Fallout: New Vegas

Fallout: New Vegas

View Stats:
puttymon Feb 1, 2022 @ 6:59pm
EVE or no EVE
Hello everyone, I decided to remod my NV after a few failed attempts and am now using this guide https://vivanewvegas.github.io/index.html as well as Darkpopulous as a guide. One thing I don't see these guys talking about is EVE. Its always been a essential mod for me as the Energy weapons alone look great when shot, but ive been told that this mod can cause save bloating and other issues later in a long playthrough. What do yall think, is EVE worth it or is it just too outdated?
< >
Showing 1-9 of 9 comments
RACHMANOVSKI Feb 1, 2022 @ 7:06pm 
Not worth it.

Mainly because I don't use Energy Weapon that much (apart from Holorifle)
puttymon Feb 1, 2022 @ 7:35pm 
Yea, I feel ya. I personally dont use them all that much either, my main gripe though is when I fight NPC's that use them and see them using that (imo) awful laser and plasma weapons themselves, like the Brotherhood of Steel.
=CrimsoN= Feb 2, 2022 @ 6:28am 
There are some arguments to be made that EVE is deprecated at this point, but there really aren't any alternatives, so I still tend to use it. It's good practice to not use tons of huge mod packs though, as the likelihood of a conflict is pretty high. There are some compatibility patches though with EVE and other large mod packs.
Salamand3r- Feb 2, 2022 @ 10:04am 
Don't use EVE.

It conflicts quite a bit, and overwrites the mesh fixes made by WMIM - which are far more useful, honestly.

If you want the energy weapons retextured, the Fallout 3 mod Weapon Enhancement Project can be used (it works in NV). For improved effects you can use EXE.
Numenor May 21 @ 10:27pm 
I know this an old thread, but just responding incase anyone from the future finds this thread through a search Engine.

EVE and IMPACT from weijiesen is a no go if you want to use any mods that affect the vanilla guns.

Why? Because they aren't simply mesh and texture file replacers. Instead of creating the same file structure, and naming the meshes and textures the same as the vanilla files, he put the files in a unique file structure, and gave the files a different name from the vanilla ones.

Which means every single change implemented in the 2 mods required multiple direct changes to everyone single weapon's record in ESP / ESM files. Where he manually changing asset directories inside each record. Meaning any mods that change stats, sounds, or effects of a vanilla weapon is automatically incompatible because EVE / IMPACT either overwrites them or they overwrite the other mods depending on the load order. This includes any fixes from YUP.

So if you want to make a compatibility patch for any mods or add eve's effects to any new energy weapon, you would have to open up Geck or FnvEdit and manually change the directory to use weijiesen's assets instead of the default ones, which is extremely time consuming.

I feel like now in 2025 his mods could probably be remade using NVSE scripts to dynamically redirect game to EVE / Impact's files on game load rather than hard edits to weapon records, but unfortunately no one has done that yet.
Last edited by Numenor; May 21 @ 10:34pm
Originally posted by Numenor:
I know this an old thread, but just responding incase anyone from the future finds this thread through a search Engine.

EVE and IMPACT from weijiesen is a no go if you want to use any mods that affect the vanilla guns.

Why? Because they aren't simply mesh and texture file replacers. Instead of creating the same file structure, and naming the meshes and textures the same as the vanilla files, he put the files in a unique file structure, and gave the files a different name from the vanilla ones.

Which means every single change implemented in the 2 mods required multiple direct changes to everyone single weapon's record in ESP / ESM files. Where he manually changing asset directories inside each record. Meaning any mods that change stats, sounds, or effects of a vanilla weapon is automatically incompatible because EVE / IMPACT either overwrites them or they overwrite the other mods depending on the load order. This includes any fixes from YUP.

So if you want to make a compatibility patch for any mods or add eve's effects to any new energy weapon, you would have to open up Geck or FnvEdit and manually change the directory to use weijiesen's assets instead of the default ones, which is extremely time consuming.

I feel like now in 2025 his mods could probably be remade using NVSE scripts to dynamically redirect game to EVE / Impact's files on game load rather than hard edits to weapon records, but unfortunately no one has done that yet.

Yeah it's a shame, because the effects in EVE do tend to look REALLY COOL. Same with Impact. Although, I will say that EVE makes a ridiculous amount of changes to weapons. I've never really run into issues with IMPACT though. As far as compatibility goes. I've used IMPACT in both Fallout 3 (not TTW) and New Vegas.
Originally posted by =CrimsoN=:
Originally posted by Numenor:
I know this an old thread, but just responding incase anyone from the future finds this thread through a search Engine.

EVE and IMPACT from weijiesen is a no go if you want to use any mods that affect the vanilla guns.

Why? Because they aren't simply mesh and texture file replacers. Instead of creating the same file structure, and naming the meshes and textures the same as the vanilla files, he put the files in a unique file structure, and gave the files a different name from the vanilla ones.

Which means every single change implemented in the 2 mods required multiple direct changes to everyone single weapon's record in ESP / ESM files. Where he manually changing asset directories inside each record. Meaning any mods that change stats, sounds, or effects of a vanilla weapon is automatically incompatible because EVE / IMPACT either overwrites them or they overwrite the other mods depending on the load order. This includes any fixes from YUP.

So if you want to make a compatibility patch for any mods or add eve's effects to any new energy weapon, you would have to open up Geck or FnvEdit and manually change the directory to use weijiesen's assets instead of the default ones, which is extremely time consuming.

I feel like now in 2025 his mods could probably be remade using NVSE scripts to dynamically redirect game to EVE / Impact's files on game load rather than hard edits to weapon records, but unfortunately no one has done that yet.

Yeah it's a shame, because the effects in EVE do tend to look REALLY COOL. Same with Impact. Although, I will say that EVE makes a ridiculous amount of changes to weapons. I've never really run into issues with IMPACT though. As far as compatibility goes. I've used IMPACT in both Fallout 3 (not TTW) and New Vegas.

IMPACT has a scripted compatibility edition that works pretty well.

Personally I stopped using it as the high res textures and not-too-well-optimized meshes can occasionally cause stutters in intense combat, but IMPACT at least won't kill your saves over time.
Numenor May 22 @ 5:29pm 
Originally posted by Salamand3r-:
Personally I stopped using it as the high res textures and not-too-well-optimized meshes can occasionally cause stutters in intense combat, but IMPACT at least won't kill your saves over time.

Have you downloaded the various NVSE engine tweaks that basically rewrite most of the game engine's functions and fixes most of the problems? It gives you a huge performance and stability boost.

xNVSE
JIP LN NVSE Plugin
JohnnyGuitar NVSE
NVTF - New Vegas Tick Fix
lStewieAl's Tweaks and Engine Fixes
lStewieAl's Engine Optimizations
Combat Lag Fix (NVSE)
ActorCause Save Bloat Fix
FNV Mod Limit Fix
OneTweak

After installing all of IStewieAI's engine fixes, my game is running at a perfect 60 FPS all the time no matter what, whereas before it was dropping to like 20-30 FPS while running around in the open world.
Last edited by Numenor; May 22 @ 5:44pm
Originally posted by Numenor:
Originally posted by Salamand3r-:
Personally I stopped using it as the high res textures and not-too-well-optimized meshes can occasionally cause stutters in intense combat, but IMPACT at least won't kill your saves over time.

Have you downloaded the various NVSE engine tweaks that basically rewrite most of the game engine's functions and fixes most of the problems? It gives you a huge performance and stability boost.

xNVSE
JIP LN NVSE Plugin
JohnnyGuitar NVSE
NVTF - New Vegas Tick Fix
lStewieAl's Tweaks and Engine Fixes
lStewieAl's Engine Optimizations
Combat Lag Fix (NVSE)
ActorCause Save Bloat Fix
FNV Mod Limit Fix
OneTweak

After installing all of IStewieAI's engine fixes, my game is running at a perfect 60 FPS all the time no matter what, whereas before it was dropping to like 20-30 FPS while running around in the open world.

Considering I wrote and maintain the graphics guide for NV, as well as contribute to most of the others - yes, using all those :D

IMPACT just has some meshes that have problems and cause slight stutter. Unfortunate fact of how they're made. As I said, it's generally a perfectly fine mod and if the few ms of minimal stutter on random occasions doesn't bug you, no reason not to use it.. I'm super sensitive to it, as are some others, so it's just a fair warning.

Nice thing is, there are also other alternatives - Special FX and Kyu's Ballistics are also quite nice, and have less potential stuttering. But again, use what you want :D
< >
Showing 1-9 of 9 comments
Per page: 1530 50