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Naky posted:Hmmm. Are you setting it as a melee weapon, a one handed projectile, or two handed projectile? If you have it set up as a weapon, it would probably make more sense to set it up as a two handed rifle so it equips on your back. Then you could have the left hand holding the shield while the right is gripping a pistol kind of deal? I'm talkin' out my rear end here so I don't know if what I say is possible.
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# ? May 21, 2011 19:40 |
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# ? May 26, 2024 14:01 |
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Co-sine posted:...My first reaction to the mod was negative. super rich vendors with loads of fully repaired items, people selling every drug in the game, skill books left lying around, etc. What really killed it for me was the dialogue. A lack of proper grammar always bothers me, but aside from that, the player dialogue options were different enough from the main games to be irritating. Having said that, I'd love to see something done with this place, because it is pretty drat cool.
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# ? May 21, 2011 20:12 |
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I got bored. Too bad it didn't work. In game the drum, the tube extension, and heatshield disappeared Also due to a conflict of animation groups and animations, it uses the caravan shotgun reload animation. drat. I just wanted a street sweeper that I could aim properly
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# ? May 21, 2011 22:27 |
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Beeb: 1.) When adding/deleting stuff in nifskope, always do "copy branch", right click the scene root of the new file, and then hit paste branch. You will then have to edit that new part you just added so that it has the proper name (it changes it randomly when it pastes, so copy it from the old file). 2.) When removing old parts, right click the file next to the dropdown arrow and hit remove branch. 3.) The mag needs to be named "#RiotClip" with its subfile "#RiotClip:0" (i think?). The same goes for the bolt which is "#RiotMechanism" etc. etc. Basically have fun loving with that til you get it. Or take the office assistant from AG supplementary uniques.
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# ? May 21, 2011 23:13 |
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I did all that. Those are the same steps I've used before to add poo poo with success, this just isn't getting along. In fact, parts that work on my regular 590 up and disappeared on that one
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# ? May 21, 2011 23:15 |
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Trippy. Check the flags on the BSShaderLightingProperty blocks, make sure the new ones are the same as the original model ones. The exporters don't always set them appropriately.
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# ? May 21, 2011 23:18 |
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One more mod question: are there any mods that add more background music similar to the stuff that's already in-game? I'm not talking about any of the radio tracks, I'm talking about the instrumental stuff that'll play every so often. Everything I've looked for has ended up just giving me more radio songs. Stuff like these two: http://fallout.wikia.com/wiki/Serenity http://www.youtube.com/watch?v=kOZitSOy_e8 or even some acoustic guitar tracks that would fit in well with a desert wasteland environment.
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# ? May 21, 2011 23:26 |
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Try these: Earthquake (Fallout 3 but should work fine for New Vegas if you rename the folders to match the ones in Data\Music) - http://fallout3nexus.com/downloads/file.php?id=7274 - I don't use the battle music from this, though. That's as simple as deleting the "Battle" folder from the archive. Actually, I don't use quite a few of these tracks, but just listen to them and use only the ones that aren't lovely (ie. too much guitar) Mark Morgan's "Vault Archives" - http://auralnetwork.com/releases - remixed versions of the original two games' music. Very good, not sure if these are included in the game or not, but I put them in anyway. Gyshall fucked around with this message at 01:22 on May 22, 2011 |
# ? May 22, 2011 01:19 |
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The mod Music Recovery reinstates some location-specific ambient tracks that went unused in the finished game: http://www.newvegasnexus.com/downloads/file.php?id=39969
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# ? May 22, 2011 01:24 |
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Oh man, why'd I have to open this thread? I wanna play NV again but I'm not sure if my save game from when I played it over a year ago would work with a new install since I had played with a ton of mods during that game. There's so many new ones out now though that I'm thinking it might just be better to start all over from scratch with a new game. I'm building a new computer in a couple days so why the hell not, right? Other than the stuff marked as such in the OP, are there any other mods that should be considered "essentials"?
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# ? May 22, 2011 01:26 |
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Well you're gonna want a mod that attaches penises to everything, but other than that the OP is pretty up to date from what I see.
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# ? May 22, 2011 01:59 |
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Gyshall posted:Try these: I just listened to a couple of the songs and this is perfect. Thanks!
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# ? May 22, 2011 03:50 |
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Gyshall posted:Try these: When you said you put them in, did you add them as a radio channel using the extender?
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# ? May 22, 2011 04:48 |
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Mister Bung posted:When you said you put them in, did you add them as a radio channel using the extender? I haven't gotten around to installing it yet but I presume you install the files the same way you'd add ambient/battle music in Oblivion (stick them in the Music/etc folders).
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# ? May 22, 2011 05:07 |
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I just dropped them in the BTTL and DNGN folders under Music\. Looking at it now, though, I think it may need an ESP to add the tracks to playlists. I'll take a look.
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# ? May 22, 2011 05:25 |
Gumball Dad posted:Oh man, why'd I have to open this thread? I wanna play NV again but I'm not sure if my save game from when I played it over a year ago would work with a new install since I had played with a ton of mods during that game. There's so many new ones out now though that I'm thinking it might just be better to start all over from scratch with a new game. I'm building a new computer in a couple days so why the hell not, right? Other than the stuff marked as such in the OP, are there any other mods that should be considered "essentials"? But it's only been out for seven months. It'd definitely be better to start with a new game. Pick up the DLCs, do a clean install on a new computer with a bunch of carefully added mods, and feel good about yourself. As far as "essential" mods are concerned, I don't think there's too much outside of the OP. If you find anything, throw it up here and we'll take a look at it.
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# ? May 22, 2011 06:24 |
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Any idea if which mod makes the nights so drat dark? Nevada Skies -URWLifed?? I'm playing through Dead Money and have just entered Somethingorother del Sol and it's completely pitch black - even with my light AND nightvision on. Is it meant to be ridiculous like this? EDIT: Vanilla NevadaSkies seems to be fine but looks kind of rubbish really. Anyone come across a compromise between the insane darkenss of URWL and NS vanilla? Mister Bung fucked around with this message at 09:31 on May 22, 2011 |
# ? May 22, 2011 09:24 |
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I had to turn all all of my Nevada Skies stuff for Dead Money. Try to go indoors before you do.
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# ? May 22, 2011 09:30 |
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Chinaman7000 posted:I had to turn all all of my Nevada Skies stuff for Dead Money. Try to go indoors before you do. Fair enough, thanks.
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# ? May 22, 2011 09:41 |
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Well, time to start the hype machine, I suppose. Here is the database of every weapon in The Armory 2.0. The numbers will change as the initial balancing is being done right now, but the content's finally finished. In the meantime, those of you who wanted to know what mods work with what weapon for v1.5, this list should help out somewhat.
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# ? May 22, 2011 21:00 |
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Aww, no drum on the Saiga? E: Weee, more double barrels and a Thompson/Center Beeb fucked around with this message at 21:49 on May 22, 2011 |
# ? May 22, 2011 21:33 |
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Capn Beeb posted:Aww, no drum on the Saiga? The texture quality of the drum I have would clash immensely with the quality of the Saiga 12 texture, even though it was redone by Safetyhammer.
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# ? May 22, 2011 21:45 |
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I'm guessing there will be an Honest Hearts patch, so we can use .45 automatic ammo instead of 10mm on appropriate weapons.
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# ? May 22, 2011 21:47 |
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Hobo on Fire posted:I'm guessing there will be an Honest Hearts patch, so we can use .45 automatic ammo instead of 10mm on appropriate weapons. We could make an optional ESP that does so, yes, though I know safetyhammer is making a caliber compatible patch still.
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# ? May 22, 2011 21:51 |
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Naky posted:The texture quality of the drum I have would clash immensely with the quality of the Saiga 12 texture, even though it was redone by Safetyhammer. I am not sure how to react. A Fallout mod with quality in mind? Hobo on Fire posted:I'm guessing there will be an Honest Hearts patch, so we can use .45 automatic ammo instead of 10mm on appropriate weapons. I need to figure out how to make a patch for the DeLisle carbine to make it use the .45 ammo.
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# ? May 22, 2011 21:59 |
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I maed a quick model/texture tutorial http://wiki.tesnexus.com/index.php/Modelling_and_texturing_tutorial My english is horrible though
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# ? May 23, 2011 03:25 |
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Finally got FO3 in my New Vegas working right, except I've hit a weird snag. I was using New Vegas Redesigned (no longer available on the Nexus for no apparent reason) to make the NPCs not have glowing yellow hair or weird lumpy heads. When the game loads, the fade-in menu text and little "boop" noises never happen, although the music plays normally; no stutters, no crashes, the slides display before the normal background where the menu options should go. What could cause that kind of problem? Near as I can see, the ESM and the small ESP only impact _NPC and RACE and I don't get how that could screw with the menu.
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# ? May 23, 2011 03:45 |
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Arenovalis posted:I maed a quick model/texture tutorial Thank you so much for this.
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# ? May 23, 2011 04:50 |
Naky posted:Well, time to start the hype machine, I suppose. Sexy. Will there be a compatibility patch for WMX and/or WME? Chronojam posted:Finally got FO3 in my New Vegas working right, except I've hit a weird snag. I was using New Vegas Redesigned (no longer available on the Nexus for no apparent reason) to make the NPCs not have glowing yellow hair or weird lumpy heads. Did you extract Fallout 3's Misc BSA?
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# ? May 23, 2011 04:57 |
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Capn Beeb posted:I am not sure how to react. A Fallout mod with quality in mind? Open up armory.esm or whatever in FNVedit and paste the ammo id from one of the .45 gun entries into the entry for the DeLisle. quote:Sexy. Will there be a compatibility patch for WMX and/or WME? For the 1000000th time good goons, the armory is a completely independent non-replacer pack.
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# ? May 23, 2011 06:18 |
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BrainGlitch posted:For the 1000000th time good goons, the armory is a completely independent non-replacer pack. He might be talking about the rarely reported issues between WME/X with The Armory. There have been a couple reports that one of those two may or may not be causing problems with The Armory, but I haven't really gotten a confirmation of it through an FNVEdit error or anything like that nor do I really see a reason why they'd conflict unless they happen to mod a third party mod weapon that coincidentally has the same ID as one of the weapons in The Armory even though I've been pretty good to change up the weapon ID names. I'd really like to get to the bottom of it one way or the other though.
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# ? May 23, 2011 06:40 |
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QuantaStarFire posted:Did you extract Fallout 3's Misc BSA? The instructions were very clear about not doing that, so I did not. Every other mod I've used so far has worked fine, including various Fallout 3 mods.
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# ? May 23, 2011 08:26 |
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Did you guys do anything to the laser katana stuff? I found the glow on them to be... Overwhelming.
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# ? May 23, 2011 09:33 |
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There's a Klobb in there. You added the Klobb. Holy poo poo, I can relive my goldeneye playing youth! Please tell me it's as terrible as it was in goldeneye. I need to be able to scream "IT'S KLOBBERIN' TIME!" while bullets come out of my gun in a cone so masive it has some of the bullets hitting stuff stood next to me.
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# ? May 23, 2011 11:59 |
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Isn't the Klobb supposed to be a Skorpion, anyway?
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# ? May 23, 2011 12:04 |
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ParagonParadox27 posted:Isn't the Klobb supposed to be a Skorpion, anyway? Yeah all the guns from Goldeneye are just renamed versions of real guns. The Klobb is special because of how hilariously terrible it is, though. It's named properly in the armoury though, "Klobber" is just a nickname.
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# ? May 23, 2011 12:06 |
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The Cheshire Cat posted:Yeah all the guns from Goldeneye are just renamed versions of real guns. The Klobb is special because of how hilariously terrible it is, though. It's named properly in the armoury though, "Klobber" is just a nickname. Gotch. Is the PP-2000 a Skorpion, though? That's what I was asking about, because the PP-2000 is the Klobber in Armory.
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# ? May 23, 2011 12:38 |
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Sole.Sushi posted:Did you guys do anything to the laser katana stuff? I found the glow on them to be... Overwhelming. Funny story about that, I can't get the stupid glowing to work reliably on my end, but I haven't gotten around to troubleshooting or tweaking it yet.
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# ? May 23, 2011 16:05 |
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ParagonParadox27 posted:Gotch. Is the PP-2000 a Skorpion, though? That's what I was asking about, because the PP-2000 is the Klobber in Armory. So's the Skorpion.
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# ? May 23, 2011 16:19 |
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# ? May 26, 2024 14:01 |
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Klobber and Klobber Classic, yep. Both are terrible weapons and both are deserving of the association.
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# ? May 23, 2011 16:25 |