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And there's a new NVSE already. That was fast work.
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# ? Feb 22, 2011 08:44 |
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# ? May 22, 2024 09:03 |
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Are we going to have to wait for an update on every single mod now though or should they all generally work? I see that I have to update the stutter remover seperately just from ianpatt's posts... Also, I downloaded the updated NVSE before I got Dead Money, now when I launch FOMOD it tells me I need the latest update to New Vegas. Is it referring to Dead Money and I just have to downgrade to the other NVSE until I get Dead Money or has there been a patch recently also I wasn't aware of somehow? Moridin920 fucked around with this message at 11:07 on Feb 22, 2011 |
# ? Feb 22, 2011 10:34 |
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Moridin920 posted:Are we going to have to wait for an update on every single mod now though or should they all generally work? I see that I have to update the stutter remover seperately just from ianpatt's posts... Overall they should Just Work, it's only a DLC update after all. NVSE had to be updated because the exe had changed, but most mods care about the assets rather than the exe.
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# ? Feb 22, 2011 10:38 |
Naky posted:My pack is literally just new weapons, some new modkits for them, and two new pieces of ammo for the crossbow. That's it, I promise! You can double check it with FNVEdit! If there's really weird stuff happening with your game, the odds of it being my pack are fairly low. Yeah I see that now, just the first time I experienced the bug was after I installed your mod. Pure coincidence.
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# ? Feb 22, 2011 12:10 |
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56 pages to trawl through, got as far as page 10 I've searched on nexus but no joy and also had a quick look on google, I was wondering if there was any weather mods to include snow? If not, might have to have a crack at making one myself. (Yea I know the game location doesn't lend itself well to snow but eh, it's a game who knows what post-apocalyptical weirdness the weather could produce?)
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# ? Feb 22, 2011 12:15 |
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enri posted:56 pages to trawl through, got as far as page 10 I saw this one: http://newvegasnexus.com/downloads/file.php?id=37130 no idea how it is though sorry.
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# ? Feb 22, 2011 12:26 |
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Moridin920 posted:I saw this one: Awesome, I'll give it a shot quote:Unfortunately uploading a single file over 8 mb is impossible for me, so i had to split the files in three archives. Sry about extra hassle. going to leave a comment that it's impossible for me to download files smaller than 7.9Mb edit: at first glance it looks like it adds a frozen wasteland style affair to the game environment, hoping to find snow falling as a weather effect enri fucked around with this message at 13:49 on Feb 22, 2011 |
# ? Feb 22, 2011 12:42 |
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http://www.newvegasnexus.com/downloads/file.php?id=40499 That was fast. Adds Dead Money weapons to perk lists they're missing from.
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# ? Feb 22, 2011 13:15 |
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Arenovalis posted:
As always I'm a huge fan of your work, can't wait to see this in your pack.
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# ? Feb 22, 2011 16:14 |
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I can't for the life of me get decent looking WH40K weapons into this game. Necromunda just isn't the same without the weapons. There are some tasty meshes that have appeared on the Fallout 3 nexus since I last dabbled, but my clumsy efforts to port them over have all failed, and the author has said nothing about porting them other than that other people aren't allowed to. What do I need to know to give it a shot for personal use?
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# ? Feb 22, 2011 17:17 |
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Kind of off-topic, but i remember playing Oblivion mods and even running a few that are guaranteed to work together wind up breaking everything i hold dear. I guess what I'm trying to say is, has time passed enough so that when you play a later game that i really like, like say, Fallout:New Vegas, the chances of mods destroying your game are much, much less compared to an old game like oblivion? I haven't played Oblivion since 2008 but I recall a lot of critical errors just by walking ten loving steps somewhere, with or without mods.
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# ? Feb 22, 2011 17:26 |
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Fargin Icehole posted:Kind of off-topic, but i remember playing Oblivion mods and even running a few that are guaranteed to work together wind up breaking everything i hold dear. It's way way more stable than Oblivion modding, especially early Oblivion modding. You'll get crashes and some save game corruptions (if you have tons of mods, I'm not really sure what causes that to be honest) but dude Oblivion was a nightmare and this isn't. I think the save game corruption issue is more with the Gamebryo engine and how it handles autosaving and saving more than the mods themselves though. I actually just had to scrap a playthrough and start over but that was around 60+ hours in and it was the character I was using to stability test tons of different mods (I just counted and I have right around 100 mods in my load order and it runs perfectly fine except for that one issue I just mentioned). Moridin920 fucked around with this message at 23:15 on Feb 22, 2011 |
# ? Feb 22, 2011 23:07 |
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Is anyone's FOMM crashing on startup? I've tried uninstalling and reinstalling, to no avail. My crashdump looks similar to the ones on the nexus, with the "Input string not in a correct format" error.
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# ? Feb 22, 2011 23:17 |
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Convicted Lovebot posted:Is anyone's FOMM crashing on startup? I've tried uninstalling and reinstalling, to no avail. My crashdump looks similar to the ones on the nexus, with the "Input string not in a correct format" error. Are you running it as administrator? That's really the only thing I can think of since mine isn't installed in the same folder as NV or anything.
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# ? Feb 22, 2011 23:27 |
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Moridin920 posted:Are you running it as administrator? That's really the only thing I can think of since mine isn't installed in the same folder as NV or anything. Mine isn't installed in the same folder as NV either, and I've tried running it as admin. I guess I should elucidate, FOMM won't start up at all, the crash dialog box comes up immediately. On top of that, my game has started crashing randomly, though that's a whole 'nother can of worms.
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# ? Feb 22, 2011 23:35 |
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Convicted Lovebot posted:Mine isn't installed in the same folder as NV either, and I've tried running it as admin. I guess I should elucidate, FOMM won't start up at all, the crash dialog box comes up immediately. On top of that, my game has started crashing randomly, though that's a whole 'nother can of worms. Hmm... When did it start happening? Are you using NVSE? Because I think Steam did an update for the Dead Money release and that would break your NVSE and would cause issues; still doesn't really explain FOMM not even starting but if you uninstalled and installed it to no avail it makes me think there's an issue with NV itself somehow.
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# ? Feb 22, 2011 23:41 |
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Moridin920 posted:Hmm... When did it start happening? Are you using NVSE? Because I think Steam did an update for the Dead Money release and that would break your NVSE and would cause issues; still doesn't really explain FOMM not even starting but if you uninstalled and installed it to no avail it makes me think there's an issue with NV itself somehow. I don't have Dead Money, but I have updated and it's been crashing. I have updated NVSE, though I don't think that would have anything to do with it, as from the crashdump this looks like an internal FOMM error. I just checked the crash logs, and I found something interesting: FOMM does not seem to be accessing or modifiying its crash logs, as I tried to install an older version of FOMM earlier, (which wouldn't run due to the patch,) and the crashdump has not changed from that. Ninja edit: FOMM isn't updating the crashlogs, even when run as admin. This is weird. I'M RETARDED, IGNORE THIS Convicted Lovebot fucked around with this message at 00:33 on Feb 23, 2011 |
# ? Feb 22, 2011 23:55 |
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There is a new version of the Underground Hideout.quote:V2.9
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# ? Feb 22, 2011 23:55 |
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Roman posted:http://www.newvegasnexus.com/downloads/file.php?id=40499 Jeez… really? rope kid, if you’re out there, could you talk about this? Why are there so many of these bugs? I’m not complaining, just genuinely curious how this stuff falls through the cracks.
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# ? Feb 23, 2011 00:14 |
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Terpfen posted:Jeez… really? Not that I speak for him, but he did say in a thread on here that they are aware of a lot of bugs but due to time constraints they can only get to 'important' ones and count down from there.
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# ? Feb 23, 2011 00:42 |
Roman posted:http://www.newvegasnexus.com/downloads/file.php?id=40499 I saw this too. People seemed to have pulled apart the bsa file before they even bothered playing it last night. Hopefully this will be one of the files merged with the Community Compilation Patch when it's updated.
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# ? Feb 23, 2011 00:48 |
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KakerMix posted:Not that I speak for him, but he did say in a thread on here that they are aware of a lot of bugs but due to time constraints they can only get to 'important' ones and count down from there. There's something on the Bethesda forums about an upcoming patch 'optimising' the game for DLC. I would imagine it includes squashing bugs like that. edit: There's this: Bethesda posted:
and this from this morning: Bethesda posted:
A Bakery Crime fucked around with this message at 01:01 on Feb 23, 2011 |
# ? Feb 23, 2011 00:58 |
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I must have hosed something up with my mods, but every time I try to launch the game it crashes. I should have learned from modding this game before that keeping a backup of the vanilla game files is a good idea.
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# ? Feb 23, 2011 02:56 |
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Well I've got an interesting problem. When I check for updates in FOMM, it crashes. I cleaned out my registry and ran a clean install, but it keeps happening. Any advice?
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# ? Feb 23, 2011 03:02 |
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vandalism posted:I must have hosed something up with my mods, but every time I try to launch the game it crashes. I should have learned from modding this game before that keeping a backup of the vanilla game files is a good idea. My game started crashing on launch when I hosed something up with DarnUI. Reinstalling everything that alters the HUD with Unified HUD Project last fixed it. Another common cause is forgetting to uncheck some compatibility patch for a mod you don't have anymore, like unchecking Electro-City and forgetting to uncheck Electro-City IWS Compatibility Patch or whatever. Amorphous Blob posted:Well I've got an interesting problem. When I check for updates in FOMM, it crashes. I cleaned out my registry and ran a clean install, but it keeps happening. Any advice? That's happened to me too. If it crashes every single time, I guess stop checking for updates.
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# ? Feb 23, 2011 04:05 |
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Amorphous Blob posted:Well I've got an interesting problem. When I check for updates in FOMM, it crashes. I cleaned out my registry and ran a clean install, but it keeps happening. Any advice?
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# ? Feb 23, 2011 04:11 |
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FadedReality posted:My game started crashing on launch when I hosed something up with DarnUI. Reinstalling everything that alters the HUD with Unified HUD Project last fixed it. Another common cause is forgetting to uncheck some compatibility patch for a mod you don't have anymore, like unchecking Electro-City and forgetting to uncheck Electro-City IWS Compatibility Patch or whatever. I had no compatibility patches, which may have been bad. It was just weird. Everything was working fine in game for a few minutes, then it crashed due to something I already had problems with. After that I tried fiddling with the perk mod, and it crashed on launch. I hosed around with enabling and disabling certain mods, only to have it lock up every time. I went so far as disabling and deleting every mod I had, and it still became unresponsive at launch. That was just using the fallout esm, the caravan pack, and dead money. Weird. I deleted it all and am going to start from scratch, but this time I'm going to back up all my files before I start modding anything.
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# ? Feb 23, 2011 05:07 |
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Flaky fucked around with this message at 08:35 on Feb 23, 2011 |
# ? Feb 23, 2011 05:51 |
In the year 40,000, muzzle flashes will be 18 inches ahead of the muzzle. Nice Bolter model though.
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# ? Feb 23, 2011 06:09 |
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Can someone post their modular setup for the XFO armor revamp? I've tried two different combos and all of them have me emptying entire clips of 9mm into convicts for basically zero damage. Also, Barton can take unlimited shotgun blasts to the face. Or is this whole module just not supposed to work? (My ideal is that I shouldn't be able to take more than a couple hits before reaching for a stim/med-x, and that if I shoot a person in the head he dies.)
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# ? Feb 23, 2011 06:28 |
I get fairly frequent crashes for no real reason I can determine. I also get the bug where you need to kill yourself/die or the game crashes whenever you go to a new area/fast travel/save. Could it be something to do with my load order?: FalloutNV.esm CompanionInfAmmo.esm IWS-Core.esm AWorldOfPain(Preview).esm More Perks.esm More Perks for Companions.esm More Traits.esm Project Nevada - Core.esm Caliber.esm CFWNV.esm Weapon Mod Expansion.esm NewVegasBounties.esp XFO - 1aa - Accuracy Revamp - mild.esp XFO - 1bb - Dmg - Non-Var - 2x.esp XFO - 2ab - Armor - DR+DT - revamp - med.esp XFO - 2da - Bleedthrough - 10% (from 20).esp XFO - 3ae - rarity - ammo - easier.esp XFO - 3be - rarity - caps - easier.esp XFO - 3ce - rarity - meds - easier.esp XFO - 4a - Perks - Paths.esp XFO - 4b - Perks - Perk Every Level.esp XFO - 5a - SPECIAL & Stats Rebalance.esp XFO - 5b - Skills - SP Formula Rebalance.esp XFO - 5c - Skills - Better Med Surv Repair.esp XFO - 5ea - Skills - Barter - Mild.esp XFO - 6b - Pacing - Mild (No Cap).esp XFO - 7b - UnMSG - Karma (Incl Sounds).esp XFO - 7c - UnMSG - Sneak Status.esp XFO - 8a - Cripple & Body Part Revamp.esp XFO - 8b - Speed Increases.esp XFO - 8c - Karma Rebalance.esp XFO - 9a - Enemies - AI revamp.esp XFO - 9ba - Enemies - NPC Health + low.esp XFO - 9ca - Enemies - NPC Aim + low.esp XFO - 9db - Enemies - NPC Healing - med.esp Project Nevada - Cyberware.esp More Perks Update.esp More Perks for Companions Update.esp More Traits Update.esp CompanionInfAmmoOptional.esp CompanionInfAmmoCheat.esp IWS-Core-Patrols.esp IWS-Core-Guards.esp IWS-Core-Civilians.esp IWS-AS-HighSpawns.esp TGsArmorCollectionVegas.esp UnlimitedCompanions.esp pipboyx5.esp Fellout.esp ELECTRO-CITY - CompletedWorkorders.esp ELECTRO-CITY - Highways and Byways.esp ELECTRO-CITY - Imaginator.esp Weapon Mod Expansion.esp The.Armory.v1.esp The.Armory.v1.Realism.Tweak.esp The New Bison Steve Hotel.esp Total active plugins: 57 Total plugins: 105
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# ? Feb 23, 2011 07:00 |
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physeter posted:Can someone post their modular setup for the XFO armor revamp? I've tried two different combos and all of them have me emptying entire clips of 9mm into convicts for basically zero damage. Also, Barton can take unlimited shotgun blasts to the face. Or is this whole module just not supposed to work? I'd like this too, I'd like to recapture the feeling of "Guns are DANGEROUS, son!"
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# ? Feb 23, 2011 07:06 |
physeter posted:Can someone post their modular setup for the XFO armor revamp? I've tried two different combos and all of them have me emptying entire clips of 9mm into convicts for basically zero damage. Also, Barton can take unlimited shotgun blasts to the face. Or is this whole module just not supposed to work? Sinatrapod posted:I'd like this too, I'd like to recapture the feeling of "Guns are DANGEROUS, son!" Try this: 1bd - Dmg - Non-Var - 5x.esp (alternatively, use 1bg = Dmg - Skill-Var 5x.esp to keep a semblance of RPG: Weapons get more powerful with your skill in guns.) 2aa - Armor - DR+DT - revamp - low.esp (retools the system to use DR, but the low version doesn't increase the effectiveness of armor so drastically. Alternatively, you can use medium / high, but be forewarned that this would increase the effectiveness of enemy armor and you'd be back at square one again.) All of the bleedthrough plugins increase the effectiveness of armor by reducing the bleedthrough percentage from a default of 20% to 10, 5, or 0 percent. If you want guns to be more lethal, don't use any of these plugins.
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# ? Feb 23, 2011 07:21 |
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The newest test build of The Armory is up. 98% of the update content is in, along with a few more fixes and total weapon rebalancing to comparable vanilla values thanks to Anime Schoolgirl. I should mention that quite a few of the weapons are completely broken at this stage, but there's at least a dozen or so that should be fully working too. I also included Anime Schoolgirl's latest realism mod for the latest build. In any case, I believe work on the leveled list integration can start now as a lot of the new weapons were imported with the Khans and Fiends in mind.
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# ? Feb 23, 2011 07:41 |
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Terpfen posted:Jeez… really? Given that there are, including Dead Money weapons, close to 175 weapon forms in F:NV and over 100 perk forms, some of which rely on formlists to determine what they affect, making sure that every "i" is dotted/"t" is crossed is time consuming. The engine also doesn't have any implicit understanding about our arbitrary designations of what "kind" of weapon something is, which is why formlists are used. "Revolver" isn't a piece of data in the engine. "Plasma Weapon" isn't a piece of data in the engine. So when it comes to information like that, that is more arbitrary, it really is about learning and remembering all of the various perks that use formlists to determine what they affect. Then a designer has to write a game script to manually insert each weapon into the appropriate formlists and... you get the picture. Not an excuse, but that's why.
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# ? Feb 23, 2011 08:50 |
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Cream-of-Plenty posted:In the year 40,000, muzzle flashes will be 18 inches ahead of the muzzle. Nonsense, the bolt round is just flying on a 180. And cloaked.
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# ? Feb 23, 2011 09:10 |
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I just installed ELECTRO-CITY: CompletedWorkOrders and started the game, Goodsprings now has lampposts but only the lights are visible. The posts show up as giant red diamonds with exclamation marks. Any ideas?
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# ? Feb 23, 2011 10:35 |
Reverse Jesus posted:I just installed ELECTRO-CITY: CompletedWorkOrders and started the game, Goodsprings now has lampposts but only the lights are visible. The posts show up as giant red diamonds with exclamation marks. Any ideas? Sounds like you didn't install the meshes properly. You should have a folder in your data / meshes folder labeled SCOL, with all of the lamps and light post .nifs inside. If not, something is wrong.
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# ? Feb 23, 2011 10:49 |
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rope kid posted:I didn't have a whole lot to do with Dead Money, but generally speaking, stuff like this happens due to sheer volume of content and the complexities of separating content packages. For retail releases, managing data between the core .esm and DLC .esms can get tricky. We can't overwrite forms that exist in the core .esm through DLC .esm forms or we get into problematic load order issues where update.esp and the various DLC .esms overwrite changes multiple times (the different platforms all load these assets in different orders). That means that formlists that "should" be updated for DLC content should only be updated through script (just as they should be when modders add weapons). offtopic: Is the ammo property spread-actually-modifying-sway fixed with this patch? I'm going to test it first thing in the morning.
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# ? Feb 23, 2011 11:00 |
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# ? May 22, 2024 09:03 |
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Sinatrapod posted:I'd like this too, I'd like to recapture the feeling of "Guns are DANGEROUS, son!" XFO - 4ba - Perks - Perk Every Level.esp XFO - 5a - SPECIAL & Stats Rebalance.esp XFO - 5c - Skills - Better Med Surv Repair.esp XFO - 6ba - Pacing - Mild (No Cap).esp XFO - 7b - UnMSG - Karma (Incl Sounds).esp XFO - 7c - UnMSG - Sneak Status.esp XFO - 9a - Enemies - AI revamp.esp RWD-NV v1.3 [Standard Version].esp Auto Aim Fix v1.1.esp I actually use Realistic Weapon Damages for the whole damage overhaul. I think it handles it better than XFO, to be honest, or at least my game feels "better".
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# ? Feb 23, 2011 15:26 |