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The_White_Crane
May 10, 2008
Edit:
Oh hey new page.

Gyshall posted:

This is sick. Is this the same project on the Fallout Underground (ugh) page?

I don't know which page you mean. I made a forum thread for it over there, but it doesn't have a dedicated page or anything. I know someone else is working on the same idea, but I think they're more focussed on fixing crash bugs and getting the two to work smoothly.

(In regards to this.)

Me, Last Page posted:

Deja Vu Vegas - Beta 1: New Vegas/Fallout 3 Merge Mod

This is, so far as I know, the first public release of a NV/F3 merge mod.

http://rapidshare.com/files/451869897/Deja_Vu_Vegas-Beta_1.rar
http://www.megaupload.com/?d=VNPH08XC


What Does It Do?
:goonsay:

quote:

All weapons have been replaced with their New Vegas counterparts.
All weapons which do not have New Vegas versions have been rebalanced and changed to use New Vegas ammo.
All armour has been replaced with its New Vegas Versions.
All ammo has been replaced with its New Vegas versions.
All food and drink has been replaced with its New Vegas versions.
All chems have been editted to match their New Vegas equivalents.
All object based water-sources (toilets, sinks, etc.) have been changed to their New Vegas versions.
The buggy distance views have been fixed by extracting the DC lodsettings.
The invisible Super Mutants have been fixed by editing their model files to avoid a conflict with the Vegas version.


Known Issues

quote:

Loading the mod resets your character to its default state.
At around noon each day, there is a total solar eclipse.
Bodies of water such as rivers and lakes are still DC versions, and will not quench thirst.
Chems will not stack in your inventory.
Vendors do not sell all NV ammo types and items.
Crash bugs in various NV cells.
Oh, and the loving RAMPS in Megaton which don't appear correctly.

This is, quite obviously, an unfinished project. I believe there are other people working on a more polished mod that fixes some of the crash bugs and makes the transition between areas smoother, but at the moment that's a while off.

Currently, the only way to move between Vegas and the DC wastes is by using the "coc" console command to teleport, but once you do that you should find that most things there work.

(USER WAS PUT ON PROBATION FOR THIS POST)

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SheepNameKiller
Jun 19, 2004

I worked on a FO3/NV merger in the past and got slightly less far than you did. Have you been able to strip out all of the FO3 perks as well? I remember all the duplicate perks being a big issue when it comes to actually leveling up and playing the content.

Kudos on being able to change all the leveled lists and item references by the way, that poo poo must have taken forever. Have you been able to identify the exact record that causes your stats/skills to be reset? I had a hell of a time trying.

As a side note, your instructions for updating the .ini files only work if the player bypasses the NV launcher to launch the game. If they don't then they'll need to edit fallout_default.ini instead of fallout.ini, this is probably why people are already responding saying that they're missing meshes in game. Well, *probably*, since as you noticed not all meshes seem to be fixed by going this route.

SheepNameKiller fucked around with this message at 16:26 on Mar 10, 2011

The_White_Crane
May 10, 2008
Unfortunately no, the duplicate Perks are still in place. Which is odd, since I have versions in the mod plugin which override them with copies which are Hidden and Unplayable. Not sure what the issue is there.

Oh, and thank you for mentioning the other .ini file - I missed that in my original notes of the method.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Wow, so that is all your own work? I have seen similar projects on various sites - I'll check yours out though.

SheepNameKiller
Jun 19, 2004

The_White_Crane posted:

Unfortunately no, the duplicate Perks are still in place. Which is odd, since I have versions in the mod plugin which override them with copies which are Hidden and Unplayable. Not sure what the issue is there.

I'm pretty sure this happens when there's a script that references the ability which isn't also modified to account for the override record. There are certain failsafes in the game in order to prevent x or y bug from occurring that might not always make things easy on a modder.

Cream-of-Plenty
Apr 21, 2010

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

The_White_Crane posted:

Deja Vu Vegas - Beta 1: New Vegas/Fallout 3 Merge Mod

This is, so far as I know, the first public release of a NV/F3 merge mod.

http://rapidshare.com/files/451869897/Deja_Vu_Vegas-Beta_1.rar
http://www.megaupload.com/?d=VNPH08XC


What Does It Do?
:goonsay:



Known Issues


This is, quite obviously, an unfinished project. I believe there are other people working on a more polished mod that fixes some of the crash bugs and makes the transition between areas smoother, but at the moment that's a while off.

Currently, the only way to move between Vegas and the DC wastes is by using the "coc" console command to teleport, but once you do that you should find that most things there work.

This is very awesome. And that bug list reads like something out of S.T.A.L.K.E.R. "D.C...there was an eclipse every day at noon, and you always forgot who you were when you went there. You could drink the water all day and still die of thirst."


Dickeye posted:

As always, what are those clothes?

Spetsnaz Armor and Leather Backpack.

vandalism
Aug 4, 2003
So I took the deathclaw buddy perk while I was in the Sierra Madre Villa, and he disappeared when I finally got in the casino. I reloaded and told him to go back to the lucky 38 casino and he disappeared. I hope he legit went back there and isn't floating in some netherworld, never to be seen again.

He's my only friend :(

The_White_Crane
May 10, 2008

Cream-of-Plenty posted:

...that bug list reads like something out of S.T.A.L.K.E.R. "D.C...there was an eclipse every day at noon, and you always forgot who you were when you went there. You could drink the water all day and still die of thirst."

I thought it sounded kinda like the patch lists for Boiling Point which mentioned things like fixing hovering jaguars. The best bug I found and FIXED was one where all Super Mutants had invisible skin - they looked like haunted suits of armour.

I'd be obliged, by the by, if anyone who does try this mentions any bugs they find. Some of them may be things I'll just leave it for other projects to fix, but even so it's still helpful to know.

Also spread the word. More players means more bug reports.

Naky
May 30, 2001

Resident Crackhead
Good luck with bug reports, I've been having a hell of a time getting those from people :)

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

Naky posted:

Good luck with bug reports, I've been having a hell of a time getting those from people :)

Yeah, sorry Naky. I asked to be a tester then got caught up with other things. You deserved better. :(

Naky
May 30, 2001

Resident Crackhead
That's okay, think they're pretty much all caught. The worst one that slipped by is the IS for the custom colt being nonexistent. Nobody reported that one for the two months it was out and I only caught it when I tested the new mods for it.

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:

Good luck with bug reports, I've been having a hell of a time getting those from people :)

I'm playing with your mod but didn't see anything wrong to be honest, but I can give you some feedback, if that's what you want. The only thing I've noticed is how your custom weapons only show up really late on the leveled lists apparently, and seemingly not on all NPCs of a faction, the early powder gangers or NCR troopers you encounter up until Primm have all default gear. I don't know if it is because they draw from different leveled lists (I almost suspect this) or because I was such a lowlvl then. Weapon dealers carry your weapons just fine, but they're way to expensive to me because of my house rule to not sell looted weapons. This is basically the BIGGEST thing besides world-placed lootables that whacks the game out of balance, with vanilla weapons too. They're WAY too expensive, especially fixed up. Seeing how they're really everywhere in the world, I think most weapons should overall nearly be worthless, supply&demand and anything, after all. Some weapons feel overpowered (I'm playing with a damage modifier mod though so feel free to disregard all I say about this) the 9mm Beretta I allowed myself to take out of the cabinets at game start has no problems murdering a Securitron with 2-3 shots to its screen, as long as I have the advantage on somebody, I'm undefeatable, if not, it's often reloading time, (I wear essentially no armor, I modded the armor from my screenshot to be like all the merc clothing) I have to say I like this though, it's more realistic even if not very RPGish, and to be honest I suspect this more the work of the damage modifier than of your weapon damage values.

Else no troubles, no feedback can be sometimes good feedback I guess.

Milkbags
Mar 7, 2011

by Ozma
So is NV still as easy to pop in mods as I remember it last? I remember it being piss easy to drop NV mods into the game as opposed to oblivion which required looking up tons of tutorials on how to use wyrebash etc.

See I am just loading the game up again to kill time until crysis 2, and I want to see what the ending is like if everyone dies. As such I will be using some mods like the underground hideout and other things to remove my enemies stealthfully.

As such I would require a descent lighting mod, but which would be best for this purpose? Any types of stealth overhaul mods too?

Jaramr
Dec 16, 2010
So, I am starting up a new "crazy hard what the gently caress is going on" playthrough, including no fast travel, XFO rarity up the rear end, and Bartertown making my life a living hell.

But, Scrap Weapons Complete has vanished off the nexus. Infact, I can't find it anywhere. Good thing I still have a copy, since starting off the game shooting things with a pipe rifle and a actual broom handle Mauser is pretty drat cool.

Cream-of-Plenty
Apr 21, 2010

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

Milkbags posted:

So is NV still as easy to pop in mods as I remember it last? I remember it being piss easy to drop NV mods into the game as opposed to oblivion which required looking up tons of tutorials on how to use wyrebash etc.

See I am just loading the game up again to kill time until crysis 2, and I want to see what the ending is like if everyone dies. As such I will be using some mods like the underground hideout and other things to remove my enemies stealthfully.

As such I would require a descent lighting mod, but which would be best for this purpose? Any types of stealth overhaul mods too?

For the most part, mods for NV are relatively easy to install and use. Just get FOMM and read the attached readmes. At the moment there aren't very many New Vegas mods in circulation ambitious enough to require something like Wrye Bash, so you can most likely avoid using it by refraining from 80-plugin mod loads.

Look at the lighting overhaul section in the OP. You'll probably find that a combination of Nevada Skies - URWLified, Electro-City, and the Interior Lighting Overhaul will get the nights and interior cells adequately dark to play a stealthy character. Also in the OP is XFO's overhaul, which has plugins for a stealth overhaul. You can check out his website at https://www.xfo-nv.com if you want more information.

Additionally, there are a number of "Reactive" mods by author sagittarius22 that allow you to do things like quietly disarm enemies, distract them with noise, and force NPCs to surrender without firing a shot (from what I hear, this works better in theory than in practice.) Look him up on the Nexus.

Jaramr posted:

So, I am starting up a new "crazy hard what the gently caress is going on" playthrough, including no fast travel, XFO rarity up the rear end, and Bartertown making my life a living hell.

But, Scrap Weapons Complete has vanished off the nexus. Infact, I can't find it anywhere. Good thing I still have a copy, since starting off the game shooting things with a pipe rifle and a actual broom handle Mauser is pretty drat cool.

Yeah I don't know if the author pulled the mod in a fit of rage or if it merged into another junk weapons mod.

Cryptozoology
Jul 12, 2010
So this is the first of the gamebryo sandbox family of games I've really gotten at all into the mod thing with, and uh, is it just me or are a lot of people who make mods for these games a bunch of whiny bitches?

edit: Not in reference to anyone in this thread.

Cryptozoology fucked around with this message at 01:43 on Mar 11, 2011

Mr. Crow
May 22, 2008

Snap City mayor for life

white quilt posted:

So this is the first of the gamebryo sandbox family of games I've really gotten at all into the mod thing with, and uh, is it just me or are a lot of people who make mods for these games a bunch of whiny bitches?

edit: Not in reference to anyone in this thread.

Yes. Yes they are.

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:

So this is the first of the gamebryo sandbox family of games I've really gotten at all into the mod thing with, and uh, is it just me or are a lot of people who make mods for these games a bunch of whiny bitches?

edit: Not in reference to anyone in this thread.

Definitely. There was a thread on this a while back and the general consensus was that Gamebryo games (Oblivion, FO3, NV) come with relatively powerful tools for modders to tap into. This allows a lot of "unfavorables" to get into the modding scene with their half-baked ideas and bloated sense of accomplishment. Cue the 4-5 weapon and armor "mods" that are released on the Nexus daily which are, in essence, effortless changes in projectiles, values, or palette swaps. Most of these authors can't even be bothered to write out descriptions for their mods. Tell the authors this, however, and you'll either get banned or bitched out for criticizing something that wastes everybody's time.

I made the comparison to the modding scene in the STALKER trilogy, which is incredibly resourceful and collaborative. These people built tools from scratch (although the same thing could be said for FOMM, FNVedit, etc, though STALKER doesn't even come with the equivalent of a GECK.) If you go on the GSC Forums, you can immediately tell that you're dealing with a largely different group of people.

Cryptozoology
Jul 12, 2010
I'm not even really bothered by people getting defensive over their lovely sniper rifle that shoots nuclear bombs. It's stuff like this:

:qq: posted:

Thanks guys, but honestly, I planned all that, stated all that was coming and it got a total of 500 downloads. Its just not worth making a mod that takes that amount of work for only 500 users.

PS, house mods that offer less than this mod are getting much higher ratings. If any player can explain why people give higher votes for less features, please do.

What the gently caress is this? Well if people won't download and appreciate my work then I'm taking my GECK and going home. Is making quests and buildings and poo poo not fun for these people? It's like modding is a troll they have to wrestle to get their grubby paws on the princess across the bridge and if she isn't even going to put out then why am I here.

Naky
May 30, 2001

Resident Crackhead
tl;dr: The Gamebryo modding scene used to be open, sharing, and friendly in the early days of Morrowind but a certain demographic of people started showing up and were opposite to this point of view. Generally, these were the 'creepy' people who did the goth clothing, lingerie stuff, furry races, etc. As the games age and people stop modding or move on to new games, the creepy people still stuck around because it was one of the few engines very easily accessible to add the sort of things they wanted to their games. Their attitudes started to stick, catch on, and now it is what it is. I fought against it for a while but gave up - my views are unpopular and unwanted, thus why The Armory is a mod that will never garner big (positive, anyway) attention because I didn't do it 'the proper way(tm)'.

Beeb
Jun 29, 2003

Cream-of-Plenty posted:

If you go on the GSC Forums, you can immediately tell that you're dealing with a largely different group of people.

You have to be different to even begin to get mods in those games to behave properly, let alone stay running long enough for bug testing. Editing a few files and adding a couple of mods to the first game was insanely hit/miss :pwn:

Poops Mcgoots
Jul 12, 2010

Hey, Naky, I don't know if it's a result of some dumb mod I have running, but certain guns disappear when I try to use iron sights in first person. More specifically, it was the SG552, AK-74, and AKM. However, they only disappear if they have a mod equipped that replaces the iron sights, so like the holosights, for example. I think I have the most current version, cause I'm getting the guns in leveled lists.

Naky
May 30, 2001

Resident Crackhead

Captain McStabbin posted:

Hey, Naky, I don't know if it's a result of some dumb mod I have running, but certain guns disappear when I try to use iron sights in first person. More specifically, it was the SG552, AK-74, and AKM. However, they only disappear if they have a mod equipped that replaces the iron sights, so like the holosights, for example. I think I have the most current version, cause I'm getting the guns in leveled lists.

Hmmm, it's the first I've heard of it so I'll get you to post a list of your mod list and confirm that you are using the latest version of WAR.

Oh, and for those curious, the next official build's coming tomorrow or Saturday depending on how easy/hard it is for me set up the FOMOD installation process with all the new optional plugins.

Poops Mcgoots
Jul 12, 2010

Naky posted:

Hmmm, it's the first I've heard of it so I'll get you to post a list of your mod list and confirm that you are using the latest version of WAR.

Oh, and for those curious, the next official build's coming tomorrow or Saturday depending on how easy/hard it is for me set up the FOMOD installation process with all the new optional plugins.

code:
FalloutNV.esm
More Perks.esm
GtabImprovedAmmoTFRMaster.esm
DeadMoney.esm
Ambient Temperature.esm
Project Nevada - Core.esm
The.Armory.esm
More Perks for Companions.esm
More Traits.esm
PipLantern.esp
CASM.esp
FactionIDCards.esp
New Vegas Map Markers.esp
Sprint Mod.esp
Armor Crafting BETA.esp
TFRAmmo.esp
Geonox_Riot_Armor.esp
Roleplay Start.esp
FNV_MoreVendorCaps.esp
TWO BEARS HIGHFIVING.esp
PimpMyScarf.esp
Tailor Maid - NV.esp
Tailor Maid Black Retex - NV.esp
WastelandCourier.esp
SunnyCompanion.esp
Unified Backpack Mod.esp
Nevada Skies - URWLified.esp
ELECTRO-CITY - CompletedWorkorders.esp
ELECTRO-CITY - Highways and Byways.esp
DYNAVISION - Dynamic Lens Effect.esp
DK_in_Lings.esp
NCR Power Armor - Redesign.esp
XFO - 4bb - Perks - Two per level.esp
Readius_NV.esp
Realistic_Repair_NV.esp
WeaponModsExpanded.esp
WMX-PreOrderPackMercenary.esp
WMX-PreOrderPackCaravan.esp
Mail Order Catalogs v5.1 WMX.esp
Mail Order Catalogs v5.1.esp
GARU.esp
VendorBulkBuyFixer.esp
ELECTRO-CITY - Imaginator.esp
VegasOutfits.esp
Gunslinger.esp
hz_SVD.esp
AW50f.esp
epock.esp
Walther WA2000FONV V3.0.esp
DarNifiedUINV.esp
HUD Extended - Ambient Temperature.esp
Project Nevada - Cyberware.esp
Advanced Recon Range Finder.esp
NVBS.esp
ReworkStuff.esp
The.Armory.Leveled.List.esp
Level Cap 100.esp
BoostedSkills.esp
More Perks Update.esp
More Perks for Companions Update.esp
More Traits Update.esp
NV_STTraitsandPerks - NVSE.esp

Total active plugins: 62
Total plugins: 108
Honestly, I don't really care if they don't work with the mod sights, I just figured I would check in and see if it was something important. I may also try updating WAR, but it's odd that it would only be those couple of guns.

EDIT: Welp, updating WAR has done nothing.

Poops Mcgoots fucked around with this message at 03:41 on Mar 11, 2011

Naky
May 30, 2001

Resident Crackhead

Captain McStabbin posted:

Honestly, I don't really care if they don't work with the mod sights, I just figured I would check in and see if it was something important. I may also try updating WAR, but it's odd that it would only be those couple of guns.

EDIT: Welp, updating WAR has done nothing.

No, I think I've found the cause and it may have been an honest mistake on Anime Schoolgirl's part. I'm confirming it right now, but basically weapons with the holotech mod basically don't do anything - they're simply meshes with higher ISes for the holo. I discovered a while back that you can't have the increased zoom function attached to that type of mod (or it needs to be set to 0, I can't remember which), or they don't work. I think AS mentioned a while ago in IRC that he either added it back or changed the numerical value. I just totally forgot that would break the holotech guns.

If this is the case, it will all be fixed for the official release and many thanks for catching it.

Anime Schoolgirl
Nov 28, 2002

Naky posted:

No, I think I've found the cause and it may have been an honest mistake on Anime Schoolgirl's part. I'm confirming it right now, but basically weapons with the holotech mod basically don't do anything - they're simply meshes with higher ISes for the holo. I discovered a while back that you can't have the increased zoom function attached to that type of mod (or it needs to be set to 0, I can't remember which), or they don't work. I think AS mentioned a while ago in IRC that he either added it back or changed the numerical value. I just totally forgot that would break the holotech guns.

If this is the case, it will all be fixed for the official release and many thanks for catching it.
which itself was done to fix a different bug to all actual scope-scopes that's PNV-related, namely one that causes your FOV to be positive something huge if you set increased zoom to 0 :psyduck:

Naky
May 30, 2001

Resident Crackhead

Anime Schoolgirl posted:

which itself was done to fix a different bug to all actual scope-scopes that's PNV-related, namely one that causes your FOV to be positive something huge if you set increased zoom to 0 :psyduck:

Yeah, it's kind of my fault for naming the holo mod as ScopeB in the editor. It really shouldn't be called that, it would be very easy to get confused.

Flaky
Feb 14, 2011
Probation
Can't post for 3 years!
The amount of effort that has gone into this mod over time is staggering. Thank you.

Naky
May 30, 2001

Resident Crackhead

Flaky posted:

The amount of effort that has gone into this mod over time is staggering. Thank you.

Yeah, and it's almost done. Except for this last hitch...

So... anyone here familiar with FOMOD scripting and want to take a look at why mine is crashing, despite the syntax being okay?

Wax On
Mar 22, 2007

drop a bat beat

Cream-of-Plenty posted:

In that case, I'm truly stumped. I did a little bit of searching around to see if I could find a solution for your problem and didn't turn up anything useful. Maybe somebody else will figure it out.

From last page, I solved the problem; I was launching the game through FOMM not realizing I was supposed to run the game through Steam. Now I'm trying to figure out what is causing certain parts of the landscape to magically disappear and then reappear once I reboot and reload.
Was it Electrocity that was causing this for some people or am I remembering wrong?

code:
FalloutNV.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
Lings.esm
FalloutNV_lang.esp
DarNifiedUINV.esp
XFO - 1aa - Accuracy Revamp - mild.esp
XFO - 1bb - Dmg - Non-Var - 2x.esp
XFO - 2ab - Armor - DR+DT - revamp - med.esp
XFO - 2db - Bleedthrough - 5%.esp
XFO - 3ac - rarity - ammo - hard.esp
XFO - 3bc - rarity - caps - hard.esp
XFO - 3cb - rarity - meds - med.esp
XFO - 4ba - Perks - Perk Every Level.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 6be - Pacing - Vanilla (JUST No Cap).esp
XFO - 7b - UnMSG - Karma (Incl Sounds).esp
XFO - 9da - Enemies - NPC Healing - low.esp
Existence2.0.esp
CONELRAD 640-1240.esp
NewVegasBounties.esp
BetterGamePerformanceV3.esp
Casino Exchange All.esp
MiscItemWeapons.esp
LFox Bottle That Water.esp
old vaquero includes that gun.esp
Pipboy2500.esp
Rustyhwys.esp
that gun holdout.esp
better that gun 44mag.esp
FO3WeaponsRestoration.esp
Tailor Maid - NV.esp
ScrapZapGun.esp
dD-Reduced Dismember Force.esp
dD-Reduced Ragdoll Force.esp
dD-Smaller Spatters Realistic.esp
Depth of View IE.esp
Depth of View IE Blur.esp
Nevada Skies - URWLified.esp
FNVIcons.esp
The.Armory.v1.esp

Total active plugins: 41
Total plugins: 112
e. I've also run into an issue with the updated weapon animations from the OP where my gun appears on the left of the screen until I ADS or aiming will result in the gun filling the whole screen (does this with the laser rifle).

Wax On fucked around with this message at 07:45 on Mar 11, 2011

Milkbags
Mar 7, 2011

by Ozma
NVAMP looks sweet, but also a headache to install with the NV wyrebash crap which I could never use in oblivion. Is it worth it?

Cream-of-Plenty
Apr 21, 2010

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

Wax On posted:

From last page, I solved the problem; I was launching the game through FOMM not realizing I was supposed to run the game through Steam. Now I'm trying to figure out what is causing certain parts of the landscape to magically disappear and then reappear once I reboot and reload.
Was it Electrocity that was causing this for some people or am I remembering wrong?

e. I've also run into an issue with the updated weapon animations from the OP where my gun appears on the left of the screen until I ADS or aiming will result in the gun filling the whole screen (does this with the laser rifle).

You should be able to load the game from FOMM and have NVSE running. I'm not sure why you've been forced to start the game through Steam.

The cells failing to load completely (and creating big untextured holes in the world) is a vanilla bug, but it is exacerbated by mods.

The gun appearing on the left side of the screen is a problem caused by the Pipboy Readius and its ilk. I see you're using the Pipboy 2500 mod, so I assume that this is the source of the bug.

Milkbags posted:

NVAMP looks sweet, but also a headache to install with the NV wyrebash crap which I could never use in oblivion. Is it worth it?

The general consensus of members on this thread seems to be that there aren't nearly enough mods for NV to demand something like NVAMP, and what NVAMP has accomplished so far is buggy or a bitch to remove.

Slowpoke Rodriguez
Jun 20, 2009
Naky, I've been using you Armory mod and it is great. I've noticed a couple minor issues, I still don't think the colt 1911 has a pipboy icon, and some of the melee weapons seem to be missing models, notably the Katar and the Kama. I found the models for them with Geck, so I know they do at least exist, maybe the reference is wrong/got installed wrong because I am dumb?

Its very minor, and since a new release seems to be around the corner I probably won't bother trying to fix it(hence not listing my mods). I did want to let you know though.

I'd also have a couple suggestions. One, it would be nice to be able to tell the specific weapons the weapon mods work with(have been going weapon by weapon to find out, takes awhile). Second, I'd really love to see a Pancor Jackhammer and a H&K G11 included, I've seen them in the Classic Fallout Weapons mod, but the textures for both seem pretty poor from screenshots.

Thanks again for this awesome mod!

Fake Edit: I have had some increased stability issues, but it may be the other mods, and the gamebyro games have always had stability issues for me.\

Real Edit: Also, game crashes every time I try to apply mods to the AK74.

Slowpoke Rodriguez fucked around with this message at 13:57 on Mar 11, 2011

Naky
May 30, 2001

Resident Crackhead

Slowpoke Rodriguez posted:

Naky, I've been using you Armory mod and it is great. I've noticed a couple minor issues, I still don't think the colt 1911 has a pipboy icon, and some of the melee weapons seem to be missing models, notably the Katar and the Kama. I found the models for them with Geck, so I know they do at least exist, maybe the reference is wrong/got installed wrong because I am dumb?

Its very minor, and since a new release seems to be around the corner I probably won't bother trying to fix it(hence not listing my mods). I did want to let you know though.

I'd also have a couple suggestions. One, it would be nice to be able to tell the specific weapons the weapon mods work with(have been going weapon by weapon to find out, takes awhile). Second, I'd really love to see a Pancor Jackhammer and a H&K G11 included, I've seen them in the Classic Fallout Weapons mod, but the textures for both seem pretty poor from screenshots.

Thanks again for this awesome mod!

Fake Edit: I have had some increased stability issues, but it may be the other mods, and the gamebyro games have always had stability issues for me.\

Real Edit: Also, game crashes every time I try to apply mods to the AK74.

Yeah, another issue where an older version of the mod that me and Anime Schoolgirl were passing between each other had issues that were never caught - several of Amstrad's custom weapons had incorrect paths and they're fixed now, along with that icon you reported. As for the AK74, can you confirm which version you're using and what build of The Armory? Thanks for the reports, they're definitely appreciated so keep 'em coming.

As for the Pancor and the G11, yeah, that's pretty much exactly why they're not in the pack. The Pancor I have looks like a Fisher-Price gun and I wasn't exactly impressed by the G11 either. I'll keep looking to see if I can find any resources for them though.

SheepNameKiller
Jun 19, 2004

NVAMP might as well be called FOOK compatibility megapatch because that's essentially all it is.

Milkbags
Mar 7, 2011

by Ozma

SheepNameKiller posted:

NVAMP might as well be called FOOK compatibility megapatch because that's essentially all it is.

does one even NEED wyrebash or whatever for NVAMP? The only reason I am looking at it is because I want to use Project Nevada with FOOK and whatever else

Pleese tell me that Wyrebash for NV is easier then its elder scrolls counterpart

Namnesor
Jun 29, 2005

Dante's allowance - $100
Having used nVamp, I think it's a waste of time, especially given the investment in its setup. While the implementation is smooth, and good on those guys for making all of those mods work together, what the mods actually do makes a mess of NV, and it doesn't even feel like a drastic change when it's all said and done, unlike, say, FCOM for Oblivion or FWE for FO3. Before I even get into what I didn't like about it, it's also merging a bunch of mods that are still in their infancy, and updating rapidly. Maintaining nVamp was a nightmare for the ONE week I had it installed.

As for what's actually wrong with it, for starters, the difficulty is completely hosed; raiders and fiends in power armor with a posse of 20+, serial killers with massive amounts of health and great armor outside of Goodsprings, the NCRCF has snipers that I'm almost positive are pulling some Wanted curve the bullet bullshit to hit me behind cover, and that's just the first hour of the game.

The economy is a mess, too. Those serial killers I mentioned have guns and hundreds of bullets to sell. You'll have well over 50k in caps by the time you get to Primm. Not that it matters, because everything is prohibitively expensive anyway. Not that THAT matters, however, because enemies carry so many supplies, you should never ever find yourself needing to restock at a vendor.

Lastly, and this is just personal, but it just didn't feel right. Too many conflicting ideas, and while they technically worked together, the ideas behind the mods merged are at odds.

However, uninstalling it is a piece of cake, as long as you FOMOD everything. You should FOMOD everything. Always.


So, instead of nVamp, I use XFO and Project Nevada. Throw in Book of Earache and Manual Reload to give gunplay a more tactile feel, and I've had a ton of fun with the game since.

Burns
May 10, 2008

Vegas is enjoyable but god drat do I want a mod that makes companions less of a goddamn hassle.

I'm looking for a mod that makes controlling companions a bit better. I'd like to be able to issue specific orders like move commands that actually have the npc go where you want them, issue firing orders to attack specific targets and finally a 'HOLD YOUR loving POSITION' command so that they dont run around like goddamn retards.

Now this would be too much to ask but I'd love to see a mod that eases npc navigation woes around rocky terrain and the ability to have npcs jump over obstacles like sandbags instead of circling for miles to find an access point.

Also this game needs dodging for players and npcs (and i guess animals/creatures as well).

Naky
May 30, 2001

Resident Crackhead
If anyone who has some experience editing sound files and is interested in helping me make another small but fun (and funny) mod, speak up. Details to come.

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Police Automaton
Mar 17, 2009
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Burns posted:

Vegas is enjoyable but god drat do I want a mod that makes companions less of a goddamn hassle.

I'm looking for a mod that makes controlling companions a bit better. I'd like to be able to issue specific orders like move commands that actually have the npc go where you want them, issue firing orders to attack specific targets and finally a 'HOLD YOUR loving POSITION' command so that they dont run around like goddamn retards.

Now this would be too much to ask but I'd love to see a mod that eases npc navigation woes around rocky terrain and the ability to have npcs jump over obstacles like sandbags instead of circling for miles to find an access point.

Also this game needs dodging for players and npcs (and i guess animals/creatures as well).

This 500x. Some of the things like Pathfinding wont be changeable, but at least some combat fixes would be nice. Boones idea of sniping seems to be to run up to somebody and shoot them square in the face with his rifle at point blank. Also how often did I go into some new dungeon and Boone started sputtering out "Oh my. Oh my. Oh my." A thousand times while running forth and clearing out the entire dungeon without me getting a single kill. It broke the game for me to a point where I left him behind. Rex is exactly the same except he's weak as gently caress and gets himself killed at every corner. E-DE seems more reasonable but he's way too good at murdering things too.

Police Automaton fucked around with this message at 18:20 on Mar 11, 2011

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