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

First 9

Cream-of-Plenty posted:

:golfclap:

That took me a moment.

All right, I have to concede. What am I missing, here?

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Pwnstar posted:

I edited ED-E's perk in the Geck so now instead of showing dudes 10 miles away now he gives me the Concentrated Fire perk. (Advanced Targeting Sensors is my justification I suppose) He can't show me invisible dudes on the map anymore either but that doesn't come up too often. It's a small price to pay to only have to worry about seeing people on my compass that I might actually deal with.

Is this too stupid or overpowered of a change, should I make it something more 'sensible' or whatever?

Well think of it this way:

Boone is overpowered. Switching ED-E's perk to something less obnoxious isn't. Although I would have said this was especially true in the beginning, when ED-E was absolutely useless in combat.

Syrant posted:

All right, I have to concede. What am I missing, here?

Since when were there three statues at the Mojave Outpost?

One is the player

Beeb
Jun 29, 2003

Wierre posted:

Oh goodie where are those goggles from?

From here:

http://www.newvegasnexus.com/downloads/file.php?id=36333

They're the "Steel" ones :)

Mr. Crow
May 22, 2008

Snap City mayor for life

FadedReality posted:

It's the Brotherhood Scribe skirt from Tailor Maid :black101:


It's coming, but I have no idea how to script so once you take a gun from the wall you can only put it back with something like Feng Shui. Nothing automated like Underground Hideout. Not yet, anyway.

This would be a pretty easy, but monotonous, script to make. I've never used underground hideout so the specific mechanics will likely vary, but assuming you just want to use whatever weapon you have equipped as the one to place on the shelf or whatever (also given the number of weapons in the game with the mod you might have to break it up into several parts to get passed the character limit) you could do by having something like this,

pre:
Begin OnActivate

If (Player.GetEquipped weaponID000) && (weapon000OnWallRef.GetDisabled)
  Player.UnEquip weaponID000
  Player.RemoveItem weaponID000 1 1
  weapon000OnWallRef.Enable
ElseIf (Player.GetEquipped weaponID001) & (weapon001OnWallRef.GetDisabled)
  ...
EndIf
Then have the weapons on the wall as activators that run a similar script when activated that disables the weapon on the wall and adds a similar one to the players inventory.

There would be better ways to do it but that's probably the simplest.

Carecat posted:

Gentlemen, we have reached the next level

http://www.newvegasnexus.com/downloads/file.php?id=39890 :nws:

Also OjoBueno has added some new packs including electrocity streetlights.

BOOOOOOBS :black101: But no really it's depressing the amount of effort goes into getting poo poo like this in the game instead of something cool.

Naky
May 30, 2001

Resident Crackhead

Mr. Crow posted:

This would be a pretty easy, but monotonous, script to make. I've never used underground hideout so the specific mechanics will likely vary, but assuming you just want to use whatever weapon you have equipped as the one to place on the shelf or whatever (also given the number of weapons in the game with the mod you might have to break it up into several parts to get passed the character limit) you could do by having something like this,

pre:
Begin OnActivate

If (Player.GetEquipped weaponID000) && (weapon000OnWallRef.GetDisabled)
  Player.UnEquip weaponID000
  Player.RemoveItem weaponID000 1 1
  weapon000OnWallRef.Enable
ElseIf (Player.GetEquipped weaponID001) & (weapon001OnWallRef.GetDisabled)
  ...
EndIf
Then have the weapons on the wall as activators that run a similar script when activated that disables the weapon on the wall and adds a similar one to the players inventory.

There would be better ways to do it but that's probably the simplest.

Out of curiousity, would you be willing to help us in that regard of his mod? Faded has done quite a lot of work to his mod already, but he's still got his hands full and even with me giving him a hand on the cluttering side of things, it's going to be a while before this thing will be out. It would be handy to have someone on board that could handle at least that part of the scripting and it'll get out that much faster.

Zeris
Apr 15, 2003

Quality posting direct from my brain to your face holes.
Are there any mods out there to make companions less powerful in combat?

ugh its Troika
May 2, 2009

by FactsAreUseless

FadedReality posted:

It's the Brotherhood Scribe skirt from Tailor Maid :black101:


It's coming, but I have no idea how to script so once you take a gun from the wall you can only put it back with something like Feng Shui. Nothing automated like Underground Hideout. Not yet, anyway.

I think the way Underground Hideout does it is simply have preset spots for all the weapons, so it automatically pops them up into certain locations and just treats the display wall as a container. Of course you have to configure it per weapon for that.

Naky
May 30, 2001

Resident Crackhead

-Troika- posted:

I think the way Underground Hideout does it is simply have preset spots for all the weapons, so it automatically pops them up into certain locations and just treats the display wall as a container. Of course you have to configure it per weapon for that.

We looked at how UH did it but we're leaning towards not just ripping out his script simply because it really doesn't seem efficient - especially when we're talking at 180+ new weapons, not to mention if we decide to throw in the stock ones too. If someone feels pretty confident in their scripting and is up to the task though, it'd be mighty, mighty appreciated if you could lend a hand in this area. The end result is a superior mod for everyone.

FadedReality
Sep 5, 2007

Okurrrr?
I can read scripting language somewhat, so I can kind of wrap my ahead around how UH does it. The way it works is this:

The walls have the weapons on them already, disabled, and organized by type. When you activate a switch hidden inside the weapon wall, you get a menu that can add all compatible weapons to that weapon wall or open a hidden container that you can add whatever to. A script runs on close of the container that checks for specific item names and if they are >= 1 in the container, activate the reference on the wall. It's not that complicated now that I've looked at everything, but if I were to ape his design I'd be adding to it a little at a time while I work on everything else. Mainly because the tedium of adding a reference of every gun to the editor, positioning every weapon in place on the wall and then building all the scripts. I can do it if you guys want it, but that would definitely take twice as long as the lazier method I posted about earlier. Here's a screenshot from GECK of what lurks behind the walls in the UH armory:
Click here for the full 784x706 image.


As it stands I've got the entire layout of the lead up to the factory and the factory itself completed, which just leaves cluttering, NPCs, traps and things, navmesh, lighting, scripting, the quest, and optimizing. :negative:

FadedReality fucked around with this message at 02:25 on Mar 6, 2011

Mr. Crow
May 22, 2008

Snap City mayor for life

Naky posted:

Out of curiousity, would you be willing to help us in that regard of his mod? Faded has done quite a lot of work to his mod already, but he's still got his hands full and even with me giving him a hand on the cluttering side of things, it's going to be a while before this thing will be out. It would be handy to have someone on board that could handle at least that part of the scripting and it'll get out that much faster.

I don't really have the time to help out a ton atm but I can help you with the scripting. If you use FOSE you should be able to do all of it like this (e.g. just copy and paste this script, changing the name to whatever is convenient), just make the wall an activator and attaching this script to it.

code:
scn WeaponWallScript

int index
ref rItem
ref rWallItem

Begin OnActivate

If IsActionRef Player
	If Player.IsWeaponInList WeaponList
		Set rItem To GetEquippedObject 5	;requires NVSE
		Set index To ListGetFormIndex WeaponList rItem	;requires NVSE
		Player.UnEquipItem rItem 0 1
		Player.RemoveItem rItem 1 1

		Set rWallItem To ListGetNthForm WeaponWallList index	;requires NVSE
		rWallItem.Enable
	EndIf
EndIf

End
There are two formlists you need to make for this to work; one WeaponList (again you can/should rename it to whatever - putting some short prefix before everything you add in the GECK makes finding poo poo a lot easier, a lot more organized, and less prone to conflicts) that has all the weapons you plan on adding to the wall, and one WeaponWallList that has all of the references to the activators of the weapons on the wall (i.e. you need to add the items to the formlist from the Cell View window).

Then the most important part, you need to make sure the two formlists are in the same order. So if a Desert Eagle or something is the 58th item in the WeaponList then the activator for it needs to be the 58th item in the WeaponWallList. Sorting them will be kind of a drag at first but not as bad as doing the brute force method for scripts (not to mention likely hitting the character limit and having to break it into several scripts), and once you've done it you'll never have to touch them again and it will be fairly painless to add new weapons.

And then you can just attach this script to each of the activators (weapons "framed" on the wall) to remove them from the wall and add them back to your inventory.

code:
scn WeaponWallActivatorScript

Begin OnActivate

int index
ref thisRef
ref rItem

If IsActionRef Player
	Set thisRef to GetSelf
	thisRef.Disable
	
	Set index To ListGetFormIndex WeaponWallList thisRef	;requires NVSE
	Set rItem to ListGetNthForm WeaponList index	;requires NVSE

	Player.AddItem rItem 1 1
EndIf

End
And obviously you can modify it or whatever as needed thats just a basic framework that should work. Maybe.

FadedReality posted:

As it stands I've got the entire layout of the lead up to the factory and the factory itself completed, which just leaves cluttering, NPCs, traps and things, navmesh, lighting, scripting, the quest, and optimizing. :negative:

From my own experience, making the (good) quest/NPCs that lead to and let you acquire the house is by a very wide margin the most time consuming thing and while I'm usually pretty anal about wanting houses that are immersive and aren't just "fully furnished extravagant house out in the middle of no where ready and waiting for you!" if I ever make a house mod again I likely won't bother. So basically do everything else first, then add the quest/NPCs if you want to (also dialog is terrible to learn since there is hardly any documentation). I'd go Lighting -> Cluttering -> whatever traps and things is -> Optimizing -> NavMeshing (learn the hotkeys and its easy poo poo) -> everything else.

Also I forgot to think of weapon condition so this method will give you free full condition items, you can slightly modify it to use a container to get around it if you care (will also let you add/remove items to it in-bulk), but it's more effort and honestly for a gun wall everything will be sitting there for looks anyway.

Mr. Crow fucked around with this message at 03:25 on Mar 6, 2011

FadedReality
Sep 5, 2007

Okurrrr?

Mr. Crow posted:

:science:

This is way better than the method used for UH and looks incredibly easy to do as well. Thanks! I found a three part tutorial on how to make quests the way New Vegas does them, so that should help out a lot.

Do you have any suggestions for how to make a script that will do x when any one of three switches is flipped, y when two are flipped, and z when all three are flipped?

Naky
May 30, 2001

Resident Crackhead
That's some useful information to start with anyway. If we run into problems, we'll just ask ya I guess :)

Also, the newest build of The Armory is done and up. It features:

- all weapons added to their appropriate perks and other associated form lists
- MP5, MP5K, Vltor, LR300, the FN FALs, the Kimber II, and the 1911 Custom all have new mods added to them to round them out
- two new guns to play with: a Mossberg 500, and an M134 minigun... with a pretty fun named variant
- fixes for the VP80, MPL, the 1911 Custom's IS, a mesh issue with the MK22, and the sawn off handgrip

And last but not least the first official release to the leveled lists integration. Big, big shoutout to Anime Schoolgirl for doing the poo poo work on this enormously tedious thing.

Get it here.

Remember, you need the full v1.1 first.

- Install v1.1
- Install v1.5, over write everything
- Activate The.Armory.esm, followed by the optional realism and/or leveled lists esps. Do NOT use the old Armory.esp file.

And as I said, this is the last time before the official release to request any mods you'd like to see on existing weapons. Once I'm finally done this thing, it'll be done for a while.

lilspooky
Mar 21, 2006
Awesome Naky. If I were at home I'd grab this and start playing through the game again. Any info on exactly how the leveled list is handled?

Unlike most of you losers the next time I play through this it's gonna be epic. I need to find the mods that will give women absolutely massive tits.

Edit: Somebody needs to mod in Charlie Sheen, either to play as him, or have him be a companion or other NPC.

lilspooky fucked around with this message at 05:41 on Mar 6, 2011

Naky
May 30, 2001

Resident Crackhead

lilspooky posted:

Any info on exactly how the leveled list is handled?

I'll leave that to Anime Schoolgirl to explain. I believe he tried to go for a mixture of stock game rebalance, authenticity, and fun.

Also, the shotgun minigun rules. It just loving rules.

Mr. Crow
May 22, 2008

Snap City mayor for life

FadedReality posted:

This is way better than the method used for UH and looks incredibly easy to do as well. Thanks! I found a three part tutorial on how to make quests the way New Vegas does them, so that should help out a lot.

Do you have any suggestions for how to make a script that will do x when any one of three switches is flipped, y when two are flipped, and z when all three are flipped?

There are several approaches you can take, I don't recall how exactly scripts are handled, so barring the following not working you could use a quest script to do the same thing (I try to avoid quest scripts when possible). But what I would do would be the same script assigned to each of the switches.

code:
Begin OnActivate

ref thisRef
ref linkedRef

If IsActionRef Player
	Set thisRef To GetSelf
	Set linkedRef to thisRef.GetLinkedRef
	Activate	;if you want to actually play the "activate animation"

	If (linkedRef.GetDisabled)
		linkedRef.Enable	;flip another switch
	Else
		linkedRef.Disable	;unflip it
	EndIf

	If (stuff)	
		;I'm having a brain fart for a better method, but basically just 
		;a series of If statements checking which ones are enabled here
		;and then doing stuff
	EndIf
EndIf

End
And use the enabled/disabled state of xmarkers linked to your switches as the thing to work around. This way you can add a bunch of items (e.g. lights) as "Enable Parents" to the xmarker if you want and they will activate/deactivate as you switch the... switch. Keep in mind persistent objects don't change (except through scripts) with saves so try to "finish" everything before you finalize anything. In other-words make sure you've added all the lights you want to the xmarker as enable parents before you release anything because once you've saved the game its "state" is set. So if you come back later and remove some lights from it or add some more they wont turn on when you activate the switch in that save. You can get around it but it's usually a hassle, hence why sometimes you need to do a clean save when updating certain mods.

Also don't hesitate to use the official forums they are actually very helpful, will probably be able to respond faster, give different/better viewpoints on a problem/solution, and are not the cesspool you would imagine from TESNexus and/or other official forums (Bioware). Not that you can't ask me.

Anime Schoolgirl
Nov 28, 2002

NCR equipment is stuff one would find as service firearms (AKM/AK74, M16A4/M4A1, Beretta M9) and Ranger equipment has marksman-issue and high-caliber sniper rifles added. Heavies were simply given the machine guns.

Legion equipment is usually hunting and sports weaponry with a couple SMGs here and there, also some overrated stuff right-wing gun nuts really like. There's a HUGE exception at a certain point of the game, though.

Fiends share most of the mid-tier equipment with Legion.

Mercenaries have more expensive/specialty equipment, for example the Vltor SBR and XM8.

Followers guards have the PPSh-43 predominantly.

Jackals/Vipers/Convicts have random low-quality SMGs added to their arsenal.


The weapons are also tiered by skill requirement.


How I put the weapons in specifically was tedious amounts of dragging-and-dropping withammo and condition entries to a number of leveled and vendor lists, half of which I found out to be unused EXCEPT for mods like AWOP and IWS. This took all of a better part of a day and I celebrated by jerking off to gay porn.

Anime Schoolgirl fucked around with this message at 06:09 on Mar 6, 2011

Flaky
Feb 14, 2011
Probation
Can't post for 3 years!

Naky posted:

HK VP70? If so, one of those valid bug reports was the texture on its silenced versions being missing. She's a fixed, good sir.

Sorry, I went and found it again. It was the HK M.23/12.7. The trigger texture does not display for me.

Sorry again for the confusion.

Naky
May 30, 2001

Resident Crackhead

Flaky posted:

Sorry, I went and found it again. It was the HK M.23/12.7. The trigger texture does not display for me.

Sorry again for the confusion.

Good eye, and thankfully was only on the black texture variant. Fixed, will be included in the next (hopefully last) build.

Naky
May 30, 2001

Resident Crackhead

Mr. Crow posted:

Also don't hesitate to use the official forums they are actually very helpful, will probably be able to respond faster, give different/better viewpoints on a problem/solution, and are not the cesspool you would imagine from TESNexus and/or other official forums (Bioware). Not that you can't ask me.

I think he hesitates to use the official forums lest they get curious what he's working on and the ensuing drama/witch hunt begins.

edit: well that was a failure of using the quote/edit buttons.

Internet Friend
Jan 1, 2001

I swear there is a console command to slow down the camera movement speed in TFC mode but I cannot for the life of me find it. Does anyone know this or did I dream it?

FadedReality
Sep 5, 2007

Okurrrr?

Naky posted:

I think he hesitates to use the official forums lest they get curious what he's working on and the ensuing drama/witch hunt begins.

edit: well that was a failure of using the quote/edit buttons.

It's partly that and part that when looking through threads when I first started trying to make a switch that activated several things, I waded through pages of bad advice, lovely no content "lol dunno how u do that bro mebbe sum1 else will help" posts and overly complicated scripts. I know not everyone over there is useless, but I'm trying to hold off as long as I can.

Poops Mcgoots
Jul 12, 2010

Internet Friend posted:

I swear there is a console command to slow down the camera movement speed in TFC mode but I cannot for the life of me find it. Does anyone know this or did I dream it?

I think you just hold the walk button/turn off always run.

Though I may be wrong on this.

FadedReality
Sep 5, 2007

Okurrrr?
The game was rigged from the start.


Naky you are a crazy man adding this "special" minigun. It rules.

FadedReality fucked around with this message at 07:48 on Mar 6, 2011

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

First 9

Cream-of-Plenty posted:

Since when were there three statues at the Mojave Outpost?

One is the player

I was over thinking it, I guess I expected something less obvious.

Also holy poo poo just what I always wanted Pokemon for New Vegas! if it hasn't been shown.

Cryptozoology
Jul 12, 2010
The pokemon mod looks terrible but I feel like the guy who made it loving loves pokemon. He throws a pokeball and a brown and grey mirelurk appears and he whispers to himself "i choose you, kabutops..." And he's so happy.

Good on that guy, he rules

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

white quilt posted:

The pokemon mod looks terrible but I feel like the guy who made it loving loves pokemon. He throws a pokeball and a brown and grey mirelurk appears and he whispers to himself "i choose you, kabutops..." And he's so happy.

Good on that guy, he rules

The funny thing is that all of these creatures are just retextured models that are already in the game...except the Kangaskhan, which looks like an aborted turd.

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."

Anime Schoolgirl posted:

NCR equipment is stuff one would find as service firearms (AKM/AK74, M16A4/M4A1, Beretta M9) and Ranger equipment has marksman-issue and high-caliber sniper rifles added. Heavies were simply given the machine guns.

Legion equipment is usually hunting and sports weaponry with a couple SMGs here and there, also some overrated stuff right-wing gun nuts really like. There's a HUGE exception at a certain point of the game, though.

Fiends share most of the mid-tier equipment with Legion.

Mercenaries have more expensive/specialty equipment, for example the Vltor SBR and XM8.

Followers guards have the PPSh-43 predominantly.

Jackals/Vipers/Convicts have random low-quality SMGs added to their arsenal.


The weapons are also tiered by skill requirement.


How I put the weapons in specifically was tedious amounts of dragging-and-dropping withammo and condition entries to a number of leveled and vendor lists, half of which I found out to be unused EXCEPT for mods like AWOP and IWS. This took all of a better part of a day and I celebrated by jerking off to gay porn.

Hats off to you, I was working on this the last few days, I made the somewhat more hackish approach to override FalloutNV.esm entries via FNVedit, which went quicker but made some weapon choices a little bizarre. This here is much better. :)

Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?

blue font
Feb 28, 2011
I've been using a lot of weapon and armor mods, too many. I've lost track of where all the containers for these items are. So I'm trying to cook up a simple container mod that would place all of the modded items in one central location. I have a rudimentary knowledge of the toolset at best, though, and have hit a little bit of a snag.

Here's what I've done, if someone wouldn't mind telling me where I'm screwing this up:

To start, I loaded up FalloutNV and classicenergyweapons.esp in the geck, with no active file selected. Then I opened one of the containers (AntEggClutchCont01, for instance), changing the id to 'mycontainer1' and the name to 'classic weapons'. Afterwards, I drag the weapons from the object window to the item list, hit 'ok', and say yes when prompted to create a new form. Drop the container in Goodsprings, and save it all as a new .esp.

When I boot up the game, the container is where I placed it. None of the energy weapons are showing up in the container, however. There's always one item there, that matches the name of the container (in this case, an item called 'classic weapons'). Changing the load order doesn't make a difference, either.

I'm just not sure why this isn't working, but I'm probably missing something very basic here.

Anime Schoolgirl
Nov 28, 2002

Police Automaton posted:

Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?
Considering the game shits money and valuables the moment you step inside Vegas, I didn't bother to take anything other than power as consideration for weapon prices.

Found Sound
Jun 8, 2010


Syrant posted:

I was over thinking it, I guess I expected something less obvious.

Also holy poo poo just what I always wanted Pokemon for New Vegas! if it hasn't been shown.
Jesus christ, this is a terrifying ditto.

Anime Schoolgirl
Nov 28, 2002

http://www.mediafire.com/?i28u3t2wuvl6us2 - Fixed: Some NCR soldiers were spawning the wrong ammo with the AK74.

Naky
May 30, 2001

Resident Crackhead

Police Automaton posted:

Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?

It would be pretty trivial to make a version of the leveled lists with lowered prices across the board through FNVEdit if it bothers you. If you do it, throw it up for anyone else who might want it to - why not?

Pwnstar
Dec 9, 2007

Who wants some waffles?

I just got to Boulder City and on the dead Great Khan I found an item called Courier's Hat. It gives Barter +7 and Agility +4 and it makes a big red exclamation mark show up, I guess it doesnt have mesh/texture or whatever.

Anyone have any idea which mod put this in?

FadedReality
Sep 5, 2007

Okurrrr?

Pwnstar posted:

I just got to Boulder City and on the dead Great Khan I found an item called Courier's Hat. It gives Barter +7 and Agility +4 and it makes a big red exclamation mark show up, I guess it doesnt have mesh/texture or whatever.

Anyone have any idea which mod put this in?

Looks like Plausible Starting Outfit adds it.

Pwnstar
Dec 9, 2007

Who wants some waffles?

FadedReality posted:

Looks like Plausible Starting Outfit adds it.

Ah yes.. clearly this mod to make the game more sensible badly needed a ridiculously overpowered magic hat. What the hell is wrong with these people?

curiouspost
Dec 10, 2010

So I've got a question - I read through the OP and about 10 or 12 pages of the thread to see if there were any other people having the same problem I'm experiencing, but I didn't see anything.

Anyway, my problem is that game performance seems to really suffer when more than 3 or 4 NPCs are on screen at any given time. I didn't have this problem playing FO3, but on several occasions here it almost makes the game unplayable, and I've been hesitating on installing several mods (population, weather, lighting, etc) because I didn't want to make everything even worse.

I checked for 'better game performance' mods, but none of them seem to describe exactly what I'm experiencing, so I was wondering if anyone else has been having a similar problem or knew any mods or other fixes for this problem?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

curiouspost posted:

So I've got a question - I read through the OP and about 10 or 12 pages of the thread to see if there were any other people having the same problem I'm experiencing, but I didn't see anything.

Anyway, my problem is that game performance seems to really suffer when more than 3 or 4 NPCs are on screen at any given time. I didn't have this problem playing FO3, but on several occasions here it almost makes the game unplayable, and I've been hesitating on installing several mods (population, weather, lighting, etc) because I didn't want to make everything even worse.

I checked for 'better game performance' mods, but none of them seem to describe exactly what I'm experiencing, so I was wondering if anyone else has been having a similar problem or knew any mods or other fixes for this problem?

Do you have your game patched? The original release had an issue with NPC expressions and crippled framerates that sounds a lot like your problem.


In other news, the 1.08 Community Compilation Patch has been released, along with a plugin for Dead Money.

myname_isdoug
Jul 9, 2003

i can and i can not

Pwnstar posted:

Ah yes.. clearly this mod to make the game more sensible badly needed a ridiculously overpowered magic hat. What the hell is wrong with these people?

On the subject: I've sifted through my mods and it turns out New Vegas Restoration, the stated aim of which is to clean up and improve The Strip, also adds a crate to Jacobstown.

Only registered members can see post attachments!

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."

Naky posted:

It would be pretty trivial to make a version of the leveled lists with lowered prices across the board through FNVEdit if it bothers you. If you do it, throw it up for anyone else who might want it to - why not?

I actually finally played a little yesterday with your great mod and you're right, the game throws so much money at you it hardly matters. I'll just leave it as it is and I impose the houserule on myself to not loot and sell non-vanilla weapons. Kinda helps with the too much money thing too. Even with vanilla loot it's kinda silly how much loot NPCs and some locations have stashed. Did never ever someone just take an calculator, walked through it and say "Ok, this npc has X health which will take X worth of ammo to kill, he has the sum of X bucks worth of loot, making a net gain of X" ... it just all looks a little random without much thought put in it.

myname_isdoug posted:

On the subject: I've sifted through my mods and it turns out New Vegas Restoration, the stated aim of which is to clean up and improve The Strip, also adds a crate to Jacobstown.

God I hate mods who do this, or change completly random things like eyecolor of preset races etc... I started to make a bashed patch with wyre flash and then go through it with FNVEdit to check what it all changes and delete things that make no sense when necessary, it saves a lot of these headaches.

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physeter
Jan 24, 2006

high five, more dead than alive

Police Automaton posted:

I actually finally played a little yesterday with your great mod and you're right, the game throws so much money at you it hardly matters. I'll just leave it as it is and I impose the houserule on myself to not loot and sell non-vanilla weapons. Kinda helps with the too much money thing too. Even with vanilla loot it's kinda silly how much loot NPCs and some locations have stashed. Did never ever someone just take an calculator, walked through it and say "Ok, this npc has X health which will take X worth of ammo to kill, he has the sum of X bucks worth of loot, making a net gain of X" ... it just all looks a little random without much thought put in it.
I thought compared to FO3, FNV did pay alot more attention to trying to keep the economy challenging. My first playthrough was economically very tight, some Gun Runners stuff I never got to play with. I loved locations that felt pre-scavenged, as opposed to FO3, where every loving thing was a loot pinata and caps lost all meaning by level 10.

Now on my second playthrough though I would love a mod that went through by hand and just reduced loots by 1/3 or 1/2 or whatever. But economy mods are usually just blanket price modifiers and its like 20 caps for one maize.

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