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Clearly you haven't been to the Nexus, where there's plenty of that already! In the case of porting Fallout 3 by uploading the bsa and esm, I would understand them being more aggressive because it's basically piracy at that point, even if it does require buying NV to get it to run (though I don't think it works anyway? Which is too bad because I'd love to have the NV improvements in the original Fallout 3). When it's an entire game's worth of assets like that, it makes sense to pursue it. It's a bit foggier when it's just a few models; technically they CAN pursue it if they want to, but they might not feel that it's worth their time. It all comes down to the specific company.
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# ? Apr 9, 2011 05:35 |
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# ? May 25, 2024 09:50 |
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Welp, I'm a dumbfuck and give up. If anyone more competent than I wants to do it, here's the M1 sound. Also, anyone got some recommended mods? I already have both NVBs, Tales From The Burning Sands, URWL, a few balance tweaks, Warzones, expanded weapon mods, Satchels/TailorMaid, Improved Normals, Imaginator/Cinematech, etc. Oh, and how can I get Cass to be able to wear NCR armor? I tried loving with her affiliation in the GECK, but she refuses to wear it. Nuclear Pogostick fucked around with this message at 06:46 on Apr 9, 2011 |
# ? Apr 9, 2011 06:43 |
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Companion Disguises says it does the trick. Haven't used it, but it's in the OP so it must be good. Unless you are speaking from a modder's perspective, in which case I guess tearing this thing open and checking to see how they do it.
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# ? Apr 9, 2011 07:19 |
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Sole.Sushi posted:Companion Disguises says it does the trick. Haven't used it, but it's in the OP so it must be good. Sweet, thanks. By the way, I'm kind of tempted to make a simple mod of the goodsprings area - Giant radscorpions keep killing easy pete and some of the other civvies later in the game for me, so I was mulling over a way to stop that. Any suggestions? Maybe a few turrets (made so that they won't fire on powder gangers so as to not mess up the early game quests)?
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# ? Apr 9, 2011 08:06 |
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Naky posted:Did you save it? If not, just exit without saving and reload. If you did, you could probably copy and paste it from the original to your version in FNVEdit. How do I copy and paste it, though? In FNVEdit, the only copy options are "Copy as override", "Copy as new record" and "Copy idle animations", and when I use copy as override, I have to make an entirely new file.
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# ? Apr 9, 2011 13:29 |
Nuclear Pogostick posted:Sweet, thanks. By the way, I'm kind of tempted to make a simple mod of the goodsprings area - Giant radscorpions keep killing easy pete and some of the other civvies later in the game for me, so I was mulling over a way to stop that. Any suggestions? Maybe a few turrets (made so that they won't fire on powder gangers so as to not mess up the early game quests)? Turrets might do the trick, especially since the Radscorpions always seem to come from the North / Northwest, opposite of the Powder Gangers. That, or some kind of well-armed caravan that is always camping out on that corner of the town.
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# ? Apr 9, 2011 20:18 |
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Cream-of-Plenty posted:Turrets might do the trick, especially since the Radscorpions always seem to come from the North / Northwest, opposite of the Powder Gangers. That, or some kind of well-armed caravan that is always camping out on that corner of the town. Yeah. That or just put a dude with an AM rifle and AP rounds into a guard tower where the scorpions can't sting him to death. I've had to resurrect Easy Pete and the other goodsprings-ites so many times it's not even funny. Must suck for the console people.
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# ? Apr 9, 2011 20:57 |
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Nuclear Pogostick posted:Welp, I'm a dumbfuck and give up. Here you go: http://www.mediafire.com/?431pr65dac9is6u
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# ? Apr 9, 2011 23:46 |
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Amstrad posted:Here you go: http://www.mediafire.com/?431pr65dac9is6u Awesome, thank you.
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# ? Apr 10, 2011 03:08 |
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Are there any good HD character skin replacements that aren't attached to some creepy nude mod for NV? Project Beauty in FO3 had a really nice one that made faces look actually half decent instead of like creepy condoms filled with jam. Would I be able to just import the textures from that (by which I mean the generic character skins, not the specific modified ones for Fallout 3 characters)? Or does NV use a different enough system that it wouldn't work?
The Cheshire Cat fucked around with this message at 06:29 on Apr 10, 2011 |
# ? Apr 10, 2011 06:25 |
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Thought I should mention the movie Hardware here. 80's sci-fi ala. Blade Runner/Mad Max with Iggy Pop as Angry Bob the radio host. The music would go fantastically in Fallout NV.
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# ? Apr 10, 2011 09:15 |
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http://www.youtube.com/watch?v=f8Ne9sRcSrM
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# ? Apr 10, 2011 09:24 |
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Flaky posted:Thought I should mention the movie Hardware here. 80's sci-fi ala. Blade Runner/Mad Max with Iggy Pop as Angry Bob the radio host. The music would go fantastically in Fallout NV. You forgot boat driver Lemmy. I know it has almost no bearing but boat driver Lemmy. Also speaking of that movie, again, someone needs to actually half-decently put the .44 Automag in the game. It's a much more fitting semi-auto magnum than the deagle.
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# ? Apr 10, 2011 09:30 |
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ropekid, I know it's unlikely, but will we ever see functioning vehicles in the fallout series again? I mean, I'm not expecting anything fancy, but I think it'd serve as a neat midpoint between walking and fast travel. I'd totally enjoy cruising down the highway in NV in a Corvega I mention this here because the only vehicle mods around for F3/NV suck rear end.
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# ? Apr 10, 2011 09:39 |
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The Cheshire Cat posted:Are there any good HD character skin replacements that aren't attached to some creepy nude mod for NV? There's New Vegas Redesigned, but it looks like the author sperged up and removed it from circulation a few months ago without ever updating it. You can still get it from this french site here.
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# ? Apr 10, 2011 15:10 |
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Gyshall posted:Can I suggest this Acoustic guitar to go with the Electric guitar in The Armory? Also I'm trying to find a "guitar smacking someone" sound effect for it to no avail. Hitting someone in the head with an acoustic guitar only ever needs one sound effect KABOOOONG!
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# ? Apr 10, 2011 15:31 |
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harrygomm fucked around with this message at 22:49 on Jan 26, 2021 |
# ? Apr 10, 2011 22:57 |
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harrygomm posted:I'm looking for a mod similar to the Fast Exit mod that was in Oblivion and I think ported to F3? Basically it does some fancy script work to catch errors that the game would throw on exit, dismiss them, and allow you to instantly quit to desktop or whatever instead of having to kill the process through task manager. Seconded, even though I don't think it's going to happen anytime soon. The guy who made this did a lot of in depth analysis on the gamebryo engine, he's still mostly working on oblivion though. It's kinda sad and silly that the engine still has this very problem. I played yesterday a lot and must have had about 5-8 crashes in the whole gaming session. I can't remember anything running on a different engine crashing this much on me randomly in the last 7 years. Not even Dwarf Fortress. Not even Dwarf Fortress. EDIT: ... not even FSX! And everyone who's ever played it knows: FSX likes it's crashes suddenly and random. (and yes yes, mods I've installed probably didn't make the game more stable but I doubt it would be that much better without any mod) Police Automaton fucked around with this message at 23:15 on Apr 10, 2011 |
# ? Apr 10, 2011 23:09 |
Hey so for people who have been complaining around the running animations, there's been an animation mod removed that might be right up your alley.
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# ? Apr 10, 2011 23:36 |
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With the latest test build released just an hour or so ago, the current headcount of the weapons in the pack are something like this: 152 "unique" projectile/energy weapons + 35 subvariants for various reasons of those 152 and then 53 melee weapons for a grand total of 240 weapon entries from The Armory. 7 more melee weapons and 3 more projectile/energy weapons, or 8 more projectile and 2 more melee would round it out to a nice even 250. Pretty crazy!
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# ? Apr 11, 2011 01:01 |
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Police Automaton posted:Seconded, even though I don't think it's going to happen anytime soon. The guy who made this did a lot of in depth analysis on the gamebryo engine, he's still mostly working on oblivion though. It's kinda sad and silly that the engine still has this very problem. I played yesterday a lot and must have had about 5-8 crashes in the whole gaming session. I can't remember anything running on a different engine crashing this much on me randomly in the last 7 years. Not even Dwarf Fortress. I use a bunch of mods and have had 0 crashes (started replaying 2 weeks ago for dead money). Maybe the magical combination of bigger buffers tweaks, fnv4gb and the purge cell buffer mod does it. Oblivion and fo3 where always crashing left and right but now it's great. If you play for longer then an hour+ at a time you should use the pcb mod (or just type it in yourself). Also qqq in the console fast quits too.
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# ? Apr 11, 2011 01:28 |
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Naky posted:With the latest test build released just an hour or so ago, the current headcount of the weapons in the pack are something like this: 152 "unique" projectile/energy weapons + 35 subvariants for various reasons of those 152 and then 53 melee weapons for a grand total of 240 weapon entries from The Armory. 7 more melee weapons and 3 more projectile/energy weapons, or 8 more projectile and 2 more melee would round it out to a nice even 250. Pretty crazy! Haha, I'm saving up for one of the AWP Internationals, you might remember how I was against your weapon prices, but it's crazy how much the high prices of them actually improve the game. I'm past lvl 20 and I'm always jonesing for more caps just to extend my weapon collection. In a way the prices fixed the economy of the game for me. I'm sorry I ever said anything. The gunrunner protectron is my best friend. DR_Bob84 posted:I use a bunch of mods and have had 0 crashes (started replaying 2 weeks ago for dead money). Maybe the magical combination of bigger buffers tweaks, fnv4gb and the purge cell buffer mod does it. I don't know, I made a few experiments myself and I've noticed that the engine gets really unstable if data doesn't get in- and out of memory as fast as it is supposed to be. Did you change harddrives? I have the feeling slow harddrives make this considerably worse. I have the pcb mod now (even if I'm not convinced of it doing anything) and made big buffer tweaks. Only thing I didn't try is to make the the .exe large adress space aware, because I'm not sure it's even used and I'm using my newly aquired RAM as RAMDisk. But maybe I'll try it. Thanks for the "qqq", that's really helpful.
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# ? Apr 11, 2011 02:16 |
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Police Automaton posted:I don't know, I made a few experiments myself and I've noticed that the engine gets really unstable if data doesn't get in- and out of memory as fast as it is supposed to be. Did you change harddrives? I have the feeling slow harddrives make this considerably worse. Actually my drive recently died on me (after 6 years) and it was a 10.000rpm raptor. Now i've got a normal speed 1tb one and it's not slower or anything in windows or games so gently caress the new raptor drives it's kinda a gimmick. An SSD is another story but way too expensive. The large adress aware flag makes a HUGE difference for fo3/nv. For fo3 i did it myself and spinning around in 3rd person was super smooth after instead of jerky. I am on win7 64bit with 4gb so if you do it on winxp with 2gb it wont do anything. Because of steam you need that exe from the nexus. Using editbin and doing it yourself gives a steam error afterwards. Can't hurt to try cause it's just a separate exe launcher the original is not modified. Try saving with the console too it's very handy. Type save and a name like "save 1" that way you can make named saves you can easily overwrite as you play. Like 1 to 5 and start again. Try player.modav speedmult 50 for a faster running speed for the player only cause the default is slowwwwww. All those speed mods change the variable that controls it for ALL npc's and thats not very handy.
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# ? Apr 11, 2011 03:48 |
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harrygomm fucked around with this message at 22:50 on Jan 26, 2021 |
# ? Apr 11, 2011 04:18 |
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harrygomm posted:Problem with qqq is that it still doesn't quit to desktop, it seems to use the same method to quit that selecting through menus does. This means the game still freezes on exit and has to be killed through task manager. I've been quitting via Alt+F4 after saving. It almost always works smoothly.
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# ? Apr 11, 2011 16:02 |
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Cream-of-Plenty posted:Hey so for people who have been complaining around the running animations, there's been an animation mod removed that might be right up your alley. So I'm confused. I thought the running animations between Fallout 3 and NV were the same? If not, does this replace the NV anims with the FO3 ones?
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# ? Apr 11, 2011 16:14 |
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The Fallout 3 ones are hilariously bad and stiff in my opinion. Some people seem to prefer them but I just burst out laughing when I went back to play Fallout 3 once.
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# ? Apr 11, 2011 16:17 |
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I rely on CASM (linked in the OP http://www.newvegasnexus.com/downloads/file.php?id=36730) to save mostly. I can honestly say if it wasn't for CASM I probably would've given up playing quite a while ago. The interval-autosave made crashes bearable for me. Also I tackled making LAA work myself, (after reading what LAA actually means for windows) I'll see how it goes. I honestly doubt this will change anything, because I think the engine has its own limitations. EDIT: To clarify, the engine might limit itself how much memory it uses as a cache. I already kinda solved a lot of stuttering with using a RAMDisk for a lot of gamefiles, it didn't really fix stability for me though, even if the outdoor crashes have gone from "unplayable" to "bearable". I have 8 GB of RAM, which should be plenty for an LAA-App which uses all it can + system. Police Automaton fucked around with this message at 16:31 on Apr 11, 2011 |
# ? Apr 11, 2011 16:22 |
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UnoriginalMind posted:So I'm confused. I thought the running animations between Fallout 3 and NV were the same? If not, does this replace the NV anims with the FO3 ones? No most of the animations have been changed. You can really tell the difference between the "crippled leg" running and walking animations between the two games (I think the FO3 one is better; in NV it's just way over the top lurching rather than just limping). The running and walking normal ones are a lot better than FO3 though, I don't know why someone would want to go back to them.
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# ? Apr 11, 2011 16:26 |
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Police Automaton posted:I rely on CASM (linked in the OP http://www.newvegasnexus.com/downloads/file.php?id=36730) to save mostly. I can honestly say if it wasn't for CASM I probably would've given up playing quite a while ago. The interval-autosave made crashes bearable for me. I've been using Auto Incremental Save, which appears to be essentially the same thing. It allows shorter intervals than CASM, though. (I have it set to 40 second intervals and 8 revolving slots.)
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# ? Apr 11, 2011 16:37 |
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For people trying to protect Goodsprings I just use an unlimited companions mod and have all the extra ones hang out in front of the saloon. Sometimes I return to town and find monster giblets scattered all over.
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# ? Apr 11, 2011 19:59 |
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Is there a mod that enables me to make dialog choices with number keys like bioware games? I don't want to use the mouse to make dialog selections.
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# ? Apr 11, 2011 21:34 |
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Is the latest version of the Armory going to include any updates or additions to the leveled lists?
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# ? Apr 12, 2011 03:28 |
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MadPierrot posted:Is the latest version of the Armory going to include any updates or additions to the leveled lists? I would imagine so but that is anime schoolgirl's territory. He's waiting for my last 8 weapons first though as well as the final call on three guns on the fence.
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# ? Apr 12, 2011 03:36 |
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This technology has been sorely lacking from the recent installments of Fallout. This weapon will be exclusive to The Armory unless somebody from Nexus steals it. I'm thinking of doing some more melee weapons or knives from previous games as well. I've also been working on this for that sweet new flamer effect: I've also done new textures for a few guns; the XD, the Saiga, and the Stechkin.
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# ? Apr 12, 2011 03:57 |
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Flamer looks pretty boss
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# ? Apr 12, 2011 07:50 |
Very, very cool.
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# ? Apr 12, 2011 08:17 |
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I cannot for the life of me get the Extended New Vegas Radio Generator mod working properly. I dropped the mod files into the proper folder, dumped my songs to be converted into the MusicToConvert folder, did the mp3 conversion and the ogg conversion per the instructions, renamed my files per the instructions, ran the utility to set my number of songs and create the .esp file and ... nothing. Not only does the extended radio give me silence, so does the original New Vegas Radio when I switch the mod back off and remove the files. Anyone else encountered this? I'm not even sure what could have gotten overridden to break my source game, given that all that appears to have been added are folders. I feel like I'm just missing a setting someplace that I need to toggle back.
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# ? Apr 12, 2011 08:20 |
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EricFate posted:I cannot for the life of me get the Extended New Vegas Radio Generator mod working properly. I had this issue too, fixed it by regenerating the .esp with a proper track count (instead of the default 1000). Try doing it without including the blues, classical etc. tracks.
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# ? Apr 12, 2011 08:34 |
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# ? May 25, 2024 09:50 |
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Well, thats my second attempt at modding, as requested, I am sharing. http://www.fallout3nexus.com/downloads/file.php?id=15996 Pretty ineffective method of delivery, but it does the job for me. For fallout 3 only though, as Kerghan hasn't ported PA footsteps across yet I don't think.
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# ? Apr 12, 2011 09:39 |