Question about A World of Pain

Post » Wed Aug 18, 2010 11:35 pm

A World of Pain is a very big mod. I have three questions seeking others experience regarding AWoP.
I currently have loaded in order:

Fallout New Vegas
Dead Money
Community Patch Bug Fix 1.10
A World of Pain .7

1. Have any of you experienced increased instability with having A World of Pain loaded?

2. Do either the Community patch or AWoP overwrite the latest Official Patch 1.3xx?

3. Would any other mods be compatible with this combo?

Your assistance in this matter is greatly appreciated.
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Aaron Clark
 
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Post » Thu Aug 19, 2010 3:32 am

1. Not on my system.
2. Doesn't appear so.
3. Plenty.

My current load order has 69 plugins (surprisingly little, my Oblivion has 200+ :lmao:) in addition to AWOP, most notably Project Nevada, WMX, IWS and Electro City.

In such large load orders conflicts are of course inevitable, and it requires usage of tool such as http://newvegasnexus.com/downloads/file.php?id=35003, http://newvegasnexus.com/downloads/file.php?id=35999, and http://newvegasnexus.com/downloads/file.php?id=34703 to make them work together correctly.

If that seems more trouble than it's worth to you, it's best to stay with a small amount of mods.
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CArlos BArrera
 
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Post » Wed Aug 18, 2010 2:09 pm

I have AWOP, Project Nevada, WMX, IWS and the Bug fix 1.10 as main mods.

I had performance issues with IWS but I changed the low-spawns script to scan one level deep instead of two.

No problems with AWOP - make sure you are using the esm version.

I've also found recently that a lot of mods don't have 'no low-level processing' on new actors that they have added. I've started going through these and checking it. Of course, if they have follow or find packages you probably don't want to do this, but I have gained a noticeable improvement in performance. Not huge, but noticeable.
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Kristian Perez
 
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Joined: Thu Aug 23, 2007 3:03 am

Post » Wed Aug 18, 2010 2:08 pm

AWOP is big, but it adds content in it's own new interior cells and hardly changes anything outside of them... it is friendly to most other mods.
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мistrєss
 
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Post » Wed Aug 18, 2010 4:34 pm

Actually, it's adding quite a few exterior places and a lot of NPCs both friendly and unfriendly.
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Madeleine Rose Walsh
 
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Joined: Wed Oct 04, 2006 2:07 am

Post » Wed Aug 18, 2010 6:50 pm

AWoP adds many characters. So many NCR special forces, that I am uncertain about trying to play on any but the NCR track.

Hope those new wasteland heros and vigilantes can gain some form of written dialog. Do they have any meaning in the game?

Everything underground seems unstable to me resulting in eventual computer freezes. The above ground structures seem stable and without issue.
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Angela
 
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Joined: Mon Mar 05, 2007 8:33 am

Post » Thu Aug 19, 2010 2:40 am

Everything underground seems unstable to me resulting in eventual computer freezes. The above ground structures seem stable and without issue.


That's most likely due to the large amounts of creatures in the underground areas. NV is pretty CPU intensive game to begin with, and huge numbers of AI calculations (as the creatures often seem to be fighting each other) adds a lot more strain to the CPU.

My system hasn't had any troubles with AWOP's areas. Yet, atleast.
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Harry Hearing
 
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Joined: Sun Jul 22, 2007 6:19 am

Post » Wed Aug 18, 2010 8:48 pm


My system hasn't had any troubles with AWOP's areas. Yet, atleast.


I have been thinking about getting one of those Sandy Bridge K processors. Maybe that would help.

Have you tried the new Monster Pack add-on for AWoP?
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Samantha hulme
 
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Post » Wed Aug 18, 2010 11:38 pm

Mine is a quad-core, but not too powerful (C2Q Q8400, 4x2.66GHz).

I looked at the monster mod, but i haven't used it. I usually don't give a spit about lore friendliness, but some of those creatures i really don't like (such as Zombies, feral ghouls fill in for them).
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Beth Belcher
 
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