[6LU] how to install fallout new vegas mods steam
( Updated : October 23, 2021 )
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Mod Organizer 2 | Viva New Vegas
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Page 1 of 3 - - How to install any mod for Fallout New Vegas with Nexus Mod Manager - posted in New Vegas Technical Support: Hi guys. › nexusmods › comments › how_do_i_set_up_nexus_mo. I'd recommend checking out GamerPoets on YouTube. They have a video that covers how to get set up for modding NV and which mods you might. Fallout New Vegas modded textures. Mod created by NeilMc_NMC (Nexus Mods). The textures of Fallout: New Vegas are anything but pretty to. In Fallout Mod Manager, open the 'Package Manager' using the button to the right hand side of the window. The new window will have a button. Don't worry, all of New Vegas' mods are over at Nexus: Click here to 7: A lot of people seem to buy the game, install 10 mods without. Guide for installing and configuring Mod Organizer 2. If there is a plugin called FalloutNV_ in the right pane, navigate to the game's Data. The wiki article Installing Games on Windows Vista+ covers the reasons and procedure for. Fallout: New Vegas mod | Released It is HIGHLY RECOMMENDED that you install the fixes for Vanilla New Vegas: New Vegas Tick Fix and.
Many unexplained problems are directly related to this location. Save yourself a lot of potential frustration and grief in the future by taking the time to move your Steam game and really all games that did not come already installed to a different location. If you are new to using "mods" with games on the PC, or just want some tips on how to quickly get using mods with "Fallout New Vegas" or FNV as it is known with the least amount of hassle, this is the place to start. This article broadly covers things you should know, and points you to more in-depth articles on particular subjects. It is important to keep the distinctions between engines in mind when attempting to transfer "lessons learned" or tools from one game to another. The games based upon the Gamebryo engine tended to build upon prior knowledge from the older games, while games built upon the "Creation" engine tended to "go their own way" in important aspects. The game has 7 "official patches" from the game publisher which fix problems discovered or corrected since it's initial release. Do not confuse these with "unofficial patches" released as "mods" by the game community. Everyone assumes you have a full "officially patched" version by this date. This is sometimes called your "patch level". If you purchased any version of the game released after e. A "mod" is a package archive of related files that make some change to the vanilla game including official "Down Loadable Content" DLC expansions as delivered by the publisher. The "file extension", the characters after the last period ". You can use the site File-Extensions. The ones most commonly used for mods on the "Nexus Mods" site are ". There are a number of alternative tools which can unpack those types of archive files, but each archive tool has mutiple "formats" in which it can compress a file. Some of these may be "proprietary" and exclusive to a particular program, while most are common among many programs. Within a "mod" package are a number of "asset files" which add to or replace the existing vanilla assets meshes, textures, sounds, animations, XML files, etc. The "plugin" files are the only ones that appear in the "load order" see below. The archive package may also include some documentation file s. These could have any extension typical of a "word processing" or "text" program such as ". Some mod creators have adopted the practice of placing such into a "docs" folder under the game "Data" folder e. Others just leave them in the same folder as their other "assets" when "installed", depending upon the folder structure of the archive. Sometimes that means they are just placed in the "Data" folder. Examining the folder structure of the package "contents" with the appropriate archive tool will tell you where they will be located. More properly we should distinguish between "mod users" and "mod creators", but most people rely upon the context in which the term is used rather than explicitly stating which is meant. There are two important "orders" to which you must learn and understand the distinction because they are going to come up over and over again: "install order" and "load order". For the user, a mod package essentially has three "states": "downloaded", "installed", and "activated". Most mod packages are "simple" in structure and can be installed with any mod manager. They just need to have all their contents installed into the correct folders under the game "Data" folder, which is what all mod managers assume. They normally have any sub-folders already included in the archive. You should always "overwrite" any existing files they encounter with the same name. This is why "install order" is significant. Last installed is the last to overwrite, and the only version of that filename to exist. Note that some mods, such as Script Extender plugins and tools like FNVEdit, need to be placed elsewhere than under the "Data" folder, which is why they should not be installed with a mod manager. Some mod packages are more complex, with optional files that need to be copied when other specific mod files are also found to already have been installed. The mod may have specific instructions in the provided documentation aka "ReadMe. But some have "scripts" or "wizards" which the manager will automatically execute if it recognizes them that will detect the files of the other mods they are designed to work with, and automatically install the correct components or offer you options to choose among. This is especially true of FOMM mods. However, these "scripts" are not "universal" in that they do not work will all mod managers. Such scripted mods will normally specify on the download page which mod manager they require to process their "wizard" i. It is not absolutely required that you use the mod manager a script is designed for, if you don't care about actually executing the script and know how to interpret it. The script itself is a text file with basic "if But most will find it easier to simply use the manager the script is written for. However, mod managers generally only can "manage" mods they themselves install. They won't "know" about mods installed by other managers unless they happen to place them where expected. So it normally is beneficial to plan ahead and use the mod manager suited to the majority of mods you plan to install. There is an important consideration with "complex" structured mod packages i. YOU need to know which "optional" components or "compatibility patches" are needed. Often others than the original mod author will produce "compatibility patches" for additional mods. Be sure to seek them out by searching on both the "full name" and "nickname" of the primary mod, such as "Fallout Character Overhaul" and "FCO", as well as under the "optional files" of the secondary mod, like one for "Hair styles". Installing package component files that are not needed can prevent the game from starting. See the entry on Missing Masters below. Do not install every optional file without a reason: pick and choose only those you know are needed. It is much easier to add a missing optional file later than it is to figure out which are not needed and are preventing the game from loading. Seek assistance on the Forums when in doubt. In real-time 3D games, they are applied to the rendered effects to supplement the game engine. According to Wikipedia :. Instead of rendering 3D objects directly to the display, the scene is first rendered to a buffer in the memory of the video card. Pixel shaders and optionally Vertex shaders are then used to apply post-processing filters to the image buffer before displaying it to the screen. Some post-processing effects also require multiple-passes, gamma inputs, vertex manipulation and depth buffer access. Post-processing allows effects to be used that require awareness of the entire image since normally each 3D object is rendered in isolation. There is a whole host of effects that can be produced. See the sub-topic Post processing shaders if this interests you. Bandwidth refers to how much data measured in bits you can move between point A and point B in a given period of time. All Internet communications consume bandwidth. In the most general terms, the faster your connection speed "bits per second" or "Mega bps" or "Giga bps" , the more bandwidth you have at any given moment. However, the amount of data you have to move has to be divided into "packets" that do not exceed your bandwidth. So, the more data you have to move over a given bandwidth, the longer it will take. This is called your "throughput data rate". For this reason you generally want to minimize the amount of data that has to use bandwidth to increase your "throughput data rate". Your "Internet Service Provider" ISP typically has a maximum amount of data transfer each month or given period called a "monthly data transfer cap", after which it charges you extra or "throttles down" your available bandwidth to a slower throughput rate. The Steam Client has to be running in order to play a "Steam" game. As this in "online mode" consumes bandwidth, if you have a slower connection speed or "low transfer cap" you will want to take steps to minimize how much throughput the Client requires. If this is a concern for you, please read one of the articles:. However, if you previously setup the "Steam Client" under "Steam Settings" by disabling unchecking the "Don't save account credentials on this computer" option at the bottom of the page so it will save your account data locally, then you can start the Client in "offline mode" and play the game even without an Internet connection after your very first session. You simply won't have any of the Client functionality like "Community" or tracking of the number of hours you have played or achievements reached until the next time you play in "online mode", whereupon it will update that information. In either "offline" or "online" modes, you can close the Client interface window but must leave the Steam icon in the "system tray" on the end of the Windows taskbar the one on the edge of your monitor with the "Start" button. Link formats on web sites often change over time. Here's how to translate old ones into the current format at least on the Nexus , though the general approach should work for other sites :. Suppose you have an old link to "Breezes New Vegas Males". The old format doesn't actually matter; just the "mod id number". If the rebuilt link fails to work, it is possible the mod no longer exists; but try searching on the keyword parts of the mod name first. However, sometimes a mod has been renamed so then you have to resort to searching through the appropriate Nexus "Category" instead. Yes, you will need to "re-install" them so the Windows registry entries are correct, but you can still use your "saved game files". As painful as this may sound, this one step will solve most "strange" problems not related to a mod conflict, and you will no longer need to run your games as an "administrator". It is never easier to do than now, and you don't need to move all your Steam games at once. Once you tell the "Steam Library" installer for the game where to start placing it's files, it assuming Steam; GOG is very similar but uses it's own "GOG" names will then create or use if already existing either a "Steam" or "SteamLibrary" "upper-level" folder under that location only one location per "drive letter" , and then under that the ". This "Fallout New Vegas" folder is referred to as "the game root folder" and is where you will find the EXEs to launch the game, and in it the "Data" folder which has all the plugins and sub-folders such as "Meshes" and "Textures" used by the game. Remember: "Steam" or "GOG" is a separate set of programs from the game. You need to be aware that FNV is a bit game. A detailed explanation of the reasons behind this and some solutions around it if you have more than 3GB of system RAM can be found in the wiki article GB game memory limits and solutions. Older versions of the tool are deprecated. The latest version v1. Revert to the backup copy created if you did run an older version. Run the patcher once as "Local Administrator" if necessary and thereafter just use the default game FalloutNV. EXE as a normal user. The patched game automatically detects and launches NVSE. INI" file in the "game root folder" each time. See the Game INI files section for more details. Those anticipating or encountering problems with textures consuming too much video memory should read the S. ENBoost page. This a separate component of the ENB "post-processor" which increases available video memory by up to 4GB without the graphic effects of the main ENB tool. This is not required for FNV4GB, which normally is run from the desktop shortcut instead of inside a manager. However, as some NMM users have had trouble discovering about it, here are specific instructions on how to do so. Supposedly the equivalent will be added to the "launch list" in the top left corner where the FNV and NVSE launchers are currently located in the "next release" after April The instructions are presented here in a generalized form as a guide to adding other "third-party" tools to the NMM launcher:. First rule of playing with mods is: install and TEST one mod at a time. This is the only way you are going to know if you have made a mistake in installation or if the mod is going to conflict with others before getting many hours into the game before a fatal problem shows itself and you have to start over. In turn that means you need to prioritize what is most important to you. You don't want something that is "nice to have" dictating that you can't use something you consider essential. This takes time, but if you don't force this discipline upon yourself, you are going to spend a lot of frustration and even more time ripping your game apart trying to figure out why it crashes or won't work right. There are no shortcuts. A guide by somebody else is not guaranteed to work on your system because they don't have the exact same setup as you; nor do they necessarily consider the same things as "important". Second rule is: "pretty" does not beat out "playable". Improved graphics come at a cost, usually in terms of "frames per second" FPS. Add your graphics overhauls after you have a stable game built that runs fast enough to keep you happy. Nobody has a system new enough or fast enough to play with every mod they might want. The game engine is too old to accommodate that. It was written for single processor bit systems. All your multi-core processors are going to be ignored. So there WILL be limits. Third rule is called "The Rule of One". What this means is that when two plugins attempt to modify the same record in the vanilla game, only the last plugin loaded determined by the "load order" "wins"; totally and completely. This is described in the Terminology section, under "Load Order". This rule also applies to "Install Order". The way around this is to use a "bashed" or "merged" patch file, which enables "record level" conflict resolution among all the plugins instead of the default "one plugin winner takes all" approach. The subject of how to create either a "bashed" or "merged" patch file is covered in the S. You don't really need either one until you have settled on your basic mod lineup, which should be before approaching the plugin limit described elsewhere in this document. The rule is simple: ALWAYS "quit to the desktop" before reloading a "save game" file of any nature during a game session: quick, auto, checkpoint, manual, triggered, whatever. This rule applies to all Bethesda games thru the latest. It is the only guaranteed way to avoid corrupting save games. By this is meant "closing the game session" where starting the game and then exiting to the desktop is considered "one game session" between opening one save and then another even the same save file. As in:. While this practice is annoying, it is necessary because there is now a difference in the state of the game "in memory" and "as saved". At the beginning of a game session it loads a bunch of background material about your location's "worldspace" or "interior cell" and "other stuff" about the state of the environment and current quest line s. Then as you interact with the game, you can cause changes to that "environment" in memory that are not included in your subsequent "save game" file. Unless you quit to the desktop, the "in memory" state of the game persists with only portions getting overwritten from the save file. That's because "in memory" that mine has already blown up and no longer exists. You can easily test this for yourself. It was not something that was included in the save. Saves are primarily about your character and it's status, inventory, and certain "state" variables such as quests; not the entire rendered world. Things that are different than the default game state. Quitting to the desktop will put the world state back in time to the way it was before you triggered the mine. Now imagine things like scripts and their flags being triggered, then "oops: not triggered", depending on states in memory. There's an even simpler way than the "mine trick" to prove that reloading a save from the menu doesn't revert the game back fully: save the game, play a facial expression on a character, reload the save game without exiting to the desktop , and that expression is still there. Now "exit to the desktop" and start the game again with the same save file. The character's facial expression reverted to it's default. For similar reasons, completely disable all manner of automatic saving in the game options. See the paragraph about "auto-saves" in the Essentials for Getting Started section. There is an excellent set of advice for those new to modding: see the "Fallout: New Vegas Mod Troubleshooting" sub-forum Fallout New Vegas Beginners Guide to modding thread "sticky" at the top which covers the essential tools you will need, such as LOOT for sorting your "load order" LO. Consider this article a supplement to that thread. LOOT works by examining the file header of each plugin and working out all the records each modifies, and determines the relationships between those mods. LOOT's decisions are based in part upon user feedback about known conflicts in it's "masterlist". For the beginning mod user, it is essential to resolve most fatal mod conflict problems quickly and easily. On the other hand, within certain limits as to dependency LOOT doesn't much care as to the order if it does not know about or detect a conflict. Consequently it has been found useful to rearrange some mods especially recently added ones by moving them to the top low numbered position below the ESMs and see which plugins it sorts them below. From there you can pretty much always move them to a lower higher numbered position in the LO without problems. This is helpful when attempting to arrange groups of "contiguously adjacent" plugins to be merged into "merge plugin files" in order to reduce your overall "active" plugin count. See the Smaller Plugin Cap section. This also gets you a reasonably stable "sort" sequence even when adding new mods later. LOOT does provide the "metadata" mechanism that allows you to customize it's sorting to preserve such adjustments as you determine necessary. Read it's documentation to exploit all of it's capabilities. Also recommended is the S. While oriented around using "Mod Organizer" MO , it can be used with other mod managers as well, with appropriate changes for their peculiarities. They have the extension ". More may exist, but only the first , based on their date of creation, will be displayed. Note however, that the number included in the filename is a simple increment to the name portion. If you are getting close to the file display limit, you can delete older saves and the game will let you keep saving files with further incremental numbers beyond That is where you can disable it. See the Steam Support article Steam Cloud for more details. Note that the cloud is not automatically updated with your last "current save". It apparently only does so periodically. People have been caught with no saves in the cloud simply because they assumed the sync was working. Also note that if you delete a "local" save game file to make room for newer ones from your "Users" folder, "Cloud Sync" will automatically restore it if enabled and in "online mode", making your latest saves unavailable because you have exceeded the display limit of files. The files are still there; you just can't scroll to them in the game menu until you get under the limit. It counts from the oldest date. Also, they are by default limited to only so many configurable up to 10 before they overwrite previous versions of the same filename. This may eventually lead to problems with corrupted files. This has been demonstrated time and again with the game's builtin mechanism. There are mods designed to supplement or replace the builtin game save file mechanism. These follow the same principle but use slightly different conventions for the filename portion. Most importantly, completely disable all manner of autosaves in the game options. Simple Saves provides timed interval "full saves" without all the features of CASM, but only keeps 5 versions before it starts overwriting older files after the 5th save. They are all better than the built-in mechanism, but don't rely upon any auto-save exclusively. Manual "full saves" after waiting about four-five seconds with nothing happening are still safest. Also, you can use Clean Quick Saves to create a new "quick save" file every time, which is safer than overwriting an existing older version file. You will need to periodically clean old ones out they count against the save file limit. And always remember the Fourth Rule when loading any save. Regardless of behavior experienced in other games, the mod author IStewieAI has examined the code and reports that all FNV "save game" files Manual, Auto, and Quick are created exactly the same way. The only difference is that saves with "autosave" at the start of their name can be created while in a non-VATS menu. The internet is full of mixed advice, and it varies over time. We know more now than back in The current argument is that it should be the responsibility of the mod author to "clean" a plugin, as they presumably know what needs to be there for their mod to work correctly. Any present in the Fallout games and DLCs presumably are either necessary or harmless. So, as a general rule the advice is to leave the vanilla and DLC master files for both games alone unless you have very specific reasons for doing otherwise. Guidance varies by game and edition of the xEdit tool. Their FAQ page has the following:. As these "inject" records into the vanilla game, their load order is not important other than being up top with the other ESM files:. Note in particular the " First Rule " to install one mod at a time and test it thoroughly before the next mod. INI" and "FalloutPrefs. This information gets preserved in the "FalloutPrefs. INI" once you exit from the "Main Menu". INI' and 'FalloutPrefs. INI' files as a precaution. With these in a safe place as an appropriate backup, it is better to edit the "default" file as well the others with tweaks you know you intend to keep, so it will rebuild the "User" files as you expect when necessary. When experimenting with INI changes, only the "Users" files should be changed as they are what the game actually uses. Once happy with the chosen tweak, remember to change it in all three files: otherwise you tend to lose track of which you actually changed if you have to "verify files" or re-install later. INI" file from the "game root folder". Where there are the same settings in more than one INI file, then you want each of them with those settings to be the same after you have created a backup copy of the original "vanilla" version. It's not clear which INI file the game engine reads from in all instances, but there is evidence that when there are differences between the three This is usually expressed as "make the same change to all three INI files". It is often useful to have a copy of the original, unmodified game for testing purposes with a saved game just after you have created a basic character, or if a mod conflict forces you to "start over". In addition, if something unexpected happens that forces you to reinstall the game, having a backup means you can reinstall even to a "new" location and then copy everything from the backup folder into the new game folder and pickup from where you left off. Sometimes, if you didn't plan ahead for this, you want to restore the game to the original "vanilla" state, for instance to restore an original file. The following "verify files" procedure will NOT remove any mod plugins or asset files it finds in the game "Data" folder, nor any files in the "Users" folder, but will restore any files in the game root folder with the same name as vanilla ones that do not match the originals on the Steam server. This can break a mod that intentionally replaced a vanilla file, so it is best to re-install mods after you "verify" or copy them from a backup. To completely uninstall the game in order to get a "clean start" without any mods installed from Steam , you should click on "Delete Local Game Content" in the game "Properties" "Local Files" tab. This will NOT always remove all game related files and folders added by mods. You need to also check for and delete loose files and any remaining folders to finish removing the last remnants. Then reboot the system to flush out any DLL or driver files still running in memory. Uninstalling is the recommended way to remove the game related registry entries used by mod managers. Here is a summary of the basic steps:. Details vary by manager. Always check the documentation. While a "mod manager" is not required it does make organizing your modded game much more manageable if you have more than a dozen files. This is especially true when trying to keep the "install order" which deals with overwriting files of the same name separate from the "load order" which relates to the order in which the game reads in mod plugins. You should only need to learn and use one manager, but some mod archives are formatted for use with a particular manager. You can learn how to "repackage" them to work with your preferred choice, but sometimes it is easier to simply use the manager the mod is formatted to work with. Just remember that mods installed through a different mod manager will not be "known" by your preferred manager. The impact of this varies by the manager. But the "exceptions" are generally easier to keep track of. As of 13 May all "workarounds" that depend upon continued use of the old API will no longer function. That API has been removed, as previously announced more than two years previously. This includes but is not limited to:. This only affects the ability of these tools to login and automate the download from the Nexus site. They continue to perform their other functions. Some people are finding that even after updating NMM to v0. This seems to be resolved by this suggestion from user ElysianMod :. Mods installed by one manager are not "managed" by another, though the files so installed are still used by the game. The advantage of FOMM is that it has extensive scripting capability not present in the others. If a mod says "install with FOMM", then you should Most of the time this is easily accomplished, but some FOMOD scripts deal with edits to files other than those involved just in installing the package. Most other managers don't have any scripting capability, and none are as extensive as FOMM's. When in doubt, check the comments on the mod download page. The subject of "ArchiveInvalidation" in mod managers always comes up when discussing "texture replacements". When you have questions about "meshes" and "textures" and their replacements, this site is a good starting point to understanding the subject. Very briefly: "ArchiveInvalidation" AI tells the game engine to use the "loose files" it finds in the folders under "Data" instead of the ones it uses by preference in the BSA files. When you "toggle" that feature in your mod manager, it causes the game engine to determine just which files in the BSAs exist or no longer do as "loose files" in the folders in order to use them instead. The engine does not do so automatically unless it cannot find the specific file in question inside a BSA file which is usually the case when a mod has added a new one. Most mod managers do not automatically "toggle" AI when adding or removing loose files. You only need to "toggle" once between game sessions no matter how many "loose files" are added or removed. Choose only one manager to handle AI if you have multiple installed. It is outlined here due to the many reports of confusion about it with thanks to browniefox. Now this is typically where people start having issues. This adds a MOD. It doesn't do the "archive invalidation" check automatically. But it is currently limited in the games it works with, and is not where the team would like. It's "all active files in the Data folder all the time" approach is simple to understand, but more disk space intensive if you want to use multiple "profiles". The similarity in "empty Data folder" design approach is not enough. There is no getting away from reading the documentation, but in fairness that IS said about any mod manager old or new. Video tutorials cover the highlights but tend to miss the details that trip people up. However, once you have it up and working, it can deal with most mods for any game on the Nexus. If you are choosing your first mod manager, expect to spend time learning about it and to have some problems initially. Locating good support will then become the key distinguishing feature. However, note that it is not "essential" to be able to run plugins at once, and without this mod the following still applies. It is recommended you get a stable game established before you apply this mod. More plugins only complicate the picture if you encounter problems; and all the existing recommendations have served the community well without the fix. Due to it's recent release, most guides will not know about or mention it. Merely being present in the "Data" folder, even if not "activated", plugins count against the effective limit the game can cope with. The game loads all that it sees in that folder before determining if they are part of the "load order". As a result, even "Inactive" plugins can cause a hidden "Missing Master" error. This is common for Gamebryo engine games, but the cap is much smaller for FNV than players of other Bethesda games are used to. The patched game has a cap anywhere between approximately "active plugins" depending upon your system. Remove any unused plugins ESM or ESP extensions from the "Data" folder, especially "optional files" which shouldn't have been installed in the first place. Again, installing and testing one mod at a time, especially as you near or exceed active mods, is the best way to tell where this limit is for your situation. There are ways to get around this limitation: by "merging" plugins, and by placing only the "activated" plugin in the "Data" folder which some Mod Managers do for instance. See the wiki article Merged Plugin Guidelines for Personal Use for a description of the "merging" process. There are two types of "downloadable content" DLC available for FNV: four expansion addons to the game world, and "item packs". There are four "pre-order item packs" originally only available through certain retailers for pre-ordering the game, which contain custom items available to the starting character. Later the "pre-order packs" were made available combined in the "Courier's Stash" package. The fifth expansion "Gun Runners Arsenal" GRA is also an "item pack" with primarily additional unique weapons, weapon mods, and new powerful ammunition types and ammo recipes; along with some additional Steam "Achievements and trophies". All five expansions and the "Courier's Stash" packs are bundled in the "Ultimate Edition" of the game. The "pre-order packs" and GRA have no impact upon the main plot line. The other four expansions provide additional background motivational material on some of the characters in the main plot, as well as additional world spaces, unique weapons and chems, and new challenges to explore. You can safely ignore them without harming the main plot progression if you wish. The community has generally recommended that you play the four world expansion DLCs in this order. Note that it is not strictly in release date order. Some feel strict release order sequence is the development team's design:. In addition, only Lonesome Road can be left at any time before you complete it's main questline. Companions are not allowed to enter any of the DLC expansions. They must be dismissed "part ways" or will be dismissed for you prior to the actual activation of the specific add-on quest. Some companions can be acquired during the DLC quests, but will not be able to leave that worldspace at the end of the questline. If you don't want to play with some of the DLC, you may find that simply not activating them is not enough; they still load anyway. These force the game and the Construction Set "G. You will need to move those ". In general, there is only one such tool that the community settles around and possibly additional supplemental extenders that "hook" into that primary one. A "script extender" by itself does nothing. It is not an "executable" that you run. If you don't have any mods that make use of that "script extender" library, then it is never loaded. The most you might see in that case is a log entry that it has successfully "hooked" into the game executable. In addition to other functions, JIP is known for providing "companion" oriented functionality, and Lutana for "game controller" input emulation. However, both go well beyond those features. Various mods require one or the other or even both, in addition to NVSE. This is always documented in the requirements section of the mod's description. NVSE plugins other than supplemental "script extenders" also exist. There has since been a community effort by a different team to fork and continue to extend the original NVSE tool with a compatible replacement called xNVSE. It is intended to be used "as-is" in place of the older NVSE plugin and is often referred to interchangeably by name with that plugin i. The xNVSE fork continues the version numbering from the last release of the original e. Be sure you go through the hardware setup screen, and then exit when you get to the "Main Menu" which has the options to create a new game or load a save game file. This is necessary to create the "FalloutPrefs. INI" and "Fallout. The FNV game itself does not automatically create a log file. However, NVSE can be made to turn one on. You must have NVSE installed correctly before it or any of the supplemental extenders will work correctly. All the script extenders create "log" files in the game "root" folder, automatically. If there isn't an NVSE log, then you either didn't set it up properly or failed to start it correctly. It always creates one with game initialization entries automatically. Once installed, always check the log files for errors after initially running the game with any mod that requires them. It's also a good practice after installing any mod. NVSE will always create a log when the game starts. The others only do so when a mod calls for their services. Otherwise there is no visual indication that they are working or not. If that still doesn't get you a log file, then you need to reinstall NVSE. You can compare the contents of the unpacked archive to the files you copied over to the game to check you have everything. You may initially create this "Plugins" folder yourself or let either JIP or Lutana plugins installation do so for you. Again, best to install them manually unless you know your mod manager can properly handle such plugins. You always have to watch out for "version" folders. When present they always require you either restructure the archive without them or install manually. When you need one for the "Sheson" memory patch mentioned below under "game fixer mods", simply create a text file of that name and rename it with the ". These "game fixer" mods often alter the same records, which means you should only use one because the "Rule Of One" still applies, in which case YUP is the favorite recommendation unless you also use a merge patch file to resolve the record level conflicts. As with other record level conflicts, the "load order" determines which mod's "fix" wins. One of the problems with mods that are "collections of" or "include" other mods, is that they rather quickly get "out of date" when the other mods they include are updated. The other major problem is that it is difficult and time-consuming to properly merge all the various individual plugins to work together. Not all "collection" uploaders are equally skilled, but inevitably the problems are laid to the door of the included mod creators. For these reasons, many experienced mod users and most mod authors dislike "collections" despite their touted advantage of reducing the number of active plugins. Carefully check the "latest version" upload date and comments on the Nexus before choosing to implement one. Be aware that even with an "Unlimited Companions" mod installed, the game will have circumstances where more than one humanoid and one "creature" to include the "eyebot" ED-E companion can cause problems simply because the designers limited the number to avoid overloading the processing of their AI packages. Even if not present in the same cell they will count as "companions" until you "part ways" by way of their dialog. SOME modded companions have been designed to avoid being detected the same as the vanilla companions. Body replacement is generally considered a "beautification" process. As such, it has to be done before you start "playing" the game in earnest, but should be added after you have a basic stable game setup. Remember: 'Pretty' doesn't beat 'playable'! Replacing the vanilla body of either the Player Character or an NPC involves two different sets of files: meshes and textures , which usually come as separate mods. Mods labelled "body type" are actually meshes that have a different shape in some regards to those used for the vanilla body. First of all you have to understand the difference between mesh and texture. Simplified, the mesh forms the 3D framework or shape of every item in the game. Texture covers the surface provides a 2D "skin" if you will to those frameworks. A UVmap aka "texture coordinates" is part of the texture file and tells the rendering engine how to project the 2D texture onto the 3D mesh. While the mesh and texture are separate files, each mesh includes the relative path starting below "Data"; from the "textures" folder to it's respective texture. Changing the texture of a mesh requires either a direct replacement of the existing texture file by name, or changing the path to and possibly the filename of that replacement texture link within the mesh file. So the two files are intimately linked. The vanilla body "texture" has underwear included, so it is not removable. Custom body replacement textures may have both a "nude" option and an "underwear" option texture as separate files. These tend to be "all-or-nothing" choices: everyone is nude underneath their garments, or everyone wears underwear; as long as that body replacement is used. Select a custom body texture mod that is designed to be compatible with your custom body type i. Otherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the vanilla texture used by default doesn't fit correctly to the adjusted body mesh. Toggling "ArchiveInvalidation" off-and-then-on again as with other texture replacements may be necessary. Body replacements are designed for two different purposes: to change the basic human body shape; and to play a "custom race": something other than a "vanilla human" i. As a consequence of these custom meshes, vanilla garments may have "clipping" issues where adjacent body parts show through or don't seem to "fit" correctly leaving gaps or seams. Some "clipping" is minor, but often it is major enough that you have to also install mods for garments that are made specifically for that body type. Both replacement purposes may involve using the "ShowRaceMenu", which has some peculiarities of which you need to be aware. Often these replacements will include female mesh paths to items for which the vanilla game did not provide a female version. By default the game engine uses "male" versions instead in that circumstance. However, these can cause conflicts with patches or an overhaul to the vanilla game, resulting in the loss of some fixes or changes. They will either provide or tell you to use a specific "skeleton" in order to work correctly. Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" i. There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know about. As a consequence, in order to see the "bouncing" effect in garments, you may need to install mods with those "bouncing" features enabled. Sometimes special animations for certain actions i. This "skeleton" choice can easily limit your options. In general, later skeleton versions have added "bones" not found in previous versions to accommodate features added in later mods. Body replacement only affects the "unclothed" body. They do not "warp around" or "conform to" the underlying body; they completely replace it. If you have body replacement type "A" and garments for body type "B", what you see is type "B". This includes both arms down to but excluding the hands which have their own slots. There is no "lower body", "arms", or "legs" slot, and there does not appear to be any community agreed "standard" assignment for the three "body addon" slots. Consequently these might be used by other mods in a conflicting manner e. Garments are kinda weird in games. A shirt isn't just a shirt. If you put on an outfit, that outfit typically replaces everything except your head and hands. If your character puts on a dress, the legs that are visible come from the dress model, and if your character is wearing an outfit with short sleeves, then their arms also come from that outfit, and not from the player's body model. Typically adjustments have to be made. If you use a body replacement, for either male or female, you generally want to get garment replacements to match that body type, or weird things can happen; especially if the body replacement exaggerates certain aspects beyond that of vanilla. The body textures coloration might not be the same, which can lead to weird color marks all over body parts that are from a different body type. In other words, if your character puts on a bikini made for the vanilla body type and you have the Type 6M "Athletic" body replacement installed, it's going to use the vanilla body mesh with the bikini, so you won't get the bigger boobs, wider hips, etc. This is not to say some vanilla garments won't work fine with some body replacements that are not too dissimilar to vanilla. For some garments it doesn't matter. If you put on power armor, for example, there aren't any body parts visible, so it doesn't make any difference whether you are using a body replacer or not. Cosmetic appearance mods tattoos, piercings, hair styles, beards, etc. Some features, such as scars and tattoos, are part of the texture and not a separate addition. Only one mesh can be assigned to each body part. For instance, "Face Data" has only "Eye colors" and "Hair styles". If there is hair showing under a hat or helmet, it is part of that "hat" mesh. FNV does not have a separate slot for "facial hair" i. Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself. Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install. Sometimes they require using the GECK to add their mesh and textures to the "head" mod. Read their installation instructions carefully before choosing. As the head is separate from the body, that means it too can have custom versions of it's mesh and textures i. In all other regards it is similar to but independent of the body. As the head hair and face is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh. It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate. There are "seam concealer" mods that provide necklaces and similar to hide this seam. Not all such "head" mods are compatible with various other "body mods" or even "vanilla" heads. Read the documentation for each carefully. The question of using body replacers from "Fallout 3" in "Fallout New Vegas" often comes up. As usual the answer is not simple. However the texture files can usually be used without change so long as they share the same UV map. However, this texture mod has since been uploaded to the "New Vegas" section of the site, apparently unchanged. As always, experiment with care. In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together. Hopefully by now you realize that using a "Body Replacement" mod is not something to take lightly. It is more complex than it appears on the surface. New players always want to know which mods are recommended for some style of play. The problem is every player's sense of what is most desirable is highly personal and varied. With the limited number of plugins this game permits, people have to pick and choose very carefully, and this limits the number of mods they can have experienced. As has been mentioned before, the new player first needs to determine what is most important to their style of play. Then they have to prioritize those aspects and get a stable game setup with those mods installed. Only then are they ready to choose mods from Categories such as Quests and Adventures on the Nexus. The mods in a category can be sorted on several criteria, but the default is "endorsements" which is a reasonable indication of popularity. Which in turn is why it is important for players to endorse mods they enjoy. Alternatively you can try using the "advanced search" capability in the Forums the "gear" at the end of the "search" field at the top of the forum page to look for key terms such as "best quests" in posts made on the specific game forum of interest. Unfortunately the list of forums and sub-forums in the "Find in forum" picklist is not organized alphabetically, so you have to scroll down looking at the entries carefully. There is a "mod" called the Fallout New Vegas Ultimate Graphic Guide by Wuestenranger which provides that author's recommendations for a "graphics immersive" modded game using both FO3 and FNV texture mods on the description page. It does go into recommended install order and "adjustments" for the mods. At the very least it is useful for indicating the comparative impact upon FPS of an extensive linked list of various "improved texture" mods by type using a "green-yellow-red" color scheme based upon their experience. The author is not a native English speaker, yet the guide is quite understandable, so don't be put off by minor errors in grammar. Some people encounter problems with certain quest lines becoming blocked from them because they did not understand how the Faction and Reputation system applies and affects quests. Factions are about "groups" of individuals and creatures , and they have relationships with other groups. Reputations only affect the player and applies only to factions not individuals ; it never directly affects an NPC or Creature and only applies through their faction relationships. When the player "messes with" an individual actor or their "owned things" the game then checks the actor's primary faction and adjusts the player's reputation "fame" and "crime" or more accurately "infamy" against that faction two different, independently tracked values. A faction can be "friendly", "allied", "neutral", or "enemies" with another faction. Your reputation with one faction can affect the reaction of other factions by association. These associated reactions are the most likely cause of unexpected reactions and quests becoming blocked. The most non-obvious thing is that there are actually several "Legion" factions and "Securitrons", and who knows how many others. This is only available when you start to look at the records of an individual actor in the GECK, which is why most people are unaware of it. The "faction disguise" process is supposed to be your means around these negative effects. As I am sure you are aware, certain Actors e. Legion Mongrols and Caesar's Guards are not fooled by a disguise. Which means you need to use one of an acknowledge enemy e. NCR whenever you are "messing with" a faction member that is important to a quest e. Legion wherever you can avoid someone who can penetrate that disguise. That way you keep your "undisguised" reputation intact. Remember only certain combinations of armor and helmet act as a "disguise". If you don't get the message that you now appear to be a member of that faction, you are not "disguised". Ambushing someone will only preserve your reputation without a disguise if: 1 you are hidden and unobserved "sneaking" , and 2 kill everyone in "line of sight" before someone spots you. Anyone surviving that initial attack has a chance to ID you. Distance is not sufficient on it's own but combined with sneaking may buy you enough time to kill everyone before they get within range for an ID. But at melee distances you better get them all in the initial attack or wear an enemy disguise. For those who don't want to give up the use of their favorite armor combination regardless of faction association, recommend the mod Faction ID Cards by Morat It will often be the case where you have to uninstall a quest mod once completed in order to make room for another. An uninstall of any mod always has the potential to cause corruption of subsequent save game files. First, consider if creating some "merged plugin" files might not serve your purpose better. Carefully note the difference between the "merge plugin" referred to here and the "merge patch" file referred to later in this article. They are different techniques serving different purposes. Your best chance to avoid this possibility of corruption requires you make a clean save first. Even though the procedure is written for Oblivion, it applies to Fallout games as well as they use the same game engine. Use a map marker location such as Goodsprings or Jacobstown as your return destination. Only then can you expect to be able to install another quest mod without problems but this is not guaranteed. Plan ahead. Remember, "unique items" specific to a removed mod will vanish from your game. If you want to keep them, then don't remove the mod. Otherwise, sell them before your "clean save". The "Rule of One" means only the last loaded plugin that touches on a record, "wins". This is not usually a satisfactory solution as only one plugin is the winner. Even if other plugins affect different records but are dealing with the same sort of "thing" i. So you might have several dozen plugins loaded, but only a few "winners" if the losers are all dealing with the same common item even if they don't actually change it. The way to get all the plugins to use their records that are not in conflict, and still resolve all the conflicting records to a single "winner", is the use of a "merge patch file" that performs "record level" instead of a broader file or type level resolution. There are two primary methods of creating such a "merge patch" file: through the use of Wrye Bash "Bashed Patch", or a manually created file. See the S. Merging Plugins Guide which covers both approaches. Use of "Mod Organizer" is not required. This works fine for most such conflicts. But the xEdit process lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch s " whenever you do so. You may find the "photo gallery" tutorial Editing records in FNVEdit using creature alteration for the example to be helpful with the basic process. You can also use xEdit to give "unique" results that none of the plugins provide in effect creating a "new patch plugin" result within the overall patch. Some suggestions for what and how to merge to reduce the number of active plugins can be found in Merged Plugin Guidelines for Personal Use. Those taking the "manual" approach to creating a "merge patch", as well as mod users in general, need to understand about "Bethesda Software Archive" BSA files, which are very similar to but not the same as other archive format files such ZIP, 7Zip, and RAR, etc.. An archive is a way to package and compress various individual files together to both group related files and save physical disk space. Bethesda games can read the contents of their respective BSA formats, to include folder paths, without actually extracting the file contents to disk but into RAM memory instead as needed. It isn't exactly clear just how much of the filename has to match, so common practice is "all that is significant enough to distinguish from others" like other "Project" mods up to a blank space. The ESP does not have to contain any actual content, but a file with the correct name must exist. Without this, the BSA is ignored, and you get the "missing textures" red triangles, etc.. Older tools that have not been kept up-to-date will not have all the correct BSA format changes discovered since. Always check compatibility first. This is why you always need to run the "Mark Mergable" process before building the BP. While it's documentation is focused on Skyrim, it can be used with FNV. The results will needed to be checked. Please see the wiki article Mator Smash Quick Start. Most people think this means simply using a "higher resolution", large texture image size. They are replacing vanilla assets; thus they overwrite existing files. But this does not mean you can ignore their impact on your game and system. The situation is more complex than that. Please see the wiki Display resolution versus Image Size article for an explanation of the issues. It is possible to "resize" texture images, but this is generally best done by reducing instead of increasing the image size. The tool developed for this purpose is Optimizer Textures. If you have heard about "PyFFI", it is for reducing the vertices of meshes rather than textures. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by the red triangle with "! The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files such as an ESM or BSA file , or they aren't in the correct location. Not an uncommon mistake by mod authors, so learn from this. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". Sometimes this "non-standard folder" is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file. Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive WRP in this instance to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" in other words, without the "RLS" folder from WRP at all , and then install with your mod manager, or manually drag those two folders into the game "Data" folder. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Many author's act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name e. It's very common for people to want to add "improved" scenery texture pack mods that enhance the distant views of the world, such as mountains, trees, and cities on the horizon. What most new to modding don't understand is that this is actually a complex subject. Your "load order" has an effect upon how these distant landscapes and objects are stitched together in "quadrants" or "quads" to form that view. However there are some other tools that can be used to benefit as well such as Landscape LOD generator tes4ll. There is nothing wrong with re-running them whenever you make any changes to your "load order", just to be sure. However, do remember that nothing is "free". This is another "beautification" aspect that can adversely impact your game performance; so it should be tested once you have a stable game with your essentials. Other optional mods such as the " Limestone LOD " mod load before or after those that conflict depending upon which you prefer to win. However, they are usually "fully mergeable" into the "Merge Patch" file. As such, they are not involved in the "record level conflict" resolution process used by "Merge Patch" files. Otherwise the last one installed overwriting gets used where the filenames are the same. It's about pushing boundaries and isolating problems that tend to only show up in the "edge cases". There are so many possible permutations of mod combinations no one mod creator can test them all. You can't count on anyone else to have tested your particular combination of mods. You want to keep your "test" save files and your "game" save files separate. In very general terms, you want to create a "test character" just for that purpose. Simply take the defaults, unless you are testing a "character overhaul" mod. But "quick and dirty" is all you need; don't waste time customizing it. Once you get past the character generation, make a "full save" using the Menu "Save Game" option not a quick or auto- save. This will become your "baseline test" starting point; as close to "vanilla" as is practical. Make a backup copy of this save game somewhere else. This is so you can go places a 1st level character normally can't with impunity. GoodSprings is a good initial test cell because many mods initialize scripts there and you will be able to notice game lag as a result of scripts running pretty quickly. One known culprit in this regard is the "Cheat chest" from the "Weapons of the New Millenia" mod. If you initially don't see a problem, this is good. But if you do while in GoodSprings after installing a new mod, then you have an idea as to why. Then push outside of the GoodSprings cell just ignore the opportunity to modify your character, which is how you know you're leaving that cell for the first time into the wastelands. From this point you want to get to areas of the game that stress various aspects of it. Toggle on the console command "tmm 1" to show all map markers so you can "fast travel" to them. But be sure to turn off the built-in game "AutoSave" feature first. You don't generally need save files while testing, and that will corrupt them. If you are testing a mod that adds new locations, be sure to test those locations. Whatever a mod is supposed to bring to the game is what you need to test as hard as possible to see if it "breaks". Anywhere you see a "loading" screen is changing between exterior and interior cells, or loading a new "worldspace". Things operate differently between the two so be sure you include such cell changes in your tests. When running through the wastelands you will also trigger cell changes, but these will be less obvious. But they are where your character may seem to momentarily "pause" for no apparent reason. The longer pauses are called "stuttering", and mean you are pushing the limits of what your graphic system can handle. The pause is the result of it having to load graphics out of the video memory VRAM and then load in the graphics from disk. The more "high resolution" your graphics, the less room there is to "pre-load" adjacent cells into the same amount of VRAM, and the more likely you are to get stuttering. There are also INI file settings that affect this. Once you feel you have tested a new mod addition sufficiently and haven't encountered any unresolved problems, make a new "full save" and leave the mod in your "load order". In future tests, you will probably want to start from this "cumulative modded test" save point, but may on occasion depending upon the mod want to start from the "baseline test" save. You should delete older test saves between those two just to keep the used disk space down. You do not want to ever remove a mod once you have included it in your saved game file. These usually occur shortly after loading a "save game" in your first 50 or hours of play, or trying to get past the "loading screens" to the game's Main Menu, or after you made a change to your "install or load order". In general, if you haven't changed anything about your game and it suddenly stops working correctly you need to look to other causes: such as software updates to Windows, programming libraries such as ". Net", or hardware drivers. Older games eventually get dropped from product testing. It is also possible you are having problems with your hard drive. It never hurts to run " chkdsk " and an anti-virus scan. FYI: If you recently had a Windows 10 system update, you only have 10 days to revert to the previous version if you decide to choose that option. If the vanilla game no active mods launched without problem, most likely you have a Missing Masters problem. All of the following may not apply to your specific situation, but are worth repeating anyway. These are the most common solutions to problems. See the wiki article " Fallout NV Troubleshooting Guide " for tips on getting the basic vanilla game to launch. Once you have an error free setup, only then should you consider installing the mod FNV Mod Limit Fix to increase your plugin cap to More plugins initially will only complicate tracking down the source of your problem. The game engine still loads every file it finds in the "Data" folder into memory and checks it's references for "master files", regardless of it's "active" state while determining it's "load order". The "master files" are listed in the "file header" of each plugin. This is why they count against your "plugin cap". If it fails to find any of such referenced masters, it causes a "missing master" CTD without warning. Similarly, if you attempt to load a "dependency" plugin prior to loading a "master" file which is usually, but not always, an ESM file that it depends upon for certain assets i. This is especially true of the vanilla game and official DLC plugins which are masters for many mods. The "pre-order packs" are dependencies of the vanilla game and expansion DLCs. See the Vanilla "Load Order" section. Installing optional package component files that are not needed can prevent the game from starting. This is the primary reason you can't use a patch file designed for mods you do not have installed, as they will always be missing the "master" plugin of the absent mod and "mysteriously" crash. Mods often include "asset files" that are placed in sub-folders under "Data", which are used instead of vanilla versions of those files. As the game engine fails to report WHY it crashed under these circumstances, we primarily determine it to be a "missing master" issue by the timing of the crash: when the game is loading files during the display of the "Main Title loading screens" aka "Before the Main Menu" or upon loading a "save game file" aka "After the Main Menu". See the Missing Masters wiki article for detailed instructions on identifying and resolving this issue. When you run into problems which you will inevitably there is the wiki article Fallout NV Mod Conflict Troubleshooting. It will help you narrow down the most commonly asked questions so you can get more directed help faster. It also contains links to all sorts of essential tools and stability mods, as well as some specific problems and solutions. It's always useful to post your "Load Order" LO with your problem description. Use the "Special BBCode" button in the Forum "Reply" menu bar as the third icon from the left in the top row, next to and left of the "Font" pick-list field to put the LO in "Spoiler" tags. Screenshots are not the best way to convey your LO, because they usually can't include everything in one image. It's under the ":" with three dots to the extreme right in it's menu bar. Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called " cap". LOOT provides both numbers: active and total installed. For help interpreting an error log, please see the How to read most Bethesda game error logs wiki article. Modding a game takes time if you want the mods to work well together and be stable. Rushing the process will invariably lead to problems. Take the time to read and learn about the many new things that are involved, and you will have a much more enjoyable game when you are finished with the preliminaries. Within the Bethesda gaming community the primary two graphic enhancements other than texture replacements used are: the ENB Series and the SweetFX Suite of shaders though others exist. They are "post processing" effects to enhance the graphic feel of the game as the cost of some processing power and "frames per second" FPS. Their installation can make changes to the INI files in your "User" account folder. I would suggest you skip them for the time being, until you get a stable game going. If your average FPS is below 30, any post process shader is going to be a massive hit according to this Steam Community thread. Only if you are then still interested, the following may be helpful. They are two different approaches to the same issue and can be used together if your system can handle the load. Though likely you will have to learn the meaning of the configuration settings to deal with potential conflicts between them, they are considered generally complementary. Those settings, however, are very specific for technical effects and will require educating yourself. The "ENB Series" is developed by Boris Vorontsov and consists of a version for a specific game, and is available in either a "wrapper" or "injector" format depending upon which your system and game needs to work. Some people can get the preferred "wrapper" version to work with FNV, while others are forced to the "injector" version. And then there are various "presets" for both available for download from the Nexus, which are specific configurations developed by the authors and users to produce specific graphic atmospheres. These are a matter of personal preference. Note that some "presets" make use of files that appear in the game "load order". The How to ask for help wiki article applies to any game. Read it before posting any problem not found in the resources listed here in the forums to speed up getting to the correct solution. The time you are wasting otherwise is not just your own. For help on how to use features of the Forum Software such as linking or embedding images, see the wiki How to markup images etc in forum posts and comments article. It provides a learning roadmap, a starting point and guide to progression; not a tutorial. Consider it a collection of suggestions, tips, and links to more detailed tutorials, articles, videos, and tools. Be sure to look over the "Programs and Tools" section first to obtain those tools you will need to work with this older bit game. The "latest and greatest" versions are not usually the correct, compatible choice. The GECK itself is a very buggy tool and this article includes setup solutions, warnings, and customization tips to help get you past those early frustrations. From Nexus Mods Wiki. Jump to: navigation , search. The "Creation Engine" offers "basic real-time shadows and more detail to distant objects. The updated version of the "Creation Engine" While some might be compatible with sharing the plugin with xEdit , others grab the file with a "write lock" to prevent any other program from changing things. Play it safe and give xEdit exclusive access unless you are absolutely positive they are compatible. ESP, then each group is sorted by plugin's file timestamp. The order of masters in plugins doesn't affect anything. The Steam Cloud allows games and the platform to utilize cloud storage hosted by Steam. Games can utilize Steam Cloud for storage of many different types of data, including game settings, save games, profile stats and other user-specific bits. Many Steam client settings are also saved via the cloud, including categories, friend nicknames and anything changed via the Steam client Settings menu. These settings will persist on an account regardless of which machine it is logged into, as the settings are pulled from the cloud upon login. These files need to be changed as well. You can always expect Steam to report it restored at least one file. If you use a "mod manager" the question arises as to how a "clean install" will affect your often extensive collection of mods. If your mod manager uses "profiles", make note of that location as well. If any of these are located under the "game install folder", then you need to copy them to a different location which is not, and point your mod manager to that new location later on. Save a copy of your "installed mods" list and the "sorted load order" if you intend to continue a "saved game" in case you need to reference them. Uninstall all mods from the game via mod manager. Uninstall the game. Delete the game install location as described wherever it was installed before you uninstalled it, delete the folder. Reinstall the game as if the very first time. This is where you change the "install game location" if necessary. Run the game till you get to the main menu. Avoid re-running the game "launcher" if possible, but only run it once if needed. Due to age: try starting a 'new game' to make sure it will actually do so on your computer. Install if necessary and run your mod manager to configure it with the locations noted in step 1. Reinstall mods using your mod manager. Play the game. Check the version numbers between those sites and use the latest v0. Please see this Nexus site news article for details. This includes but is not limited to: Nexus Mod Manager v0. Go to NMM "Settings". Then restart NMM. Make sure NMM gives your user account the correct permissions. In that case select the "user account" you normally use to play the game. The problem arises because the game is "hard code" limited to "file handles" and uses 3 "handles" for EVERY file it accesses without releasing them until the game is closed normally. It then assumes Windows will deal with them. This also explains why people have had such widely ranging "cap numbers". The fix simply increases 4x the maximum number of file handles to the common "" normally used by Windows. This appears to have the side benefit of smoother possibly a few FPS faster play reported by some users. The merge has the following compatibility features: All the functions retain their original names and the same opcode-IDs as they had in Lutana. They do the same thing for landscape LOD. You also don't need "LODadditions-update". This was an update file for that mod from v1. Categories : New Vegas Modding Guides. This page was last edited on 2 May , at Navigation menu. Namespaces Page Discussion. Views View View source History.