No Difference Between Vanilla & GRA [PC]?

Post » Wed Aug 28, 2013 2:20 am

OK, I will admit up front that I am a total noob as I just downloaded the game yesterday. Although I have the Gun Runner's Arsenal installed, I cannot seem to spawn GRA versions of anything. For instance, when I try to spawn a GRA plasma pistol using the ID 05000855, I get a vanilla plasma pistol in my inventory. But the vanilla plasma pistol has the ID 00004343. For me, both IDs spawn the same exact item. This does not make any sense. I assume any weapon from the GRA DLC will have "GRA" in the name. (i.e. "GRA plasma pistol" versus the vanilla "plasma pistol"). Some help would be greatly appreciated! Thanks!

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Chris Jones
 
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Post » Wed Aug 28, 2013 4:57 pm

Are you using any mods? There is are a few mods that "merge" GRA weapons into vanilla ones. Mission Mojave (basically the unofficial new vegas patch) does this.

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sas
 
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Post » Wed Aug 28, 2013 6:25 pm

Thanks for your reply. Yes, I am currently using the Mission Mojave patch. Why in the world would the patch do this? So much for actually "patching" the game... So how do I resolve this? For example: I purchase a GRA specific weapon mod from a merchant, but I cannot use it on any weapon because all weapons no longer carry the GRA designation because of the unofficial patch. That seems REALLY broken to me, unless there's a subtle detail I am missing...

My mods and their load order:

Spoiler
falloutnv.esm
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
oHUD.esm
Mission Mojave - Ultimate Edition.esp
DarNifiedUINV.esp
The Mod Configuration Menu.esp
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Project Nevada - Dead Money.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues (No Cyberware).esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
MMUE-CP-PNCore.esp
MMUE-CP-PNRebalance.esp
MMUE-CP-PNEquipment.esp
WMXUE.esp
WMXUE-PN.esp
Nevada Skies.esp
WMXUE-CouriersStash.esp
Centered 3rd Person Camera - Unraised.esp
UHNV.esp
UHNV-Dead Money.esp
UHNV-Honest Hearts.esp
UHNV-OWB.esp
UHNV-Lonesome Road.esp
falloutnv merged patch.esp
NOTE: the merged patch (last mod on the list) was generated via FNVEdit and the load order was arranged by BOSS.
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Jack
 
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Post » Wed Aug 28, 2013 9:49 am

What has happened is that Mission Mojave basically makes the new GRA weapon mods weapon mods for the vanilla weapons as there isn't really any overlap I believe. WMX comes along and adds 3 weapon mods to all vanilla weapons which ends up wiping out the GRA mods that became vanilla weapon mods.

The patch for WMX from Mission Mojave doesn't help. People have complained and the Mission Mojave people are working on it. For now you need to decide between fixing bugs or having a bunch of weapon mods if you really want the GRA weapon mods. WMX is GRA compatible when Mission Mojave doesn't muck things up.

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Cagla Cali
 
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Joined: Tue Apr 10, 2007 8:36 am

Post » Wed Aug 28, 2013 7:37 am

Wow! I see what happened here. These are very popular mods and you think they would have resolved the incompatibilities by now. Thank you for educating me.
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Lauren Denman
 
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Joined: Fri Jun 16, 2006 10:29 am

Post » Wed Aug 28, 2013 9:32 am

yeah, I deal with the same issue. It's annoying as some GRA mods are better than WMX.

Edit: There, I just went to their mod page and bugged them again about the issue. A couple months ago I asked them about it and they talked about maybe something being almost ready but the guy who might have it was not communicating with the other makers of the mod.

I really hate that what should be a bug fixing patch decides to take the liberty to change the game to how they think it should be. They branched out too far and screwed up WMX. I would remove Mission Mojave if I wouldn't miss the bug fixes.

Kind of reminds me of E.V.E. and how they went from enhanced visuals and textures in FO3 to moving Gatling Lasers out of the Big guns skill to energy weapons which ticked off my big guns character.

Also a word of warning: E.V.E. for New Vegas can add some pretty animations, textures, and projectiles, but it also causes enemies to often leave no lootable remains whatsoever when disintegrated or melted. That issue and the ridiculous over the top crit kill animations that can crash the game at times drove me to remove it. Also, my computer isn't weak. It can handle Skyrim on high settings with view distances maxed and a pile of mods running without issue. I think the crazy crit kills when combined with too much other stuff going on in the game at that point in time overloads the game engine or something.

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Beulah Bell
 
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Joined: Thu Nov 23, 2006 7:08 pm

Post » Wed Aug 28, 2013 4:22 pm

For me, modding Skyrim is a breeze compared to FNV. I've had the game for only a couple of days and my head is spinning with all these incompatibility issues and patches. In some cases, I have seen patches for other patches! That's something I've never seen with Skyrim mods.

Thank you very much for your help, but I think I'll be going back to Skyrim for a while. I won't uninstall FNV just yet. Maybe someone like http://www.youtube.com/channel/UC1CSCMwaDubQ4rcYCpX40Eg will release an updated set of tutorial videos for modding FNV properly.

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Laura Simmonds
 
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Joined: Wed Aug 16, 2006 10:27 pm


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