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  1. Would anyone happen to know what would be causing this? Multiple interior cells have this purple/pink light appear randomly when in an interior cell, mostly smaller locations. I'm not using an ENB or any lighting overhauls. Could it be a missing or corrupted texture involving an invisible light source?
  2. The buildable lights for outposts (Floodlights, Light Posts, Wall Lights) are waaaaay too bright. Blindingly so. I'm surprised that there are no mods to dim the lights a bit. Anyone able to make a mod for this?
  3. Video of issue: https://imgur.com/a/HH0DhDA Hi, I'm all of a sudden getting this weird blur effect when going from a light to dark lighting and vice versa. Not sure if it's one of my mods causing it. The mod adds the berserker armor from berserk, and you fight a boss in the mod that has a transformation that causes the screen to blur and has a bug where the blur stays on, and I have to use the command "sisme 0". But if I go to a save before that boss fight, I still have the issue. It doesn't happen in the video, but sometimes I'll get like a very heavy film grain type effect. I use Nolvus modlist with bjorn enb and reshshade but even if disabling those the effect still happens. Added some mods that remove blur, so the blur is mostly fixed, but the lighting still stutters and changes very drastically. Would really appreciate any help.
  4. What I mean by that is if you could possibly reduce of disable to detection all together without turning the lights off. I imagine that the system has a safe guard like that. I'm just really annoyed that the limit exists in the first place. We're not on the 360 anymore, Bethesda!
  5. You know how in photo mode you can change the natural light features? As shown in the image below, you can change the rotation and elevation of the sun/moon, the intensity of the light they emit, and the intensity of the ambient light. I was wondering if this feature can be extracted from the photo mode and used during gameplay to customize the natural light in the city to your preference as you're playing. Bonus feature: Maybe add the ability to toggle an orange gradient filter that gets applied in real time as you manually bring the sun's elevation lower to the horizon (when your playing during daytime of course). Thank you for your consideration!
  6. Hi All I'm running a setup with Rudy ENB for Cathedral Weathers and ELFX and I'm getting a weird glowing effect on NPCs that use magic (see attached screenshot). https://drive.google.com/file/d/1EwKkjWw74YOpzyzKq5TOdmLQCR8l89hu/view?usp=sharing I'm also using Cathedral Player and NPC Overhaul - HMB II. I'm no expert on lighting effects, but is this maybe a shader/texture problem on HMB II' side? Everything else seems to work without issue. Any advice is greatly appreciated. Regards Corsairmechanic
  7. I am getting a weird lighting effect it seems in first and third person. It is always there, inside, outside, nighttime or daytime. I am not sure what the issue is so I thought I would see if anyone could weigh in on it. Thank you for any input. I have highlighted the line for visibility. https://imgur.com/vGNRnqg https://imgur.com/vGNRnqg
  8. I am not a Modder so I cannot attest for the amount of effort this could really take but ever since I discovered stalker as a franchise I've always loved the lore and idea behind the Controllers and how the various ways that they attack you in the games, however I feel a tad disappointed in the vanilla controller's visual effects and sounds when attacking you or generally near you because it seems like the game has a lot of cool visual effects that in my opinion would much better suit controller encounters such as; * The random 'fuzzy brain' trippy anomalies that bowl the audio and make you see the RGB split color effect around things as well as that annoying color saturation boost from vodka should be effects the controller has when within less that 7-10 meters to you on top of the blurry effect that he already does. -I Personally believe this better suits the Controller because I feel that that effect is a good representation of the brain being messed with, or tripping like the controller's effects and or psi damage to SoC. -In my opinion I believe the Psi damage effects were and are meant to be extremely reminiscent and or 1 to 1s of visuals and sensations people often experience under psychedelic drugs. -And albeit permanently unique to myself in memory, I can say that its INSANE how many visuals, noises, and effects in lore were exactly like ones I've felt in experiences with psychedelics I had in my life long before i had never seen or even heard of the Stalker franchise, but maybe that's just me & really strange coincidence. But I always hoped I wasn't the only one who thought that that's what they were going for. * I also think the emissions should slowly show these affects stronger and stronger on you as the emission comes closer to the wave of damage, panicking the player more and more to find shelter as fast as possible. -I don't believe Emissions or Controllers should make you shakey, wobbly, or drunk like alcohol can or anything, just the visual effects should be re-organized and used more in different scenarios. Again, I'm not a Modder so idk how strenuous making something like this would be nor would I have any idea how to do it myself but it'd be so cool to see a mod that does this or something like this come out for the game or even the next Anomaly / Gamma to come out.
  9. Hi all This issue persists within vanilla FNV as does it with any other mod (TTW in my case, you can even check yourself). Simply put, when I look up, the sky looks normal. However, when I look down, the sky turns almost completely white and extremely bright. No mods fix this issue and nobody else seems to have talked about it. The only solution from my testing is using some sort of weather mod (DNW, for example). Thing is, I don't care about weather mods. The vanilla weathers don't bug me and I don't think that installing an entire weather mod is a solution to fixing this problem. I am wondering if there is some obscure mod or tweak that can fix it. Maybe an idea of how to fix it myself (as in, making a mod?) Any leads would be very much appreciated. Comparison: https://imgur.com/a/go0ed5c Thank you.
  10. Whenever I walk a certain distance near the Gibson scrap yard, the game's lighting glitches out. Then after going pass that invisible boundary, the lighting goes back to normal. Here's what I'm talking about: https://imgur.com/a/nbB5AhJ and here's my load order if anyone's asking: EDIT: I uninstalled DNW among other weather mods, that should've been it.
  11. Modded Skyrim lags behind current-gen graphics primarily in my opinion due to the lack of lightmaps. Lightmaps can look even better than live ray-tracing at a much lower performance cost. The only downside is they are less effective at simulating dynamic light such as moving light sources (mostly the sun) than something like rtx ray-tracing or UE5's lumen. Skyrim has a lot of interior areas where lightmaps would work perfectly, so why haven't I've seen any of that tech in Skyrim mods? I understand such a feature is technically challenging to code, but I've seen the great work ENB and Marty McFly's ray-traced ReShade shaders so baked lightmaps seem possible. Is any talented modder currently working on injecting pre-baked lightmap tech into Skyrim? I even think some basic lightmap could look nice in the overworld if it's only used to create those shadows that aren't well illuminated any time during the day (like under roofs and stairs). If not, is there a technical reason that I'm not aware of that makes this tech impossible to implement? If so I'd like this limitation explained in detail so I can learn more.
  12. The lighting in the Hall of elements seems way to bright, just wanna hear if anyone know how ro fix it. Im using Obscure's College of Winterhold and Lux, and think the problem is somewhere with those. I can't figure this out, I tried to reinstall the mods, but nothing. I tried to look at the modpages for anyone with a similar problem or some pathces that could ifx it, but coundnt find anything. Any help would be much appreciated. I use vortex and im on Skyrim AE Picture: https://i.imgur.com/BaB6ZLm.jpg
  13. What's the issue? Sometimes, especially when swapping between weapons, the default pip-boy flashlight is being replaced with a bright blue-ish flashlight with no custom texture. What might be the cause? The same effect (bright blue-ish flashlight with no texture) is true when I equip the NAC flashlight item. My assumption is that underbarrel flashlight attachments on my weapon mods may call the NAC flashlight instead of the default pip-boy flashlight. The NAC flashlight however appears to be broken, as described above. To investigate the issue I looked up my NAC.esp with FO4Edit and checked the texture parameter. It points to "data\textures\Effects\gobos\FlashlightGobo01.dds" which is the default texture that works flawlessly on the default flashlight. Interestingly, changing the parameters like radius, color, intensity etc. have no effect ingame. I edited the parameters in the .ESP via an override which is placed right at the bottom of my load order. Same result. Other mods that might conflict? Other than NAC X Legacy 1.0.0 I am using Enhanced Lights and FX, Pip-Boy Flashlight - Lamp Overhaul and FPSL with the Pip-Boy Flashlight Patch. Note that some time ago, when I noticed that issue for the first time, I had only NAC X and ELFX installed. Hence, the Pip-Boy Flashlight Overhaul and its FPSL Patch are most likely not the cause for this. It might be some conflict between NAC X and ELFX. But I am not certain if ELFX even affects the pip-boy and weapon mod flashlight in such a way that it might break like described above. Game version: 1.10.984.0 Any idea what is going on here? I really appreciate your support! Kind regards.
  14. Anyone know a good tutorial for scripting light to turn on after walking through a triggerbox?
  15. Hello everybody. Any idea what causes this issue, or how to fix this bug please?. best regards best regards
  16. SOLVE IT! Solution below, in case anyone needs/wants it. Hello, everyone. Hopefully I'm not just sending this request into an empty void. >< This is a bit of an odd request, I'm sure, but it's something that I'd really appreciate some help with. I've been playing around with explosive builds for the first time, and I'm really enjoying them! The problem I'm having, though, is the light that pops in when the explosion is too close to you. I've taken to using Mercy in my playthrough, but it's only viable at a certain distance -- if I fire too close, then the explosions it makes fills my screen with this ungodly bright whiteness that only gets worse the more I fire, which means I either stop shooting and wait to see again while the NPCs just whittle away at my health, or I keep firing to kill the NPCs and burn out my retinas IRL from the sheer white that's radiating from my screen! Add to that the colors are horrible brightened, blurred, and distorted for a little bit as my character regains their sight, and I have an ungodly miserable experience that's really putting a damper on my playthrough. I've tried editing the explosion data for the projectiles, edited the light itself to see if I could just remove it (I couldn't), and probably messed around with some other things I can't remember now. No matter what I've done, though, every time I boot up the game I launch a few test-solvos at my feet and lo and behold I'm friggen blinded again. Can someone, please, tell me what I need to be looking for to get rid of this? Whether in Geck or in xEdit I don't care -- I just want the light from the explosions gone, or replaced with something that's not gonna give me a migraine. =/
  17. I'm having a bit of trouble diagnosing an issue. I'm pretty new to modding but I'll try and provide all the relevant information I can. I use Vortex Mod Manager, I know all you MO2 die-hards might slap my wrist but it's what I learned first and its treated me well so far so sorry if that makes things more difficult. My issue is as the title says, after installing Vivid Weathers in addition to ELFX and Dynamic Volumetric Lighting and Sun Shadows I noticed a "subtle" fullscreen blue tint that would build in intensity over a few seconds and then disappear, only to start again immediately. When navigating the dark halls of caves and dungeons its very noticeable and very annoying. I started turning off each mod one by one to see if any of them were causing the problem. This didn't fix it, with each mod I removed the effect became more subtle and hard to see due to vanilla's very bright/monotonous lighting (Im thinking its why I didn't notice it before) but going up to the darkest part of a wall I could see that the blue tint was still building and disappearing just like before. I have a fair few mods installed but only the ones I listed effect the lighting in my game. I'd recently done some experimenting with ENBs and ditched them all because I couldn't get a handle on the presets and it chunked my fps quite a bit. I thought maybe some residual settings in the .ini files might be the culprit so after uninstalling all ENB presets and ENB related mods in my manager I removed all enb folders and .ini files from my game folder. This also didn't solve the issue. I even tried a shot in the dark fix I found online that worked for some of using the ethereal form shout however their issue seems to have been a different kind of blue tint because it didn't solve my problem at all. I've been searching online for someone with a similar problem or an answer I can try for hours and I've come up with nothing. I've seen things that suggest the issue might be Skyrim not communicating right with my graphics card or something similar but I have no idea where to begin or how to proceed. I sure hope there's someone out there who knows how to help me. I'll be grateful for any guidance. **EDIT** I tried some more stuff after doing some research and I made sure that Skyrim SE is using the correct NVIDIA graphics card, much to my disappointment this also didn't fix the issue. I've also added the spell Night Eye to my character and used that to try and reset it in case the effect somehow bugged out when I ate a wolf eye or something and still nothing. I'm really at a loss here.
  18. I would love to see Yellow and Green chem lights added to the game. I can imagine these implemented in one of two ways... The first way being that a few of the chem light sticks are just permanent objects that exist in the world, and you can toggle them on and off like the lantern. The second way being you can purchase a box of your choice from Tiemo. The box can work similar to the batteries, spark plugs etc. When you light the stick they steady burn for about 8 in game hours and burn out. I'm a total nerd for auxiliary lighting. I think My Summer Car unintentionally created the best kind of atmosphere that would make chem lights fit into the world perfectly. The night time is already so dark... And the idea came to me after the addition of the batteries for the flashlight. Since I always have some batteries and firewood stored near the house for when the power goes out in a thunderstorm; I thought chem lights would be the perfect addition for emergency preparedness. But they are great for any application really, like if youre on the run from the police and you set up camp at the old abandoned mansion or you load up the blue van with the sofa and grill for a weekend of camping... These lights are such a satisfying and efficient source of light. If a mod like this is possible, Id be happy to make a donation to the author for their efforts, Thanks
  19. Would make it more cooler if the aura was not blue imo. A Dark bloody red or dark orange or black would be cool. Maybe even dark purple.
  20. In the Eldergleam Sanctuary, the grass is turning a dark blackish green colour, like as if it is being abruptly shaded from the lighting in the cell, depending on the direction I'm looking. As you can see in the video, when I look down and away from the grass, it assumes a regular green colour that is appropriate with the rest of the scenery and foliage inside of the cave. Conversely, looking at the grass more directly changes the colour to the aforementioned blackish green. This symptom remains the same with or without ENB enabled. Obviously my game is modded, though I'm not using any lighting or shadow related mods. I wonder if it's an .ini setting that needs to be changed? I'll check out other cave cells and see if the problem persisted elsewhere in my game, but I don't recall seeing this problem anywhere else in my game at this moment. I tried deleting the various light sources in the Eldergleam Sanctuary world cell via Jaxon's positioner because I thought LE's issue with 4+ light sources per cell was the problem (it wasn't). Do you folks have any ideas? Thanks in advance! tl;dr Read the title and watch the associated video! :smile: VIDEO: https://streamable.com/imrkky
  21. FIXED Im stuck with an interior lighting problem, dilemma. I can't find out why the creation kit display lighting different to ingame. The lighting is off, very bright and far from what i see in the CK. I have one file attached which should showcase my problem. the upper two pictures show the CK view and the lower the ingame view. The brighter picture on the upper left is because the sky lighting was enabled, the right has it disabled. The lower picture, next to the total bright lighting, has total different shadow etc. The lights i used are default vanilla fungus green lights. The cell is the UFOCrashSite01 Cave. Player around default vanilla imagespace and modifed - nothingEnabled sky lighting and disabled - nothingUsed default and modified fog setting - nothingAmbient lighting on/off - nothingDirectional lighting xyz - nothingim out of ideas where to search. Any help is greatly appreciated. Edit history: The real crazy s#*! is that even the save images show the correct lighting (upper right). Comparing and adjusting the INI files (Creation Kit, Ingame FO4) didnt change anything. Alright, turns out this one here works like a charm (!)  shp 4.0,0.02,0.02,0.65,0.2,0.9,1.5,3.6,2.0
  22. not sure if this would require an actual mod or just an ini tweak. in most outdoor arenas you can walk under some roofs and these roofs will cause the game to darken or brighten the display for seemingly no reason. indoor https://steamcommunity.com/sharedfiles/filedetails/?id=3030805131 outdoor https://steamcommunity.com/sharedfiles/filedetails/?id=3030805121 for some reason i cant link jpg images into the forums whatever direct links to steam account. the brightness will go up or down depending on whether your looking into or out of enclosed areas and honestly looks terrible and makes the game harder to play. im currently poking through the starfield tweaker and testing different shadow bloom and other lighting settings to see if something noticibly fixes it, so far no luck.
  23. Hello, I currently have been sorting and updating my mod list as it is a few years outdated, and when I tried updating my ENB (I followed all the correct steps i.e getting the correct files yada yada...) I was met with a very troubling issue that I seemingly cant find the answer to. The issue is rather vague for me to explain but it seems my ENB is CLEARLY not functioning like it used to and I have no idea as to why. I have tried basically everything I could think of, using a new ENB/Weather and Lighting mod, tampering with the ENB settings (though they are set exactly the same in the two screenshots as I have my own preset within Rudy ENB) The only things that changed with this installation was that I used BethINI to fix the ini requirements as needed, installed a fog fix (which I have tried uninstalling to no fix) I also upgraded from ENB binary 448 to 452 so maybe this may be the cause? Its worth mentioning I have already loaded new ini's which also had no effect. There is also nothing on the "surface" that seems to fix it either, short of uninstalling the game (which is unthinkable, personally, with such a hefty modlist.) Broken ENB(?) http://i.imgur.com/3rcUzAU.jpeg Working (before updating) ENB https://i.imgur.com/G4bjijR.jpeg CURRENT MOD LIST:
  24. The industrial looking HopeTech Overseer bridge with it's understated lighting and eery red glow of the side consoles is my absolute favourite bridge, but it's in stark contrast to even the darkest habs (also HopeTech). On a rainy night sitting in the bridge just feels like home, until I drop down into the clinically lit habs. Would anyone be up for retexturing the interior HopeTech habs and possibly re-lighting them to use the same atmospherically dark grey textures and dim lighting of the Overseer bridge, with some brighter areas and others only lit by the red glow of a console. Combined with the orange displays retexture it looks so reminiscent of this imagery in the youtube video below; it would be really nice to have the rest of the ship match. Many thank to anyone who can either do this or support this idea
  25. Hello I have veen dealing with my game look like this recently. both freeside and the strip are extremely dark and light sources in general seem to be not as bright, the only thing i can think of was that i instazlled interior lighting overhaul once but uninstalled it and also an enb which i also uninstalled. here is my load order list if needed 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm 10 a YUP - Base Game + All DLC.esm 11 b TheHUDEditor.esm 12 c NPC Dialogue Expansion.esm 13 d House and Kings Truce.esm 14 e oHUD.esm 15 f TNRCore.esm Functional Post Game Ending.esm 16 10 Tales of New Reno Redux.esm 17 11 rePopulated Wasteland.esm 18 12 Tales of New Reno Redux Episode Zero.esm 19 13 Freeside Redone.esm 20 14 TLD_Travelers.esm 21 15 Vikki and Vance Improvements.esm 22 16 DFB - Random Encounters.esm 23 17 Less Empty Primm.esp 24 18 Simple Open Strip.esm 25 19 Tales of New Reno Redux Episode Two.esm 26 1a CoitoErgoSum.esm 27 1b Lime's Fort Overhaul.esm 28 1c NVStripOpen.esm 29 1d ADOBE_RingaDingDing.esm 30 1e Novac Public Library.esm 31 1f The New Bison Steve Hotel.esm 32 20 Mojave NPCs.esm 33 21 Molerat.esm 34 22 Yes I Would Actually.esm 35 23 WestsideSuburbsUncut.esp 36 24 FreesideAlleyway.esm 37 25 RZW_Comics.esm 38 26 Afterschool Special.esm 39 27 Five-Card Ante.esm 40 28 Fort_Open.esm 41 29 JokerineStripMall.esm 42 2a Project Nevada - Core.esm 43 2b Project Nevada - Equipment.esm 44 2c Project Nevada - Rebalance.esp 45 2d Project Nevada - Cyberware.esp 46 2e NewVegasLibraryProject.esm 47 2f RZW_Television.esm 48 30 FNVD_Ritas_Cafe.esm 49 31 ACNV.esm 50 32 AWSW.esm 51 33 Th3OverseerCore.esm 52 34 SomeguySeries.esm 53 35 wsex.esm Functional Post Game Ending - YUP Patch.esm 54 36 QS3rdPerCamOverhaul.esm 55 37 Unofficial Patch NVSE Plus.esp 56 38 YUP - NPC Fixes (Base Game + All DLC).esp 57 39 Vurt's WFO.esp 58 3a Simply Uncut - New Vegas.esp 59 3b Legion Quests Expanded.esp 60 3c ACNV.esp 61 3d Brightweight Strip Overhaul Open.esp 62 3e The True Revival of Luxury - An Ultra-Luxe Overhaul.esp 63 3f outsidebets.esp 64 40 Factions Reloaded Legion.esp 65 41 Novac Reborn.esp 66 42 NVNovacApartament.esp 67 43 wsexInnuendoNPCs.esp 68 44 CNR_Beta.esp 69 45 populatedcasino.esp 70 46 Goodsprings Reborn.esp 71 47 Titus - Frumentarii Companion.esp 72 48 StripOpenMain.esp 73 49 WeirdosOfWestside.esp 74 4a WeridosOfWestside.esp 75 4b Zion Patrols.esp 76 4c ClassicAdobeRaoul.esp 77 4d YUP - Outside Bets Patch.esp 78 4e MM Caravan Guard.esp 79 4f LVS.esp 80 50 MTB.esp 81 51 Freeside neighborhood watch MORE KINGS 1.0.esp Functional Post Game Ending - Outside Bets Patch.esp 82 52 rotfacetoriches.esp 83 53 VulpesCompanion.esp 84 54 FalloutNVCheatTerminal.esp 85 55 MMDD.esp 86 56 Lucky38Overhaul.esp 87 57 A Cyber Affair.esp 88 58 ColdDeckGiftShopStripEdition.esp 89 59 Freeside Barrel Disabler.esp 90 5a Bouncing Natural Breasts.esp 91 5b StripSouthGate.esp 92 5c ADOBE_WhenInRome.esp 93 5d ncrandlegionpatrols.esp 94 5e Jacobstown Lodge Suite.esp 95 5f Populated Strip.esp 96 60 NewVegasBounties.esp 97 61 NewVegasBountiesII.esp 98 62 TheInheritance.esp 99 63 Russell.esp 100 64 The Town of Vice - A Gomorrah Overhaul.esp 101 65 DetailedNewVegas-NorthVegas.esp 102 66 NVZeppelin.esp Brightweight Strip Overhaul Open - FPGE.esp 103 67 Strip Lighting Overhaul.esp 104 68 LighhtExtender.esp 105 69 JustDynamicCrosshair.esp 106 6a Fast V.A.T.S. and Kill Camera.esp 107 6b 360Movement.esp 108 6c FNV - Energy Visuals Plus.esp 109 6d Titans of The New West.esp Titans of The New West - Power Armor Sprint JAM.esp Titans of The New West - Power Armor Sprint JVS.esp 110 6e Take Chems Make Fiends.esp 111 6f RaidersFA.esp 112 70 ilbuonorevolver.esp 113 71 manwithnoname.esp 114 72 clintsfistfulrevolver.esp 115 73 (Apparel)_Clint_Eastwoods_Ensemble_with_Hat_and_Spurs.esp 116 74 RZW_ComicsCollection.esp 117 75 The High Road - Building Density.esp 118 76 Rename Anything.esp 119 77 PLATI_FUGITIVE_TRAIT.esp 120 78 NSM - No Startup Messages.esp 121 79 NPCsSprint.esp 122 7a NVLP-Replacer Plugin.esp 123 7b Asurah_LeatherGloves.esp 124 7c Remington870Wingmaster.esp 125 7d Interior Exterior Sounds Framework.esp 126 7e MusicPackRNV.esp 127 7f SpaceCowboySuit.esp 128 80 MuchNeededLOD.esp 129 81 topsrestored.esp 130 82 BLEEDNV.esp 131 83 BLEEDNV - UPNVSE+ Patch.esp 132 84 LiveDismember.esp 133 85 Primm - Escaped Convict - Faction Powder Ganger.esp 134 86 ReputationFixer.esp 135 87 JIP Companions Command & Control.esp 136 88 Better Casinos.esp 137 89 Tactics P95 Plasma Rifle Replacer.esp 138 8a FO2CombatArmor.esp 139 8b DFB - Random Encounters - Update - MCM.esp 140 8c C4Redux.esp 141 8d A Wasteland in Bloom.esp 142 8e Grave_Digger_v021.esp 143 8f LightUpAndSmokeThoseCigarettes_edisleado.esp 144 90 lightupandsmokethosecigarettes_dm.esp 145 91 357retex.esp 146 92 AnimatedIngestibles_0_5.esp AnimatedIngestibles_0_5_SitOnly.esp 147 93 AnimatedDrinks_1_0.esp 148 94 R700.esp 149 95 1911.esp 150 96 NPCs Can Miss.esp 151 97 Strip Hotel Rooms.esp 152 98 Primmmorepeople.esp 153 99 awilderwasteland.esp 154 9a stronger merchants.esp 155 9b Kozzz_SC(en).esp 156 9c Cowboy Outfit Pack.esp 157 9d Kozzz_SexyClothingsVol2(en).esp 158 9e CornucopiaGroceryStore.esp 159 9f GoodspringsScrapDealer.esp 160 a0 Overlook Cabin.esp 161 a1 TalesOfNewRenoReduxWOWPatch.esp 162 a2 FNV NPCs Travel.esp 163 a3 RZW_VideoCollection.esp 164 a4 RZW_BookCollection.esp 165 a5 AB's Player House.esp 166 a6 (New) Vegas Haircut.esp 167 a7 Bash_Stealthboy.esp 168 a8 Bash_Stealth.esp 169 a9 The Mod Configuration Menu.esp 170 aa Quantum Trigger.esp 171 ab SU-NV Little Dead Riding Hood Enabler.esp 172 ac KingOfTheRing.esp 173 ad NewVegasKiller.esp 174 ae King of the Radio.esp 175 af GolfWaterScene.esp 176 b0 Gloom.esp 177 b1 HuntySTR.esp 178 b2 NVxMcCarranMonorailAnimation.esp 179 b3 INDRAD.esp 180 b4 iraqirepublicradio.esp 181 b5 LOTW.esp 182 b6 Cowboy Radio - Now with VA.esp 183 b7 Cowboy Radio - Songs Only.esp 184 b8 TOPS_EXTERIOR_RESTOREDV2.esp 185 b9 Marilyn Restored.esp 186 ba 1887.esp 187 bb lonesometravels.esp 188 bc Henry 1860 Rifle.esp 189 bd thejoeroganexperience.esp 190 be enclaveradio.esp 191 bf SWRevolvers.esp 192 c0 Legion Ranger Armor.esp 193 c1 LeverActionRifle.esp 194 c2 CouriersRoadArmor.esp 195 c3 WesternExpansion.esp 196 c4 Sit Anywhere.esp 197 c5 Zion Exit.esp 198 c6 FalloutNV_lang.esp 199 c7 ArmedToTheTeethNV-Redux.esp 200 c8 pipboy2500_edisleado.esp 201 c9 Western Pistols.esp 202 ca WesternRifles.esp 203 cb WWP Cowboy Repeater.esp Wester Pistols AntHill.esp ConceptArtSecuritronsFullReplacer.esp 204 cc ConceptArtSecuritronsMarkIIONLY.esp 205 cd ConceptArtSecuritronsVictor.esp FNVD_Ritas_Cafe_ESM_Helper.esp 206 ce Brightweight Strip Overhaul Open - Iguazu.esp 207 cf FOVSlider.esp 208 d0 FNVLODGen.esp 209 d1 tmzLODadditions.esp 210 d2 NevadaSkies.esp
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