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New Vegas Uncut: the Moburma mods

General mod discussion and requests.
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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I had an FPS improvement too.

Post by RoyBatty » Thu May 21, 2015 10:02 am

I had an FPS improvement too. There's still a bashing land record where the School of Impersonation is. Need to fix that, I think that's what's causing the huge lag right there.


 


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LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

Would it be possible to get

Post by LaEspada » Wed Jun 03, 2015 11:07 pm

Would it be possible to get the New Vegas Bounties Patch for Freeside Open? The original esp for the patch require freesideopenpatch.esp or something. And I dunno if anything would be outdated for this version?


 


Also another question


Would it be okay to use New Vegas Restoration instead of Open Strip? Would it still work with Freeside Open? Always wondered.



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RoyBatty
Gary
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Location: Vault 108

Simple solution is to

Post by RoyBatty » Wed Jun 03, 2015 11:33 pm

Simple solution is to temporarily dump the patch into your data dir, open up the NVB patches in FNVEdit, clean masters, and save. That should remove the requirement and then you can delete the patch again.


 


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

LaEspada wrote:Would it be

Post by TJ » Wed Jun 03, 2015 11:37 pm

[quote=LaEspada]Would it be okay to use New Vegas Restoration instead of Open Strip? Would it still work with Freeside Open? Always wondered. [/quote]


Today it's ok. In a few weeks it wont be, because strip open will be merged into FSO.


 


My project Dash is on Kickstarter!



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

TJ wrote:

Post by deadboy » Thu Jun 04, 2015 12:43 pm

[quote=TJ]


 


 



LaEspada wrote:

Would it be okay to use New Vegas Restoration instead of Open Strip? Would it still work with Freeside Open? Always wondered.


Today it's ok. In a few weeks it wont be, because strip open will be merged into FSO.


 


[/quote]


Which is AWESOME! Maybe this weekend I'll get time to dink with this.  Any idea if it conflicts with Mojave Open at all?



TJ
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Joined: Mon Sep 17, 2012 1:06 pm

No word yet. We've been

Post by TJ » Thu Jun 04, 2015 12:50 pm

No word yet. We've been toying with the idea of getting in touch with the guy. I'll have to check out the project. Here's to hoping it's closer to Strip Open than Freeside Open.




Anyone testing any combination of these mods please let us know if you're experiencing any issues at all. We're nearing wide release and would like to get all issues worked out before hand.


My project Dash is on Kickstarter!



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

We still have things which

Post by RoyBatty » Sun Jun 28, 2015 1:15 pm

We still have things which need work before it can be released, Benny's escape is not yet completed. We also need to build proper LOD for the worldspaces (both terrain and object). This is needed badly to help with the performance issues, and certain models don't have LOD meshes so they need to be made. TJ has done an enormous amount of work on this mod so far. I've been focusing on getting other mods compatible with it, and Tricky and I also cleaned up and corrected the FSO patch that Retlaw made for TTW. I will have a look at the navmeshes, as I really hadn't paid much attention to them so far in the outside space.


The Vault 21 areas have all been fully navmeshed now, but still need a little cluttering and proper lighting.


The strip is also missing LOD and meshes for it, and is also a performance killer and we haven't really looked at it as close yet. I'm sure there is lots of disabled and moved objects under the street just like FSO had (and was severely effecting performance) which need to be deleted so they are not in the cell taking up resources and serving no purpose at all.


TJ's really busy with work lately and has been having a hardware problem with his video card.


Thanks for the offer for Betsy, I'm sure it's something we are interested in including. I asked you some stuff about it on nexus already.


I have to fix Koch and Bohr too or else it won't get included.


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RoyBatty
Gary
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The Mormon Fort uses

Post by RoyBatty » Sun Jun 28, 2015 2:05 pm

The Mormon Fort uses multibounds, I am not entirely sure why... they can probably be removed.

I'll have a look over the navmeshes, but I haven't experienced that issue. Then again I have a newer WIP version than is available for DL.
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starscreamM14
Posts: 18
Joined: Sun Jun 21, 2015 8:08 pm

hey it says you are working

Post by starscreamM14 » Tue Jul 14, 2015 10:15 pm

hey it says you are working on two mods here but i only see one.


is the other one not finished yet or something ? will outside bets restore all the moburma's uncut content ?


i have a mustache.

kraag
Posts: 69
Joined: Mon Jul 06, 2015 7:02 pm

I might have missed it, is

Post by kraag » Tue Jul 14, 2015 10:38 pm

I might have missed it, is there a general load order to follow for this Uncut package?


I downloaded the master ZIP from github - https://github.com/Uncut/Uncut/archive/master.zip



I have read through this load order guide but didn't see anything specific.



NVM, found it :/



Any other load order tips would be good though... outsidebets.esm in particular.



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