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Beeb
Jun 29, 2003
Oh lordy, looks like I picked a good time to start a new game. I can't save in Novak or Goodsprings, and for a moment the entire Novak motel was missing.

Balls :\

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Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Is there any way to force refeshing of spawn points and everything? Waiting three or four days is a little tricky in hardcore mode, unless I'm missing something. It would be nice to just have a console command or batch to run.

King Doom
Dec 1, 2004
I am on the Internet.
Hey Naky, quick question about the P90. Why exactly did you decide to make it a two hander? it was always my go to gun in Fallout 2 and I remember it being a one hander in that. Sorry if you already explained this and I missed it.

physeter
Jan 24, 2006

high five, more dead than alive
Is there an earlier Electrocity version that doesn't saturate the game with engineers and fill every possible crevice with useless crap? I like the lighting but someone's a bit in love with themselves, his engineer compound is bigger than Jacobstown.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

King Doom posted:

Hey Naky, quick question about the P90. Why exactly did you decide to make it a two hander? it was always my go to gun in Fallout 2 and I remember it being a one hander in that. Sorry if you already explained this and I missed it.
I'm going to guess the reload he's using is the one used by the 12.7mm SMG, which is a two-handed automatic weapon. Reloads are matched to the stance.

Naky
May 30, 2001

Resident Crackhead

rope kid posted:

I'm going to guess the reload he's using is the one used by the 12.7mm SMG, which is a two-handed automatic weapon. Reloads are matched to the stance.

Yup. Was just a cocksucker to get it fixed in nifskope thanks to how brilliantly messed up the original mesh was.

The P90c with the shorter barrel and the vertigrip I made uses a different handgrip based on the WAR animation change (HandGrip5 vs default), but they're both ReloadH and 2HandAutomatic. There's still some clipping of the magazine through the sights but a small price to pay, really.

edit: and forgot to answer the question... the P90 was always a one handed in F3 because that was the best way modders could just import the base mesh and make it work without a hand floating in front of the barrel gripping nothing. It looks pretty stupid, so a quick hack is to simply make it one handed. However using a P90 one handed would be pretty lol IRL so I don't like that lazy hack.

Naky fucked around with this message at 18:59 on Feb 28, 2011

vandalism
Aug 4, 2003
I like the weapon animations mod, but the way your dude holds the gun with the right hand looks stiff as hell. I guess I need to check it on relaxed option again, maybe it won't look like that.

Also, world of pain is crazy fun. So many cool new locations! I got a new lever action shotgun M, but the screen blanks out during the lever cocking animation. Anyone else get that? It doesn't do it on the regular lever action shotgun, I don't think.

Naky
May 30, 2001

Resident Crackhead

vandalism posted:

I like the weapon animations mod, but the way your dude holds the gun with the right hand looks stiff as hell. I guess I need to check it on relaxed option again, maybe it won't look like that.

Also, world of pain is crazy fun. So many cool new locations! I got a new lever action shotgun M, but the screen blanks out during the lever cocking animation. Anyone else get that? It doesn't do it on the regular lever action shotgun, I don't think.

If you're using the latest version of WAR, there's a bug in the lever action animation he made. He's working on a fix.

Smuggins
Mar 14, 2008

Blasphemy! Blasphoryou! Blasphoreveryone!
Fun Shoe

Capn Beeb posted:

Oh lordy, looks like I picked a good time to start a new game. I can't save in Novak or Goodsprings, and for a moment the entire Novak motel was missing.

Balls :\

I had this inital issue when I added Tales fo the Burning sands, which was conflicting with something else and erasing that portion of Novac. Can't remember what I did to fix it but I think mucking about with my load order made it better.


physeter posted:

Is there an earlier Electrocity version that doesn't saturate the game with engineers and fill every possible crevice with useless crap? I like the lighting but someone's a bit in love with themselves, his engineer compound is bigger than Jacobstown.

That's a good question, I go to release the gangers from that Ceasar camp and find a enginner as one of the hostages. AND he doesn't react to being released.
Dude needs his ego shaved down.

I would still be using the Luminosity add-on except it farts up normal lighting otherwise. Gave Dead money some frustrating issues even thoug its under a giant cloud. Not worth it despite the fun of slapping on shades when stepping out of my last port of carnage.

Carecat
Apr 27, 2004

Buglord

Naky posted:

Yup. Was just a cocksucker to get it fixed in nifskope thanks to how brilliantly messed up the original mesh was.

The P90c with the shorter barrel and the vertigrip I made uses a different handgrip based on the WAR animation change (HandGrip5 vs default), but they're both ReloadH and 2HandAutomatic. There's still some clipping of the magazine through the sights but a small price to pay, really.

edit: and forgot to answer the question... the P90 was always a one handed in F3 because that was the best way modders could just import the base mesh and make it work without a hand floating in front of the barrel gripping nothing. It looks pretty stupid, so a quick hack is to simply make it one handed. However using a P90 one handed would be pretty lol IRL so I don't like that lazy hack.

https://www.youtube.com/watch?v=f76wGxg3fzw

Not that I disagree with your decision.

Carecat fucked around with this message at 19:45 on Feb 28, 2011

Zenephant
Dec 31, 2009

I thought it would be nice to browse the Nexus, try out a random mod and review it. Who knows, maybe one or two hidden gems could be found in this way

Reactive People Ultimatum

http://www.newvegasnexus.com/downloads/file.php?id=40593

Pros-
-If it worked as intended, it would be amazing.
-It feels good to sneak up behind a legionary, and get him on his knees without firing a shot
-Would allow you to play as a ghoul, which is nice I guess.

Cons
- Parts of the mod don't actually work. Creator promises fixes but says it's for personal use.
- Push is overpowered in some cases
- Whistling barely works
- Sometimes buggy.
- Ghoul bit seems tacked on, as does combat knife.
-Standing loss with factions is way too high

This mod Promises a number of things revolved around people actually being Reactive to what you do, before you begin shooting people. Draw your weapon? People will draw theirs, anticipating a fight. Waving your gun around at innocent civilians? You lose standing with their faction. It also adds a quickswitch Combat Knife and allows you to push humanoid enemies in battle.

What got me to download the mod was the promise of being able to use Narcotics to knock people out, and put slave collars on people . Having played Dead money, I instantly found appeal in what seemed to be an all around decent mod.

However, it wasn't without problems. Waving my 9mm pistol at a local freesider quickly brought my standing from Idolized to Hated, without firing a single shot. Pushing someone means that you win any 1 on 1 fight if you want to- you can keep any humanoid stunlocked easily. Drawing your fists in a bar will alert pretty much everyone and have them prowling around as well, which seems a little over the top.

The mod also allows you to whistle, Sam fisher style. However, I never found it to be of any real use.

Overall, I wouldn't really recommend this mod unless the creator does an overhaul.

I know this is pretty :goonsay: but I just wanted to add my 2 cents.

Beeb
Jun 29, 2003
I really hope WAR makes a swing reload animation for the lever actions. I've got a shorty .44 lever action pistol that is _begging_ to be swung about :clint:

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Co-sine posted:

I thought it would be nice to browse the Nexus, try out a random mod and review it. Who knows, maybe one or two hidden gems could be found in this way

Reactive People Ultimatum

:words:

I've been watching this Reative People stuff, some is a little bit too much for me but the idea is solid and I like the idea of more interesting sneaking, so that if you step into a pile of plates or knock some cans/bottles off a shelf while creeping the enemy hears you.

The stock game gives you a stun-locking Ranger Knockdown attack though, don't forget that. It's very handy.

Naky
May 30, 2001

Resident Crackhead

Carecat posted:

https://www.youtube.com/watch?v=f76wGxg3fzw

Not that I disagree with your decision.

Oh I know its done, I just think its lollers. :)

poop
Jun 20, 2009

USER FOREVER BANNED FOR DOUBTING THE FOREVER BAN
I know this should go in the Fallout 3 thread but whatevs, it owns.

http://www.youtube.com/watch?v=S0ximxe4XtU

e: I know it was probably posted in the past, but oh well.

Hamburger Test
Jul 2, 2007

Sure hope this works!
I just got finished installing a bunch of mods for a new play through, and I want to focus on using mostly shotguns. Among those mods is The Armory, but I'm also looking at adding 00 Commando since I do feel the regular shotguns are not where they should be. I think 00 Commando just messes with specific stats on the existing shotguns, and the ammo.

My question is, if anyone knows - where do the shotguns in Naky's mod fall strength wise, do I need to edit their spreads (and perhaps damage) to be in line with 00 Commando, or are they already improved enough compared to the stock ones?

King Doom
Dec 1, 2004
I am on the Internet.
Just got done playing through the second part of Tales from the Burning Sands, and aside from one little speedbump at the end of the second mission I gotta say, the entire thing was amazingly well done. Anyone know of any similar mods? And for no reason what so ever, how difficult would it be to mod sunglasses onto a spore plant?

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Hamburger Test posted:

I just got finished installing a bunch of mods for a new play through, and I want to focus on using mostly shotguns. Among those mods is The Armory, but I'm also looking at adding 00 Commando since I do feel the regular shotguns are not where they should be. I think 00 Commando just messes with specific stats on the existing shotguns, and the ammo.

My question is, if anyone knows - where do the shotguns in Naky's mod fall strength wise, do I need to edit their spreads (and perhaps damage) to be in line with 00 Commando, or are they already improved enough compared to the stock ones?

You might wanna check the perk mod listed in the OP as well, I remember it having three or four really neat shotgun-specific perks.

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

Co-sine posted:

I thought it would be nice to browse the Nexus, try out a random mod and review it. Who knows, maybe one or two hidden gems could be found in this way

Reactive People Ultimatum

http://www.newvegasnexus.com/downloads/file.php?id=40593


drat, this looks kinda cool, but then you notice that one thing that just makes it creepy.

Reactive People Ultimatum readme posted:

New ghouls races:

* African American Ghouled Child
* Asian Ghouled Child
* Hispanic Ghouled Child
* Caucasian Ghouled Child
* Asian Ghoul
* Hispanic Ghoul
* African American Ghoul

*sigh* Why :(

Naky
May 30, 2001

Resident Crackhead

Hamburger Test posted:

I just got finished installing a bunch of mods for a new play through, and I want to focus on using mostly shotguns. Among those mods is The Armory, but I'm also looking at adding 00 Commando since I do feel the regular shotguns are not where they should be. I think 00 Commando just messes with specific stats on the existing shotguns, and the ammo.

My question is, if anyone knows - where do the shotguns in Naky's mod fall strength wise, do I need to edit their spreads (and perhaps damage) to be in line with 00 Commando, or are they already improved enough compared to the stock ones?

It might be a test build in that there are new guns that need to be tested, but try your hand at the latest build. The base values were all balanced to stock values for every gun by Anime Schoolgirl and he's also done a realism tweak version where it's not balanced at all, but the guns are more powerful or have less spread, etc. You can wholly avoid all of the test guns as they're all in a separate cabinet anyway.

SheepNameKiller
Jun 19, 2004

King Doom posted:

Just got done playing through the second part of Tales from the Burning Sands, and aside from one little speedbump at the end of the second mission I gotta say, the entire thing was amazingly well done. Anyone know of any similar mods? And for no reason what so ever, how difficult would it be to mod sunglasses onto a spore plant?

I know this will be a totally lackluster answer if you don't own it, but the Tales author has about 5-6 quest mods for Fallout 3 and some of them are even better than Tales (note: I haven't played chapter 2 of Tales yet).

CreamofPlenty had recommended Identity Crisis as a mod you might like for New Vegas if you're into PuceMoose's stuff, again I've downloaded it but haven't gotten a chance to try it myself yet.

blindwoozie
Mar 1, 2008

Loving the new Police Pistol, I've always wanted a smaller detective style magnum that isn't a plinky 22. Also, the BAR is badass, just wish it had a beefier firing sound.


Click here for the full 1680x1050 image.



Click here for the full 1680x1050 image.

Naky
May 30, 2001

Resident Crackhead
Progress on the content update is nearing completion. All of the weapons have been added and fixed and just need to be tested now. All appropriate weapons have been added to the holdout and improvedholdout lists so you can now take your favorite sidearms and reasonably sized melee weapons from the pack into the casinos. Anime Schoolgirl's done a lot of really tedious work to the esm so that people who wish to make leveled lists mods based on The Armory can do so far easier by doing work to the WithAmmo and Condition lists. Just some of the small niggling stuff left to do like changing the pipboy icons to the right ones for some of the weapons that display energy weapon icons when they shouldn't and fixing whatever my (nonexistent :( ) testers can find.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

MilitantBlackGuy posted:

Loving the new Police Pistol, I've always wanted a smaller detective style magnum that isn't a plinky 22. Also, the BAR is badass, just wish it had a beefier firing sound.


Click here for the full 1680x1050 image.



Click here for the full 1680x1050 image.


Dear lord, man, get some moisturizer on those slabs of meat you call hands.

And in regards to the BAR, at least the way it is un-modded, is that I'd be a lot happier if it was actually aimable at somewhere further than ten feet in front of you. So freaking inaccurate. I used the pistol the entire way through Dead Money just because I couldn't hit jack with it.

blindwoozie
Mar 1, 2008

Haha, yeah those hand textures are atrocious. As for the BAR, it could use a range boost I agree, but for now I use it as my hipfiring spray and pray monster, the thing looks so badass.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

The Automatic Rifle has such a huge DAM and DPS that its accuracy has to be relatively low. Given that it's an automatic weapon firing .308 at a pretty decent rate, the two main drawbacks are spread and mag size. Ammo availability/cost may also be an issue, depending on where you are in the game and how much you hoard.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Mordaedil posted:

drat, this looks kinda cool, but then you notice that one thing that just makes it creepy.

This dude makes some decent mods - in practice, like this covered face for less reputation mod. The problem with Reactive People is that it tries to do way too much poo poo at once - but yeah, personal mod and all that poo poo. And the child races... but that is pretty much par for the Nexus. Am I becoming too desensitized by that site?

quickedit: Also, glad to finally have Dead Money, it's great. Now to add the weapons to the regular wasteland leveled lists!

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.
I guess I forgot to post this here.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:

I guess I forgot to post this here.



I saw that on the site but totally skipped it because it didn't say 'Arenovalis' as the author.

Regardless, downloading this mutha.

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.
Yeah I changed my nickname to what I use on most sites :P

King Doom
Dec 1, 2004
I am on the Internet.
Is there any way at all to fix fully repaired items refusing to stack and sitting on top of each other instead when you put them in containers? It's bloody annoying, I'll repair a few items to full and store them, come back a few in game days later, repair more and add them to my weapons locker, and the first bunch will be invisible until I take the second lot out! Right now I have about five stacks of fully repaired bear trap fists, a lot of ten, a single one, a pair of them, an upgraded one and another pair and they refuse to just form one big stack of fifteen, it's bloody annoying! All of the items are at 100% repair, I used weapon repair kits on some and used other bear trap fists for the stack of ten if that means anything, and my repair skill has been at 100 long before I began Dead Money.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
Is it just me or does it for other people feel like this game just doesn't have this strong appeal for many mods?

I played a heavily modded Fallout 3, many people didn't like Fallout 3, it was certainly not great storywise, but I thought it was a pretty decent game with lots of things to explore, the mods really changed it to be a lot more interesting. With NV and admittedly only a few hours in with a few choice mods, I feel there just isn't that much free form exploring to do which kinda makes mods a little superfluous, Fallout 3 felt more like a sandbox which made mods have more sense, NV more feels like one of these older RPGs with a thick story, more linear and not much leaving the track of it. (Which isn't necessarily a bad thing) I'm just wondering if I'm missing something or this just isn't a game which will have a loadoder of 200 mods and as much time sunk into it? Sorry if this might not completely fit the thread, but this is bugging me for some reason I can't really understand myself. Does anybody feel the same?

Also to add a little to the thread, the armory is a great mod. Is there anything planned to include its weapons into the leveled lists of the game? If not, I might take a shot at it, even if maybe only for my own use.

EDIT: fixed some typos

Police Automaton fucked around with this message at 15:50 on Mar 1, 2011

physeter
Jan 24, 2006

high five, more dead than alive

Police Automaton posted:

Does anybody feel the same?
Yeah, but it's a good thing. It's not like Fallout 1 & 2 were mod friendly, and FNV is way more Fallouty than FO3. But in defense of FO3, I thought it was a perfect marriage of Fallout to Bethsoft's sandbox/mod concept that they pioneered in Morrowind. Alot of people poo poo on it because it was "Oblivion with guns lol", but in fairness it didn't matter what you did to Oblivion, it always loving sucked. Whereas Fallout 3 was ok on release, and got very good with enough modding.

Plus, FNV took about 80% of the best modding concepts from FO3 and put them in the game, so there's less work to do. As much as I admire the concept of inviting PC players to join you in world creation, I'm not a modder, so this benefits me. Bethesda games are mostly me waiting for the community to make the game awesome. Fortunately, the vanilla versions are still worth a single playthrough and so I pay first day prices (unlike Creative Assembly games).

Naky
May 30, 2001

Resident Crackhead

Police Automaton posted:

Also to add a little to the thread, the armory is a great mod. Is there anything planned to include its weapon into the leveled lists of the game? If not, I might take a shot at it, even if maybe only for my own use.

Leveled list integration is coming. In the latest test build, which will probably come tonight at some point, a great deal of work has been done to make leveled list integration a lot easier so anyone who wishes to make their own lists can do so easier but Anime Schoolgirl is planning to make one too. It'll also be an optional esp for those that don't have any interest in that or end up not liking how AS makes it.

Skipjack
Sep 11, 2007

I prefer a quiet station,
thank you.
I had a quick scan through the thread and didn't see anything so sorry if this has already come up but are there any mods which add view bob/sway? Maybe I've been playing too much COD or whatever but I always feel like I'm gliding around in Fallout games rather than actually moving.

SheepNameKiller
Jun 19, 2004

Police Automaton posted:

Is it just me or does it for other people feel like this game just doesn't have this strong appeal for many mods?

I played a heavily modded Fallout 3, many people didn't like Fallout 3, it was certainly not great storywise, but I thought it was a pretty decent game with lots of things to explore, the mods really changed it to be a lot more interesting. With NV and admittedly only a few hours in with a few choice mods, I feel there justisn't that much free form exploring to do which kinda makes mods a little superfluous, Fallout 3 felt more like a sandbox which made mods have more sense, NV more feels like on of these older RPGs with a thick story, more linear and not much leaving the track of it. (Which isn't necessarily a bad thing) I'm just wondering if I'm missing something or this just isn't a game which will have a loadoder of 200 mods and as much time sunk into it? Sorry if this might not completely fit the thread, but this is bugging me for some reason I can't really understand myself. Does anybody feel the same?

Fallout 3 wasn't anywhere near as heavily modded as NV is currently only 5 months after it was released. Quality mods don't just pop up overnight and modders are amateurs doing this poo poo for little to no recognition, tons of the stuff you would use to play FO3 with if you went back to it today didn't pop up until nearly 2 years after the game released. Case in point - FWE took 19 months for a first version, Fellout took nearly 9 months, and there wasn't even a FOOK for FO3 until 8 months after release. New Vegas is only 5 months old and we already have a shitload of those mods ported over, and there will eventually be more variety to choose from. Mod releases will get fewer and further between, as has already begun to occur, but there will be more quality releases that come out as people have the time to finish whatever it is they're working on.

I actually think NV is great as an exploration/sandbox game because so much of the poo poo you can explore isn't quite as boring and gives better rewards than it did in FO3, even unmodded I came to this conclusion pretty early. In FO3 I might explore something and leave with some tin cans and a stimpack but in NV I can find a fatman or a suit of combat armor in some out of the way location. I uncovered every point on the map by exploring in NV and that would've driven me crazy in FO3.

SheepNameKiller fucked around with this message at 15:50 on Mar 1, 2011

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."

SheepNameKiller posted:

Fallout 3 wasn't anywhere near as heavily modded as NV is currently only 5 months after it was released. Quality mods don't just pop up overnight and modders are amateurs doing this poo poo for little to no recognition, tons of the stuff you would use to play FO3 with if you went back to it today didn't pop up until nearly 2 years after the game released. Case in point - FWE took 19 months for a first version, Fellout took nearly 9 months, and there wasn't even a FOOK for FO3 until 8 months after release. New Vegas is only 5 months old and we already have a shitload of those mods ported over, and there will eventually be more variety to choose from. Mod releases will get fewer and further between, as has already begun to occur, but there will be more quality releases that come out as people have the time to finish whatever it is they're working on.

I actually think NV is great as an exploration/sandbox game because so much of the poo poo you can explore isn't quite as boring and gives better rewards than it did in FO3, even unmodded I came to this conclusion pretty early. In FO3 I might explore something and leave with some tin cans and a stimpack but in NV I can find a fatman or a suit of combat armor in some out of the way location. I uncovered every point on the map by exploring in NV and that would've driven me crazy in FO3.

Well, that's true. In Fallout 3 a lot of locations looked very similar, to say the least.. this isn't exactly what I meant though. What I meant is that I just don't see myself feeling like installing these many mods to change my experience with NV, as I felt it necessary with Fallout 3. I also just don't see where I'd sink the many hours in I did with Fallout 3. This isn't really a critique of NV, quite the contrary. It feels a lot more like a complete game and as having finished both Fallout 1 & 2 when they where new, I can even sometimes imagine some scenes in NV in the old Fallout engine, that's how much it just fits as an successor to these games.

Oh if somebody else wants to do the work to make leveled lists, who am I to interrupt them? :D

SheepNameKiller
Jun 19, 2004

I actually feel the same way, the NV mods I install are ones that enhance the experience and not so much overhaul it, like quest mods or mods that improve NPC design and add new weapons and armor. This is totally different from the way I modded FO3, which was to overhaul the gently caress out of nearly everything.

Rirse
May 7, 2006

by R. Guyovich

Skipjack posted:

I had a quick scan through the thread and didn't see anything so sorry if this has already come up but are there any mods which add view bob/sway? Maybe I've been playing too much COD or whatever but I always feel like I'm gliding around in Fallout games rather than actually moving.

The Depth of View mod has a option to turn on headbob.

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ReV VAdAUL
Oct 3, 2004

I'm WILD about
WILDMAN

SheepNameKiller posted:

I actually feel the same way, the NV mods I install are ones that enhance the experience and not so much overhaul it, like quest mods or mods that improve NPC design and add new weapons and armor. This is totally different from the way I modded FO3, which was to overhaul the gently caress out of nearly everything.

In a lot of ways this is similar to how I view Nehrim, an Oblivion mod. While adding all sorts of wacky cool stuff into Oblivion was fun with Nehrim you only want to tweak gameplay stuff and otherwise enhance the existing experience.

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