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And a really cool looking mod that has quests to rebuild the Bison Steve into a real casino. http://www.newvegasnexus.com/downloads/file.php?id=40433
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# ? Feb 21, 2011 02:03 |
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# ? May 13, 2024 09:00 |
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DemonNick posted:You could try suggesting it to him on his site if you're afraid of getting banned on the Nexus, he's got a forum and everything. It's odd though, because IIRC the FO3 version of Underground Hideout was way better optimized despite having more "stuff" in each area. drat you people and your sensible suggestions. That does work better than adding the room markers myself. vandalism posted:I seem to get some very specific oddities when using the armory guns. If I switch to a particular shotgun in 3rd person view, I crash. If I load the game holding a modded in weapon, I sometimes have no arms or legs . If I die with the same shotgun previously mentioned, the game crashes. Does this sound like some other mod problems? I used the load order that FNVedit suggests. Everything seems to be going fine, and I can avoid most stuff that I know will mess up the game, but I'm wondering if this is a common thing that I can fix and not have to worry about. I had a few crashes when switching to the M14 SOPMOD but not every time, so I'm not sure if it's the instability of gamebryo, the armory, or some other mod that was doing it.
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# ? Feb 21, 2011 02:09 |
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Carecat posted:
Holy poo poo. I need this immediately. I just beat my first playthrough but missed a lot of stuff. I'd like to play wasteland conductor, no joke, and was hoping all throughout the game that you'd eventually see a working train.
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# ? Feb 21, 2011 02:55 |
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Coughing Hobo posted:It's the New Vegas Battle Suit from the Desert Scorpion mod. Aside from that particular armor looking badass, Desert Scorpion has a lot of other really good-looking armors that fit in very well with the world. I keep seeing you guys taking awesome screenshots of your characters, and I have no idea how. Is it a mod that lets you rotate the camera whichever way you like or...?
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# ? Feb 21, 2011 03:25 |
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Saoshyant posted:I keep seeing you guys taking awesome screenshots of your characters, and I have no idea how. Is it a mod that lets you rotate the camera whichever way you like or...? hold the f key or whatever key you bound to switch perspectives and then move the mouse around
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# ? Feb 21, 2011 03:29 |
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Alternatively, "~", then "tfc", which toggles free camera mode. The caveat is that you'll have to restart your game if you care about getting achievements, but eh. Any mods that make it so you don't have to do this every time you press tilde?
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# ? Feb 21, 2011 03:51 |
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FadedReality posted:Hit ~ and type tm to toggle the UI on and off. tfc 1 is especially useful for getting sweet screenshots of shooting guns, running, anything dynamic. I can't figure out how to get it to not go nutty and blur the whole screen as soon as you move the camera around when you use it in VATS.
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# ? Feb 21, 2011 05:15 |
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Cross-Section posted:Alternatively, "~", then "tfc", which toggles free camera mode. The caveat is that you'll have to restart your game if you care about getting achievements, but eh. Pretty sure it's hard-coded.
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# ? Feb 21, 2011 06:35 |
In regards to the TFC console command, in order to be able to take screenshots with your character in them, you have to be in third person when you enter the TFC command. That's a small detail I failed to realize for a couple of minutes before I finally figured it out myself. EDIT: Also, taking a cue from a Nexus mod, I changed the Varmint Rifle's ammo from 5.56mm to .22 LR. It's pretty surprising how much sense this change makes, especially when used in conjunction with a mod like the Fallout 3 Restoration Project, which adds a number of 5.56mm rifles to the game (thus the Varmint Rifle's move to .22 LR more evenly distributes weapons across the calibers.) I had always considered it strange that a "Varmint" rifle was chambered in a round that would be overkill for anything considered "Varmint". Cream-of-Plenty fucked around with this message at 07:00 on Feb 21, 2011 |
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# ? Feb 21, 2011 06:53 |
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Actually .223/5.56mm is a common round for varmint hunting.
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# ? Feb 21, 2011 07:16 |
lilspooky posted:Actually .223/5.56mm is a common round for varmint hunting. Huh, I guess you're right. Oh well. As I understand it, the Varmint Rifle was originally intended to be chambered in .22, so I will continue to feel justified in playing god in my game.
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# ? Feb 21, 2011 07:20 |
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Oh definitely! .22lr is a much better cartridge for it for the reasons you stated. I was just mentioning the whole "blow away critters" aspect of .223.
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# ? Feb 21, 2011 07:24 |
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You all already know this, but I thought I'd mention again just how good A World Of Pain is. It all integrates seamlessly with the normal game, and many areas are themed to finish off where Obsidian got lazy. The best example is the Underground Military Barracks being overrun with Jackal Gangs. It really makes the whole area feel like that is their 'turf'. I always loved the idea of factions in my RPGs, and the vanilla effort was needlessly lacking, given they took out a number of the 'factions' from Fallout 3 for which most of the resources already existed.
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# ? Feb 21, 2011 08:55 |
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“Flaky” posted:I always loved the idea of factions in my RPGs, and the vanilla effort was needlessly lacking, given they took out a number of the 'factions' from Fallout 3 for which most of the resources already existed. Most of those factions don’t exist on the west coast in the Fallout universe. Even Fallout 3’s super mutants aren’t the same as those in 1 and 2. Fallout 3 in a lot of ways is an aberration in the overall series.
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# ? Feb 21, 2011 09:08 |
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Terpfen posted:Most of those factions don’t exist on the west coast in the Fallout universe. Even Fallout 3’s super mutants aren’t the same as those in 1 and 2. Fallout 3 in a lot of ways is an aberration in the overall series. If there is a faction intended to represent the Jackal gang, then they should be as fleshed out as possible. This seems like it would be trivial since raider gangs were integral to Fallout 3. A single camp on the road to Nipton, and the Police station, for a grand total of about 9 NPC's does not a faction make.
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# ? Feb 21, 2011 09:36 |
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.22 LR and .223 Rem. are both considered varmint rounds, though the former is used against smaller critters (e.g. gophers) while the latter is used against markedly larger ones (e.g. coyotes) and at longer distances due to .223 Rem's flatter trajectory. If the Varmint Rifle were semi-auto and fired quickly enough, I probably would have left it as a .22 LR rifle. But because it was a bolt-action, the low DAM of .22 LR (assuming I kept it in the ballpark of other .22 LR guns) made it really unattractive. As soon as I bumped it up into the rough DAM range of other 5.56mm weapons, people liked using it. Flaky posted:You all already know this, but I thought I'd mention again just how good A World Of Pain is. It all integrates seamlessly with the normal game, and many areas are themed to finish off where Obsidian got lazy. rope kid fucked around with this message at 10:26 on Feb 21, 2011 |
# ? Feb 21, 2011 10:23 |
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Flaky posted:If there is a faction intended to represent the Jackal gang, then they should be as fleshed out as possible. This seems like it would be trivial since raider gangs were integral to Fallout 3. A single camp on the road to Nipton, and the Police station, for a grand total of about 9 NPC's does not a faction make. I remember that someone in the game tells you the Jackals have been made all but impotent by the NCR moving into the Mojave. I don't think it would make sense for them to have clearly defined turf while the NCR is still present, and I don't believe that adding a bunch of Jackals (to an underground military barracks, of all places) is seamless integration with the normal game. But hey, opinions will differ, go nuts I guess. And I haven't played Fallout 3 in a couple years, so I don't remember raider gangs being integral to the game at all, other than every RPG needing bandit-types. Did they have any sort of organization or faction identity at all? I thought it was always just "Raider" when I was shooting at them.
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# ? Feb 21, 2011 10:31 |
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Can anyone recommend an ammo-crafting mod that will allow me to make the CaliberX calibers? And preferably the special ammo types (JHP, AP etc) as well? I was using Reload but a) It doesn't let you load all the calibers, just the ones it adds guns for and b) it changes weapon lists and ammo stats, even if you only select the 'reload' module.
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# ? Feb 21, 2011 10:45 |
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myname_isdoug posted:I remember that someone in the game tells you the Jackals have been made all but impotent by the NCR moving into the Mojave. I'd agree. 9 guys is totally useless. Why even bother defining them as a gang then, when by comparison the Mojave is terrorized by battalions of geckos? I just hope Obsidian have 'resources' to spare for 'content' in 'future titles' I guess.
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# ? Feb 21, 2011 11:10 |
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I kinda don't want to see people latch onto the Jackals and make them super "fleshed out", claiming a variety of spread out locations, when they're supposed to be just another low-key gang that's been mostly cleared up. I'd rather see some other little gang who's maybe not as important as they think they are, you know? Meeting some other group who cracked open some crazy/entrepreneurial guy's personal fallout shelter storage recently, and maybe don't realize their supplies are dwindling, would be more interesting. Perhaps they grew too fast, and have to turn to agressive salvaging (raiding) to try to sustain themselves and ~quests go here~
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# ? Feb 21, 2011 11:11 |
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Flaky posted:I just hope Obsidian have 'resources' to spare for 'content' in 'future titles' I guess. We try to generate as much content as we can given a fixed amount of time, and usually it's our attempt to generate more content that gets us into trouble. With factions like the Jackals and Vipers, they were present as named raiders so they could fit into the existing fiction of the universe and also so their general gear and appearance could be identifiable by the player. Though I can certainly see questlines for those gangs working in F:NV, they were never scheduled to be anything more than the lower-level fringe raiders outside of Vegas. rope kid fucked around with this message at 11:23 on Feb 21, 2011 |
# ? Feb 21, 2011 11:19 |
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rope kid posted:.22 LR and .223 Rem. are both considered varmint rounds, though the former is used against smaller critters (e.g. gophers) while the latter is used against markedly larger ones (e.g. coyotes) and at longer distances due to .223 Rem's flatter trajectory. Did you consider having the Varmint Rifle given out by Sunny Smiles be in higher default condition? That would have solved the problem right there, IMO. Weaker caliber, but good condition. I recently started a new game with the .22LR Varmint Rifle mod and it actually becomes useful for more than five minutes. Once it’s fixed, that is. rope kid posted:I can't even truthfully say that I'm insulted by this as much as puzzled. I really don't get how you can look at what our team generated in 18 months using technology that literally none of us (excepting Jorge Salgado, who joined the team halfway through) had used before and come away thinking that we were lazy. Uncreative, sloppy, incompetent -- these all make a lot more sense to me than "lazy”. Don’t be puzzled. He’s basically using a lot of window dressing to state that he expected New Vegas to be Fallout 3 all over again, possibly because Fallout 3 was his gateway game to the franchise and so has no conception of what 1 and 2 were like or about. Process of elimination: there’s really no reason to complain that New Vegas didn’t sufficiently recycle assets from Fallout 3 unless one thinks that Fallout 3 is the normal order of things in the Fallout universe. I’d say there are plenty of factions in New Vegas, judging by the content of the Pip-Boy’s reputation tracker. Terpfen fucked around with this message at 12:37 on Feb 21, 2011 |
# ? Feb 21, 2011 12:31 |
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Fuuuck I broke my fallout. It's crashing at startup, even with all mods de-activated and launched through steam instead of the NVSE launcher in FOMM. I cleared out some old savegames since the last time I played (left the autosave files) and dropped some resources into the data folder (mainly a bunch of OjoBueno's retextures) but I don't see how that would crash the game before the main menu even loads. It can't be a load order issue with NOTHING enabled right? Scratching my head here.
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# ? Feb 21, 2011 12:51 |
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Ugh, I did not realize that anyone here was personally involved with the game, and indeed my gripe is minor, and intended to frame the work of the unpaid modding community in as favorable a light as possible. I can assure Terpfen that, while I own and played both Fallout 1 and 2, I did miss out on the joys of un-modded Oblivion that I assume are responsible for his feelings about Fallout 3. What I did not expect, and therefore was not disappointed by regarding Fallout NV was that it equal, upon release, my experience with modded Fallout 3. This was clearly impossible given the 18 month time frame. Hence Speaking of Mods: Is there any way that fungi could be made to grow on the walls of the service corridors and other man-made structures in Fallout NV? Flaky fucked around with this message at 13:47 on Feb 21, 2011 |
# ? Feb 21, 2011 13:28 |
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There were a lot of people (like me) whose first Fallout game was 3, where there was a lot more looting/killing dungeons and way more random encounters. Then came FNV. While there are some areas like the quarry and vault 34, often you could walk through a multi-room complex with no enemies and maybe find a few rounds of ammo, a few caps and a carton of cigarettes. Or go for long walks and encounter NO enemies, or if you were lucky some mantises which would die if a level 3 character looked at them funny. Even though it didn't make sense to have monsters and loot everywhere in a new setting which is more civilized and everything has already been picked clean, I did miss the killing/looting aspect, which was why WoP was so welcome. Of course, WoP went way overboard and every gang member was each carrying more loot than the Sierra Madre. The fighting was fun though.
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# ? Feb 21, 2011 13:41 |
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"Flaky” posted:I can assure Terpfen that, while I own and played both Fallout 1 and 2, I did miss out on the joys of un-modded Oblivion that I assume are responsible for his feelings about Fallout 3. Never played Oblivion, so I’m not sure what you’re referencing there. quote:What I did not expect, and therefore was not disappointed by regarding Fallout NV was that it equal, upon release, my experience with modded Fallout 3. This was clearly impossible given the 18 month time frame. I highly doubt the objective was to compete with the mod community of Fallout 3.
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# ? Feb 21, 2011 13:50 |
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Never-the-less we received in New Vegas: companion system reboot http://www.fallout3nexus.com/downloads/file.php?id=2399 ironsights http://www.fallout3nexus.com/downloads/file.php?id=6938 improved animations http://www.fallout3nexus.com/downloads/file.php?id=7670 crafting http://www.fallout3nexus.com/downloads/file.php?id=4447 weapon mods http://www.fallout3nexus.com/downloads/file.php?id=5059 fellout http://www.fallout3nexus.com/downloads/file.php?id=2672 and expanded factions and survival elements http://www.fallout3nexus.com/downloads/file.php?id=2672. Call it good market research. Ed. clarity. Flaky fucked around with this message at 14:58 on Feb 21, 2011 |
# ? Feb 21, 2011 14:33 |
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^^^^^ Incorporating good ideas from the mod community does not mean they were competing with the mod community. There wouldn’t be a GECK for NV otherwise.
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# ? Feb 21, 2011 14:37 |
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Then there simply wouldn't be a modding community. I also never said they were competing.
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# ? Feb 21, 2011 14:40 |
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Terpfen posted:Did you consider having the Varmint Rifle given out by Sunny Smiles be in higher default condition? That would have solved the problem right there, IMO. Weaker caliber, but good condition. On the flipside of this, F3 was my intro to the universe, I've never played 1 or 2 despite getting them from GOG for ten bucks, total, and I love NV way more than 3. I can't really play 3 anymore without being bored. I have like six NV characters that I'm playing at any one moment. I STILL haven't found everything (ex: I just found out about Primm Pass! Guess who's taking THAT route next time!) and I love that. I love that this isn't Fallout 3 Part II, that'd bore the hell out of me. BENGHAZI 2 fucked around with this message at 18:24 on Feb 21, 2011 |
# ? Feb 21, 2011 18:22 |
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FadedReality posted:He has 52 lights in the main area. His performance patch takes care of that by eliminating a good portion of the ambient lights, but he still has the problem of rooms like the grow room packed to the gills with clutter. He has no room markers or portals, which causes the game to render the entire cell the whole time you're in it. I've been thinking of sectioning it off myself because I don't want to get banned from the Nexus for suggesting it to him . Know I have a clue why my game only crashes/always crashes when I am in the "Armory" room of the hideout. The accumulated issues, espically with all those containers/scripts must break my poor games back.
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# ? Feb 21, 2011 18:36 |
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Smuggins posted:Know I have a clue why my game only crashes/always crashes when I am in the "Armory" room of the hideout. The accumulated issues, espically with all those containers/scripts must break my poor games back. The armory is the most unoptimized room out of it all. Those blank shelves? They're not actually blank. They're full of ammo already prearranged and Faded's comment about how things render all the time? Yeah, even if you can't see it, all that ammo's still rendering. It's also why if you ever put anything on those shelves and come back later you'll find it moved or on the ground, etc. The physics are clashing when you're not around. Combine that with how his script works with taking and displaying and you've got a big recipe for eventual disasters. Don't get me wrong, I'm no scripting guru but I do wonder if there's not a more efficient way to do what he does at times.
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# ? Feb 21, 2011 19:24 |
Flaky posted:Speaking of Mods: Is there any way that fungi could be made to grow on the walls of the service corridors and other man-made structures in Fallout NV? I just noticed this mod on the nexus: Wasteland Farming. It's still very much in its infancy, but you might be able to crack it open and see how it works, maybe engineer it to grow cave fungus instead of fresh potatoes. Flaky posted:I can assure Terpfen that, while I own and played both Fallout 1 and 2, I did miss out on the joys of un-modded Oblivion that I assume are responsible for his feelings about Fallout 3. A little off-subject, but un-modded Oblivion was a charmless boilerplate RPG that took all of the lore and personality of the TES series and threw it out the window. Sacrifices were clearly made in order to bring the series up to 2006 and get it on the console: Instead of paragraphs of dialogue, the game had voice actors with (mostly) shallow lines; instead of 7 weapon schools the game had 4 (albeit the combat was more involved and interesting). Instead of Morrowind's 15 opposing factions and clans that you could join, Oblivion had 5. In general, a lot of the systems were simplified / pared down to be digestible for the game's larger audience (to the chagrin of goons everywhere, including myself.) The environment, however, was probably the biggest victim--the generic fantasy setting was polished to sterility, and it wouldn't have been a far cry for them to have given up naming the individual caves and dungeons in favor of simply adopting a system of "Cave #1, #2, etc" or "A Cave". For many goons, the leap from Fallout 2 to Fallout 3 was a similar experience to that of Morrowind to Oblivion. The sacrifices of making the leap to a multi-platform AAA title came with their pros and cons. rope kid posted:I can't even truthfully say that I'm insulted by this as much as puzzled. I really don't get how you can look at what our team generated in 18 months using technology that literally none of us (excepting Jorge Salgado, who joined the team halfway through) had used before and come away thinking that we were lazy. Uncreative, sloppy, incompetent -- these all make a lot more sense to me than "lazy". For what it's worth, I've been playing Fallout since the original came out and I have to say that, in my eyes, FO:NV is what Fallout 3 should have been. There's more personality to it, more variety, and I can certainly tell where the Obsidian team saw community ideas and found ways to implement them. The only thing I would have considered sloppy is the PC's buggy initial release, but I think there's a complicated answer in that one that isn't the result of laziness. Cream-of-Plenty fucked around with this message at 19:27 on Feb 21, 2011 |
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# ? Feb 21, 2011 19:24 |
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Carecat posted:
What is this exactly, just a mod that adds fast travel via a train using a computer monitor? Hard to tell since the entire thing is in French, looks cool though.
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# ? Feb 21, 2011 19:29 |
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Yeah I think it's just a fancy looking fast travel.Naky posted:The armory is the most unoptimized room out of it all. Those blank shelves? They're not actually blank. They're full of ammo already prearranged and Faded's comment about how things render all the time? Yeah, even if you can't see it, all that ammo's still rendering. It's also why if you ever put anything on those shelves and come back later you'll find it moved or on the ground, etc. The physics are clashing when you're not around. Combine that with how his script works with taking and displaying and you've got a big recipe for eventual disasters. Don't get me wrong, I'm no scripting guru but I do wonder if there's not a more efficient way to do what he does at times. I found this out when I tried using the button that is meant to stock ammo and it lost 3/4 of the stuff I had put in it. The rest seems to work at least.
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# ? Feb 21, 2011 19:47 |
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Cream-of-Plenty posted:For what it's worth, I've been playing Fallout since the original came out and I have to say that, in my eyes, FO:NV is what Fallout 3 should have been. There's more personality to it, more variety, and I can certainly tell where the Obsidian team saw community ideas and found ways to implement them. The only thing I would have considered sloppy is the PC's buggy initial release, but I think there's a complicated answer in that one that isn't the result of laziness. Fallout 3 is all about finding out what happened to your dad, and maybe doing some other poo poo on the way. NV is about doing that other poo poo, and the story almost works more like a backdrop. Who the Courier is, why Benny shot him, all the rest, it's all just another part of this desert that you live in. That said, I'm really looking forward to the future DLC and seeing what the deal is with you and Ulysses.
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# ? Feb 21, 2011 19:49 |
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Just posting to say thanks to everyone & especially Cream-of-Plenty for keeping this thread up to date. I finished my first (and long overdue) vanilla playthrough this weekend and have restarted with quite a few modding recommendations from this thread. Gracias mi amigos.
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# ? Feb 21, 2011 19:51 |
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Cream-of-Plenty posted:The only thing I would have considered sloppy is the PC's buggy initial release, but I think there's a complicated answer in that one that isn't the result of laziness. Oversimplification of complicated answer: Bethesda's version of Gamebryo sucks rear end.
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# ? Feb 21, 2011 19:52 |
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I never used the GECK but being able to add my own tweaks to Puce Moose's demanding hardcore so soda hydrates you and fiddling with the cigarette mod is awesome
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# ? Feb 21, 2011 20:32 |
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# ? May 13, 2024 09:00 |
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Carecat posted:I never used the GECK but being able to add my own tweaks to Puce Moose's demanding hardcore so soda hydrates you and fiddling with the cigarette mod is awesome If you fiddled with it so it doesn't add 'Do you have a cigarette for me?' to everything, that'd be awesome. And you should release it. Seriously, it's even in the Project Nevada config menu
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# ? Feb 21, 2011 20:33 |