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Naky posted:Haha, if only they were that off What I'm talking about is that quite a few of the guns in the As and Bs are like... super off. Like front sights not even visible from rear sights, or it's all messed up because it's slightly rotated too much, etc. The M1014 in particular was terrible. That's the kind of stuff I'm trying to eliminate in general and never noticed as I was porting them all. I'm fixing them as I go so hopefully the 2.0 will have everyone happy. Including me. And I'm impossible to please. Is there a list you have someplace of every weapon you've included with the Armory? I don't mind checking out all the iron sights and for various other things in-game for you; just need a list that I can check off as OK or make notes, etc. EDIT: Grammar.
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# ? Apr 20, 2011 05:28 |
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# ? May 11, 2024 07:59 |
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It's been a while since I played and I just update a few of my existing mods ( Electro City, Imaginator) and added a few (populated casios) and now it's crashing like a bastard. Can anyone trouble shoot my list? As of now I'm on a new computer with my stuff copy+pasted from my old so I lost my working order and have reset it using the BOSS auto sort in FOMM. FalloutNV.esm CompanionInfAmmo.esm IWR.esm More Perks.esm Weapon Mod Expansion.esm New Vegas Redesigned.esm WorkingCrimsonCaravanTraders.esp NVBobbleheads.esp DarNifiedUINV.esp CASM.esp IWR - Rebuilt.esp SaveKey.esp Lucky 38 Suite Expansion.esp UHNV.esp UHNV-Performance-Patch.esp Existence2.0.esp CONELRAD 640-1240.esp More Perks Update.esp LootableOldCars_OE.esp old vaquero includes that gun.esp populatedcasino.esp Sprint Mod.esp unlocked armors v2_2.esp that gun holdout.esp WMR_WME_A.esp Better Binoculars High.esp better that gun 44mag.esp Classic energy weapons.esp FO3WeaponsRestoration.esp DynamicNightVision.esp LFox Invisible Armored Vests.esp Sunglasses Shipment.esp Tailor Maid - NV.esp RepairKit.esp Tailor Maid Black Retex - NV.esp Feng Shui NV.esp noautoaim.esp Color Me Evil.esp Weapon Mod Expansion.esp LegendaryHunter.esp Cactai of the Wastes [plugin].esp ELECTRO-CITY - CompletedWorkorders.esp ELECTRO-CITY - Highways and Byways.esp Nevada Skies - URWLified.esp ELECTRO-CITY - Imaginator.esp UnderwaterFX.esp UWFXGodrays.esp Total active plugins: 47 Total plugins: 48
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# ? Apr 20, 2011 06:17 |
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I've heard New Vegas Redesigned can be the cause of a lot of crashes. Doesn't help that it appears to be gone and never coming back.
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# ? Apr 20, 2011 06:20 |
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Ah. If I remove it will that be MORE gamebreaking?
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# ? Apr 20, 2011 06:30 |
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I can't say, I've never used it myself.
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# ? Apr 20, 2011 06:39 |
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Sole.Sushi posted:Is there a list you have someplace of every weapon you've included with the Armory? I don't mind checking out all the iron sights and for various other things in-game for you; just need a list that I can check off as OK or make notes, etc. No list yet though the wiki just started a couple days ago, but the cabinets in the ESM (without the leveled lists esp) contain every weapon in the pack and they're sorted alphabetically by weapon name. I've done all of the As and Bs so far and am just fixing them all before moving on to Cs and Ds next.
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# ? Apr 20, 2011 14:15 |
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Is there a way to force tfc 1 to show your model while aiming down a gun with a scope? As it is right now if I try to use it, my character model seems to vanish entirely, and the only info I saw so far was more or less "use GECK to make the gun act like it doesn't have a scope" which is a bit more intense than I'm looking for.
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# ? Apr 21, 2011 00:02 |
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Go into third person first? Find the command to slow down camera movement (it does exist, I found it a while back) if you're trying to get a sight picture I guess. edit: sucsm <number> Internet Friend fucked around with this message at 01:54 on Apr 21, 2011 |
# ? Apr 21, 2011 01:50 |
Internet Friend posted:Go into third person first? Find the command to slow down camera movement (it does exist, I found it a while back) if you're trying to get a sight picture I guess. I think you snap into "scoped" view when you aim down ironsights with scoped weapons, even in third person.
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# ? Apr 21, 2011 02:30 |
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whoops, that's what I get for never using scoped guns.
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# ? Apr 21, 2011 02:51 |
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Yeah, even in third person it'll drag you into scoped view. I was hoping there'd be a console command or mod to disable that from happening only when in third person view, but so far this FO3 mod is the only thing I've found and it seems to be universal. Worst case I guess I just don't put scope mods on stuff.
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# ? Apr 21, 2011 06:57 |
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Cardboard Box posted:Does anyone have the Anthony Lings Couiffure mod for Fallout 3? It's necessary for the New Vegas version, but for whatever reason he made the Fallout 3 one hidden. So, does nobody have this? Shame. Are there any other collections of hairs and eyes and stuff that anyone would recommend? EDIT: Never mind this, looks like the mod is suddenly back up the Nexus. Kitfox88 posted:Yeah, even in third person it'll drag you into scoped view. I was hoping there'd be a console command or mod to disable that from happening only when in third person view, but so far this FO3 mod is the only thing I've found and it seems to be universal. Worst case I guess I just don't put scope mods on stuff. To be fair, doesn't not actually using a scope defeat the purpose of attaching one in the first place? Cardboard Box fucked around with this message at 08:19 on Apr 21, 2011 |
# ? Apr 21, 2011 08:14 |
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Cardboard Box posted:So, does nobody have this? Shame. Woebin posted:I made a FOMOD of it along with the New Vegas version, just install with FOMM and you're good to go. Here it is, once my Dropbox finishes syncing. You're welcome.
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# ? Apr 21, 2011 10:25 |
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Oh wow! I completely missed that. I'm sorry. Thanks, I appreciate it. This FOMOD will be much easier to deal with.
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# ? Apr 21, 2011 10:30 |
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Cardboard Box posted:To be fair, doesn't not actually using a scope defeat the purpose of attaching one in the first place? It'd still give bigger magnification when in third person, allowing to snipe away without losing the precious sight of your character's rear end.
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# ? Apr 21, 2011 14:38 |
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Cardboard Box posted:To be fair, doesn't not actually using a scope defeat the purpose of attaching one in the first place? I just wanna take cool screenshots of my character aiming with a sniper rifle, like Beeb's crazy poo poo from earlier in the thread. But it is not a big deal.
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# ? Apr 21, 2011 16:43 |
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Hey, question for anyone who knows: do rePopulated Wasteland and Increased Wasteland Spawns conflict with each other? I'm not getting too many crashes, but sometimes it seems an area will just turn into crash central and any time I try to go there from that point on the game crashes. These two seem like the most likely conflict to me, but then I'm not totally sure disabling rePopulated Wasteland halfway through the game will gently caress things over for me. Here's my complete load order for the record, obviously if you see anything else I've hosed up I'd certainly appreciate pointing that out:code:
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# ? Apr 21, 2011 21:10 |
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Woebin posted:Hey, question for anyone who knows: do rePopulated Wasteland and Increased Wasteland Spawns conflict with each other? According to the mod authors they do not. Some people have claimed that the Electro-City Highways and Byways plugin does, I disabled it a while back for this reason and because I thought electro-city started to get a little too over the top with its updates.
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# ? Apr 21, 2011 21:16 |
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Naky posted:Holy hell, I just started the iron sighting testing/fixing myself last night and man, you guys need to yell and scream at me more often. Some of them are pretty bad, even if they're in the same general area. Quoting this even though it's older. I'm using the armory weapons exclusively. (and I'd kinda wish your mod would replace the vanilla weapons alltogether, well maybe not the unique ones and the energy ones, but all the generic "9mm pistol" ones) Except that thing with the AWM scope I didn't really notice any errors. (and for the longest time, I wasn't even sure this was a problem) You'd be suprised how many people actually don't notice some really clear bugs, even in gameplay, because they simply don't play that attentive or concentrated, doesn't mean they don't care or no one plays your mod. I just made that observation really often. I liked electro city highways when it was for FO3, called differently and just added lights. The lights in electro city actually look awesome and you can tell he put some thought into it but that guy just adds so much poo poo no one cares about, like his engineers, who are ALSO bullet sponges for oh, just no reason. Thanks to powered power armor I refitted my T-45d with water cooling, that mod seriously rocks. I kinda thought about making the stealth armor more in depth because of that mod but it feels kinda dumb to work on something somebody else made. I wish there was some mod who make armors and guns of fallen enemies in most cases unpickupable, or at least unusuable. Well with NVSE I guess you could apply a script to most enemies that'd break their weapons and armor, but reparing poo poo in this game is way too easy, especially with that jurry rigging perk or whatever it was called. In some RPGs you have it that you can't pick the weapons and armor of fallen enemies up, which might make no sense but would alter the economics of the game a lot, maybe one could include a % chance of them being takeable, sometimes they are, sometimes they're not. I guess this all would be doable with the "playable" flag, even though I'm not sure it would prevent taking items directly out of worldspace. Also duplicating ALL items to have one playable and one non-playable "NPC" version would be obviously insane. I wonder if NVSE can alter this flag on the fly. Would people be interested in this?
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# ? Apr 21, 2011 23:27 |
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Does anyone know of a mod that makes it so guns don't cause dismemberment? There used to be one a long time ago called Sensible Death and Dismemberment Physics or something like that, but it's long gone.
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# ? Apr 22, 2011 00:00 |
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Ah it was good that I personally start going over all these earlier weapons from the pack. Lots of stuff I can fix now that I didn't know how to back then, etc. I've caught several unrelated bugs and fixed other animations by doing these tests so it's not so bad. I've got the As and Bs pretty much done now and will move on to the next couple bunch probably tomorrow. The biggest change will be the Striker, which is now useable with iron sights. I removed the folded stock completely and then decided to rotate it and alter it in Lightwave so that it's an actual functional stock that can be added as a separate mod. Either way, the vision impairing folded stock is gone and the iron sights are now functional for it.
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# ? Apr 22, 2011 00:09 |
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harrygomm fucked around with this message at 22:50 on Jan 26, 2021 |
# ? Apr 22, 2011 00:21 |
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Police Automaton posted:I wish there was some mod who make armors and guns of fallen enemies in most cases unpickupable, or at least unusuable. Well with NVSE I guess you could apply a script to most enemies that'd break their weapons and armor, but reparing poo poo in this game is way too easy, especially with that jurry rigging perk or whatever it was called. In some RPGs you have it that you can't pick the weapons and armor of fallen enemies up, which might make no sense but would alter the economics of the game a lot, maybe one could include a % chance of them being takeable, sometimes they are, sometimes they're not. I guess this all would be doable with the "playable" flag, even though I'm not sure it would prevent taking items directly out of worldspace. Also duplicating ALL items to have one playable and one non-playable "NPC" version would be obviously insane. I wonder if NVSE can alter this flag on the fly. Would people be interested in this? I had this to the T in FO3 for Power Armor, and the only reliable way is to (as you suggest) have two sets marked playable and not. It would be very impractical to do it that way with all armor/weapons. There isn't any FOSE function to do that although I never asked them to implement it (and they seem to be very accommodating) so it might be worth the time to ask, it would certainly make the entire process a thousand times easier and more efficient/mod friendly. Otherwise I think the 100% breaking is your best bet. I could help with such a mod if someone wanted to do the grunt-work or do it myself , caveat is I'm still waiting on the rebalance of PN before I touch NV again so who knows how long it would be. Either way I would definitely ask the FOSE guys if they could implement that as it might take them a while and would massively cut down on the workload if someone were to actually take it up. Also if someone doesn't beat me to it, I'd probably do the whole "get rid of the original F:NV Guns - Energy" thing/mod. I have really retarded aesthetic requirements and while I want to use the Armory I know it would bother me having two different looking type sets of weapons. In other words one style ("Modern") and then the other ("Old/Beat-Up/Made-Up"). Mr. Crow fucked around with this message at 00:40 on Apr 22, 2011 |
# ? Apr 22, 2011 00:34 |
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harrygomm posted:To me it's not even an issue of weapons. I have the XFO (I think?) mod that drastically reduces chems + ammo, I've avoided all casino + caravan money-making ways, and I regularly horde everything imaginable that I might use when vendor shopping. By level ~16 I had every implant + 100k sitting in the bank. I don't even barter for more caps from quests, I make no effort to try and pick up every last thing anywhere. If you're going to try to balance the economy, it's going to have to be from a far more base perspective I would imagine. Remove all caps from all quest rewards. No scavenging perk, triple food/chem/medical/repair costs, no caches of caps out in the worldspace greater than 100 or something. Even then, it would just be a matter of grabbing things with worse value:weight ratios and making more trips. I dunno man! I think having merchants only willing to buy certain items would go a long way to balancing things out a bit. Especially if fast travel were disabled so you'd be forced to hike a long way to sell certain items to certain people if you really wanted to make a lot of caps.
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# ? Apr 22, 2011 00:42 |
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Mr. Crow posted:Also if someone doesn't beat me to it, I'd probably do the whole "get rid of the original F:NV Guns - Energy" thing/mod. I have really retarded aesthetic requirements and while I want to use the Armory I know it would bother me having two different looking type sets of weapons. In other words one style ("Modern") and then the other ("Old/Beat-Up/Made-Up"). If you or anyone else do a replacer, I don't mind packaging up the esp as an optional like the rest.
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# ? Apr 22, 2011 00:44 |
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Kitfox88 posted:I just wanna take cool screenshots of my character aiming with a sniper rifle, like Beeb's crazy poo poo from earlier in the thread. But it is not a big deal. Like this? That's a mix of holding aim, enabling bullet time, letting go of aim and opening the console really quickly. Not the most elegant solution but with some trial and error, it works Honestly third person aiming with bullet time and the no auto aim mod is a shitload of fun. Also, was there ever a good reskin for either the trail carbine or brush gun?
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# ? Apr 22, 2011 00:50 |
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Cardboard Box posted:Does anyone know of a mod that makes it so guns don't cause dismemberment? There used to be one a long time ago called Sensible Death and Dismemberment Physics or something like that, but it's long gone. There was a Fallout 3 mod to this effect, right? As far as I know, that mod just changed a few variables which controlled the dismemberment rate, and all those variables should have the same name in New Vegas. So you should just be able to grab the FO3 version, open in it in FNVedit, change its master to New Vegas and then it should work just fine.
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# ? Apr 22, 2011 01:27 |
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Capn Beeb posted:Like this? I should have figured it was a trick like slowing the game down so much you could manage to enter the console before the scene changed too much. I'll grab the bullet time mod in the op then, thanks beeb.
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# ? Apr 22, 2011 03:09 |
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Here's a preview of some armory-exclusive content. Seeing as how I don't actually know how to make weapons in GECK I'm just handing the model off to Naky and the rest of the crew to do it, so I probably won't upload it to nexus.
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# ? Apr 22, 2011 05:15 |
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Male Man posted:There was a Fallout 3 mod to this effect, right? As far as I know, that mod just changed a few variables which controlled the dismemberment rate, and all those variables should have the same name in New Vegas. I'll give it a shot.
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# ? Apr 22, 2011 06:14 |
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Kitfox88 posted:I should have figured it was a trick like slowing the game down so much you could manage to enter the console before the scene changed too much. I'll grab the bullet time mod in the op then, thanks beeb. No prob
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# ? Apr 22, 2011 06:28 |
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Are there any mods that make the physics and ragdolling completely ridiculous? Like the "extreme" setting in FWE for Fallout 3. I've been looking for something similar but haven't found anything yet. Help would be welcome.
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# ? Apr 22, 2011 11:59 |
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Am I crazy for wanting a mod that turns the wasteland into a Tiberium yellow zone?
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# ? Apr 22, 2011 13:07 |
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Okay. It's been a long while since I set out to do this, but here it is, the one video I felt I always wanted to make in Fallout NV: Princess Goes to Vegas. http://www.youtube.com/watch?v=sOMdnFrrpRA Thanks to the people in the thread who helped me find some of the mods used in the video.
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# ? Apr 22, 2011 15:51 |
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Safety Hammer posted:Here's a preview of some armory-exclusive content. Seeing as how I don't actually know how to make weapons in GECK I'm just handing the model off to Naky and the rest of the crew to do it, so I probably won't upload it to nexus. If you'd like to upload it to Nexus, I can always make you a stand-alone release if you'd like to throw it up on Nexus. Least I can do.
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# ? Apr 22, 2011 16:11 |
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lipstick thespian posted:Okay. It's been a long while since I set out to do this, but here it is, the one video I felt I always wanted to make in Fallout NV: Princess Goes to Vegas. This is beautiful.
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# ? Apr 22, 2011 16:29 |
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Mr. Crow posted:Also if someone doesn't beat me to it, I'd probably do the whole "get rid of the original F:NV Guns - Energy" thing/mod. I have really retarded aesthetic requirements and while I want to use the Armory I know it would bother me having two different looking type sets of weapons. In other words one style ("Modern") and then the other ("Old/Beat-Up/Made-Up"). A good way of fixing that would be to make the mod modular. Use two modules, a "Modern" module that adds modern weapons and other weapons that don't fit the setting, and a "Normal" module(normal meaning that the weapons are normal to the the setting). Then make some sub modules that allow you to chose to add modern firearms but not modern melee weapons or energy weapons. Something like that would make the mod much better.
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# ? Apr 22, 2011 16:42 |
lipstick thespian posted:http://www.youtube.com/watch?v=sOMdnFrrpRA This is a good thing that you made.
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# ? Apr 22, 2011 16:44 |
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What be this?
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# ? Apr 22, 2011 17:00 |
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# ? May 11, 2024 07:59 |
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Toilet bowl rim scope?
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# ? Apr 22, 2011 17:03 |