Problems with mods after patch?

Post » Sat May 28, 2011 6:06 pm

Hey I updated to 1.3 PC patch and it messed up everything!! I do not get a CTD but I made a full on replacer mod that took me a couple of days to get all my personal meshes and textures gathered up and make them a weapon replacer. Now when I go in-gmae I find out that half of my replaced weapons are gone??? No matter where I put it in my load order? heres a list of what I know so far if you guys care?:
127 Pistol/SMG
Assault Carbine
Trail Carbine
Grenade Rifle
Grenade Launcher
Broken Grenade Rifle
Thump Thump
There are probably more but thats all I had in my inventory at the time
Thanks anyway for reading

Also with CaliberX some of the ammo is replaced also. Can you guys please fix this?
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*Chloe*
 
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Post » Sun May 29, 2011 1:57 am

With patches sometimes come broken mods, because the mods relied on information/scripting that has been changed in the new version of the game. For instance, FormID's changing.

Not up to the developers to fix mods....so you're going to have find what has changed thru the GECK and alter your mod accordingly...as will the maker of the CaliberX and any other mod that gets "broken" from patch changes. (eg, from what I read in another thread, the FormID for ammo effects have changed so CaliberX's modifications are no longer valid, or something)
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Rob
 
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Post » Sat May 28, 2011 2:15 pm

Ok.... I will just not use any replaced weapons as I did make good weapon mods and the CaliberX will never be changed because the maker of the mod was banned
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Trey Johnson
 
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Post » Sat May 28, 2011 11:38 am

CaliberX will never be changed because the maker of the mod was banned


Until someone takes up monitoring it again. It take a few more days, or longer, until another Caliber mod is posted. In the meanwhile, there is a patch to accommodate Patch 1.3, but it requires another .esp when the changes could of been made directly to the .esm using FNVEdit. Course, I already did it for myself...
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Adrian Powers
 
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Post » Sat May 28, 2011 9:44 pm

http://www.newvegasnexus.com/downloads/file.php?id=41554

Quote

Uploaded 02:18, 28 April 2011, last updated 03:02, 29 April 2011
Hello.

The 1.3 update to New Vegas changed some ammo properties, and since CaliberX is in limbo at the moment, I made a small mod to update its ammo properties to the new ones introduced by the patch. This will likely become an obsolete file in the future; check CaliberX to see if it has been updated more recently than this file. If it has, update CaliberX instead and ignore this one. And drop me a PM letting me know so I can remove this file from the Nexus.

This is a very simple mod that anyone can do with five minutes in the GECK. I am not trying to support CaliberX and I don't want to hear about the events that led to its limbo status. I'm just putting this on the Nexus in case people who don't know how - or don't care - to use the GECK want the new ammo properties in their games.

The changed ammo:
.308 Winchester (JSP)
.303 British, JSP Hand Load
12 ga Buckshot
12 ga Magnum
12 ga Coinshot
20 ga Buckshot
20 ga Magnum
5mm ammo (the regular ammo type)
5mm (AP)
5mm (Bulk)

Nothing else was changed as the other items listed as JSP used different ammo properties than the default AmmoEffectJSPDamageBonus. I did not change any explosive weapons, either.

Requirements:
CaliberX
Fallout: New Vegas version 1.3

Installation:
Place the CaliberX_Ammo_Update_1dot3.esp file in your Data folder in your New Vegas directory.

Uninstallation:
Delete the CaliberX_Ammo_Update_1dot3.esp file from your Data folder in your New Vegas directory.

Load order:
Load AFTER Caliber.esm but BEFORE any mods you run that may change ammo properties.

Compatibility:
This is fully compatible with everything. Probably.

Credits (does this not show up on the file description even though there's an info box for it in the file attributes?):
Fluidfire and Earache42 for making CaliberX

See here for a list of ammo changes from the 1.3 patch
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Chloe Mayo
 
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