All Interior cells are a part of the Interiors Worldspace at the top of the list. WastelandNV is the general open world and most of the rest should be self explanatory.





"Name" is generally the same name that appears in the pip boy and on your save files in game, so sorting by name should make the cell generally easy to find outside of obscure nowhere regions of the wasteland.



From here, double click on the record for the cell to bring it up in the render window.







Render Window Camera Controls

Middle Click + Mouse: Move the camera up down left or right.

Shift + Mouse: "Aim" the camera (no object selected)/Rotate around object (with an object selected)

Mouse Scroll: Move the camera forward or back

T: Force camera to topdown view



(I didn't do this but you may want to go to the View dropdown make sure that "Markers" is unchecked, as they are easy gently caress with by accident)



Using the above controls, find a suitable place in the cell for your object. Then drag the object record from the Object Window, into the Render Window.







From here you'll have to gently caress with the object's position as it is like floating in midair or something.



Object Manipulation Controls

Left Click: Select an object (noted by a colored box around the object).

D: Deselect any selected objects.

Left Click + Mouse: Move the selected object.

Right Click + Mouse: Rotate the selected object.

Hold X/Y/Z: Lock movement/rotation to the X/Y/Z axis.

F: Instantly drop the object down to the floor (or whatever collision surface may be in its way)



Watch out for parts of an object that not have been modeled or textured, "holes" the object per se. Generally that means that part of the object is supposed to be up against something else so the player can't see it.



Beyond that, the sky's the limit. Place it wherever you like.







Even on the ceiling if you want.







Finally, save your new ESP and close the GECK. You should now open up your new mod in FNVEdit and make sure that you aren't overwriting anything by mistake. For these purposes there should only be one cell record (for the Sink) with one object underneath it (the vending machine). Clean out anything else.



And that's it. Check it in your favorite mod manager and test it out in game.



How do I make my game beautiful like all of these HD-Texture-ENB-using-ini-tweaking screenshots people post everywhere?



Here's another useful "guide" for exactly this sort of thing (remember, there are a ton of different combinations of mods, tweaks, and graphical enhancements like ENB Series--this is just one recipe that may help you on your way):



Zodium posted: I've had the yearly urge to play some FNV, and this year I thought I ended up with a particularly nice graphical setup thanks to someone in this thread getting me onto the ENB + SweetFX combination. It's very pretty and very smooth, totally loving it. This guide assumes your computer is reasonably modern (~2 years), but there are fairly obvious ways to improve/reduce quality using this as a baseline. If no link is provided, it's on page 1.





(JPEG artifacts kind of ruin it, but the BMP was like 8mb.)



Basics

You're going to need the basics (FOMM, LOOT, NVSE/FNV4GB, NVAC, Better Game Performance, NV Stutter Remover, NV Configator) before you do anything else. Install these in any 'order', it should be straight forward.



Use the standard launcher Options to configure the initial settings. Open NV Configator, go to Performance. Set grass fade (4000), Object fade (7), item fade (3), everything else maximum. Turn every threading/multithreading option on.



Graphics (Optional, but get at least a variant of these)

You're going to need NMC's Texture Packs (Medium), Weapons Retexture Project, EVE, IMPACT, Vurt's Wasteland Flora Overhaul, Nevada Skies and Improved LOD Meshes/Noise. Install in that order by following each mod's install instructions, and overwrite when in doubt.



Shaders

You're going to need ENBSeries, Enhanced Shaders (Nevada Skies edition) and SweetFX.



Extract the ENBSeries Wrapper dir to your Fallout base dir. Make sure to follow Enhanced Shaders' extensive install instructions and modify according to your needs. If you don't follow those instructions, the vanilla and replacement graphics will conflict.



Also extract SweetFX to your base dir, and download one of the popular settings from the SweetFX DB (don't even look at any of the "Toon" ones). Open your enblocal.ini and replace the [PROXY] section with the following:

code: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=sweetFX_d3d9.dll Interface

Follow the install guide for One HUD (oHUD) and get the relevant mods. I recommend Darnified UI.



Finishing touches

At this point, you'll want to copy your base dir files (not folders) into /exes/. Also copy /enbseries/, /SweetFX/ and /Data/shaders/. This will let you use NVSE with the 4GB workaround and ENB/SFX.



In FOMM, open Settings and point the custom launch command at \fallout new vegas\exes\fnv4gb.exe. You can and should fine-tune the shader settings for your monitor from ingame with Shift + Enter, though it's a bit clunky to use. The main points are to fiddle with day/night/ambient light intensity and curves. I like my days to be colorful, and nights and interiors to be proper dark, with strong ambient lights plus flashlight and nightvision mods, but it's easy to tweak either way.



Hopefully, I'll remember I wrote this next year.



gently caress it, I just want to mod everything about this game! What should I install?

In addition to the OP and the advice of people in this very thread, this list/guide might prove to be a very useful tool to people interested in modding New Vegas into oblivion (no pun intended).



I want to mod everything about this game, but I also want it to involve everything from Fallout 3 (a la A Tale of Two Wastelands!)

Then look no further than this list/guide...

Cream-of-Plenty fucked around with this message at 02:15 on Jun 25, 2015