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Gyshall posted:Ah, I see. I guess I can probably just find a radio in the vanilla game and copy/paste the script from it onto the UH one. In theory, I guess. The UH script is most likely serving the purpose of tweaking normal game radio mechanics, not replacing them, so all you should have to do is remove the UH script and the radio will function as a normal activator, except with the station you specify in NVEdit. All the UH script is doing is changing the RADIO variable on the fly depending on user input, which is making the game mirror the set of actions you took to change the variable in NVEdit. I just didn't realize when I told you to do it that there was an extra script that would keep resetting your work. If you remove the script, you remove the problem. SheepNameKiller fucked around with this message at 21:15 on Jan 24, 2011 |
# ? Jan 24, 2011 21:07 |
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# ? May 13, 2024 03:21 |
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I'll give that a shot, thanks. I could just turn the radio station on in my Pipboy, but my immersion, etc.
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# ? Jan 24, 2011 21:23 |
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Captain McStabbin posted:Since Reload seems to be stuck in Limbo, does anyone have any suggestions for an alternative? Use Gtab's ammo crafting overhaul instead. No new weapons, but easy reloading recipes: http://www.newvegasnexus.com/downloads/file.php?id=35814
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# ? Jan 24, 2011 23:28 |
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Gyshall posted:I've had some stuttering/hanging issues with it in my load order as well. When inside or around the hideout, I get "pauses" every so often when moving the mouse around. Well the stuttering is game-wide and the crash was in the secret areas. Crossing my fingers on the edit once I get home. I want my Bat(crazy)-Cave to work Dammit.
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# ? Jan 24, 2011 23:28 |
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A Lamer posted:http://www.newvegasnexus.com/downloads/file.php?id=39799 I wondered when someone would port over all these assets from their respective FO3 mods in an official way. I'd been goofing around with them myself but didn't feel the need to release anything.. though I am currently running around with a modified version of the DL-44 blaster with the scope removed as a fun alternative to the standard laser pistol.
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# ? Jan 24, 2011 23:56 |
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Have there been any decent mods that add new monsters/enemies? I'm wanting to play through the game again, but I'm gonna do it heavily modded and with some craziness. Was hoping Mart's Mutant Mod would be ported over, but I guess no luck.
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# ? Jan 25, 2011 00:10 |
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lilspooky posted:Have there been any decent mods that add new monsters/enemies? I'm wanting to play through the game again, but I'm gonna do it heavily modded and with some craziness. Was hoping Mart's Mutant Mod would be ported over, but I guess no luck. Not yet, additional monsters are probably the biggest thing lacking from New Vegas right now.
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# ? Jan 25, 2011 00:28 |
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Any tips on how to get electricity to run? As soon as I enable it, I can no longer save. The moment I save it crashes to desktop. Evennput in the boonies where there should be no lights.
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# ? Jan 25, 2011 00:32 |
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Is it near the bottom of your load order?
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# ? Jan 25, 2011 00:45 |
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lilspooky posted:Have there been any decent mods that add new monsters/enemies? I'm wanting to play through the game again, but I'm gonna do it heavily modded and with some craziness. Was hoping Mart's Mutant Mod would be ported over, but I guess no luck. Have you tried out the Increased Wasteland Spawns mod yet? It does a good job of making the Mojave Wasteland feel like it's actually an area of contention. And enabling the ultra spawns will have you fighting to keep your ground.
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# ? Jan 25, 2011 00:49 |
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RagnarokAngel posted:Is it near the bottom of your load order? Ya. Like last. I think imagination is above it, although I am sure I moved it the other way once or trice.
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# ? Jan 25, 2011 00:58 |
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Wow, finally got to install NVEdit, got the instructions as well and I am basically lost. I wasn't intimidated by anything but after I start it up and it does a run through of my load order I get nothing. And apparently unless I am looking for a specific issue (which I am not) that's about it. No colors, notes, nothing. According to the instructions this means nothing is wrong. Well gently caress. Any hints on basic usage of an apparently great tool? Edit: and as I understand it, the higher up the load order the high the priority of the mod? Smuggins fucked around with this message at 01:02 on Jan 25, 2011 |
# ? Jan 25, 2011 01:00 |
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Mods last on your load order are loaded last, so their changes are more likely to occur as intended.
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# ? Jan 25, 2011 01:06 |
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Smuggins posted:I want my Bat(crazy)-Cave to work Dammit. http://www.newvegasnexus.com/downloads/file.php?id=36068 Machismo posted:Ya. Like last. I think imagination is above it, although I am sure I moved it the other way once or trice. Try moving it to (near) the top. I have it there and it doesn't cause problems. Edit: read the load order readme in every electrocity family release. Imaginator should be the last of the collection loaded. A Lamer fucked around with this message at 02:06 on Jan 25, 2011 |
# ? Jan 25, 2011 02:04 |
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Revolver Bunker posted:Have you tried out the Increased Wasteland Spawns mod yet? It does a good job of making the Mojave Wasteland feel like it's actually an area of contention. And enabling the ultra spawns will have you fighting to keep your ground. I've only played through the game once and maybe used like 1 or 2 mods if that, and nothing major. I'm one of those people who can't just keep playing through the game over and over, I get burnt out too easily. So what I like to do with these Bethesda games is give them some time after finishing the "stock" game to allow modders to go nuts and come out with all kinds of neat stuff. Then down the line I'll get it set up and go through the game again. Just how I do things! vv More spawns would be good, just also want new unique or expanded enemies to fight. So I'll just keep biding my time!
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# ? Jan 25, 2011 02:30 |
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So I tried out the MAD World RPG Quick Start - It lets you have a fast character creation with some perks and role play stuff, and lets you choose where to start. I choose the Gunslinger background and to start in Primm. (Oh yeah, I also used the Increased Spawns mod) (oh yeah, and the XFO increased enemy health and AI) I started off with a .357 with 11 bullets. Primm is crawling with convicts. Must have been 20 or so outside in total, maybe more. I only survived by kiting them back to the NCR base and hiding. I think I'm going to have to sneak over to Goodsprings because I need XP like a motherfucker. This is certainly a much more exciting New Vegas open than the vanilla one.
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# ? Jan 25, 2011 02:33 |
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Anyone know of that TG armor set works with the type 3 bodies? Also, progress has been slow on my all-in-one type dealie since I have a new four legged addition to my family now, but I'm still puttering away here n' there when I can.
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# ? Jan 25, 2011 02:45 |
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Naky posted:Anyone know of that TG armor set works with the type 3 bodies? Also, progress has been slow on my all-in-one type dealie since I have a new four legged addition to my family now, but I'm still puttering away here n' there when I can. I don't know what armor you're talking about, but if it's not specifying a body mod like type 3 then it should work without. The type 3 outfits require type 3 because they include the upperbody.nif as a sub object, and with other body mods or the default one there will be clipping issues. vv Edit: Yeah that. I sperged off in a random direction but it still stands if you're using type 3 as well for the same reasons. vv A Lamer fucked around with this message at 03:10 on Jan 25, 2011 |
# ? Jan 25, 2011 03:04 |
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Naky posted:Anyone know of that TG armor set works with the type 3 bodies? Also, progress has been slow on my all-in-one type dealie since I have a new four legged addition to my family now, but I'm still puttering away here n' there when I can. You should be fine. I used a type 3 body on my female run and everything was fine.
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# ? Jan 25, 2011 03:06 |
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So I downloaded IWS High Spawns and all 3 optional files, but my game started getting kind of laggy, and I'm in New Vegas. Any way to rectify this? Also, guy who had that sniper, you got a download linked? Looks like one of the better done ones, plus raufoss mk211s are awesome Brace fucked around with this message at 03:16 on Jan 25, 2011 |
# ? Jan 25, 2011 03:14 |
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Brace posted:So I downloaded IWS High Spawns and all 3 optional files, but my game started getting kind of laggy, and I'm in New Vegas. Any way to rectify this? Switch to medium spawns? Though I don’t think IWS is your problem. New Vegas stutters due to all the neon lighting and Facegen choking on all the NPCs.
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# ? Jan 25, 2011 03:17 |
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Terpfen posted:Switch to medium spawns? I'll check out some open areas and see if the problem persists.
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# ? Jan 25, 2011 03:19 |
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God drat it, Electro-City. Why won't you work. You crash always, you gorgeous bastard.
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# ? Jan 25, 2011 05:28 |
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I wish dude would make a version of Electrocity that didn't have the ~~~~~~~~ANOTHER GREAT JOB BY ELECTROCITY~~~~~~ signs on every lamp post, or with the engineer NPCs that take twelve or thirteen shots point blank with magnum shotgun ammo to kill. My immersion
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# ? Jan 25, 2011 05:35 |
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You could tweak the NPCs pretty easily, just open up FNVEdit and edit their armor which is set at 99 DT. I don't know why the mod author chose to make them unkillable either.
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# ? Jan 25, 2011 05:42 |
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They certainly aren't unkillable. Deathclaws hosed one up instantly.
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# ? Jan 25, 2011 05:45 |
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I think deathclaws ignore DT so that makes sense.
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# ? Jan 25, 2011 05:46 |
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You punk kids and your "sub machine" guns. How does this cobbled together lump of plumbing loving work? Oh gently caress it; If I need more than six shots something is wrong Lookit that chump, rusted out clapped out 10mm semi auto locked wide open, not a round hit me and you got like a million rounds in the mag
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# ? Jan 25, 2011 06:03 |
Capn Beeb posted:You punk kids and your "sub machine" guns. How does this cobbled together lump of plumbing loving work? You get enormously loving high and make some sacrifices to a laundry list of gods is how it works.
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# ? Jan 25, 2011 06:29 |
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So IWS is stable and worth using? Started playing this again yesterday and installed the mods I wanted but missed that. I used to have MMM with FO3 but it caused random crashes so spawn increasers sort of left a poop taste in my mouth. How much extra spawns does the basic version that doesn't require NVSE add?
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# ? Jan 25, 2011 09:14 |
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Fewd posted:So IWS is stable and worth using? I've only just started my new play-through with it, but when I went to Vanilla Primm, I remember maybe 9 or 10 convicts maximum outside. With Core IWS and the lowest increase version, there were at least 20. I don't even want to know how many are in Buffalo Steve's... So far it's been stable but like I said, I only just started.
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# ? Jan 25, 2011 09:42 |
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IWS comments posted:I noticed a possible bug, I'm getting active spawns of Evolved Centaurs, Coyotes and Feral Ghouls in the middle of Primm, killing the residents. Had it happend on high and med spawns. Also, only happend once so far so not sure if issue with IWS, but was heading to NoVac and got message basically telling me Manny Vargis was killed, never did find his body. Those are the only things I've noticed so far.. Seems like I'll just install the basic one without active spawns for now.
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# ? Jan 25, 2011 10:37 |
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Cream-of-Plenty posted:Extended New Vegas Radio Generator This mod is awesome. Taking out the Powder Gangers in there little prison while blaring 'Paranoid' is way to awesome, Fallout's setting be damned.
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# ? Jan 25, 2011 14:57 |
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Rescanned the thread a bit, thank goodness for search function. I got all my mods to play nice after tweaking the load order (with the last in line being stabler note), NVEdit acted like voodoo powder because I did not see a single colored conflict message after running it but my troubles evaporated. Thanks to anyone who contributed advice. No more stuttering except in very rare cases and only ONE CTD in 4 hours as opposed to 5 in 30 minutes. For the poster with Elctro City Blues, I avoided the highways addon and have had no issues (my crashes were in my Underground bunker mod). The load order is near the top of my list (Right after things like Comm Patch/Bounties/World of pain) and I placed the sunglasses/bright skies addon above it per it's notes. Only info I think may help. Seems unfair they put an electro worker in the powergang prison cell and you can't release him. Poor guy just wants to bring light to the desert. Cream-of-Plenty posted:You get enormously loving high and make some sacrifices to a laundry list of gods is how it works. I need to start taking screenshots for this thread now that I have more armor options and my WoP fight have become ridiculous, drat. Smuggins fucked around with this message at 15:23 on Jan 25, 2011 |
# ? Jan 25, 2011 15:20 |
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SheepNameKiller posted:You could tweak the NPCs pretty easily, just open up FNVEdit and edit their armor which is set at 99 DT. I don't know why the mod author chose to make them unkillable either. This is what I've been doing, it's just annoying to have to do it every update. I've actually removed them completely from the game.
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# ? Jan 25, 2011 15:38 |
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Gyshall posted:This is what I've been doing, it's just annoying to have to do it every update. I've actually removed them completely from the game. You can actually make a compatibility patch yourself so you don't have to do it every update, you don't even need to fire up the GECK. - first make a copy of the electro-city completed workorders ESP, renaming it to something you'll remember, like EC ArmorTweaks - Enable your copy using NVMM and load it after completed workorders - delete all references to everything in the COPY except for the engineer armor using FNVEdit - eyeball the armor reference to make sure none of the values say "Error: Invalid Reference" or anything along those lines. If there are missing values, just copy and paste the values from the completed workorders ESP that appears alongside your copy, which will add that mod to your mod as a master. Some mods require you to do this, some don't, depends on whether other stuff is referenced by the values you're tweaking. - Tweak the armor in your copy to have the DR/DT values you want - Save You'll never need to make the changes again as long as you keep your compatibility patch loaded after the main mod. All you're doing is telling New Vegas to load Electro-City and then load your compatibility patch, which overrides the DT and DR on the engineer armors of the original mod. SheepNameKiller fucked around with this message at 18:51 on Jan 25, 2011 |
# ? Jan 25, 2011 18:46 |
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Fuckin a, you're the man, SheepNameKiller. I never knew that it was that simple to make a patch. Thanks.
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# ? Jan 25, 2011 19:02 |
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lilspooky posted:I've only played through the game once and maybe used like 1 or 2 mods if that, and nothing major. I'm one of those people who can't just keep playing through the game over and over, I get burnt out too easily. So what I like to do with these Bethesda games is give them some time after finishing the "stock" game to allow modders to go nuts and come out with all kinds of neat stuff. Then down the line I'll get it set up and go through the game again. Just how I do things! vv IWS does a pretty good job of populating the areas with their respected territories. NCR patrol in and around the Mojave Outpost and will occasionally engage feral ghouls, ants, and other things that normally hang around there. The area south of Novac is a war zone between the NCR, Viper Gang, Legion, and Geckos. I'd have to say that IWS adds more life to the game and gives incentive to pick and choose when you fight. I'm on my second playthrough with IWS set at medium spawns. I'm in the Novac area and I'm hurting for ammo now even though I'm cycling between 6 different types of ammo. But I have to say that it's more fun then my vanilla run through.
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# ? Jan 25, 2011 20:12 |
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Gyshall posted:Fuckin a, you're the man, SheepNameKiller. I never knew that it was that simple to make a patch. Thanks. You're welcome. The same method can be used to make compatibility patches for one or more mods that affect the same variable, just make a copy of the mod that's loading last between the two and copy and paste the values you want from each into the copy. I used this method to make compatibility patches for new vegas redesigned and some of the other stuff I have that tweaks NPCs. Having a good understanding of NVEdit can really help kick your modding up to the next level. SheepNameKiller fucked around with this message at 20:32 on Jan 25, 2011 |
# ? Jan 25, 2011 20:28 |
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# ? May 13, 2024 03:21 |
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SheepNameKiller posted:You're welcome. The same method can be used to make compatibility patches for one or more mods that affect the same variable, just make a copy of the mod that's loading last between the two and copy and paste the values you want from each into the copy. I used this method to make compatibility patches for new vegas redesigned and some of the other stuff I have that tweaks NPCs. Having a good understanding of NVEdit can really help kick your modding up to the next level. So how can I use FNVedit to remove my conflicts and poo poo and make my game run smoother?
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# ? Jan 25, 2011 21:58 |