Despite being nearly 12 years old at this point, the open-world post-apocalyptic title is regarded by many as one of the best in the series. There are also plenty of Fallout: New Vegas mods that keep things fresh after all these years, including one that finally allows gamers to play as a courier.
fallout new vegas ai mods
Although I am not 100% sure I believe Gopher is using Puce Moose Tweak and Balance Center - Responsive Kill Reactions. This is a port of a Fallout 3 mod scripted by Schlangster (author of Project Nevada among other mods). Project Nevada - Rebalance contains an updated version called Experimental Detection AI in which I believe the NPCs are less likely to crowd around dead bodies. Actually when shooting enemies from afar in default New Vegas the surrounding NPCs will just ignore it hence the need for these type of mods. Feel free to correct me if I am wrong about any of this.
New Vegas Stutter Remover: Irreparably broken by Windows 10 due to relying on undefined behavior. Will cause crashes every 15 minutes. Every single feature from NVSR has been replaced in a modern manner by the combination of New Vegas Tick Fix, New Vegas Heap Replacer, and lStewieAl's Tweaks. These mods also have many great features that NVSR never had, like the high FPS physics fix. There is no reason to use NVSR, even on Windows 7.
Zan AutoPurge Crash Protector/PCB Hotkey: The script command used by these mods is a leftover command from development that forcefully clears buffered cells from memory, which can lead to unforeseen consequences. Essentially the same function is performed safely by the INI tweaks in the guide.
Performance of the Gods (Or pretty much all mods with "Performance" in the title): Performance gain is usually placebo, disabling small clutter items with less than five polygons won't do anything. Also potentially dangerous if they mark the records as Deleted rather than Initially Disabled, as the game can crash if a script tries to reference a deleted object.
Fallout Character Overhaul: Multiple broken file paths which cause missing mesh triangles and pink textures. The installer auto-selects patches for mods you don't have installed and installs the Glowing Ghouls file which causes massive performance drops and save bloat. It doesn't cover every NPC in the game (Plus NPCs from the DLCs or mods), so any uncovered NPCs look very out of place. It requires the bLoadFaceGenHeadEGTFiles INI setting to be enabled, which causes performance loss due to generating NPC face textures on the fly in-game. It also overwrites many YUP fixes for NPCs, though these can be patched using FNVEdit. I recommend New Vegas Redesigned 2 Revised or Character Expansions Revised instead.
Handheld Pip-Boys, such as the 2500: All hand-held Pip-Boys share the same common visual bugs that occur if you enter/exit your Pip-Boy too fast. The methods these mods use to hide the Pip-Boy in third person are also quite janky, as they were made before NVSE extensions like JIP LN. These bugs and quirks have mostly been removed with Handheld Fixes though. I still recommend either the 2500a or 2000 Mk VI for wrist-mounted Pip-Boys.
Although it may seem counterproductive to install a bunch of small mods to replace one big mod, these alternatives are all more efficient and performance friendly. They are 100% safe to use, and actually work, unlike Project Nevada:
FOOK, New Vegas Enhanced Content, and Mission Mojave Ultimate Edition: Massive compilation mods like these eventually get outdated and break other mods like Yukichigai Unofficial Patch. For example, NVEC includes the old version of the Burning Campfires that causes save bloat, an old version of EVE that is even more performance-intensive than the current one, outdated bug fixes that break Yukichigai Unofficial Patch, and much more.
Unlimited Companions (Or any other companion-related mods): Unlimited Companions re-compiles every script in the game and will break many mods. If you want unlimited companions, or other companion-related features like equipment managing, infinite ammo, combat-ready companions, and much more, use JIP Companions Command and Control. Before installing any mods that edit companion behavior, you should check if JIP CCC already does it.
Sinitar's Gameplay Overhaul (Or anything made by Sinitar): Sinitar knows nothing about modding, as shown by his guide that includes most of the mods on this list. SGO is full of bugs, broken features, awful balance, and Sinitar's trademark typos. Avoid anything he makes at all costs. If you have a few hours and want more information about Sinitar's lies, scamming, and lack of modding knowledge, check out this twenty-eight page essay that goes into excruciating detail about it.
Any AI mods: AI mods generally just edit gamesettings, which can both break set scenes (such as the vault in Dead Money and saving the Goodsprings settler in the tutorial mission) and make combat more frustrating than realistic. Enemies can sometimes detect you the second you enter an interior, so they will all rush you at the entrance.
Content Mods to Avoid: Weapon Mods Expanded/Extended: Overwrites Weapon Mesh Improvement Mod's mesh fixes and requires conflict resoluton with any mods that edit weapon records. Also very unbalanced in my opinion, since many of the mods are either silencers or damage increases.
Despite the fact that she is almost 12 years old at the moment, the post-apocalyptic open-world game is considered by many to be one of the best in the series. There are also many Fallout: New Vegas mods that remain relevant after all these years, including one that finally allows gamers to play as a courier.
Nothing is required other than the base Fallout 4 game. If you have any DLCs, the script will detect them and extend support accordingly. (It does nothing, however, to automatically detect and adapt to other mods.)
Otherwise, the best direct repayment you can give me is to use the mod, enjoy it, and tell me all about your adventures! I thrive on community FEEDBACK. And, if you choose to start writing mods yourself, pay it forward and think about the new guys who will one day be trying to learn from your work. In other words: ALWAYS INCLUDE THE SOURCE CODE.
PA-NPC versions prior to 1.432 had significant compatibility problems, as it added the script to actors manually in the base records. As many other mods do the same thing, that meant having to do compatibility patches for anything that had any sort of overlap. As of v1.432, no base records are edited, and the mod dynamically attaches PA-NPC functionality on the fly. This should instantly eliminate the vast majority of possible mod conflict scenarios.
I am currently developing both Pack Attack mods on the most recent version of Fallout 4 (1.10.75, as of this writing). But they should work fine with any reasonably recent version of FO4. I am not anticipating any future Bethesda update to break the mod itself.
PA-NPC does not attach its script to any unique actor or anyone belonging to CompanionFaction. I do this mainly to avoid runtime collisions with heavily scripted companions such as Heather Casdin, and with multiple companion mods.
The cause of the error is usually the fact that the game is somehow unable to use more than 2GB of RAM by default and it needs to be changes using mods. Also, there is another helpful mod which can be used to solve the problem.
Wrye Bash is a powerful mod management utility for games based on Bethesda's Creation Engine. Its features include: A mod installation and conflict manager A plugin load order manager Increased mod compatibility Lifting of the 255 plugin limit through automatic merging of compatible mods .ini and settings files tweak management Screenshot management And many, many moreIt currently supports the following games:
Modding for Creation Engine games has a wonderful history of confusing terminology. The list below details some terms commonly used when dealing with mods. The game is the game that Wrye Bash is managing, one of the ones listed above.
Windows Store refers to a game installed with the Windows Store. This could also be referred to as a Game Pass, Xbox App, or Microsoft Store game.
CTD is an acronym for Crash To Desktop. Used to describe the game crashing.
DLC refers to any of the official downloadable content for the game.
Mod refers to any unofficial user-made modification to the game.
Mod author refers to a person that makes modifications to the game. It can also refer to those who are involved in the creation of utilities that are used by mod authors and/or users.
ESM (case-sensitive) or ESM-flagged file refers to any file that the game treats as a master. For games before Fallout 4, the only thing that mattered was a flag inside the file called the ESM flag. For newer games, files with the extension .esm are treated as masters too, whether they have the flag set or not. These load before all ESPs (see below). It is an acronym for Elder Scrolls Master.
.esm (case-sensitive) refers to files with the extension .esm. See the ESM entry above for notes on how they behave in different games.
ESP (case-insensitive) refers to any file with a .esp extension. It is an acronym for Elder Scrolls Plugin.
ESL (case-sensitive) refers to any file with a flag called the ESL flag set. Files with the extension .esl are treated as ESLs whether they have the flag or not. Only Fallout 4 and Skyrim: Special Edition currently support these. Certain restrictions apply as to which plugins can be ESL-flagged. They do not take up a regular load order slot, theoretically allowing up to 4096 plugins to be loaded.
.esl (case-sensitive) refers to files with the extension .esl. These automatically receive the ESL and ESM flags. Only Fallout 4 and Skyrim: Special Edition currently support them.
ESU (case-insensitive) refers to any file with a .esu extension. These are an unofficial type of plugin used by xEdit. It is an acronym for Elder Scrolls Update.
Plugin refers to any of the above file types.
Master refers to any plugins that another plugin is dependent on to function. (It can also refer to an ESM file, as it used to be that only ESMs could be masters, until mod authors developed methods of using ESP files as masters too. The latter definition will not be used in this documentation.)
The game's master file refers to the ESM that must be loaded for the game to function. A short table showing the master file for each game follows:
GameMaster File Enderal: Forgotten StoriesSkyrim.esm Enderal: Forgotten Stories: Special EditionSkyrim.esm Fallout 3Fallout3.esm Fallout 4Fallout4.esm Fallout 4 VRFallout4.esm Fallout: New VegasFalloutNV.esm MorrowindMorrowind.esm Nehrim: At Fate's EdgeNehrim.esm OblivionOblivion.esm SkyrimSkyrim.esm Skyrim: Special EditionSkyrim.esm Skyrim VRSkyrim.esm Conflicts occur when two different mods try to change the same game variable or resource, which could be anything from a specific object in game to a script or a texture. Conflicts can cause problems, including CTDs or save game corruption, but they are not inherently bad, and most modding is the result of purposeful conflicts.
Resource Conflicts occur when two mods contain two different files that go in the same place, so one mod's file overwrites the others's file. This type of conflict can be managed by altering the install order of mods.
Data Conflicts occur when two mod plugins alter the same game data. This type of conflict can be managed by altering the load order of plugins or creating patches.
BSAs are Bethesda Softwork Archives, with .bsa (All but Fallout 4) or .ba2 (Fallout 4) file extensions. They can be used to store resource files such as textures and meshes.
ITMs are Identical To Master records, ie. data in a plugin for something that is identical to the data for that thing in the plugin's master(s). Usually a type of unintended edit, known as a dirty edit, which can break the functionality of other mods that require the record in question to have a specific value, but which have that value overridden by an ITM record.
UDRs are Undeleted and Disabled References. Deleted References can cause crashes, and this can be avoided by first undeleting and then disabling them instead. A type of dirty edit. Note that this acronym does not refer to the deleted references themselves - it actually refers to their fixed counterparts. For example, Scan For UDRs will scan for deleted references, not undeleted and disabled references, and BOSS/LOOT will report the UDR count for a plugin, which is actually the number of deleted references that can be fixed.
This readme will also use the placeholder [Game]. Replace this with the game that you're managing with Wrye Bash. Additional terminology specific to Wrye Bash's functions will be introduced as required. Also, links that are followed by go to pages that are not part of the Wrye Bash documentation. 2ff7e9595c
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