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I never get any weather with Nevada Skies URWL. I once had a thunderstorm after changing the frequency settings but that's all for twenty hours on my save.
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# ? Feb 23, 2011 21:54 |
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# ? May 14, 2024 03:28 |
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Same here. Wish I knew what's wrong. I've got the correct load order, and it's the last mod loaded.
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# ? Feb 23, 2011 23:13 |
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Something is wrong because I've been using a minimal amount of mods and my poo poo is crashing at launch every time. I installed a few and then launched it, started a new game, it ran fine. Then I used FNVeditor to properly sort the load order and make a merged file for all my mods and now it crashes every time. What the poo poo? This has happened like 5 times now. I will uninstall all of the mods then try to simply launch the 3 vanilla esms (FalloutNV, CaravanPack, DeadMoney) and it STILL crashes. I have to delete my data folder and replace everything just to get poo poo running again. Has anyone experienced this? vandalism fucked around with this message at 23:28 on Feb 23, 2011 |
# ? Feb 23, 2011 23:26 |
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vandalism posted:In the Steam client request local file validation or whatever. I have to do that like every two weeks to stop constant crashes. Edit: Steam Library > (right click New Vegas) > Properties > Local Files > Verify Integrity
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# ? Feb 23, 2011 23:59 |
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Carecat posted:I never get any weather with Nevada Skies URWL. I once had a thunderstorm after changing the frequency settings but that's all for twenty hours on my save. What did you change the frequency to? I think I set mine to medium from low and also didn't notice much weather, but then recently I finally had a sand storm for the first time. I'm thinking it might just have really low chances by default, and we're not lucky enough to roll a 20.
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# ? Feb 24, 2011 00:54 |
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vandalism posted:Something is wrong because I've been using a minimal amount of mods and my poo poo is crashing at launch every time. I installed a few and then launched it, started a new game, it ran fine. Then I used FNVeditor to properly sort the load order and make a merged file for all my mods and now it crashes every time. What the poo poo? By "at launch" do you mean right away? Or do you make it to the menu first. If you're crashing before the slideshow even comes up, then your load order is borked.
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# ? Feb 24, 2011 01:13 |
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Saoshyant posted:In the Steam client request local file validation or whatever. I have to do that like every two weeks to stop constant crashes. Thank you so much! This just saved me a TON of frustration. That worked like a charm! I seriously cannot stress how awesome this tip was. Everything is working so well right now, and I have a ton of mods going. vandalism fucked around with this message at 02:44 on Feb 24, 2011 |
# ? Feb 24, 2011 02:03 |
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Took a bit of a break tonight and ported over the Crysis nanosuit mod from Fallout 3. Seems to work perfectly along with the scripts that came with it for Maximum Armor, etc. Not sure if I'll use it, but it might be fun to use from time to time.
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# ? Feb 24, 2011 03:32 |
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Getting back into this after gorging myself on slightly modded vanilla. Are any of the combat overhauls compatible with melee-only characters? And if so, do I have to use power armor or can I stick with the "normal" options?
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# ? Feb 24, 2011 07:15 |
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I'm trying to make a health bar that expands in width as your HP increases, but I don't quite understand the xml markup for HUD. Is there a newbie's guide to HUD editing?
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# ? Feb 24, 2011 07:23 |
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Hey, if you want to fix that muzzle flash issue, load up the .nif for the bolter in nifskope and edit the ProjectileNode so it's positioned at the end of the barrel. And guys: This is the short of sloppy modding that Naky was correcting for when he did his gunpack, tiny niggling poo poo like that for 100+ guns now. He deserves major props for even bothering.
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# ? Feb 24, 2011 14:17 |
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Amstrad posted:And guys: This is the short of sloppy modding that Naky was correcting for when he did his gunpack, tiny niggling poo poo like that for 100+ guns now. He deserves major props for even bothering. Muzzle flashes, misaligned iron sights, no iron sights, animation problems... very few guns in that pack had no issues before Naky got his hands on them. He also has the respectable view that any modder who finds their gun in his pack is welcome to take the fixed version and claim it as their own. Sadly, the spirit of sharing is not alive in the gamebryo modding scene. Underground Hideout got an update last night. The performance patch that removed ambient lights is now the regular version and you need an optional ESP to add them in. I loaded it up in GECK and he added room markers , which explains why he didn't post a reply the other day when I asked him if he had plans to do so. FadedReality fucked around with this message at 15:08 on Feb 24, 2011 |
# ? Feb 24, 2011 15:00 |
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Amstrad posted:Hey, if you want to fix that muzzle flash issue, load up the .nif for the bolter in nifskope and edit the ProjectileNode so it's positioned at the end of the barrel. Sadly that is only the very beginning of the problems with that weapon. I would literally have to learn the entire weapon system from top to bottom to get it working adequately. For a start, it currently uses the Fallout 3 WSRP Double barrel shotgun fire sounds, which is nowhere near the saintly screech of a proper bolter. Fortunately for me I find it much more enjoyable to just stuff around with mods and take screen-shots than actually engage with the vanilla content of the game. I actually struggle to think of even a single thing that I haven't modded. Armor, weapons, textures, meshes, visual effects, weather, lighting, camera options, the entire combat mechanic, time, space - all these things are only tangentially related to Fallout NV anymore. The only thing I cant significantly mod, the storyline/worldspace, I ignore for the most part, other than killing it dead with 75mm depleted uranium ammunition. Admittedly, that is fun as hell.
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# ? Feb 24, 2011 15:13 |
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Gyshall posted:XFO - 4ba - Perks - Perk Every Level.esp Yep this works, thanks, feels much closer to how a heavily modded FO3 ended up instead of a bad experimental version. I can see what XFO was going for but I'm not sure making some armors useful was worth making nearly all guns useless.
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# ? Feb 24, 2011 20:02 |
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physeter posted:Yep this works, thanks, feels much closer to how a heavily modded FO3 ended up instead of a bad experimental version. I can see what XFO was going for but I'm not sure making some armors useful was worth making nearly all guns useless. RWD is nice because it only touches global values, not individual armor values and poo poo. This way, it works well with weapon/armor mods. I balance out the easier 1-3 shot enemies problem by using IWS. Makes the game fast and fun as gently caress.
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# ? Feb 24, 2011 20:26 |
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Flaky posted:Sadly that is only the very beginning of the problems with that weapon. I would literally have to learn the entire weapon system from top to bottom to get it working adequately. For a start, it currently uses the Fallout 3 WSRP Double barrel shotgun fire sounds, which is nowhere near the saintly screech of a proper bolter. Fortunately for me I find it much more enjoyable to just stuff around with mods and take screen-shots than actually engage with the vanilla content of the game. I actually struggle to think of even a single thing that I haven't modded. Armor, weapons, textures, meshes, visual effects, weather, lighting, camera options, the entire combat mechanic, time, space - all these things are only tangentially related to Fallout NV anymore. The only thing I cant significantly mod, the storyline/worldspace, I ignore for the most part, other than killing it dead with 75mm depleted uranium ammunition. Admittedly, that is fun as hell. If I have the time I could take a look at them. I was looking for more energy weapons to add anyway. Only problem is that I'm not familiar with the lore.
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# ? Feb 24, 2011 23:26 |
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Cream, the URWL guy posted all of his mods here: http://members.upc.nl/m.heijndijk/index.html
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# ? Feb 25, 2011 01:32 |
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Naky posted:If I have the time I could take a look at them. I was looking for more energy weapons to add anyway. Only problem is that I'm not familiar with the lore. http://wh40k.lexicanum.com/wiki/Bolt_weapon Imagine a Rocket Launcher firing fully automatically. Crazy destructive
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# ? Feb 25, 2011 02:06 |
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Naky posted:If I have the time I could take a look at them. I was looking for more energy weapons to add anyway. Only problem is that I'm not familiar with the lore. Pretty much that, minus the blue and white iconography. Theres not really much else to say, anything that is can be found in the above link. If you are looking for energy weapons might I suggest the meltagun? The lexicanum entry for it is rather sparse unfortunately. It is essentially a tremendously powerful though very short ranged heat gun, designed primarily for melting through vehicle armor. A good source for a visual effect might be the 'Mister Gutsy' propulsion jet, followed by the enemy either exploding from the pressure of their core water being instantly vaporised or simply the 'critical' ash effect of the default laser rifle/pistol. ed. link already above Flaky fucked around with this message at 03:05 on Feb 25, 2011 |
# ? Feb 25, 2011 02:59 |
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Flaky posted:
So on this, the ammo is basically small missiles? Think 40mm grenades 'cept with a more missile like trajectory? I grabbed the meshes and did some work to correct them already, but I'm not exactly certain what the ammo acts like.
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# ? Feb 25, 2011 04:14 |
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Yea, it's like an automatic RPG launcher.
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# ? Feb 25, 2011 04:18 |
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Hmmm. I got it imported, the IS more or less as good as it will get with that mesh, the new ammo made for it and all that but I can't quite get the magazine to animate nicely. It's being a very naughty gun right now.
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# ? Feb 25, 2011 05:13 |
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Naky posted:So on this, the ammo is basically small missiles? Think 40mm grenades 'cept with a more missile like trajectory? They're have a hardened tip for penetration and are supposed to detonate inside the target. Standard bolter rounds are single-target, not area-of-effect (though that one target gets really messed up).
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# ? Feb 25, 2011 06:44 |
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The Lone Badger posted:They're have a hardened tip for penetration and are supposed to detonate inside the target. Standard bolter rounds are single-target, not area-of-effect (though that one target gets really messed up). ... well, that'd be quite a bit more work than I'd want to bother with. To be honest though, I probably won't put much more time into this thing. It's a pretty low quality mesh/texture in the first place too.
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# ? Feb 25, 2011 07:12 |
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Yeah don't stress too much, the mesh is poor, and I cant see how the ironsights would work, as they are really chunky. I will definitely give your weapons pack a go when the levelled lists are in. Thanks for all your work.
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# ? Feb 25, 2011 07:40 |
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I looked around at the mods posted, and there is alot. Is there a good overhaul recommended for a full play through (I got maybe 50% of the way through the game before my computer died)? Is FOOK recommended and is it stable enough for a full playthrough? Otherwise is there any other sort of good overhaul mods recommended?
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# ? Feb 25, 2011 07:47 |
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Flaky posted:I cant see how the ironsights would work Pfft. I can't recall ever seeing any artwork involving a space marine doing anything other than firing the bolter from the hip. Even on the table they're very much not a long range weapon. It's all about mid to short range fire for effect with those things. Plus the stuff they're shooting at is rarely man-sized, it's all hulking aliens and poo poo.
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# ? Feb 25, 2011 07:57 |
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“UberJumper” posted:Is FOOK recommended and is it stable enough for a full playthrough? FOOK is good for the amount of bugfixes and polish it adds to the game, but lately it’s been adding Fallout 3 content into the game (like weapons and raider/Fiend equipment) and I’m not a big fan of that. It’s worth a try but it’s probably not for everyone. quote:Otherwise is there any other sort of good overhaul mods recommended? Try out Project Nevada.
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# ? Feb 25, 2011 08:10 |
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Terpfen posted:Try out Project Nevada. I was sceptical that this mod would turn my game into a Modern Warfare RPG, but after trying it I really recommend it. The sprint function and visor mode made Dead Money feel really intense. Bullet time feels a bit useless though. If you have purchased lots of implants though, a word of warning. Installing the cybernetics part of the mod rips them all out and forces you to pay for them to be put back in- and then limits how many you can have.
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# ? Feb 25, 2011 08:20 |
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Co-sine posted:I was sceptical that this mod would turn my game into a Modern Warfare RPG, but after trying it I really recommend it. The sprint function and visor mode made Dead Money feel really intense. Bullet time feels a bit useless though. Any other mods you've tried that you'd(or anyone else) suggest to create more of a FPS-y feel? I was surprised to see how something as simple as iron sights improved on FO3, you no longer need to drop into VATS to be even half-way accurate.
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# ? Feb 25, 2011 08:26 |
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Co-sine posted:I was sceptical that this mod would turn my game into a Modern Warfare RPG, but after trying it I really recommend it. The sprint function and visor mode made Dead Money feel really intense. Bullet time feels a bit useless though. I find the PN bullet time to be not slowed enough, and have disabled that section of the mod to use DK bulletime instead.
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# ? Feb 25, 2011 08:30 |
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DirtyDiaperMask posted:Any other mods you've tried that you'd(or anyone else) suggest to create more of a FPS-y feel? I was surprised to see how something as simple as iron sights improved on FO3, you no longer need to drop into VATS to be even half-way accurate. I would definitely recommend Project Nevada for a FPS style, heck I find it great even for more RPG centric play, as the dynamic cross-hair makes the 3rd person view even remotely usable, and therefore some of the clunky weapon animations and clipping and the really awful skin texture on the hands less noticeable. Plus you get to see your blinged out character more. The other great thing about Project Nevada is that you can turn off all the tangential stuff you may not want like the grenade hotkey and night vision etc, some of which needs just a little tweaking before it is perfect. Stuff like the PN HUD icons do not match the transparency of your vanilla HUD etc and the sprint animations are pretty wooden. All great stuff in theory, but just needs one more update to be perfect.
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# ? Feb 25, 2011 11:48 |
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DirtyDiaperMask posted:Any other mods you've tried that you'd(or anyone else) suggest to create more of a FPS-y feel? I was surprised to see how something as simple as iron sights improved on FO3, you no longer need to drop into VATS to be even half-way accurate. I posted my XFO setup a bit earlier in the thread - but this is my mod basic loadout for more "FPS"y gameplay: Project Nevada XFO with these modules: quote:XFO - 4ba - Perks - Perk Every Level.esp Increased Wasteland Spawns Realistic Weapon Damages (basic version) Realistic Death physics Auto Aim Fix (Wrye Flash also has this tweak) - I actually use this version: Auto aim fix headshot edition but changed the master with FNVedit. May be the same thing. Improved Sneak Fall Damage ESP from here Less Intrusive Kill Camera - because with IWS and quick deaths, the kill camera is loving annoying. Manual Reload, which doesn't get nearly enough love. It's great. The sum of all these mods gives you this: - Fewer bullets to kill enemies - You take much more damage - Fall damage - Slower backpedaling - No auto aim - More dudes to shoot with reduced XP per kill so you don't max level right away.
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# ? Feb 25, 2011 21:39 |
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Amstrad posted:Pfft. I can't recall ever seeing any artwork involving a space marine doing anything other than firing the bolter from the hip. Even on the table they're very much not a long range weapon. It's all about mid to short range fire for effect with those things. Plus the stuff they're shooting at is rarely man-sized, it's all hulking aliens and poo poo. To be fair you'd assume that space marines have some kind of fancy HUD targeting system linked to their weapon and don't need to aim down the sights in order to be accurate. Anyway, yeah, the bolter sucks. I've been sitting on a better model, based on the old 2nd ed style and the dimensions of the Chinese assault rifle (so it actually fits the 2 hand automatic animations), but I've been too lazy to unwrap and texture it. Have some other 40k meshes too, but they're in the same state. Is there anyone that actually likes unwrapping stuff?
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# ? Feb 25, 2011 22:40 |
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Myopic posted:To be fair you'd assume that space marines have some kind of fancy HUD targeting system linked to their weapon and don't need to aim down the sights in order to be accurate. They do, actually. They're also so drat good at shooting that they don't really need to use it.
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# ? Feb 25, 2011 23:38 |
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I crash to desktop every time I go through the ending monologue/scene. I haven't had any crash problems before this event so I can't guess what encounters are in the ending portion that might cause an error. Here is my load order FalloutNV.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Military Explansion Program.esm IWS-Core.esm Project Nevada - Core.esm More Perks.esm More Perks for Companions.esm More Traits.esm Weapon Mod Expansion.esm New Vegas Redesigned.esm Community Bugfix Compilation Patch.esp DarNifiedUINV.esp Centered 3rd Person Camera.esp PMT - XPadjust.esp PMT - Tougher XPadjust.esp PMT - Non-Combat XP Reduced.esp PMT - Slower Reloading.esp PMT - Slower Reloading No Visible Perk.esp PMT - Reduced Ammo and Chems.esp PMT - Reduced Caps and Item Value.esp PMT - Nastier mines and grenades.esp PMT - Explosive Robots.esp Project Nevada - Cyberware.esp Existence2.0.esp CONELRAD 640-1240.esp ExtendedNVRadio.esp BetterGamePerformanceV3.esp IWS-Core-Patrols.esp IWS-Core-Guards.esp IWS-Core-Civilians.esp IWS-AS-MedSpawns.esp IWS-AS-NoInteriorSpawns.esp IWS-AS-EnableDebugInfo.esp populatedcasino-light.esp Rustyhwys.esp Lore version.esp URWLNV.esp Nevada Skies.esp Nevada Skies - URWLified.esp Color Me Evil.esp Color Me Evil - Cass.esp UniversalPerkRequirements.esp Stronger Dusters.esp Weapon Mod Expansion.esp CompanionDisguises.esp Total active plugins: 48 Total plugins: 48
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# ? Feb 26, 2011 00:22 |
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Myopic posted:To be fair you'd assume that space marines have some kind of fancy HUD targeting system linked to their weapon and don't need to aim down the sights in order to be accurate. If you're willing to texture it, send me the meshes. I may not get to it right away, but I can give it a go. Just make sure that the shell ejection covers/charging handles if any are not actually integrated into the mesh itself along with the magazines. So unweld those first else it'll look fairly amateur.
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# ? Feb 26, 2011 00:25 |
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Is there a way to get the shell rain and enhanced brass/projectiles from Earache's mod without the five tons of bullshit and squeaky clean futureweapon props? That's all I want That, and that Mossberg 590A1 with the full mag tube and heatshield
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# ? Feb 26, 2011 00:49 |
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Capn Beeb posted:Is there a way to get the shell rain and enhanced brass/projectiles from Earache's mod without the five tons of bullshit and squeaky clean futureweapon props? That's all I want Couldn't you load Mo.esm without any of the other bits? The shiny guns are in Mo Guns and Mo Suite, for example.
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# ? Feb 26, 2011 00:52 |
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# ? May 14, 2024 03:28 |
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Haven't been following the thread for a while, but is there any conflicts when I play Dead Money (just got it today)? Or any good mods for that mod to use.
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# ? Feb 26, 2011 03:57 |