Vita posted:Is there any mod to increase how fast you run or move? I downloaded some mod that set the run multiplier to 5, but now NPCs just look stupid when they run away, and they run away too fast to catch with melee. It's a bit annoying going through the wasteland feeling like a snail. XFO's overhaul has a module that does just that. You don't even have to use the rest of the mod.
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# ? Dec 30, 2010 06:16 |
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# ? May 13, 2024 06:57 |
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Bum the Sad posted:That's normal. It's Bethesda and Gamebryo. Just be thankful the game is autosave happy. It's really not normal for New Vegas, which is remarkably stable without mods.
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# ? Dec 30, 2010 06:19 |
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Vita posted:Is there any mod to increase how fast you run or move? I downloaded some mod that set the run multiplier to 5, but now NPCs just look stupid when they run away, and they run away too fast to catch with melee. It's a bit annoying going through the wasteland feeling like a snail. I use this to modify my run speed: http://www.newvegasnexus.com/downloads/file.php?id=35979 There's a perk in there that requires 6 agility and increases your speed by 15% each rank. You could just go with a mod that increases it by default, but I like having to make trade-offs through perks, including sacrificing more perk slots for higher ranks when wearing heavier armor to counteract their run speed decrease.
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# ? Dec 30, 2010 06:38 |
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Even when a body replacer isn't nude, Nexus modders can't resist the urge to put loving massive dongs on people. Goddammit, Nexus.
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# ? Dec 30, 2010 09:02 |
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Horns posted:Even when a body replacer isn't nude, Nexus modders can't resist the urge to put loving massive dongs on people. Shut up and enjoy your dongs
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# ? Dec 30, 2010 09:04 |
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Cream-of-Plenty posted:Alright, I've tried to find the D/L location so I can throw this in the OP, but I'm having a lot of trouble for some reason. Where are his file packs? His website navigates like a Web 1.0 tripod site. https://sites.google.com/site/iam4aces/Home/mods/fallout-new-vegas The author just got approval from zenimax to port assets from to3 over. So he will have much more contents added later, as well as unhiding the texture mod on fvnexus.
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# ? Dec 30, 2010 11:12 |
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http://newvegasnexus.com/downloads/file.php?id=39167 This mod just gave me an idea (well the mod it uses for the esm). ED-E skin: Servitor Skull. Wouldn't be too hard to do to replace ED-E's model with the servitor skull from http://www.fallout3nexus.com/downloads/file.php?id=5885 would it?
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# ? Dec 30, 2010 16:49 |
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Horns posted:Even when a body replacer isn't nude, Nexus modders can't resist the urge to put loving massive dongs on people. Radiation is one hell of a drug.
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# ? Dec 30, 2010 17:10 |
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Syrant posted:http://newvegasnexus.com/downloads/file.php?id=39167 Do this as fast as humanly possible, please.
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# ? Dec 30, 2010 19:15 |
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Cream-of-Plenty posted:Have you tried starting up FONV by directly starting the executable that you modify with the LAA? You shouldn't have to start NVSE through FOMM. Unless I'm woefully mistaken, even NVSE's website says you can start the game as you normally would, and you don't need to start it with FOMM either, once you've modified the load order to your liking. I figured it out; the deal here is that you have to bypass the FONV Launcher, otherwise it checks the FalloutNV.exe and'll have Steam spit out that error. The author of the utility gave me some instructions to work around it, and it worked nearly perfectly. After using the utility to modify your FalloutNV.exe: 1.) Rename FalloutNVLauncher.exe to something else 2.) Rename nvse_loader.exe to FalloutNVLauncher.exe Then everything should work peaches. I did one more step so I can start through FOMM like I usually do: 3.) Make a copy of nvse_loader.exe and keep its original name So essentially you have two copies of nvse_loader, one in its original state, and one effectively taking the place of the NV Launcher. I found step 3 to be an extra layer of security in making sure my game starts up properly.
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# ? Dec 30, 2010 20:45 |
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I'm thinking that poo poo needs to go into the OP.
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# ? Dec 30, 2010 21:54 |
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I'm experiencing some odd issue where the number 2 instead of being a weapon slot reloads my weapon. Anyone had anything similar?
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# ? Dec 30, 2010 22:25 |
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The 2 key is used to change ammo, actually, not reload.
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# ? Dec 30, 2010 22:25 |
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Gyshall posted:The 2 key is used to change ammo, actually, not reload. Ah silly me. I was pushing it in-game earlier and the changing ammo animation made me think it was just him re-loading and that it was number 2 because of some hosed up bug from the mods. That sorta explains things although I wish I could use it as a weapon slot.
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# ? Dec 30, 2010 22:38 |
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Disappointed to see no F:NV version of Mart's Mutant Mod. It was my hands down absolute favorite Fallout 3 mod. I always say the best way to make a game more challenging is to add more enemies, not more health, and that's exactly what MMM did. Hopefully some talented go-getter will make their own version for New Vegas. Has anyone tried using the Fallout 3 MMM in NEw Vegas? I imagine that wouldn't work very well. Maybe I'm wrong?
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# ? Dec 31, 2010 01:55 |
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Working on a new weapons related mod, though with how slowly I work it may be a while before you see results. Still, the results are promising so far and once I'm done the first couple, it shouldn't be too hard to adapt to others.
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# ? Dec 31, 2010 02:31 |
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Naky posted:Working on a new weapons related mod, though with how slowly I work it may be a while before you see results. Still, the results are promising so far and once I'm done the first couple, it shouldn't be too hard to adapt to others. What kind of weapons are we talking about here?
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# ? Dec 31, 2010 03:57 |
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Brace posted:What kind of weapons are we talking about here? Now, now, I said weapons related.
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# ? Dec 31, 2010 05:36 |
Gyshall posted:I'm thinking that poo poo needs to go into the OP. Agreed. OP updated.
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# ? Dec 31, 2010 05:58 |
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It is night time at Black Mountain. ->Check inventory .44 Magnum revolver+ Stealth Boy (10) Night Vision Goggles ->Check weapon mod .44 Magnum silencer ->Check ammo A bunch of .44 BTHPs Aww yeah
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# ? Dec 31, 2010 06:25 |
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Naky posted:Now, now, I said weapons related. What kind of weapon(s)(related)?
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# ? Dec 31, 2010 06:29 |
Capn Beeb posted:It is night time at Black Mountain. Is that a Robobrain off in the distance? I've never found one of those on Black Mountain.
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# ? Dec 31, 2010 07:01 |
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Capn Beeb posted:->Check weapon mod Where is this from?
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# ? Dec 31, 2010 07:19 |
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Cream-of-Plenty posted:Is that a Robobrain off in the distance? I've never found one of those on Black Mountain. Nah, flaming drum I kinda miss Robobrains. Those things were all over Fallout 3 and popping the brain plate off was always hilarious. Fewd posted:Where is this from? Weapon Mod Expansion: http://newvegasnexus.com/downloads/file.php?id=37576 This mod: http://newvegasnexus.com/downloads/file.php?id=36741 Let's you craft some of the new weapon mods. I think it's slightly out of date though. I made the silencer with two teddy bears, some wonderglue, a tire iron, and a lead pipe that took me WAY too long to find. Worth it though.
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# ? Dec 31, 2010 07:24 |
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Thanks, also seems like some new companions are available. There's this guy Click here for the full 1024x640 image. And I don't even know what Click here for the full 1360x768 image.
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# ? Dec 31, 2010 07:25 |
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Danger - Octopus! posted:Do this as fast as humanly possible, please. Don't ask me, man I dont know dick about the GECK, I fooled around with it but could never get much out of it, it shouldn't be too hard to produce. Someone ont he nexus might mod it if the idea is pitched.
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# ? Dec 31, 2010 08:50 |
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Great mod I didn't see mentioned in the OP: Pipboy Light Lantern Replacer. Exactly what it sounds like, it replaces the Pipboy light with a little flickering lantern that hangs off your hip. Goes great with the Pipboy Readius (now your light won't mysteriously emanate from nowhere).
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# ? Dec 31, 2010 11:36 |
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quote:World of Pain I think a couple people mentioned how much they like this mod, but I just wanted to chime in and suggest this mod to anyone looking to spice up their game a bit. The dungeons are actually really well done, and it's obvious the modder put a lot of time, effort, and planning into this. It definitely gives dungeoncrawling a satisfying feel to it, because the new locations and dungeons have named enemies and supersized "legendary" versions of almost every creature type. There's also a unique weapon to be found in each dungeon, as well as other items and weapons that are complete surprises 4th Dimension Enabler . There's also a lot of dungeons with fighting between NPCs already going on, which is always a chaotic blast. In short, if you want to add 20+ more hours of fun new gameplay, download this. Mental Midget fucked around with this message at 11:57 on Dec 31, 2010 |
# ? Dec 31, 2010 11:45 |
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Mental Midget posted:World of Pain
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# ? Dec 31, 2010 13:11 |
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Fewd posted:And I don't even know what Japan makes some crazy ED-E style companions, man.
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# ? Dec 31, 2010 13:56 |
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Capn Beeb posted:It is night time at Black Mountain.
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# ? Dec 31, 2010 16:50 |
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Mental Midget posted:Disappointed to see no F:NV version of Mart's Mutant Mod. It was my hands down absolute favorite Fallout 3 mod. I always say the best way to make a game more challenging is to add more enemies, not more health, and that's exactly what MMM did. Hopefully some talented go-getter will make their own version for New Vegas. He's still supporting the old one and hasn't started the new one yet.
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# ? Dec 31, 2010 18:36 |
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“Horns” posted:Goes great with the Pipboy Readius (now your light won't mysteriously emanate from nowhere). This actually bothers people?
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# ? Dec 31, 2010 18:43 |
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So I started a new playthrough, and upon getting to Novac I realized something, the motel is gone. It just doesn't exist, in place is black textures on the ground where the motel should be, I'm pretty sure everything else is intact in Novac except for the Motel. Here's my load order: FalloutNV.esm More Perks.esm Weapon Mod Expansion.esm DarNifiedUINV.esp CASM.esp Centered 3rd Person Camera.esp Purge Cell Buffers.esp FactionIDCards.esp PerkEveryLevel.esp Tag Skills Improved.esp better that gun 223.esp Classic energy weapons.esp Moddable Unique Weps.esp Tailor Maid Black Retex - NV.esp VT08RangerGear.esp UnlimitedCompanions.esp NoFactionBoS.esp Sorter - Combined.esp PipBoyLightx1.5.esp Nevada Skies.esp ELECTRO-CITY - CompletedWorkorders.esp LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp ELECTRO-CITY - Darker Nights.esp ELECTRO-CITY - Emittance.esp ELECTRO-CITY - Highways and Byways.esp Weapon Mod Expansion.esp noautoaim.esp Total active plugins: 27 Total plugins: 27
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# ? Dec 31, 2010 20:20 |
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Your electro-city load is all hosed up, I advise you to read the readmes for it. For one, you're using darker nights and emittance together, where it's supposed to be one OR the other. And for two, you're using the original nevada skies ESP with the nevada skies replacer ESP, which I'm pretty sure isn't supposed to be done either. In other news someone has finally begun a mod to make objects destructible. So far we have destructible bottles of alcohol, with the promise of frequent updates: http://www.newvegasnexus.com/downloads/file.php?id=39083 I also made a compatibility patch for this and more complex needs - sorted if anyone wants it. My compat patch also adds the vodka explosion effect to scotch bottles as well since the mod author left those out. SheepNameKiller fucked around with this message at 20:49 on Dec 31, 2010 |
# ? Dec 31, 2010 20:24 |
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As for Novac, try fast-traveling somewhere else, save, and restart the game.
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# ? Dec 31, 2010 20:25 |
Has anybody tried this mod yet? It adds a special encounter to the Mojave Wasteland where you can obtain the "Solar Scorcher" from Fallout 2. The only thing is, the weapon isn't just given to you--you travel back in "time" to Vault 13 where you can find the weapon (and inadvertently break the original Water Chip). It sounds like a pretty interesting presentation, and the screenshots don't look half bad, either.
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# ? Jan 1, 2011 00:35 |
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Cream-of-Plenty posted:Has anybody tried this mod yet? It adds a special encounter to the Mojave Wasteland where you can obtain the "Solar Scorcher" from Fallout 2. The only thing is, the weapon isn't just given to you--you travel back in "time" to Vault 13 where you can find the weapon (and inadvertently break the original Water Chip). It sounds like a pretty interesting presentation, and the screenshots don't look half bad, either. Having just ran through it, it's neat, but super-short. The Solar Scorcher's fun to play around with.
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# ? Jan 1, 2011 02:44 |
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I'm trying to get brass knuckle-type weapons to not replace my right hand, but I can't find any setting to change. Does anybody know what it is? Or is it not possible? E: Nevermind, I found it. The slot setting was under Armor Addons. Schubalts fucked around with this message at 03:17 on Jan 1, 2011 |
# ? Jan 1, 2011 02:53 |
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# ? May 13, 2024 06:57 |
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Horns posted:Great mod I didn't see mentioned in the OP: Pipboy Light Lantern Replacer. @Coughing Hobo: Are you using a 32-Bit OS? For the life of me, I couldn't get the LAA enabled FalloutNV.exe to load. I used the similar steps that you have listed previously which is also found on the nexus page of the 3GB enabler mod.
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# ? Jan 1, 2011 03:21 |