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Saoshyant posted:This one doesn't seem to work either. As soon as FOMM starts the game I get a message about the latter being a newer version than what NVSE supports. How do I go around this if it's at all possible? It works for me. I assume you have the latest version of NVSE, right?
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# ? Jun 5, 2011 22:18 |
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# ? May 13, 2024 11:38 |
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Remember, the latest version is b10, not the original b9 after the patch came out, so those of you who think you're up to date may not be.
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# ? Jun 5, 2011 22:28 |
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Just wanted to thank you Cream-of-Plenty for keeping the OP up and easy to follow. It means a lot that right after building a new system I can hop on the Fallout Mod-wagon in record time.
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# ? Jun 5, 2011 22:36 |
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Male Man posted:It works for me. I assume you have the latest version of NVSE, right? Well, this is embarrasing. I had the remains of an old NVSE installation and assumed I only needed the 4GB files, but since the NVSE dll's weren't updated... Problem solved anyway. Thanks for the help. Now on to install as many crazy textures as I want.
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# ? Jun 5, 2011 22:41 |
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Saoshyant posted:Well, this is embarrasing. I had the remains of an old NVSE installation and assumed I only needed the 4GB files, but since the NVSE dll's weren't updated... One other thing to point out is you don't actually need NVSE installed in order for the 4gb enabler to work, but obviously a lot of you use NVSE. I'm using it without NVSE since I don't have any mods installed right now that need it. @SheepNameKiller: No need to apologize. I apologize if I came off a bit harsh. I understand where you're coming from completely. -- I had a quick question regarding installing/uninstalling mods. I don't want to do a brand new playthrough as I have a save where I'm really far into the game and I'd like to use it with any DLC that comes out. If I were to say remove an insignificant mod from my load order, or for instance add a mod such as Rust Town or something else that changes cells, or npc inventories, would I have to start all over again?
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# ? Jun 5, 2011 22:46 |
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The Intrusive Invisible Wall Remover is gone off the Nexus and of course now that I realize I dont have it I cant stand it. Anyone have a copy sitting around they can throw up somewhere?
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# ? Jun 6, 2011 00:11 |
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Evoq posted:The Intrusive Invisible Wall Remover is gone off the Nexus and of course now that I realize I dont have it I cant stand it. Anyone have a copy sitting around they can throw up somewhere? Here you go: http://dl.dropbox.com/u/70742/Files/Intrusive%20Invisible%20Wall%20Remover.fomod
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# ? Jun 6, 2011 00:14 |
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Bitchin, thanks!
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# ? Jun 6, 2011 00:18 |
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Swartz posted:If I were to say remove an insignificant mod from my load order, or for instance add a mod such as Rust Town or something else that changes cells, or npc inventories, would I have to start all over again? Get inside a building, make sure you have no equipment that depends on mods, and save. Turn off/on whatever mods you want and resume your game. If you require extra safety, wait 3 in-game days. Oh, and make a backup of your save file(s).
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# ? Jun 6, 2011 00:27 |
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Saoshyant posted:Get inside a building, make sure you have no equipment that depends on mods, and save. Turn off/on whatever mods you want and resume your game. Thanks *Edit* http://www.newvegasnexus.com/downloads/file.php?id=42204 ... that's what I get for clicking "show recently added/updated files" without knowing what the gently caress those furrie bastards call poo poo. Swartz fucked around with this message at 02:17 on Jun 6, 2011 |
# ? Jun 6, 2011 00:43 |
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I don't think I ever mentioned this, but the spread = wobble ammo modifier bug was fixed in the last patch. Your un-modded shotgun slugs should be quite a bit more accurate now.
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# ? Jun 6, 2011 02:13 |
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rope kid posted:I don't think I ever mentioned this, but the spread = wobble ammo modifier bug was fixed in the last patch. Your un-modded shotgun slugs should be quite a bit more accurate now. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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# ? Jun 6, 2011 02:46 |
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Coughing Hobo posted:Here you go: http://dl.dropbox.com/u/70742/Files/Intrusive%20Invisible%20Wall%20Remover.fomod Speaking of which: waaaay back in the thread (page 25 to be exact, this post specifically), good goon Vitriol posted a link to his wonderful Unified Backpack Mod that he had been working on. It's got all the backpacks you could want, with faction specific models, and leveled lists so that NPCs across the Mojave wear the appropriate ones. It was great, but the link was dead. I discovered this while working to get my NV game back into the shape it was in before my HDD's catastrophic failure. So a quick email and Vitriol was kind enough to reupload it! So for anybody that may also want it: http://www.mediafire.com/file/81fhqe61de3ff1y/Unified%20Backpack%20Mod.7z EDIT: Forgot to mention a rather odd problem I've come across. For some reason I have two Thermo-hygrograph devices and two Darker Nights Switches in my inventory. I know this is a problem with Nevada Skies URWLified since it's the mod that adds those items, but I can't figure out why it's happening. My load order seems fine: FalloutNV.esm CaravanPack.esm DeadMoney.esm HonestHearts.esm Advanced Recon Tech.esm Ambient Temperature.esm Primary Needs HUD.esm rePopulated Wasteland.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm The.Armory.esm HUD Extended.esp DarNifiedUINV.esp Advanced Recon Gear.esp Advanced Recon Tech.esp Sprint Mod.esp DK_BulletTime_NV.esp The.Armory.Leveled.List.esp The.Armory.Realism.Tweak.esp UrgeWasterScarf.esp AW50f.esp w44Satchels - Lite.esp Tailor Maid - NV.esp Unified Backpack Mod.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp XFO - 1aa - Accuracy Revamp - mild.esp XFO - 1ba - Dmg - Non-Var - 1x.esp XFO - 2aa - Armor - DR+DT - revamp - low.esp XFO - 2da - Bleedthrough - 10% (from 20).esp XFO - 3ab - rarity - ammo - med.esp XFO - 3bb - rarity - caps - med.esp XFO - 3cb - rarity - meds - med.esp XFO - 4ba - Perks - Perk Every Level.esp XFO - 5a - SPECIAL & Stats Rebalance.esp XFO - 5b - Skills - SP Formula Rebalance.esp XFO - 5c - Skills - Better Med Surv Repair.esp XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp XFO - 6be - Pacing - Vanilla (JUST No Cap).esp XFO - 7b - UnMSG - Karma (Incl Sounds).esp XFO - 8a - Cripple & Body Part Revamp.esp XFO - 8c - Karma Rebalance.esp Heads don't fall off (explode only).esp XFO - 9a - Enemies - AI revamp.esp XFO - 9ba - Enemies - NPC Health + low.esp XFO - 9ca - Enemies - NPC Aim + low.esp XFO - 9da - Enemies - NPC Healing - low.esp Reactive People II - Sneak & Diversion.esp IIWR 2.1.0.esp HUD Extended - Ambient Temperature.esp Imp's Timescale Adjuster.esp Nevada Skies - URWLified.esp Nevada Skies - URWLHH.esp Ambient Temperature - URWLified Nevada Skies.esp DYNAVISION 2 - Dynamic Lens Effect.esp ELECTRO-CITY - Imaginator.esp Total active plugins: 58 Total plugins: 58 Can somebody tell me what the problem is here? Pic for reference: Horns fucked around with this message at 05:41 on Jun 6, 2011 |
# ? Jun 6, 2011 05:29 |
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Evoq posted:The Intrusive Invisible Wall Remover is gone off the Nexus and of course now that I realize I dont have it I cant stand it. Anyone have a copy sitting around they can throw up somewhere? This is getting out of hand. Nearly half the time when I go to check in on / redownload a mod it has silently vanished, with the Nexus search refusing to admit that it has ever existed.
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# ? Jun 6, 2011 09:41 |
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The Lone Badger posted:This is getting out of hand. Nearly half the time when I go to check in on / redownload a mod it has silently vanished, with the Nexus search refusing to admit that it has ever existed.
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# ? Jun 6, 2011 11:56 |
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Just a quick question. Does anyone know of any mods that removes the healing effect that comes with resting in a bed you own? I remember playing NV with it, but now I can't for the life of me seem to find it in the NV Nexus? I find it pretty silly that simply sleeping in a bed can restore damaged limbs and regenerate health. I've tried searching different keyword variants such as "sleep", "bed", "health", "restore" - nada. Anyone have any ideas/suggestions? (I'm already playing on hardcore)
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# ? Jun 6, 2011 13:19 |
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Horns posted:
Nevada Skies URWLHH and Nevada Skies URWLified are both full versions of Nevada Skies, the only difference is that URWLHH also contains tweaks to HH weather effects. You're supposed to use one or the other not both, so deactivate the URWLified ESP and you'll be fine.
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# ? Jun 6, 2011 13:23 |
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The Lone Badger posted:This is getting out of hand. Nearly half the time when I go to check in on / redownload a mod it has silently vanished, with the Nexus search refusing to admit that it has ever existed. Nexus has been on a big banning spree lately due to a supposed crack down on illegal art assets + a culling of assholes. A lot of previously popular mods are getting removed because, surprise, the assets were ripped out of another game or the author's a total douchebag. Though how Ahztek is still not banned yet is absolutely beyond me - unless he donates, of course, right? *wink wink*
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# ? Jun 6, 2011 14:44 |
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Naky posted:Nexus has been on a big banning spree lately due to a supposed crack down on illegal art assets + a culling of assholes. A lot of previously popular mods are getting removed because, surprise, the assets were ripped out of another game or the author's a total douchebag. Though how Ahztek is still not banned yet is absolutely beyond me - unless he donates, of course, right? *wink wink* And yet, because they misunderstood GSC's response, STALKER assets are still plastered all over the Nexus.
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# ? Jun 6, 2011 17:23 |
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Naky posted:a culling of assholes This still means banning people who vote down furry dick mods, right?
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# ? Jun 7, 2011 06:49 |
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SheepNameKiller posted:Nevada Skies URWLHH and Nevada Skies URWLified are both full versions of Nevada Skies, the only difference is that URWLHH also contains tweaks to HH weather effects. You're supposed to use one or the other not both, so deactivate the URWLified ESP and you'll be fine.
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# ? Jun 7, 2011 09:01 |
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Naky posted:Nexus has been on a big banning spree lately due to a supposed crack down on illegal art assets + a culling of assholes. A lot of previously popular mods are getting removed because, surprise, the assets were ripped out of another game or the author's a total douchebag. Though how Ahztek is still not banned yet is absolutely beyond me - unless he donates, of course, right? *wink wink* Couldn't they remove the forums and ability to comment? Doesn't matter if the author's a douchebag if no-one can tell.
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# ? Jun 7, 2011 09:19 |
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Fewd posted:This still means banning people who vote down furry dick mods, right?
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# ? Jun 7, 2011 09:30 |
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Don't get me wrong, they're not just banning you if you're a douchebag once, but apparently they're really starting to enforce the three strike system for being one or so I've heard.
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# ? Jun 7, 2011 13:47 |
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Something which is a bit retarded when your previous strikes could have been in 2005 and 2008. The moderation policy is clearly designed for dealing with transient downloaders, and just doesn't work for anyone who uses the site for any length of time.
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# ? Jun 7, 2011 14:44 |
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No one uses the Nexus because they love the site or the moderators, that's for sure. I really wish there were an alternative other than falloutunderground where I need to pass a credit check to get a forums account.
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# ? Jun 7, 2011 14:58 |
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So this is really awkward to ask, but I don't really know a better way - does anyone know how to script conversations with NPCs/would said person like to help me? I'm the dude who made the Coyote Reflex armor a while back and I want to give it one final update before I finish it off for good. I have a fairly decent idea what I want to do with it, I just lack the skills (and, frankly) time to learn how to use the dialogue system. It's not a complicated task, I just have no idea where to start. Any takers?
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# ? Jun 7, 2011 15:33 |
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I'm setting up mods for some more playing. My old data folder was such a loving mess I just decided to reinstall the whole thing and set mods from scratch. I was wondering though, anyone here use Western Skies and that SSL lighting mod? They work together okay? I don't think there should be any problems but can't really find a straight answer.
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# ? Jun 7, 2011 16:00 |
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Yeah they should be fine. Simple Street Lights is great.
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# ? Jun 7, 2011 17:01 |
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dog kisser posted:So this is really awkward to ask, but I don't really know a better way - does anyone know how to script conversations with NPCs/would said person like to help me? I'm the dude who made the Coyote Reflex armor a while back and I want to give it one final update before I finish it off for good. I have a fairly decent idea what I want to do with it, I just lack the skills (and, frankly) time to learn how to use the dialogue system. It's not a complicated task, I just have no idea where to start. Any takers? Unlike F3 there's a dialog editor in GECK now that I hear isn't so bad to use.
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# ? Jun 7, 2011 17:12 |
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Naky posted:Unlike F3 there's a dialog editor in GECK now that I hear isn't so bad to use. I know, I took a look through it, I just can't manage to link the dialogue there to an NPC. There's definately a simple crucial bit I'm missing.
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# ? Jun 7, 2011 17:43 |
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dog kisser posted:So this is really awkward to ask, but I don't really know a better way - does anyone know how to script conversations with NPCs/would said person like to help me? I'm the dude who made the Coyote Reflex armor a while back and I want to give it one final update before I finish it off for good. I have a fairly decent idea what I want to do with it, I just lack the skills (and, frankly) time to learn how to use the dialogue system. It's not a complicated task, I just have no idea where to start. Any takers? Doing anything with dialog is complicated and annoying as hell (well, at least learning it). I never looked at the new dialogue tree for FO:NV so maybe it's easier but I think it's mostly just for ease of readability vs. what they previously had. There's a tutorial that is pretty much the best one on dialogue and quests for FO3 (which don't get any ideas, it's still not enough if you want to do anything complicated, dialogue system is hardly documented at all) I can't remember who made it but the .docx I have is called "Dialogue and Quest Tutorial for the GECK" so you might try searching for that.
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# ? Jun 7, 2011 17:46 |
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I'm getting instant CTDs, before the game even finishes booting up, whenever I activate the Nevada Skies URWLified esp. Game works perfectly fine without it, I don't understand what I'm doing wrong. I read in the readme that I needed to install some kind of cloudpack to use the urwl version and did so, but no dice.
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# ? Jun 7, 2011 17:47 |
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misterevilcat posted:I'm getting instant CTDs, before the game even finishes booting up, whenever I activate the Nevada Skies URWLified esp. Game works perfectly fine without it, I don't understand what I'm doing wrong. I read in the readme that I needed to install some kind of cloudpack to use the urwl version and did so, but no dice. That means you're missing an .esm file for one of your mods. You'll need to figure out which one. FNVEdit can help with this.
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# ? Jun 7, 2011 17:49 |
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Mr. Crow posted:That means you're missing an .esm file for one of your mods. You'll need to figure out which one. FNVEdit can help with this. BOSS can help too, and its something that everyone should already have. Dont have to go and download FNVEdit.
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# ? Jun 7, 2011 18:02 |
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NVEdit is better than BOSS if you possess the technical knowledge to use it, BOSS is great for preventing crashes but sucks at ensuring that the functionality of all your mods is being applied according to your tastes. In other words, if you have two mods that overlap a little bit BOSS is probably going to pick an arbitrary one to actually apply the settings for.
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# ? Jun 7, 2011 18:21 |
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Yeah I was just more referring to the fact that BOSS spits out a report of what ESPs need what ESMs and what theyre incompatible with. If youre gonna be taking mods that need a bit of tweaking to work with one another you should definitely have FNVEdit, but its not something you need if youre not going to have any compatibility issues.
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# ? Jun 7, 2011 18:24 |
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Ah, thank you for the suggestion to use FNVedit. Turns out the ambient temp esp was pointing towards nevada skies URWL, rather than URWLHH.esp. Got another question though - I have ambient temp and the unified HUD project, as well as Darn UI, but I don't get all the nice temp data and such on my HUD. Is it project nevada 2.0's hud preventing all that whiz-bangery?
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# ? Jun 7, 2011 18:25 |
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misterevilcat posted:Ah, thank you for the suggestion to use FNVedit. Turns out the ambient temp esp was pointing towards nevada skies URWL, rather than URWLHH.esp. I had this same issue at first too, rename the Honest Hearts version of URWL to the stock version and theyll play nicely with one another. misterevilcat posted:Got another question though - I have ambient temp and the unified HUD project, as well as Darn UI, but I don't get all the nice temp data and such on my HUD. Is it project nevada 2.0's hud preventing all that whiz-bangery? I havent been able to get any of the HUD mods working with a stock New Vegas install with only DUI. Im really starting to think its not just me and theyre not playing nicely with one another anymore.
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# ? Jun 7, 2011 18:28 |
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# ? May 13, 2024 11:38 |
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You should reread the readmes for ambient temp and unified HUD project, it involves more than just activating the ESP and you need to make manual changes to your HUD .xml files in order to get the new elements to display. If you've already done this and used the manual install method for project Nevada as opposed to the FOMOD install then you've probably accidentally overwritten the changes you made when you installed.
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# ? Jun 7, 2011 18:29 |