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Naky posted:You're level 28, you're already game breakingly good. Yeah pretty much. Too bad I took the explorer perk and have explored almost all of the zones, so a replay doesn't seem as appealing. I never played Fallout3 with the same vigor as NV though, probably because as a fan of FO1 and FO2 then I loving hated the setting. So in trying to play Fallout3 again (mostly for the DLC stuff I never played), my biggest gripe is the skill checks via dialog. In New Vegas it tells you exactly how high your skill needs to be to pass something, but in FO3 didn't it just give you a percentage? Like if you saved and reloaded you could keep trying? Is there any mod that switches the FO3 system to the NV one? Or would that be too hard to fix via just a mod?
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# ? Mar 20, 2011 03:53 |
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# ? May 11, 2024 09:21 |
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I started up New Vegas recently and found that my game crashes almost immediately. I can see the little disclaimer, and occasionally I'll hear the music before the game crashes. FNVedit can find no game breaking conflicts, and the only mod I recall installing recently was The Armory. I just updated my video drivers, so that's not the problem. I'm considering running master update, but I don't know if that'll help. Any advice? My load order: FalloutNV.esm More Perks.esm GtabImprovedAmmoTFRMaster.esm CaravanPack.esm MercenaryPack.esm TribalPack.esm ClassicPack.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 NWghostbodysuit.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 NVC_Misty.esp DK_in_Lings.esp NCR Power Armor - Redesign.esp XFO - 4bb - Perks - Two per level.esp VyntageCass02.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 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: 68 Total plugins: 108
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# ? Mar 20, 2011 06:10 |
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^^^If FNVEdit comes up with no conflicts for The Armory it probably isn't the culprit. That being said, if you want to try messing with it, deactivate the Leveled Lists esp first, run it, and then if it still crashes deactivate the ESM. If it's still crashing, it isn't The Armory. Next from the wonderful minds of Nexus forum posters, DRM for mods to protect your animated furry dong body replacers from evil theft! At least it was looked at negatively and locked. Naky fucked around with this message at 06:18 on Mar 20, 2011 |
# ? Mar 20, 2011 06:15 |
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Naky posted:^^^If FNVEdit comes up with no conflicts for The Armory it probably isn't the culprit. That being said, if you want to try messing with it, deactivate the Leveled Lists esp first, run it, and then if it still crashes deactivate the ESM. If it's still crashing, it isn't The Armory. Yeah, I don't think The Armory has anything to do with it, cause I uninstalled it and the problem persisted. Oh well, time for a full reinstall.
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# ? Mar 20, 2011 06:38 |
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Been working on a little gun Need to steal a scope off something for it and gently caress with the GECK for awhile before its ready. edit: also I like the way this guy thinks Internet Friend fucked around with this message at 06:43 on Mar 20, 2011 |
# ? Mar 20, 2011 06:39 |
Naky posted:Next from the wonderful minds of Nexus forum posters, DRM for mods to protect your animated furry dong body replacers from evil theft! Yeah, I have similar sentiments. DRM for mods? What an awful, poisonous idea. "Let's try and make things more difficult. That way, I can sleep easy knowing that people are still modifying my gecko dongs, but at least I've done something to make myself sleep easy thinking they aren't." That is very, very cool. Is this from scratch? quote:edit: also I like the way this guy thinks That. That's certainly a thing.
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# ? Mar 20, 2011 09:01 |
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jeeves posted:I downloaded the More Perks mod, and immediately picked a perk at level 28 that lets my weapons basically auto-repair themselves using my AP. Jury Rigging and Dead Money both make weapon condition pretty much a non-issue.
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# ? Mar 20, 2011 09:05 |
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The New Vegas Redesigned link leads to its Nexus page, which has been hidden. After some searching I found a alternate download for version 1.5. Not sure how recent that is as I just started looking at NV Mods a few minutes ago. It should be noted though that the site is mostly in French and the download page tends to 404 four times out of five.
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# ? Mar 20, 2011 11:18 |
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Improved Reinforced Chinese Stealth Suit needs NVSE download still in Beta, needs the original Reinforced Chinese Stealh Suit I recommend downloading the alternative orginal color scheme, but that's more a personal taste. Changes from the Original: The suit feels more like a piece of advanced technology now. It has an internal Energy "reservoir" which discharges with it's several functions but regenerates on it's own. Because I was too lazy for a HUD (yet) the suit broadcasts it's charge as a percent value via message in the upper left corner. I took steps to ensure that It won't spam the player to death and update with a frequency according to how fast the suit is (dis)charging. The original came with several visor masks the PC could wear, with- or without the suit. I changed it so that the visors are only wearable now when you wear both suit and helmet. Their functions are toggleable via hotkey(F10, no matter which one you wear) and draw from the internal reservoir of the suit. The suit also came with a rebreather (which makes the player able to breath underwater) which didn't work correctly because of a bug. I fixed that bug, and the rebreather now also gives some poison resistance when turned on via Hotkey (F11, consumes energy) to simulate air filtering. The biggest changes I made to the stealth field of the suit. It isn't always active like it was with the original when sneaking, but it's toggleable via hotkey (F12) now. The field behaves a lot differently and might take some getting used to, the hard and fast base rule is that the stealth field depletes the suits energy more the faster you move around. Some actions like jumping or grabbing will deplete the field very quickly. Getting hit or shooting will make the field collapse, draining half the reserves of the suit, so use it to get into a good position and then turn it off. If you move quietly, it'll work quite a while. I also tweaked a lot of the stats from every item this mod added, making it a lot more in line with vanilla values of the normal chinese stealth suit and tuning down a lot of the values which made the suit very overpowered. I also added a script which will ask the player at the first start of the game with the plugin active if he wants the items of the plugin added to his inventory. I touched the original Quest of the maker in no way, (Neither have I any idea what it involves) so you can play it if you want to get the suit that way, just answer "No". known Issues: Because of the nature of some bugs I encountered, almost the entire logic of the suit is actually seated in a quest script. There's no tracking of individual suits, so no matter which one you equip, they'll always have the same energy reservoir. I took a lot of measures to make it safe to equip the suit on NPCs, but they won't use it's advanced features. I've already thought of several workarounds and things to make this a little more object-oriented, but I'm kind of lazy. The stealth field also collapses if you take damage from poison, falls or are drowning, because there's no way to find out how someone got injured.. but if these things happen you probably have other problems anyways. Installation instructions: First install the original mod, then overwrite it's .esp with the .esp in the zip and you're done. -- I'll probably upload this soon to the Nexus, but I want to add a few additional mechanics I've thought of first and playtest it a little. Any feedback is appreciated. For interested parties I also commented as much code as I remembered to comment, it could be interesting to read it. Feel free to reuse it in any way you want. Police Automaton fucked around with this message at 19:16 on Mar 22, 2011 |
# ? Mar 20, 2011 14:02 |
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Internet Friend posted:Been working on a little gun You! You magnificent bastard! I've been wanting a Thompson Center Arms Contender FOREVER. Gimme and I'll finish it.
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# ? Mar 20, 2011 15:57 |
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UnoriginalMind posted:I loved that gun in the first two game. A shame it doesn't hold up for long in FONV. Coolness factor can only offset the damage for a little while. I use a mod that renames it the .223 and ups the damage to about equivalent with the 12.7mm. I dont think its all that game breaking since the 12.7 still has a bigger clip. I just love the way the .223 looks and that sexy little sound it makes when you reload.
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# ? Mar 20, 2011 17:26 |
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I'd love to see a mod that does for armor what weapons mods do for weapons. I know there is Tailor Maid, but as I recall from FO3 it only provided a container that allowed you to dress up.
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# ? Mar 20, 2011 17:45 |
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Burns posted:I'd love to see a mod that does for armor what weapons mods do for weapons. I know there is Tailor Maid, but as I recall from FO3 it only provided a container that allowed you to dress up. Like having a kevlar vest, adding ceramic plates to it, etc to affect the visual look of it? I'm surprised nobody's done it yet, to be honest.
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# ? Mar 20, 2011 17:46 |
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So, is there a large difference between Weapon Mods Expanded (WMX) and Weapon Mod Expansion (WME)? Both seem have a similar amount of downloads and endorsements on Nexus and both seem to do same things. Which one should I be getting?
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# ? Mar 20, 2011 17:58 |
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Andrast posted:So, is there a large difference between Weapon Mods Expanded (WMX) and Weapon Mod Expansion (WME)? Both seem have a similar amount of downloads and endorsements on Nexus and both seem to do same things. Which one should I be getting? They are about the same. Check compatability with your other mods if you have any. Naky posted:Like having a kevlar vest, adding ceramic plates to it, etc to affect the visual look of it? I'm surprised nobody's done it yet, to be honest. Yeah, something like that. Except not only visual effect but statistical effect - in that instance a few more points of DT. Or lets say you got your basic Power Armor. Enhance DT with more plating(at expense of being a little slower), enhance speed with new hydraulics (or something), Optics enhancements for helmets?, Improved RAD resistence?, and.. my favourite.. a Y-rack attachment (stealing this poo poo from Starship Troopers book) to allow greater carrying capacity (more heavy ammo?). To be honest while I like the concept behind having ammo weight in Hardcore mode I'd really like to experiment with having a max capacity for different ammo types based on the type of armor you are wearing and the type of armor mods that are being used (so, like ammo belts, pouches and stuff allow for more ammo capacity, ect). Burns fucked around with this message at 18:17 on Mar 20, 2011 |
# ? Mar 20, 2011 18:04 |
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Naky posted:You! You magnificent bastard! I've been wanting a Thompson Center Arms Contender FOREVER. Gimme and I'll finish it. Sure, here's what I have so far if you or anyone else wants to mess with it. It's using the sawed-off reload animation which has some clipping due to how tall the gun is and will probably look awful with a scope, so if you have a better one that would probably be fix #1. Beyond that go nuts. The .esp in there adds them to a chest by a telephone pole down the hill from Doc's house in Goodsprings. They just have placeholder stats, not balanced or anything. It's all from scratch so if you want any of the original files to edit just ask. My original plan was to have a "barrel kit" item you could take to a workbench to swap it to whatever caliber you want, I'll cook up a standalone Nexus-friendly version with that feature eventually myself.
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# ? Mar 20, 2011 18:29 |
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Internet Friend posted:Sure, here's what I have so far if you or anyone else wants to mess with it. It's using the sawed-off reload animation which has some clipping due to how tall the gun is and will probably look awful with a scope, so if you have a better one that would probably be fix #1. Beyond that go nuts. Awesome, I shall share the results once I have them. Have you done the ISing yet?
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# ? Mar 20, 2011 18:33 |
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Naky posted:Awesome, I shall share the results once I have them. Have you done the ISing yet? Just real quick, they might need to be moved a little. Also the texture on the front sight could probably use something to make it pop a little better, or the model be thinned up.
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# ? Mar 20, 2011 18:34 |
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Are there compatibility issues between The Armory and Weapon Mod Expansion?
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# ? Mar 20, 2011 19:20 |
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Internet Friend posted:Just real quick, they might need to be moved a little. Also the texture on the front sight could probably use something to make it pop a little better, or the model be thinned up. Would it be possible for you to separate the hammer from the grip? I'm working on two separate variations of this - one to work with the SOSG (reloadD) but another to work with the break action pistol (reloadK). If I can get reloadK to work, I can get the hammer to animate too. edit: awesome, I have it working perfectly with ReloadK, but my inserted bullet is animating in the wrong place... if I can fix that, it's done. Naky fucked around with this message at 19:30 on Mar 20, 2011 |
# ? Mar 20, 2011 19:22 |
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Are there "for dummies" instructions on how to merge two conflicting ESMs? I've been running Ling's coiffure, which clearly states is incompatible with other cosmetic mods. So adding New Vegas Redesigned breaks it, which gives me the choice between everyone looking like they have an extra chromosome, or my character looking like a bird just came by and shat on her head. I wouldn't mind putting the effort of merging what needs to be merged, but so far I haven't managed to do anything using FNVEdit.
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# ? Mar 20, 2011 19:47 |
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Here's an OBJ with the hammer, front and rear sights split off. Just occurred to me at least the rear sight would be removed on a scoped T/C. The .nif is currently scaled down to .8 at the receiver's node, you may have to redo that after importing the new model. As for the bullet, if you go into the Translation of the shell's NiNode you can move where the shell will animate relative to the player's hands, and the TriStrips' translation to move its starting position before you reload. Internet Friend fucked around with this message at 20:08 on Mar 20, 2011 |
# ? Mar 20, 2011 19:49 |
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Internet Friend posted:Here's an OBJ with the hammer, front and rear sights split off. Just occurred to me at least the rear sight would be removed on a scoped T/C. The .nif is currently scaled down to .8 at the receiver's node, you may have to redo that after importing the new model. Thanks, and yeah, I've almost got it. She looks pretty amazing right now. I stole a bullet from the Rhino to work with it and it looks pretty sweet when it's all in action. edit: mediafire's having problems and I can't download it edit2: their link is all messed up, you might have to reup it Naky fucked around with this message at 20:04 on Mar 20, 2011 |
# ? Mar 20, 2011 19:57 |
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Reuped, this link seems to work: http://www.mediafire.com/?fjqt639be981ewb.
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# ? Mar 20, 2011 20:09 |
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Internet Friend posted:Been working on a little gun I love you
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# ? Mar 20, 2011 20:13 |
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Internet Friend posted:Reuped, this link seems to work: http://www.mediafire.com/?fjqt639be981ewb. It works, but it doesn't seem to import nicely into Nifskope. Actually, what I'm going to do is give you what I have so far and let you take over. It's your baby and I don't want to steal your thunder, but I've got it animated pretty nicely and it should be an awesome base to work with from now on. You'll need to relink the texture paths since I altered them to use within my development group, and if you don't have the Rhino gun to link the bullet textures from you'll need to get that too. Use ReloadK in the editor too. Oh, and the sights are still slightly off and the bullet needs to be slightly adjusted too. edit: I've got a scoped version done now too, but I'm not all that happy with it. Seems so out of place on it, but the one I have right now seems least out of place... edit2: I now have the IS and bullet location numbers more or less perfect if you want them Internet Friend. Naky fucked around with this message at 21:04 on Mar 20, 2011 |
# ? Mar 20, 2011 20:21 |
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Well, I've taken it as far as I can take it Internet Friend. I separated the hammer and sights from your meshes myself in Lightwave, but every time I export it back as an obj/3ds file, your UV maps are exported EXTREMELY TINY and scaling them in Nifskope isn't working as I'd like. I haven't had this problem before when I fixed other meshes so I'm not sure what's going on. I can re-up what I've got though with the IS fixed and the bullet location issues fixed. Beyond the hammer not animating since it's part of the mesh, she's a fully working gun at this point on my end.
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# ? Mar 20, 2011 21:20 |
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Is there a mod that lets me equip one set of armor (for stats) but have the appearance of another?
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# ? Mar 20, 2011 21:22 |
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Burns posted:Or lets say you got your basic Power Armor. Enhance DT with more plating(at expense of being a little slower), enhance speed with new hydraulics (or something), Optics enhancements for helmets?, Improved RAD resistence?, and.. my favourite.. a Y-rack attachment (stealing this poo poo from Starship Troopers book) to allow greater carrying capacity (more heavy ammo?). http://www.newvegasnexus.com/downloads/file.php?id=37983 It's only for power armor but it's pretty much exactly what you're describing. I actually refuse to play without this mod.
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# ? Mar 20, 2011 22:03 |
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http://www.mediafire.com/?b944lkan1aqcjq7 Okay, I'm heading off for a bit, but this is what I got IF. I tried a few different styles of scopes but I like this one best. This one also has pretty much perfect IS and bullet locations too, so if it's any help to ya then there you go. If you need help on the others just lemme know!
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# ? Mar 20, 2011 22:05 |
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Jan posted:Are there "for dummies" instructions on how to merge two conflicting ESMs? I've been running Ling's coiffure, which clearly states is incompatible with other cosmetic mods. So adding New Vegas Redesigned breaks it, which gives me the choice between everyone looking like they have an extra chromosome, or my character looking like a bird just came by and shat on her head. I kind of sidestepped this by installing Fallout Redesigned, and then just not activating the .esp. The faces all display anyway
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# ? Mar 20, 2011 23:19 |
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Flaky posted:I kind of sidestepped this by installing Fallout Redesigned, and then just not activating the .esp. The faces all display anyway This is completely impossible. What must be happening is you are loading a mod with NVR flagged as a parent, which will cause NVR to be loaded anyway upon launch. There are absolutely no changes in the materials that are packaged with NVR that would make changes to the faces in your game without the ESP being loaded. To the guy who originally posted the question - Ling's and NVR are totally compatible as-is, just load Ling's after NVR in your load order. The overlap between the two mods is virtually non existant since Ling's makes no changes to NPCs. SheepNameKiller fucked around with this message at 00:09 on Mar 21, 2011 |
# ? Mar 20, 2011 23:57 |
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drat, if I could model and texture I'd make all sorts of stuff, but I'm completely retarded that way, I tried some few years ago but it didn't go well ( to say the least ) I just completely lack talent regarding everything with graphics. I guess programming it is. I wonder if anyone even tried out the suit yet, I myself didn't even get to play in a few days, I'm not even sure if it has some glaring bug. I'm kinda worried that I nerfed it too hard. I'd like to make a version of better living through chems which is compatible with Imp's needs but that's probably a Mammoth project. It's funny how I enjoy taking every drug possible in video games where I don't even drink in real life, dunno what that says about me.
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# ? Mar 21, 2011 00:26 |
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Naky posted:http://www.mediafire.com/?b944lkan1aqcjq7 Thanks for the help out on this; I honestly haven't played this game much and didn't realize there was a break action pistol animation in it already. That'll probably work better than ReloadD on the COP 357 I made awhile back too. I'm going to have to give the scoped version some love in Max though. While a T/C pistol with a full length rail would be some kind of amazing, it's not how it's done in reality. edit: quote:drat, if I could model and texture I'd make all sorts of stuff, but I'm completely retarded that way, I tried some few years ago but it didn't go well ( to say the least ) I just completely lack talent regarding everything with graphics. I guess programming it is. Internet Friend fucked around with this message at 00:52 on Mar 21, 2011 |
# ? Mar 21, 2011 00:47 |
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Internet Friend posted:Thanks for the help out on this; I honestly haven't played this game much and didn't realize there was a break action pistol animation in it already. That'll probably work better than ReloadD on the COP 357 I made awhile back too. Yeah, making one might be best. I have several scopes, sights, and holotechs from my pack and honestly none of them really suit it. I even tried a rail-less one and it just looked silly. To be honest, I think a scope in general might be a little much for the gun. I know NOLF had one with a scope but even on that one I thought it looked a little goofy.
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# ? Mar 21, 2011 01:57 |
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Burns posted:Yeah, something like that. Except not only visual effect but statistical effect - in that instance a few more points of DT. If the existing 'complete' armors were modded to support it (ie some of the complete outfits also blanked out your extra slots so you can't double your armor), that'd be awesome. I'd like the idea of having piecemeal leather armor, or your own fashioned-together metal armor. Get down to a workbench, craft some tin cans and scrap metal. Slide those onto your arms, +1 DR!
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# ? Mar 21, 2011 02:07 |
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Chronojam posted:If the existing 'complete' armors were modded to support it (ie some of the complete outfits also blanked out your extra slots so you can't double your armor), that'd be awesome. It's a neat idea and one I'd help out with on a graphical side but it would require scripting to mimic the weapon mod system. Pretty much how the weapon mod system was scripted for FO3.
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# ? Mar 21, 2011 02:51 |
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Captain McStabbin posted:Yeah, I don't think The Armory has anything to do with it, cause I uninstalled it and the problem persisted. Oh well, time for a full reinstall. Dunno what happened with your install but I had the same problem that not even disabling all of my mods would fix. I had to do a full reinstall, but what I think did it to mine was running pre-Dead Money FNVEdit with Dead Money installed. I didn't catch exactly what it did as it scrolled past and didn't think it did anything important so I closed out of FNVEdit and my game was completely broken after that. edit: Also to reinforce the point, I've tested the Armory extensively alongside my full loadout of mods and by itself. It only adds new items and can't cause stability issues. The optional esps made by Anime Schoolgirl have the potential to, but they are clean mods made almost exclusively in FNVEdit and won't cause crashes either. This isn't like the Project Nevada guys saying "If your game crashes it's not because of our mod that has a poo poo ton of scripting, a good deal of it more than likely being called every frame ". There is honestly nothing about The Armory that will cause instability. FadedReality fucked around with this message at 03:33 on Mar 21, 2011 |
# ? Mar 21, 2011 03:05 |
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SheepNameKiller posted:To the guy who originally posted the question - Ling's and NVR are totally compatible as-is, just load Ling's after NVR in your load order. The overlap between the two mods is virtually non existant since Ling's makes no changes to NPCs. So I thought as well, but if NVR is loaded, then the hairstyles from Ling's don't load no matter where it is in the load order. It's weird.
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# ? Mar 21, 2011 03:21 |
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# ? May 11, 2024 09:21 |
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Jan posted:So I thought as well, but if NVR is loaded, then the hairstyles from Ling's don't load no matter where it is in the load order. It's weird. That is odd, I don't have any problems with it. It's not difficult to merge the mods in NVEdit by the way, just call open whatever mod is loaded last and uncollapse the race tab. Select each race one at a time and copy over the records that are in yellow from the second to last mod into the last mod (denoted by the columns at the top of your screen). This will make the mod that occurs latter have the first as a master, and contain all the same references. Should work out any conflicts as far as races are concerned.
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# ? Mar 21, 2011 04:12 |