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lordfrikk posted:Not to turn this into a plausability discussion, but Bethesda got so many things wrong, because they probably don't give a slightest gently caress about things like that. In New Vegas you can see people growing crops and making guns and poo poo, but FO3 has none of that, not even a bit logical settlement placement. I know the logic wasn't too strong in first two Fallouts, but Bethesda totally killed it. My personal pet peeve are those loving aliens, easter egg that they turned into canon. (and don't you dare calling wanamingos aliens ) And the aliens from Fallout 1 are just props, yet they have a perfectly viable Alien Blaster, one of the best energy weapons in the game.
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# ? Apr 5, 2011 15:21 |
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# ? May 12, 2024 22:14 |
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My game has become really unstable since I've reinstalled and built up addons from scratch. Is there such a thing as a program which checks for incompatibilities between mods?
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# ? Apr 5, 2011 15:33 |
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Deadcell27 posted:My game has become really unstable since I've reinstalled and built up addons from scratch. Is there such a thing as a program which checks for incompatibilities between mods? NVEdit, it's in the OP.
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# ? Apr 5, 2011 15:36 |
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SheepNameKiller posted:NVEdit, it's in the OP. Well, poo poo. Swore I looked there, obviously not hard enough. Thanks.
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# ? Apr 5, 2011 15:38 |
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Well, it's not 100% working but here's the Caliber compatibility mod for The Armory. The 9x39 ammo has no recipe and I can't get one to work; it just eats my components despite being pretty much identical to every other ammo recipe. If anybody else can figure out why let me know vai IRC so I can fix it. Let me know if I overlooked anything as well. http://dl.dropbox.com/u/21315217/armory-caliber.esp
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# ? Apr 5, 2011 15:42 |
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Naky posted:I really hate recommending xCaliber but a lot of people use it so there's that, but none of the guns natively support it. I think Safetyhammer did a compatibility version for 1.5 that he could throw up for you guys that want it though. I'm so tempted to do my own ammo mod, but would definitely cause incompatibilities with xCaliber. I think Caliber is the one thing of Earache's that isn't a poorly-coded mess; a lot of it is a modders' resource, and by default, isn't activated. So don't feel too bad recommending it to people.
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# ? Apr 5, 2011 16:06 |
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Coughing Hobo posted:I think Caliber is the one thing of Earache's that isn't a poorly-coded mess; a lot of it is a modders' resource, and by default, isn't activated. So don't feel too bad recommending it to people. When I first had people test the armory, I had a lot of muzzleflash related bug reports that went away when people disabled caliber so I just don't trust the guys work any further than I could throw him.
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# ? Apr 5, 2011 16:32 |
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Do you really need a custom ammo mod for NV? I mean, bear in mind I haven't played it very much yet, but it's already got a ton more ammo types than Fallout 3 did. It seems like you'd only need a mod for it if you want to go to Jagged Alliance 2 1.13 levels levels of detail where you differentiate between NATO and Warsaw Pact ammunition so that every gun uses the actual ammo it's chambered for in real life.
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# ? Apr 5, 2011 17:18 |
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The Cheshire Cat posted:Do you really need a custom ammo mod for NV? I mean, bear in mind I haven't played it very much yet, but it's already got a ton more ammo types than Fallout 3 did. It seems like you'd only need a mod for it if you want to go to Jagged Alliance 2 1.13 levels levels of detail where you differentiate between NATO and Warsaw Pact ammunition so that every gun uses the actual ammo it's chambered for in real life. Honestly, I mostly just want to unload explosive buckshot into people. Also figure that as long as I'm running new weapons and new weapon mods I might as well go all out.
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# ? Apr 5, 2011 17:49 |
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The Cheshire Cat posted:Do you really need a custom ammo mod for NV? I mean, bear in mind I haven't played it very much yet, but it's already got a ton more ammo types than Fallout 3 did. It seems like you'd only need a mod for it if you want to go to Jagged Alliance 2 1.13 levels levels of detail where you differentiate between NATO and Warsaw Pact ammunition so that every gun uses the actual ammo it's chambered for in real life. This is how me and Anime Schoolgirl view it - there's a wide range of calibers in the game already. Anything in the pack that's really "off" was likely done for game balance and also 'cuz 50 guns using 5.56 is kinda redundant. If we do an ammo aspect of the mod I imagine its far down the road.
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# ? Apr 5, 2011 17:50 |
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Why not just have both? As long as you keep updating the pack I'll keep updating the caliber compatibility patch. Eventually Earache might even fix the ammo recipe problem!
Safety Hammer fucked around with this message at 02:50 on Apr 6, 2011 |
# ? Apr 5, 2011 23:10 |
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You know what would be kind of neat, and seem to make sense in-setting? The Legion using shields. Nobody in a modern setting would be reasonably prepared to deal with shield tactics. They'd be cheap and easy to make, which would put them right up the legion's alley as far as equipment goes, and they're a natural fit with machetes, throwing spears, and any 1-handed guns you put on the grunts. Not to mention providing cover for your guys using the larger guns behind you in formation. I would love to see a mod that puts something like that in. No clue how it would work with regards to the whole aim-with-guns, block-with-melee thing though.
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# ? Apr 6, 2011 08:08 |
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Sejs Cube posted:You know what would be kind of neat, and seem to make sense in-setting? The Legion is not the Roman Empire.
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# ? Apr 6, 2011 08:09 |
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Terpfen posted:The Legion is not the Roman Empire. They are actually but thats beside the point, a thin metal shield (because thats all they could make in FO world, even if they did all somehow have super riot shields it wouldn't be very effective) isn't going to stop a bullet or laser. Oh and "Woops lemme just toss this grenade right over those shields..." *FART*. As far as just gameplay is concerned it might be interesting but none of the shield animations or hardcoded stuff from Oblivion are in, so it would be a horrible hack job and terrible anyway.
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# ? Apr 6, 2011 08:55 |
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Sejs Cube posted:You know what would be kind of neat, and seem to make sense in-setting? http://www.newvegasnexus.com/downloads/file.php?id=37664 You don't "block" with it though it just ups your damage resistance. Shields make sense especially if you have guys that are melee orientated. A thin slice of futuristic metal married with a wood base could be pretty effective considering wooden shields were semi-effective against pistol fire in the Philippine-American war. It is kinda silly to have one that looks exactly like a real ancient Roman shield though.
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# ? Apr 6, 2011 09:05 |
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drat it. I tried replacing the auto-rifle (BAR)'s sounds, and I used the paths someone had given me, but... it still sounds the same as ever. Any hints?
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# ? Apr 6, 2011 12:30 |
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I need some help with my computer that relates to mods. I'm running a lovely Windows XP(yeah, laugh, I deserve it), and I'm trying to download the 3GB Fallout New Vegas enabler. Thing is, I need to enable memory usage beyond 4GB. And to do that, I need to access the Boot.ini file, which I can't find. This will probably sound very dumb, but gently caress it: can anyone help me find the Boot.ini file?
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# ? Apr 6, 2011 13:43 |
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Ace Oliveira posted:I need some help with my computer that relates to mods. I'm running a lovely Windows XP(yeah, laugh, I deserve it), and I'm trying to download the 3GB Fallout New Vegas enabler. Thing is, I need to enable memory usage beyond 4GB. And to do that, I need to access the Boot.ini file, which I can't find. This will probably sound very dumb, but gently caress it: can anyone help me find the Boot.ini file? I haven't touched WinXP for ages but this should work. From http://support.microsoft.com/kb/289022 1. Right-click My Computer, and then click Properties. -or- Click Start, click Run, type sysdm.cpl, and then click OK. 2. On the Advanced tab, click Settings under Startup and Recovery. 3. Under System Startup, click Edit.
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# ? Apr 6, 2011 13:46 |
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Mr. Crow posted:They are actually but thats beside the point I think he's paraphrasing something that was said somewhere along the design process for Caesar's legion.
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# ? Apr 6, 2011 13:55 |
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member001 posted:I haven't touched WinXP for ages but this should work. Thank you. I put in all the commands, but how am I supposed to know if anything changed? If anything has gone into effect and such? The boot.ini basically looks like this now: code:
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# ? Apr 6, 2011 14:38 |
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Ace Oliveira posted:Did I do anything wrong? Everything. quote:[boot loader]
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# ? Apr 6, 2011 15:17 |
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The Beretta Silverhawk is the best weapon in this pack. Everything else can go die. Magnum Ammo + Silverhawk + ...And stay back = Amazing knockback distances. It's a smorgasbord of fun!
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# ? Apr 6, 2011 20:55 |
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So I've been toying with the idea of finding somewhere to upload my data folder as some sort of goon mod compilation, as I seem to have reached a semi-stable build. Unfortunately, it is also 16.9 gb in size. FalloutNV.esm DeadMoney.esm Community Bugfix Compilation Patch.esm CBC Dead Money Patch.esm Lings.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm rePopulated Wasteland.esm WARZONES - Misanthropy Pure.esm AWorldOfPain(Preview).esm IWS-Core.esm More Perks.esm More Traits.esm Caliber.esm Weapon Mod Expansion.esm WME - Dead Money.esm Brahmin Bess.esm OutfitsReColorNVMaster.esm Military NV Backpacks.esm dangame.esm Project Nevada - Core.esm FNVToolkit.esm NVStripOpen.esm EZ_CompanionNVSE.esm EZ Mercenary Chapter I.esm Active Wasteland.esm The.Armory.esm ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp Interior Lighting Overhaul-Realistic Interiors-Full.esp ILO-RI-Dead Money.esp IWS-Core-Civilians.esp IWS-Core-Guards.esp IWS-Core-Patrols.esp IWS-AS-LowSpawns.esp IWS-AS-NoInteriorSpawns.esp More Perks Update.esp More Traits Update.esp DynamicTimeScale.esp Fellout.esp ELECTRO-CITY - Imaginator.esp TGsArmorCollectionVegas.esp Weapon Mod Expansion.esp WME - Dead Money.esp DragonskinTacticalOutfit.esp DragonskinBonusPack.esp Wasteland Defense.esp AllCompanionsEssential 2.0.esp UnlimitedCompanions.esp headgearfix.esp LFox Invisible Armored Vests.esp PimpMyScarf.esp PimpMyScarf_v2.esp Tailor Maid - NV.esp Tactical Weapon Pack.esp w44Satchels - Lite.esp dressup.esp dD - Enhanced Blood Main NV.esp dD-Smaller Spatters Realistic.esp Distant Gunfire Sound Fix.esp SpetsnazArmor.esp noautoaim.esp UrgeWasterScarf.esp OutfitsReColorNV.esp NvTacticalVests.esp pipboyx2.esp Bic Faster Pipboy Light 017.esp Faster Runing.esp No Weapon Speed Penalty.esp Military NV Backpacks - No Straps.esp EDE.esp EZ_GLUE.esp EZ_VanillaFollowers.esp NewVegasBounties.esp UsableCigarettes neunen Ver for New Vegas.esp Project Nevada - Cyberware.esp Existence2.0.esp Zapaway NV.esp Portable Tent.esp Desert_Scorpion.esp Desert_Scorpion_GSGeneralStore.esp IncreasedLegion1_1.esp Generic Clothing Color Variations.esp ABUACU.esp Realistic_Repair_NV.esp PMT - QuieterVats.esp PerkEveryLevel.esp populatedcasino.esp Radio Free Wasteland.esp BluesRadioNV.esp NCR Rearmament v1.5 (Lore).esp TumbaJamba Tactical Gear.esp 1Camon Aks47 (In BUNKER HIDDEN VALLEY).esp AWOPCaliberXAmmoPatch.esp You take a sip from your trusty Vault 13 canteen.esp AndTheLawWon.esp Identity Crisis Part I - Silent Struggle V2.esp S.T.A.L.K.E.R Armor.esp Companion Sandbox Mode.esp The New Bison Steve Hotel.esp CASM.esp Geonox_Restored_Riot_Armor.esp Kaya47NordicGear.esp WEG - Wasteland Essential Gear.esp chestrig.esp MercOutfitStats.esp NVBS.esp Essential Death Time = 60.esp Pack horse EDE.esp Light My Flare.esp No Weapon Remove Dead Money.esp Advanced Recon Armor.esp Advanced Recon Armor-No Stealth Field.esp Advanced Recon Armor-Location Doc Mitchell.esp Active Wasteland - Vanilla Replacements.esp Active Wasteland - Dead Money Replacements.esp VendorGameTimeRestock.esp The.Armory.Realism.Tweak.esp The.Armory.Leveled.List.esp The.Armory.Cabinet.Addon.esp Project Nevada - FlashlightNVSE.esp First_Person_Gun_No_Follow_Less.esp Bullet Impact Increased LOD.esp XFO - 9a - Enemies - AI revamp.esp Modified Combat Values v2.esp Reactive People - Ultimatum.esp RWD-Realistic Dismemberment 1.0.esp Bodypart Data Mod - Harsher Version.esp
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# ? Apr 6, 2011 22:02 |
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Mr. Crow posted:They are actually No, they’re not. They’re a pseudo-intellectual superficial imitation based on mistaken interpretation by Caesar. That’s the big joke about the Legion: they actually aren’t what they try to be. Adding shields to the game somehow as a mod is fine, and could actually be fun depending on how they’re implemented, but justifying it by saying the Legion should have them because the Legion is the Roman Empire is a mistake.
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# ? Apr 6, 2011 22:24 |
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Terpfen posted:No, they’re not. They’re a pseudo-intellectual superficial imitation based on mistaken interpretation by Caesar. That’s the big joke about the Legion: they actually aren’t what they try to be. Well yes if you're going to be pedantic about it
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# ? Apr 6, 2011 22:26 |
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Have fun maintaining that pack brain. Better off posting a load order with dl to each mod, heh.
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# ? Apr 6, 2011 22:32 |
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Naky posted:Have fun maintaining that pack brain. Better off posting a load order with dl to each mod, heh. Pretty much sounds like the best option, but I'm going to wait a bit until I have time to write a little blurb/justification next to the files (especially the optional/unnecessary ones).
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# ? Apr 6, 2011 23:50 |
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I dont give a gently caress, the Legion carrying around car/fridge doors to block bullets and poo poo would own bones.
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# ? Apr 7, 2011 00:06 |
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Pwnstar posted:I dont give a gently caress, the Legion carrying around car/fridge doors to block bullets and poo poo would own bones. Right. Cut-to-size fridge/car doors, scavenged power armor pieces, or the chestplate of a Securitron/Protectron with a bull painted on it, it doesn't have to just be wood. The Legion scavenge for their raw materials just as well as everybody else, as much as they customize and work the final products. Maybe that can be part of the crazy DIY armor mod we thought up a few pages back if it ever happens. \/\/\/ My other pet project is going live on ModDB/IndieDB's Steam knockoff as soon as the administration verifies it's not a virus, so I will have some guilt free time to learn a brand new backwards ancient engine. Chronojam fucked around with this message at 00:31 on Apr 7, 2011 |
# ? Apr 7, 2011 00:22 |
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Chronojam posted:Maybe that can be part of the crazy DIY armor mod we thought up a few pages back if it ever happens. Not happening unless someone at least does a proof of concept script and we get some other handy nifskopers to give a hand. I don't mind doing a suit or two but gently caress doing a bunch. Armory's my main baby
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# ? Apr 7, 2011 00:29 |
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I'd be so in for this if I wouldn't hate the script engine of this game with a flaming passion of a thousand stars. I doubt the scripting side would be hard, it's easy to bind perks and armor capabilities to quest variables or other armor pieces. My mod kinda does it for the stealth armor, by giving a -2 perception on the helmet if the armor's power system fails, (or the player doesn't wear it) for example, to simulate "lights going off". If you use a quest script to hold variables (because there's no simple way to attach variables to objects, as they get recreated and destroyed by the engine all the time at completely unpredictable times) you can pretty much make armor react to all sorts of environmental things you can think up. Regarding this the engine is quite flexible. I'd really really really like them to use something like C# or lua for their next game, even if that probably means that there will be a lot less mods in general. (A trend I've been noticing: the more advanced the scripting capabilities in a game, the less mods there tend to exist, people get put off by "real" programming languages, even though they're a lot more logical than this pseudobabble Begin/End/set xxx to yyy crap, and I'd even dare to say, easier to learn) Also, funny how the Armory really makes me want to reinstall JA2 with that realism fanmade patch again.
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# ? Apr 7, 2011 01:32 |
Police Automaton posted:Also, funny how the Armory really makes me want to reinstall JA2 with that realism fanmade patch again. Off subject, but you should always have an install of JA2 1.13 on your computer for moments like these. The file is too small and awesome to not have installed at all times.
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# ? Apr 7, 2011 05:28 |
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I am somewhat apathetic about weapon and armor mods, but was wondering what the best quest mods were-aside from Bounties and Puce Muce's work? Anybody played any they'd recommend, and that they're willing to summarize? Not just in New Vegas, but in Fallout 3 as well.
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# ? Apr 7, 2011 17:36 |
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I'm getting frequent crashes whenever I enter combat in-game, or whenever I really just play for more than a couple of minutes. Any ideas what might be causing a conflict? [X] FalloutNV.esm [X] DeadMoney.esm [X] CompanionInfAmmo.esm [X] rePopulated Wasteland.esm [X] More Perks.esm [X] More Perks for Companions.esm [X] More Traits.esm [X] More Perks for Dead Money.esm [X] Project Nevada - Core.esm [X] ELECTRO-CITY - CompletedWorkorders.esm [X] ELECTRO-CITY - Highways and Byways.esm [X] Caliber.esm [X] Weapon Mod Expansion.esm [X] WME - Dead Money.esm [X] The.Armory.esm [X] DarNifiedUINV.esp [X] PipLantern.esp [X] TWO BEARS HIGHFIVING.esp [X] CASM.esp [X] Purge Cell Buffers.esp [X] Readius_NV.esp [ ] JRougeRangerCoats4Free.esp [X] Lucky 38 Suite Expansion.esp [X] Project Nevada - Cyberware.esp [X] ExtendedNVRadio.esp [X] Improved Sound FX.esp [X] Improved Sound FX - Gunshot Distance Tweak.esp [X] Improved Sound FX - Weapon Sharing Fix.esp [X] More Perks Update.esp [X] More Perks for Dead Money Update.esp [X] More Perks for Companions Update.esp [X] More Traits Update.esp [X] BetterGamePerformanceV4.esp [ ] CompanionInfAmmoOptional.esp [ ] CompanionInfAmmoCheat.esp [ ] DK_BulletTime_NV.esp [X] ManualReload.esp [X] JRougeRangerCoats4Loot.esp [X] Tailor Maid Black Retex - NV.esp [X] Realistic_Repair_NV.esp [X] No More Annoying CC - ALL.esp [X] noautoaim.esp [X] Nevada Skies.esp [X] WEG - Wasteland Essential Gear.esp [X] Interior Lighting Overhaul-Realistic Interiors-Full.esp [X] Color Me Evil.esp [ ] Color Me Evil - Cass.esp [X] Weapon Mod Expansion.esp [X] WME - Dead Money.esp [X] ILO-RI-Dead Money.esp [X] The.Armory.Leveled.List.esp [X] The.Armory.Realism.Tweak.esp [X] The.Armory.Performance.Killing.Ballistics.esp [X] NCR Rearmament v1.5 (Lore).esp [X] armory-caliber.esp I've already run my load order through NVedit, though it hasn't exactly told me much.
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# ? Apr 7, 2011 18:20 |
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prometheusbound2 posted:I am somewhat apathetic about weapon and armor mods, but was wondering what the best quest mods were-aside from Bounties and Puce Muce's work? In New Vegas you might want to try Identity Crisis, I found it to be a decent offering as a middle ground between the action and equipment introduced by Bounties and the storyline and puzzle solving of Tales from the Burning Sands. Bison Steve Hotel and Casino is more of a stronghold builder/quest mod but is very well done and adds some depth to the first half of the game. That pretty much covers everything else worth playing in NV, quality quest mods are few and far between. As far as Fallout 3, puce moose is the king and his mods are without a doubt the best work but the Quest for Heaven series and Cube mod are really great offerings as well. Cube in particular is done by the same people who made Nehrim for Oblivion and draws inspiration from the Cube series of movies. The Institute and Megaton Contracts are really lackluster mods in my opinion, they're highly rated on the Nexus but they don't really do more than add filler to the game.
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# ? Apr 7, 2011 18:49 |
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Is there a defacto "Strip open" or similar mod with a limited amount of glitches/crashes/incompatibilities and poo poo?
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# ? Apr 7, 2011 19:24 |
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Gyshall posted:Is there a defacto "Strip open" or similar mod with a limited amount of glitches/crashes/incompatibilities and poo poo? "Limited" is the key word here, it's not perfect but "The Strip Open" is the mod you're looking for. http://www.newvegasnexus.com/downloads/file.php?id=38056 NVSO is a strip overhaul which takes the strip in its current forms and aims to make it more like what the strip was supposed to look like before it had to be dumbed down for consoles. It requires "The Strip Open" and you may or may not be interested in trying it but I'm posting it here anyway. http://newvegasnexus.com/downloads/file.php?id=40429
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# ? Apr 7, 2011 21:15 |
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What is the root structure of the sounds that play when the player 'lands' after jumping, within the sound.bsa? I have tried the search function within the .bsa browser but I haven't had any luck. Basically I am trying to make landing in power armor sound as good as the 'power armor footsteps' mod.
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# ? Apr 8, 2011 00:22 |
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I'm not sure, but that is a p. sweet idea. You should share that when you're done.
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# ? Apr 8, 2011 00:36 |
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# ? May 12, 2024 22:14 |
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Nuclear Pogostick posted:drat it. I tried replacing the auto-rifle (BAR)'s sounds, and I used the paths someone had given me, but... it still sounds the same as ever. Any hints? I don't know how you went about replacing the BAR's sounds, but New Vegas is weird in that it requires custom weapon sounds to specifically be in 'Data\Sound\FX\' and then assigned to the weapon itself via Geck of course.
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# ? Apr 8, 2011 00:49 |