So, I figure I should ask before I start getting ToTW set up. Is there a specific way I should set up Project Nevada with it, to avoid crashes/glitches? Like the load order, and which pieces to not activate, or stuff like that?
Project Nevada
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plumjuice
- Posts: 460
- Joined: Wed Dec 12, 2012 11:59 am
A quick search would have
A quick search would have revealed that PN works fine with TTW.
EVERY SINGLE MOD you ever use must load after the TaleOfTwoWastlands.esm
Please remember to use some form of load order program (BOSS/BUM, manual order with NMM or FOMM, etc)
Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help
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Alarikun
- Posts: 4
- Joined: Tue May 21, 2013 3:31 am
plumjuice wrote:
[quote=plumjuice]
A quick search would have revealed that PN works fine with TTW.
EVERY SINGLE MOD you ever use must load after the TaleOfTwoWastlands.esm
Please remember to use some form of load order program (BOSS/BUM, manual order with NMM or FOMM, etc)
[/quote]
I do sincerely apologize for not searching, and thanks for the response.
Must load AFTER TalesOfTwoWastelands.esm? But the Alpha Download page lists it as the last ESM to load. Or am I reading it wrong?
- rbroab
- Posts: 567
- Joined: Sun Jan 20, 2013 2:35 am
Of the required FNV + DLC and
Of the required FNV + DLC and FO3 + DLC, the TaleofTwoWastelands.esm is to be loaded directly after those.
If you are putting ANY .esm inbetween those, you're doing it wrong.
Project Nevada works just fine with TTW. Place the ProjectNevadaCore.esm right after the TaleofTwoWastelands.esm
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Alarikun
- Posts: 4
- Joined: Tue May 21, 2013 3:31 am
Thanks very much! I'm off to
Thanks very much! I'm off to give it a try.
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gnubee
- Posts: 81
- Joined: Sat Sep 22, 2012 1:07 am
You may opt to skip the
You may opt to skip the equipment module of PN to avoid a bunch of duplicates, otherwise you are more or less good to go. There is even a mod somewhere on here that patches the FO3 power helmets to have the visor overlays.
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Alarikun
- Posts: 4
- Joined: Tue May 21, 2013 3:31 am
gnubee wrote:
[quote=gnubee]
You may opt to skip the equipment module of PN to avoid a bunch of duplicates, otherwise you are more or less good to go. There is even a mod somewhere on here that patches the FO3 power helmets to have the visor overlays.
[/quote]
I probably will.. definitely gonna try to find that mod. ^_^
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kendubz09
- Posts: 31
- Joined: Thu Apr 04, 2013 9:41 pm
if you use the other Proect
if you use the other Proect Nevada Extra options you will need to play with the sort order as the Reblance wont come up in the ingame mod manu.
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plumjuice
- Posts: 460
- Joined: Wed Dec 12, 2012 11:59 am
kendubz09 wrote:
[quote=kendubz09]
if you use the other Proect Nevada Extra options you will need to play with the sort order as the Reblance wont come up in the ingame mod manu.
[/quote]
Not sure if it is load order related but this can happen.
Regarding duplicates, it is worth noting that I never seem to find any of the CW weapons that have PN counterparts, ie the Chinese Assault Rifle. I imagine that my bashed/merged patch messed with a list(s) in a certain way. It's not a big deal though.
I definitely recommend the mod that makes the PN visors work with the CW helmets. It's ace. It allows access to night vision and whatnot without rushing to Helios One all the way over in the Mojave to grab the Advanced Recon stuff.
Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help
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dawe1313
- Posts: 162
- Joined: Fri Mar 22, 2013 4:39 am
kendubz09 wrote:
[quote=kendubz09]
if you use the other Proect Nevada Extra options you will need to play with the sort order as the Reblance wont come up in the ingame mod manu.
[/quote]
there is a fix available for this issue: [url=http://newvegas.nexusmods.com/mods/49061/?]Project Nevada - Extra Options - MCM Fix[/url]