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LashLightning posted:You should be able to set up a number of different modded versions in MO2, or perhaps using GOG's version of NV will allow you to get around that in a different manner. Having two copies of NV installed on your computer may seem silly, but if that's the only way to get it to work... Oh I hadn't thought about that...
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# ? Mar 20, 2024 16:31 |
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# ? Jun 10, 2024 11:59 |
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MonsieurChoc posted:Oh I hadn't thought about that... Don't even need different installations, MO2 has a "profiles" concept. You click a button and boom new set of mods. This is because it doesn't install anything into FNV's folder, but uses a run-time virtual filesystem.
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# ? Mar 20, 2024 17:34 |
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Nobody Interesting posted:Don't even need different installations, MO2 has a "profiles" concept. You click a button and boom new set of mods. So I could in theory have JSawyer on one profile and Viva New Vegas on the other...
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# ? Mar 20, 2024 19:23 |
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Yes, MO2 is very useful for that.
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# ? Mar 20, 2024 19:46 |
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MonsieurChoc posted:So I could in theory have JSawyer on one profile and Viva New Vegas on the other... You got it, and a third profile for big titty anime legionaries.
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# ? Mar 20, 2024 19:47 |
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Caveat: if you have NOT already been using MO2 and have manually installed mods, you will likely want to reinstall FNV. Any manually installed mods or loose files could lead to undesired results.
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# ? Mar 20, 2024 19:49 |
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I'd been using MO2 so I have set-up JSawyer in a seperate profile from Viva New Vegas.
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# ? Mar 20, 2024 19:51 |
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It doesn't work lol.
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# ? Mar 21, 2024 18:18 |
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So anyone has a modset to make JSawyer not crash on starting a new game?
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# ? Mar 22, 2024 01:45 |
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MonsieurChoc posted:So anyone has a modset to make JSawyer not crash on starting a new game? Do you have all the DLC, and is it all activated? Including the Courier's stash stuff? That's literally all that's required.
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# ? Mar 22, 2024 02:00 |
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One other possibility is that you have some lingering config changes to files in your base NV install from setting up VNV that are preventing jsawyer from working, but finding those (if they exist) would be a process of backtracking to whatever guide for VNV you used and then looking through all the steps and seeing what might have hosed things up for you.
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# ? Mar 22, 2024 02:03 |
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if you are missing poo poo MO2 tells you.
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# ? Mar 22, 2024 02:38 |
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Yeah I got everything, so I'm guessing it's something to do with the VNV set up. Edit: Also Tale of Two Wastelands doesn't work because the launcher file didn't appear in the drop-down. Edit: Fixed it by nuking mod manager and reinstalling everything from scratch. Edit Edit Edit: No hair.pparently this is due to current AMD drivers? Fuckin hell... MonsieurChoc fucked around with this message at 04:44 on Mar 22, 2024 |
# ? Mar 22, 2024 03:05 |
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MonsieurChoc posted:Yeah I got everything, so I'm guessing it's something to do with the VNV set up. Yeah. The no hair thing threw me too when I did my most recent reinstall. I had to use D3D9_Generator-50470-3-0a to make a fake DX9 dll to trick the hair back into existance.
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# ? Mar 22, 2024 14:22 |
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EricFate posted:Yeah. The no hair thing threw me too when I did my most recent reinstall. I had to use D3D9_Generator-50470-3-0a to make a fake DX9 dll to trick the hair back into existance. Link? Edit: Found it by just reading what you posted correctly lol. Time to replay this game again while listening to Desert Oracle Radio. I wonder if Joshua Tree National park is in the game. MonsieurChoc fucked around with this message at 05:03 on Mar 23, 2024 |
# ? Mar 22, 2024 15:05 |
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Cross-Section posted:Viva New Vegas itself used to be that bigger mod list but then it downsized to something more vanilla-plus. I always kind of wince internally whenever I think about playing Fallout 3 again (don't know why), but I did buy the GOTY on GOG, and I never played any of the FO3 DLC, so I need to get to it at some point. I've never read much about Tale of Two Wastelands. My impression was that you just explore FO3 via NV, but how does it handle things like the main quest and DLC in FO3? Rinkles posted:just play TTW and ignore the capital wasteland. Why? Isn't that the main point of the mod? Is there some other benefit you get by doing a TTW install? (ex. FO3 items showing up in the Mojave) ThaumPenguin posted:There's also Blue Moon, made by the person who originally created Viva New Vegas. It's much more extensive, though I haven't tried it myself. Dreamsicle posted:I was going to suggest the Mojave Express Guide but unfortunately that's also going to be shelved soon. It should still be useful until at least the end of the month I think. I can give both of these a look for mods to check out. Thanks. v1ld posted:I feel like I'm the old man shaking his fist at the VNV guide cloud, but do want to point out that it's an extremely opinionated, though mostly well done guide that has somehow turned into a gospel for modern NV modding - and that last is a bit much. Nobody Interesting posted:There's almost a level of theology to it, I guess exemplified by the fact that we can very easily refer to "gospels" and poo poo. Or I'm looking deep into it I dunno. From what I remember, when I first went through the guide, the 'Mods to Avoid' section wasn't as extensive. The big downer for me was that it warned against using the Classic Fallout Weapons mod, which was a mod I wanted to use. With the current iteration, there's a remastered version they link. The guides are geared towards optimizing the games and making them more stable, so it does seem kind of counter-productive to then load it up with mods that add more issues. That said, with something like Dust (which I'm also not interested in), there's not really an alternative for something like that. I just didn't know what to look to in terms of additional content (quests, locations, gear, etc.) that wouldn't conflict with the optimizations. Max Wilco fucked around with this message at 19:30 on Mar 23, 2024 |
# ? Mar 23, 2024 19:24 |
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I wish the fist of the north star mod worked. Kenshiro vs Lanius.
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# ? Mar 23, 2024 20:52 |
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Max Wilco posted:I've never read much about Tale of Two Wastelands. My impression was that you just explore FO3 via NV, but how does it handle things like the main quest and DLC in FO3? They're ported over and fully doable. It basically takes the entire game Fallout 3 and its DLCs and converts it into a New Vegas mod. You can choose to start in the Mojave or DC, and if you choose DC it does the whole game opening with you being born and shooting roaches at your birthday party. New Vegas items get added to the loot tables, so you'll fight raiders armed with 5.56mm pistols and super mutants with rebar clubs
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# ? Mar 23, 2024 21:59 |
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Max Wilco posted:Why? Isn't that the main point of the mod? it was a half serious suggestion for how to get sights on energy weapons in NV, like v1ld was asking for. ttw incorporates them (iirc)
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# ? Mar 24, 2024 02:02 |
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https://www.nexusmods.com/newvegas/mods/85127 Nice rock remeshes.
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# ? Mar 24, 2024 06:11 |
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I tried Blue Moon and I think it's okay, but qolore doesn't seem to be interested in maintaining it which I should have seen coming, since they stopped maintaining VNV on account of getting bored with it (but had the wherewithal to pass it on). I will probably revert to VNV. Even in the 4 or so months since the last update, some of the mods have had some changes which already force you to deviate from the guide a little. New Vegas Reloaded is unreasonably cool, and I actually think the performance hit is worth it. I can make the game look entirely new, even without any other mods. Impressive stuff. Both VNV and Blue Moon recommend Vigor now instead of JSawyer "Ultimate". It might be better, but I haven't got too deep into it yet.
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# ? Mar 25, 2024 22:25 |
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I haven't tried it, but vigor says in undoes the level cap and XP rate changes in JSawyer which I liked having, especially because it undoes the problem of enemies eventually becoming massive bullet sponges in a completionist play through. Of course I also almost always use the Logan's Loophole trait, even if I'm not planning to use a ton of chems.
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# ? Mar 25, 2024 23:56 |
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Fallout qolore Vegas (but NO ERRORS IN YOUR LOGS or other defilement of ~the sanctity of modding~, so yay I guess?)
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# ? Mar 26, 2024 00:01 |
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v1ld posted:Fallout qolore Vegas Relax. You don't have to use the mod lists. I agree that they're not always completely right, but they're built toward the lowest denominator. They're not perfect, and they're not necessarily for a power user like you, but for a moron like me who is scared to regenerate LOD.
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# ? Mar 26, 2024 00:17 |
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I'm finding myself being a lot more careful in my first JSawyer playthrough. I can actually die!
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# ? Mar 26, 2024 01:23 |
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Your Uncle Dracula posted:Relax. You don't have to use the mod lists. I agree that they're not always completely right, but they're built toward the lowest denominator. They're not perfect, and they're not necessarily for a power user like you, but for a moron like me who is scared to regenerate LOD. I like and use mod lists, no problems there at all in this game or others. I even use bits of VNV most runs, which are very rare these days. It's qolore's thing about the quality of implementation about mods I've been whinging about/mocking in this instance. Anyone with an idea and no coding/modding experience should set about making mods, so there will always be poorly implemented but interesting mods. Anyone remember Duke Patrick's combat mods for Oblivion? DP had a decades long fascination with real, live action medieval combat and was steeped in it, with real expertise from their own IRL combat exercises and studies, and some of it gained by studying texts written over centuries of this stuff. He didn't really know computers at all, but saw Oblivion as the perfect vessel to implement physics-based, realistic medieval combat simulation that factored in things like the momentum of the blade at the point of contact. And he therefore set out to do so. Was it well implemented? Was it even possible to implement such a thing well in Oblivion? Oh hell no. But he did it, and gloriously so I think. Would not make it to VNV, other than the mods to avoid page - because of quality of implementation (which is also in this case "qolore's personal opinions on what is good in modding" and not some objective things but I'll spare y'all those words. But that DP's mods exist and can be played is the whole point of modding, imo. As is qolore starting out with a good and useful list of mods then gravitating towards their own personal medieval combat simulation idea which seems to be to do some new things but to also re implement a bunch of things that already exist but "cleanly" and with their own editorial preferences. So I think it's worth mocking Vigor which seems to be another jsawyer replacement, but which unlike all the other, similarly unnecessary variants, removes the 35-level cap - a core part of what makes jsawyer jsawyer. I dunno what their intent was, but that's some funny poo poo when it's stuck into the middle of the biggest FNV mod list that's recommended to new players all the time and who may have heard about how great jsawyer is. qsawyer looks close enough if you pick the right font maybe? VNV is a useful list, but it's not a good suggestion for new players if that's the quality of mod choices being made in it. I haven't looked at it in 2 years. It's a great suggestion for anyone who wants to play the same FNV experience as qolore though. (That's not sarcasm, that's a literal statement.) Last I looked at VNV it also had some utterly ridiculous suggestions on ignoring LOOT and other tooling and carefully curating your mod load order by hand which is utter bullshit for reasons I'll save y'all the pixels for ~my opinion~. Waking up 2 hours before I have to created this post. E: please imagine I used "jsawyer.esp" everywhere I said "jsawyer" since the latter also some kid's name I hear. v1ld fucked around with this message at 13:05 on Mar 26, 2024 |
# ? Mar 26, 2024 12:39 |
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MonsieurChoc posted:It doesn't work lol. I dunno what would have gone wrong, but I tried this. I have two profiles: Blue Moon, and VNV. I set up Blue Moon first. I also have both per-profile options selected: save games and INI I created VNV as a copy of Blue Moon and was extremely annoyed to see all the mods are listed! I would have hoped it would be a blank modlist, but nope. So I disabled every mod, and then reordered the list to match VNV before adding the bits VNV adds. It's now possible for me to swap between Blue Moon and VNV seamlessly. It's messy because all the disabled mods are still listed, but it works. I also noticed one or two mods had to be reinstalled as per VNV's instructions.
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# ? Mar 26, 2024 16:43 |
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Apologies for the repetitive pooh pooh posts on VNV/qolore. I'll give it a rest. Main reason behind the posts is that VNV/qolore have unwittingly or otherwise set up a focus on the quality of implementation of a mod rather than its other qualities (fun/interesting/etc). That also extends to how you're supposed to set these things up, hand edited lists, etc. It's the exact kind of navel gazing, implementation-internal focus instead of what the user / player will see and experience that I look for and try to stop at work because it's fundamentally the wrong thing to worry about as your highest priority. As a much lower priority, sure. The VNV list stands out because it prescribes and proscribes more than it used to, it's quite militant in what's rightthink these days - and it's become a kind of standard of sorts, which is really what bothers me. Wouldn't care if it wasn't recommended so heavily. Anyways I'll go back to reading about this game.
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# ? Mar 26, 2024 19:51 |
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Nobody Interesting posted:I dunno what would have gone wrong, but I tried this. I have two profiles: Blue Moon, and VNV. I set up Blue Moon first. I also have both per-profile options selected: save games and INI Nice. I'm having fun with just JSawyer plus bugfixes though so I'll stay with it.
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# ? Mar 26, 2024 20:26 |
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Is anyone familiar with creating script mods in New Vegas, or have a link to a tutorial? I want to create a mod that makes weapon reload speed relate to your Guns or Energy Weapon skill rather than your Agility stat. I realized the simplest way is a script mod, something like: If (equipped weapon = gun) and (Guns skill < 20), playrt.setav agility 1
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# ? Mar 27, 2024 21:13 |
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I wonde rhow hard it would be to make a mod that just adds a podcast as a radio station. In this case being the podcast Desert Oracle Radio.
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# ? Mar 27, 2024 21:15 |
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Chamale posted:Is anyone familiar with creating script mods in New Vegas, or have a link to a tutorial? I want to create a mod that makes weapon reload speed relate to your Guns or Energy Weapon skill rather than your Agility stat. I realized the simplest way is a script mod, something like: I believe Stewie’s tweaks might contain something to do this already.
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# ? Mar 27, 2024 21:17 |
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If it's not in the tweaks, it's definitely a regular mod.
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# ? Mar 27, 2024 22:25 |
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It's not part of Stewie's Tweaks. There's a mod called Reload Reloaded, but that doesn't do it either. It feels like someone should have made this mod already, but as far as I can tell, no one has.
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# ? Mar 28, 2024 08:36 |
Chamale posted:Is anyone familiar with creating script mods in New Vegas, or have a link to a tutorial? I want to create a mod that makes weapon reload speed relate to your Guns or Energy Weapon skill rather than your Agility stat. I realized the simplest way is a script mod, something like: Wouldn't that set the player's agility for all purposes rather than just reload speed?
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# ? Mar 28, 2024 09:14 |
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Zereth posted:Wouldn't that set the player's agility for all purposes rather than just reload speed? Yes, but the only things Agility affects are reload speed, Guns skill, Sneak skill, and action points. The script could also provide bonuses or maluses to those things to make it consistent. It's less elegant than directly modifying how the game computes reload speed, but I don't know if that's possible.
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# ? Mar 28, 2024 16:38 |
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Would that script actually revert your agility skill when you put your gun away? Or is it just 1 forever now.
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# ? Mar 28, 2024 17:16 |
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ThaumPenguin posted:Would that script actually revert your agility skill when you put your gun away? Or is it just 1 forever now. Now you're talking about storing the original agility as a variable and recalling it when the gun's put away, have fun in the rabbit hole
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# ? Mar 28, 2024 17:42 |
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ThaumPenguin posted:Would that script actually revert your agility skill when you put your gun away? Or is it just 1 forever now. Probably simplest to just let it be 1 forever, or until your Guns skill reaches 20. Then the script would set your Agility to 2, and give you -3 AP, -2 Guns, and -2 Sneak so that it all comes out the same. Maybe this is why no one has made this particular mod before.
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# ? Mar 28, 2024 18:13 |
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# ? Jun 10, 2024 11:59 |
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Eric the Mauve posted:Now you're talking about storing the original agility as a variable and recalling it when the gun's put away, have fun in the rabbit hole Oh, I'm not going anywhere near that hole
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# ? Mar 29, 2024 04:07 |