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Is there an actual functional pokemon trainer mod? Because I would download that mod.
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# ? Jan 31, 2011 23:56 |
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# ? May 14, 2024 14:22 |
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Love the guys who make custom armor but it looks like poo poo because of clipping issues and other problems. Then you complain they're like "WELL IF YOU DON'T LIKE HOW IT LOOKS THEN JUST PLAY IN FIRST PERSON." Why am I bothering to change how I LOOK if I'm not going to LOOK at myself you moron.
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# ? Jan 31, 2011 23:59 |
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Apotheosis posted:So am I! Where'd you get it? I don't know where Cream-of-Plenty got it, but the Classic Fallout Weapons mod adds it and dozens of other weapons to the leveled lists. As of a couple versions ago it also adds the unique FN FAL HPFA from Fallout 2. CFW's awesome for the sheer amount of stuff it adds without messing with the balance, and it's pretty frequently updated as well. http://www.newvegasnexus.com/downloads/file.php?id=37002
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# ? Feb 1, 2011 01:08 |
Apotheosis posted:So am I! Where'd you get it? Took me a second, but here it is. I like this particular FAL mod because it adds the model you see in my screenshots as a base model. The three mods for it are an extended barrel, collapsible butt stock, and optic. There's also an L1A1 variant, which is pretty cool. Capn Beeb posted:I love how that idiot crier is just standing there with this inappropriately content expression on his face. This Fallout 3 Weapons Restoration Mod is starting to look pretty interesting, too. It integrates pretty much every workbench, FO3, and DLC weapon into NV's leveled and loot lists. Apparently the author is the same guy who worked on Deus Ex's Shifter Mod. quote:- 10MM ALLOY STEEL PISTOL [UNIQUE] That's a pretty exhaustive list. Cream-of-Plenty fucked around with this message at 01:32 on Feb 1, 2011 |
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# ? Feb 1, 2011 01:15 |
SheepNameKiller posted:http://www.newvegasnexus.com/downloads/file.php?id=39755 Added to OP. I had to remove the RELOAD mod from the OP because it's been stagnant for too long. What is the general consensus on quality reloading overhauls for NV?
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# ? Feb 1, 2011 01:51 |
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Are there any mods that change eating and drinking/food and water in hardcore mode? I find it really odd that almost every drink in the game makes you thirstier. Sorry for asking instead of searching myself but the nexus search is awful.
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# ? Feb 1, 2011 01:57 |
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Heti posted:Are there any mods that change eating and drinking/food and water in hardcore mode? I find it really odd that almost every drink in the game makes you thirstier. Puce Moose's More Demanding Hardcore mod changes a fair amount of the drinks, I believe. It does other things that make the hardcore game more difficult, but you aren't a camel. Well, I haven't looked around the Nexus too thoroughly but I'm going to guess you're not playing as a camel.
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# ? Feb 1, 2011 02:04 |
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FadedReality posted:Puce Moose's More Demanding Hardcore mod changes a fair amount of the drinks, I believe. It does other things that make the hardcore game more difficult, but you aren't a camel. Well, I haven't looked around the Nexus too thoroughly but I'm going to guess you're not playing as a camel. I'm not really looking for a harder game, just more/cooler options for dealing with my character's needs.
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# ? Feb 1, 2011 02:16 |
Heti posted:I'm not really looking for a harder game, just more/cooler options for dealing with my character's needs. I'm not really sure what you mean by that, but IMCNNV is pretty much the de facto Hardcore overhaul. It's thorough and neurotic and takes into consideration everything from mood to proteins and carbohydrates. Other than that, you have about 14 variations of mods that change thirst / sleep multipliers, or add / remove healing qualities from foodstuffs.
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# ? Feb 1, 2011 02:46 |
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Cream-of-Plenty posted:I'm not really sure what you mean by that, but IMCNNV is pretty much the de facto Hardcore overhaul. It's thorough and neurotic and takes into consideration everything from mood to proteins and carbohydrates. That looks pretty great, thanks. My problem with the current hardcore needs is that it just feels like pain in the rear end instead of an immersive mechanic. "Oh no my food meter is a little high time to click a button in my inventory, problem solved" got old after an hour or so.
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# ? Feb 1, 2011 03:20 |
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Cream-of-Plenty posted:This Fallout 3 Weapons Restoration Mod is starting to look pretty interesting, too. It integrates pretty much every workbench, FO3, and DLC weapon into NV's leveled and loot lists. Apparently the author is the same guy who worked on Deus Ex's Shifter Mod. Yeah, that poo poo is awesome and everyone should be using it. It's exactly the mod I have been looking for - this plus Classic Fallout weapons is just a really great amount of variety.
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# ? Feb 1, 2011 04:25 |
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Would the Fallout 3 Weapons Restoration mod overwrite what weapons the fiends are using? The classic weapons combined with IWS makes them scary as gently caress, and I think that them having old lovely Chinese assault rifles would make things just a tad bit safer.
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# ? Feb 1, 2011 04:42 |
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Cream-of-Plenty posted:I'm not really sure what you mean by that, but IMCNNV is pretty much the de facto Hardcore overhaul. It's thorough and neurotic and takes into consideration everything from mood to proteins and carbohydrates. Alright I downloaded this and it's great but I can't figure out how the heck to turn ED-E in to a refrigerator. Anybody know what I'm talking about?
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# ? Feb 1, 2011 05:36 |
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Heti posted:Alright I downloaded this and it's great but I can't figure out how the heck to turn ED-E in to a refrigerator. Anybody know what I'm talking about? Buy a refridgeration module from a store; Crimson Caravans should carry one, idk where else. Put that in Ed-E's inventory, congrats, he is now a freezer bot!
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# ? Feb 1, 2011 05:46 |
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doomfunk posted:Buy a refridgeration module from a store; Crimson Caravans should carry one, idk where else. Put that in Ed-E's inventory, congrats, he is now a freezer bot! Hah that's practically the one vendor I didn't check. I was checking actual fridges and crafting recipes.
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# ? Feb 1, 2011 05:55 |
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I made a mod oh boy! http://www.newvegasnexus.com/downloads/file.php?id=40032
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# ? Feb 1, 2011 08:36 |
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Umph posted:I made a mod oh boy! http://www.newvegasnexus.com/downloads/file.php?id=40032 I was nervous since it overwrote something from DarnifiedUI (I made a backup just in case) but it seems to work just fine. And man, what a great little mod it is! Thanks for this!
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# ? Feb 1, 2011 09:19 |
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Earache has a new mod that, amongst the clownshoe minty fresh safe queen/airsoft guns, adds some good brass and shotgun hulls that stick around for more than a few seconds: http://www.newvegasnexus.com/downloads/file.php?id=39981 Best get it before someone says something the least little bit negative and he throws a hissy fit and runs away from the Nexus. Again.
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# ? Feb 1, 2011 09:24 |
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potaties posted:I was nervous since it overwrote something from DarnifiedUI (I made a backup just in case) but it seems to work just fine. And man, what a great little mod it is! Thanks for this! Hey that's great! I'll mention it seems to work with Darnified in the thing.
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# ? Feb 1, 2011 09:26 |
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Umph posted:I made a mod oh boy! http://www.newvegasnexus.com/downloads/file.php?id=40032 This is such a simple thing that I never really would have thought about it bothering me but this makes looting so much better. Thanks!
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# ? Feb 1, 2011 14:00 |
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Instead of working on one of several things I should be working on, I did this: http://www.newvegasnexus.com/downloads/file.php?id=40038 It makes corpses explode when gibbed/dismembered. have fun
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# ? Feb 1, 2011 14:49 |
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Hey, looks like Reload is back again.
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# ? Feb 1, 2011 15:24 |
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Phetz posted:I don't know where Cream-of-Plenty got it, but the Classic Fallout Weapons mod adds it and dozens of other weapons to the leveled lists. As of a couple versions ago it also adds the unique FN FAL HPFA from Fallout 2. CFW's awesome for the sheer amount of stuff it adds without messing with the balance, and it's pretty frequently updated as well. I was using CFW until recently. There was some sort of sound issue with the Mauser not having firing sounds, so I stopped using it. Shame, too, it's a good mod. Cream-of-Plenty posted:Took me a second, but here it is. This is really cool, though. E: The CONELRAD station has ruined me. I've been listening to Atom Bomb Baby on a loop for twenty minutes. Cialis Railman fucked around with this message at 16:46 on Feb 1, 2011 |
# ? Feb 1, 2011 16:40 |
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The mauser is kinda lovely in that pack anyway. I made a patch to remove it from Classic Fallout Weapons, and the Fallout 3 Weapon Restoration mod has a better Chinese Pistol (Mauser) in it anyway. What is the general consensus on making a FNVedit merged patch vs a Wyre Flash merged patch? I know Bash was king for Oblivion, but I had an odd issue come up with all these weapon mods - I'm running WMX, Classic Fallout Weapons, and now the Fallout 3 Weapon Restoration mod, and I want to be sure that I get all the weapons and have WMX override the vanilla weapon mod system.
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# ? Feb 1, 2011 17:13 |
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They both do the same thing, just use whatever you're more comfortable using. What I would personally do is boot up FNVEdit, load only CFWNV and Fallout 3 weapon restoration, make a merged patch of those two mods, then load the merged patch you created before WMX. There's absolutely no reason to include WMX in the merged patch creation since it doesn't modify leveled lists or FORM IDs, and it might even create errors if you do. This isn't going to lead to a totally clean compatibility when it comes to item names because CFWNV renames some weapon modifications that are also renamed by WMX, which is going to lead to situations where you can't visually identify in game which weapons are modded by which modifications. The mods weren't designed with each other in mind, so WMX might call something a light smg mod because it mods all light smg whereas CFWNV calls it a 10mm smg mod. The mod will still be able to applied to the correct weapons, but the name will be inaccurate no matter what. A merged patch would never help you make this any less confusing though. SheepNameKiller fucked around with this message at 18:26 on Feb 1, 2011 |
# ? Feb 1, 2011 18:19 |
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Apotheosis posted:I was using CFW until recently. There was some sort of sound issue with the Mauser not having firing sounds, so I stopped using it. Shame, too, it's a good mod. I just installed it, and other than some weapons not even having textures (one sniper rifle was basically a solid black mass), and a couple bugging out and tilting everywhere with scopes, I like it. Just found the FN FAL HPPA, popped a silencer on, threw in some AP ammo, and blew Caesar and his guard away.
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# ? Feb 1, 2011 18:36 |
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CFWNV's a pretty good expander if you want quantity over quality, I stopped using it just because I didn't think the textures on the guns lived up to the standard I was setting by using Arenovalis' mods and because of the changes it makes to vanilla weapon mods. I used it for a while though and if you're really excited about the new weapons it brings to the table then those things probably won't bother you too much.
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# ? Feb 1, 2011 18:55 |
Gyshall posted:Hey, looks like Reload is back again. Thanks. I saw it come back on late last night but was too lazy to re-add it. Updating OP. Gyshall posted:What is the general consensus on making a FNVedit merged patch vs a Wyre Flash merged patch? I know Bash was king for Oblivion, but I had an odd issue come up with all these weapon mods - I'm running WMX, Classic Fallout Weapons, and now the Fallout 3 Weapon Restoration mod, and I want to be sure that I get all the weapons and have WMX override the vanilla weapon mod system. Personally, I use FNVEdit to create a merged patch. I've been poking around the FO3 Weapon Restoration mod and it shouldn't have any conflicts due to the fact that it adds the weapons to the lists via script, rather than directly modifying the leveled list. Like SheepNameKiller is saying, the conflicts that will arise between WMX and CFW are unavoidable by simple fact that there's a measure of overlap between the two mods. Now I'm curious what sort of issue you had come up SovietSteel posted:Would the Fallout 3 Weapons Restoration mod overwrite what weapons the fiends are using? The classic weapons combined with IWS makes them scary as gently caress, and I think that them having old lovely Chinese assault rifles would make things just a tad bit safer. Last night I was encountering Fiends with Chinese Assault Rifles and Double-barreled Shotguns. However...I'm not sure how much safer it made them. Cream-of-Plenty fucked around with this message at 19:20 on Feb 1, 2011 |
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# ? Feb 1, 2011 19:15 |
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Cream-of-Plenty posted:Personally, I use FNVEdit to create a merged patch. I've been poking around the FO3 Weapon Restoration mod and it shouldn't have any conflicts due to the fact that it adds the weapons to the lists via script, rather than directly modifying the leveled list. Like SheepNameKiller is saying, the conflicts that will arise between WMX and CFW are unavoidable by simple fact that there's a measure of overlap between the two mods. Yeah, I think it was mostly my fault. I have been looking at Fallout 3 Weapon Restoration today, and saw that it does everything through a nice, sexy script. If I let WMX load last, it will overwrite the changes CFW makes to mods, - correct? That should be just fine. I went to Mick's at Freeside last night and he had about fifteen throwing knives, all unstacked. This was mostly because I've been making a bashed patch with leveled lists and form IDs - my own ignorance. I'm probably loving my game up even more by doing that, which I'm going to test without later tonight and just go with a FNVEdit auto merged patch if needed (after filtering for conflicts). Most of the conflicts in my load order are OK, from what I can tell, and I've made a patch (thanks to SheepNameKiller ) that removes some of the redundant items between the two mods like the Mauser/Dart Gun, for example. I guess what I'm most concerned about is throwing mods like the Community Patch and Increased Spawns into the mix and having issues with the inventories of certain NPCs. But it's more or less a test right now. While I'm still pretty loving confused about what the hell references and FormIDs are, learning FNVedit has helped me understand how mods work tri-fold.
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# ? Feb 1, 2011 20:53 |
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Has anyone had a bug with CFW where the Wattz 1000 has an incredibly low-res texture that sometimes turns completely pink in the right light, and the P94 Plasma Rifle has no model when using true ironsights?
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# ? Feb 1, 2011 21:34 |
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I see where there are mixed feeling about Puce Moose's "Tales of the Burning Sands". I felt odd as I was about to see the man I was helping. And I was doing it so I could get up there and rob him blind mind you. Then I read everything and all I could do was lock up and fast travel away from there. Breaks a bandits heart.
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# ? Feb 1, 2011 22:13 |
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Annnnnnnnnd Project Nevada is out.
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# ? Feb 1, 2011 22:38 |
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Is anyone using Creature Add-On XIII? It looks like an OK substitute for MMM's creature variations for the time being and people in the comments seem to be using it with IWS for increased numbers/variety. Plus, Wanamingos. Some of those neon purple and green creatures look kind of silly though and I was wondering if they're all over the place. Ninja edit: ^^^Yaaaaay! Regular edit: Decided to answer my own question and downloaded it to see for myself. Seems pretty cool so far, though some of the variants have some weird skins (like a neon blue mole rat and a radscorpion with neon red accents). It works fine with IWS as far as I can tell, and adds some cool variations like two-headed ghouls. In another encounter I ran into a ghoul in Power Armor as well as a ghoul dressed in a business suit. Pretty cool if you're looking for more variety, though it's definitely no MMM. Like I said, some of the skins don't really fit in and some of the additions have questionable names (like "Frozenjaw Doomer") Phetz fucked around with this message at 04:05 on Feb 2, 2011 |
# ? Feb 1, 2011 22:42 |
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Gyshall posted:If I let WMX load last, it will overwrite the changes CFW makes to mods, - correct? That should be just fine. Correct. Also I'm way more excited about Project Nevada being out than I really have a right to be.
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# ? Feb 2, 2011 00:31 |
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I like basically everything about Project Nevada except the visors turned about to be more annoying to use than I thought. Still, taking out Cook-Cook and his gang with a silenced sniper using variable zoom, stealth boy I turned on and off, and the thermal vision was pretty cool. The grenade hotkey is fun to use as well, but seems a bit buggy. Sometimes it won't do it, sometimes it will, sometimes it can't figure out that I have grenades at all.
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# ? Feb 2, 2011 00:33 |
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I must be an idiot. EDIT KakerMix fucked around with this message at 04:52 on Feb 2, 2011 |
# ? Feb 2, 2011 00:48 |
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Looks like PN is only a partial release, so no deleting our XFO mods just yet. It'll be cool to try out the cyberware stuff though.
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# ? Feb 2, 2011 00:50 |
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Bummed PN rebalance isn't out yet.
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# ? Feb 2, 2011 03:10 |
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Gyshall posted:Annnnnnnnnd Project Nevada is out. EDIT: Never mind, NVSE really isn't loading for some stupid reason. EDIT: OK, I copied all the .dlls and .exes of NVSE beta 6 to the new vegas folder (not the data folder) and made sure Steam Community was enabled in-game. FNV is up to date through Steam. I've tried running through the launcher and FOMM and typing GetNVSEVersion in console should print "NVSE version: 1" but it just gives an error. Did I miss something? Roman fucked around with this message at 03:37 on Feb 2, 2011 |
# ? Feb 2, 2011 03:16 |
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# ? May 14, 2024 14:22 |
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It was throwing up that error for me until I went into FOMM and clicked the "launch NVSE" button even though the other mods I have that depend on it didn't have that problem.
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# ? Feb 2, 2011 03:44 |