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SheepNameKiller posted: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. I remember changing the XMLs and still not getting any HUD mods to work with DUI, although they worked when the first ones came out a while ago. I said gently caress it and gave up, since its not that big of a deal, but Ill take another look and see if I just missed something this time around, cause Primary Needs is really kinda handy.
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# ? Jun 7, 2011 18:45 |
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# ? May 10, 2024 06:19 |
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Anybody know if it's easy to integrate the armoury into FOOK?
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# ? Jun 7, 2011 20:59 |
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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?
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# ? Jun 7, 2011 21:11 |
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TescoBag posted:Anybody know if it's easy to integrate the armoury into FOOK? Define integrate? Short answer is probably yes, but tedious.
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# ? Jun 7, 2011 21:18 |
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TescoBag posted:Anybody know if it's easy to integrate the armoury into FOOK? If by "integrate" you mean "use them both", the two should play nicely together. FOOK can't change anything in The Armory, and the Armory doesn't change anything outside of itself, except for levelled lists, and those are changed through scripts so that multiple mods will play nice.
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# ? Jun 7, 2011 21:49 |
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Anyone using the NVSE version of ST Perks and Traits? I took Fear the Reaper (gain one perk per level, lose a shitload of health when you level up) to counteract Project Nevada's default per per two levels, because I felt kind of guilty changing it without penalties. Anyway, it wasn't working, so I opened it up, and the scripts weren't even being used by the trait's effect. I fixed that, but now it works, but stops working after a while. I don't know if it's a conflict with PN, or if the script just sucks. Anyone else had issues with any of the perks or traits in that particular pack?
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# ? Jun 7, 2011 21:58 |
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Talkie Toaster posted:I've got a fair bit of experience playing with dialogue, so I'm happy to help. Where're you running into problems? I just got home from work and haven't had a chance to look at the tutorials others posted earlier, but pretty much my problem is the very basic 'I have an NPC made, how do I give him branching dialogue' issue. I've tried to reverse engineer from looking at other shop keepers and the like, but there's something fundamental missing in my thought process about it.
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# ? Jun 7, 2011 22:04 |
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Male Man posted:If by "integrate" you mean "use them both", the two should play nicely together. FOOK can't change anything in The Armory, and the Armory doesn't change anything outside of itself, except for levelled lists, and those are changed through scripts so that multiple mods will play nice. This is what I meant, much appreciated!
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# ? Jun 7, 2011 22:06 |
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dog kisser posted:I just got home from work and haven't had a chance to look at the tutorials others posted earlier, but pretty much my problem is the very basic 'I have an NPC made, how do I give him branching dialogue' issue. I've tried to reverse engineer from looking at other shop keepers and the like, but there's something fundamental missing in my thought process about it. The short version from memory is NPCs need to "have" a topic in order to show it. What this means in practice IIRC you basically add all the topics you've made to the "Add Topic" list (or something similar) of the NPC's GREETING then what you want for him to actually display in the "Choices Topic". The "Top Level" checkbox has some weird behavior but one of the things it does is cause a certain topic to always show up on any level of the dialogue tree. Or that was a bug I don't remember, but you shouldn't need to mess with it I don't think. And similarly to go from there you would add various topics to the choices to create the dialogue tree.
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# ? Jun 7, 2011 22:20 |
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Mr. Crow posted:The short version from memory is NPCs need to "have" a topic in order to show it. What this means in practice IIRC you basically add all the topics you've made to the "Add Topic" list (or something similar) of the NPC's GREETING then what you want for him to actually display in the "Choices Topic". The "Top Level" checkbox has some weird behavior but one of the things it does is cause a certain topic to always show up on any level of the dialogue tree. Or that was a bug I don't remember, but you shouldn't need to mess with it I don't think. Basically just make a quest for the dialogue, conditionalise it on GetIsID YourNPC (so the dialogue only shows on your NPC), then start adding topics- a root and two branches. The 'root' should have Top Level flagged so it shows up by default. Create a new info, then write whatever, then in the Choices box for that info select your two branches. Then you can make infos for those branches that further branch, you can have them link back to earlier branches, whatever. If you want to add a new top level topic later, you can use the AddTopic box to do it. When the player visits a topic the game goes down the list of infos in that topic from first to last and displays the first one to meet all the conditions- so if your topic is called "Here's 10 Stimpacks", you could have the first info be conditionalised on GetItemCount Stimpack < 10, have it be "Not enough!", then have the next info be conditionless- as if it fails the first check (i.e. the player has >9 stims) it'll automatically go to the second one. N.b. though, conditions run on the speaking actor by default, so to change them to run on the PC you need to alter them from Run on Subject (i.e. speaker) to Run on Target (i.e. person being spoken to).
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# ? Jun 7, 2011 22:33 |
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Talkie Toaster posted:I've not hit any problems with Top Level? Well I remember when I was making my house mod I kept having one certain set of topics constantly viewable on every topic (on that NPC), despite other conditions. And I vaguely recalled it being related to "Top Level" but I could be wrong, maybe I was adding the topics incorrectly at the time. In any event I eventually got it all working correctly so vv
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# ? Jun 7, 2011 22:43 |
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Hey modding thread, could you recommend any good landscape texture mods? After coming back to New Vegas from The Witcher 2 they are hurting my eyes
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# ? Jun 8, 2011 13:33 |
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The best thing you can do is download a DoF mod like http://www.newvegasnexus.com/downloads/file.php?id=35615 As good as some of the texture mods for new vegas are, none of them are going to make the landscape much more beautiful than it is currently. There's just way too much clipping and way too little detail. The best thing to do IMO is just blur that poo poo so that you can't notice it as much. However, here are a couple of ways to make the engine's shortcomings just a little bit less obvious: I use the detailed normals texture pack. Some people on the last few pages aren't a fan of how "bumpy" the 1.7 version is but I use it and don't have a problem with it. You could also just use the 1.5 or 1.6 versions in the old files category if it bothers you. http://www.newvegasnexus.com/downloads/file.php?id=38196 And if you want that little bit of an extra high def touch to things, you can use this mod, which requires detailed normals. http://www.newvegasnexus.com/downloads/file.php?id=38800 As an alternative, NMC texture pack overhauls (nearly) all of the textures used by new vegas. This is a MUCH BIGGER overhaul than detailed normals and will require more system resources to run correctly. NV is not designed to handle huge texture packs like this, so don't be surprised if the program itself bottlenecks your system and causes memory crashes. If you go this route you absolutely NEED to LAA enable your NV .exe in order to stand a chance of not crashing every 15 minutes. http://www.newvegasnexus.com/downloads/file.php?id=35645 LAA patch: http://nvse.silverlock.org/beta/fnv4gb_nvse.zip To use: open up FOMM, go into settings and use this executable to launch the program.
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# ? Jun 8, 2011 14:49 |
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Does anyone know what typically causes textures to flicker? Quarry junction seems to skip between displaying its correct ground textures and displaying the molerat skin texture ad nauseum depending on where I'm standing and what direction I'm looking. I tried deleting all of my landscape texture folders to see if I downloaded a bad texture and it didn't fix the problem. The only areas affected seem to be a couple of areas around Jacobstown and all of Quarry Junction, so it's not gamebreaking, but it's still annoying when passing through those areas.
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# ? Jun 8, 2011 15:01 |
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Probably Z-buffer conflicts between surfaces which were set at the exact same location. In other words, the graphics card doesn't know which one goes in front of the other, so it flickers. I assume that's what you mean, and I'm pretty sure it happens even in the unmodded game, it's the result of bad terrain modeling/implementation. It could also be a result of using a small Z-buffer on account of memory restrictions, but a bigger buffer wouldn't necessarily solve it completely. If you're seeing a molerat skin texture, that's not a normal terrain texture (I think), that's pretty weird!
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# ? Jun 8, 2011 17:32 |
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SheepNameKiller posted:Does anyone know what typically causes textures to flicker? Quarry junction seems to skip between displaying its correct ground textures and displaying the molerat skin texture ad nauseum depending on where I'm standing and what direction I'm looking. I tried deleting all of my landscape texture folders to see if I downloaded a bad texture and it didn't fix the problem. The only areas affected seem to be a couple of areas around Jacobstown and all of Quarry Junction, so it's not gamebreaking, but it's still annoying when passing through those areas. I think quarry junction is just a bad spot for that - I was getting deathclaws myself for a while, along with some metal textures from the machinery in the area. I do seem to recall the vanilla game having a dead molerat or two by the nest.
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# ? Jun 8, 2011 17:42 |
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Positronic Spleen posted:Probably Z-buffer conflicts between surfaces which were set at the exact same location. In other words, the graphics card doesn't know which one goes in front of the other, so it flickers. I assume that's what you mean, and I'm pretty sure it happens even in the unmodded game, it's the result of bad terrain modeling/implementation. It could also be a result of using a small Z-buffer on account of memory restrictions, but a bigger buffer wouldn't necessarily solve it completely. This. The even more dumbed down version is you have two textures sitting on top of each other. Although having a molerat skin texture is kind of odd...
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# ? Jun 8, 2011 17:47 |
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That tends to happen when something's missing a texture or has the wrong path to one and can't find one, so it just seems to pick one at random from the loaded list. Anything that edits the landscape models could be causing it.
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# ? Jun 8, 2011 18:13 |
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Talkie Toaster posted:That tends to happen when something's missing a texture or has the wrong path to one and can't find one, so it just seems to pick one at random from the loaded list. Anything that edits the landscape models could be causing it. Thanks, I'll check out my mesh folders and any mods I have that might alter the ground in this area and see if I can pin down the missing texture. I know my way around my data files pretty well but it's fairly likely that I deleted something I shouldn't have. on the subject of NV DLC: is it possible to replay dead money just by deactivating it, cleaning my savegame and reactivating? will this break something if I even attempt it? I missed a bunch of story information and a snowglobe my first time through apparently.
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# ? Jun 8, 2011 19:26 |
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Check your video card temperatures.
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# ? Jun 8, 2011 19:32 |
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Talkie Toaster posted:That tends to happen when something's missing a texture or has the wrong path to one and can't find one, so it just seems to pick one at random from the loaded list. Anything that edits the landscape models could be causing it. Most likely this. Gamebyro draws in surrounding textures when there's something missing which explains the molerat texture.
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# ? Jun 8, 2011 19:52 |
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Just started..
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# ? Jun 8, 2011 22:41 |
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Talkie Toaster posted:That tends to happen when something's missing a texture or has the wrong path to one and can't find one, so it just seems to pick one at random from the loaded list. Anything that edits the landscape models could be causing it.
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# ? Jun 8, 2011 22:56 |
Arenovalis posted:
Oh sweet Christ almighty thank you. That's the only gun in the game that I couldn't stomach using because of how horrible it looked.
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# ? Jun 8, 2011 23:04 |
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Arenovalis posted:
YEEEESSSSS!!! Fantastic. You sir, are an artist and a gentleman.
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# ? Jun 8, 2011 23:17 |
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Yeah lol the original one was probably the worst looking gun in the game, along with the Varmint Rifle.
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# ? Jun 8, 2011 23:27 |
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Anyone know their way around sounds? I've been doing up someone's FO3 tesla weapons mod to stick into Playing with Firepower, but weirdly the looping attack sound they include for the Tesla Minigun doesn't work in New Vegas. They've got the same bitrate, codec etc. as the regular Minigun sounds- the only thing that differs is the length (4.866s vs 4.178s for the Minigun). The regular and Tesla sounds are uploaded here if anyone would mind taking a crack at them to see what's up.
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# ? Jun 8, 2011 23:56 |
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Have you tried putting the file into data/sound/fx as opposed to data/sound?
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# ? Jun 9, 2011 01:04 |
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Also, out of curiosity, why would ^^^^ change anything?Talkie Toaster posted:Anyone know their way around sounds? I've been doing up someone's FO3 tesla weapons mod to stick into Playing with Firepower, but weirdly the looping attack sound they include for the Tesla Minigun doesn't work in New Vegas. They've got the same bitrate, codec etc. as the regular Minigun sounds- the only thing that differs is the length (4.866s vs 4.178s for the Minigun). The regular and Tesla sounds are uploaded here if anyone would mind taking a crack at them to see what's up. Try converting them to .ogg
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# ? Jun 9, 2011 01:28 |
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Whew. Just got done reading the entire thread over a couple of days. Just want to say thanks to the folks who helped me in the Fallout 3 thread as I am PC illiterate. I have actually managed to retain some and have successfully modded this game, which I just bought for PC over the weekend. I'm running Warzones, Increased Spawns, Nevada Skies, Electro-City, Wasteland Defense, Realtime Settler, World of Pain, and a bunch of other mods. This game is so much more stable for me than modded Fallout 3. Warzones + IWS on the Hardest difficulty is INSANE. Good thing I also have the backpacks mod so I can carry all my spoils of war. At any rate, are the two official expansions worth a download? I'm worried about ruining the good thing I have going if they're going to conflict with my existing mods and give me a headache trying to get things back together. This game is just running so well for me.
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# ? Jun 9, 2011 01:44 |
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SheepNameKiller posted:Have you tried putting the file into data/sound/fx as opposed to data/sound?
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# ? Jun 9, 2011 01:45 |
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Arenovalis posted:
Been holding my breath for this a long time. Thanks for doing it. I hope you'll do brush gun too while you're working on the originals again
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# ? Jun 9, 2011 06:20 |
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Arenovalis posted:
First the ton of Saint's Row 3 footage and pictures, now this. gently caress yes. Fewd posted:Been holding my breath for this a long time. Thanks for doing it. The brush gun's barrel is honestly scary to look at. .45-70 and it looks like pitted to hell pot metal
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# ? Jun 9, 2011 07:47 |
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http://www.newvegasnexus.com/downloads/file.php?id=42278 released it Arenovalis fucked around with this message at 12:54 on Jun 9, 2011 |
# ? Jun 9, 2011 09:51 |
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Mr. Crow posted:Also, out of curiosity, why would ^^^^ change anything? I honestly have no idea, it's just one of those things that doesn't have a reason.
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# ? Jun 9, 2011 12:51 |
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Boosted_C5 posted:
Personally I consider Nevada Skies and Dead Money to be incompatible, but that's because the funky atmosphere+lighting tweaks from the mod = way too dark(only in the Dead Money area), but I think the DLCs are pretty safe to add otherwise.
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# ? Jun 9, 2011 13:11 |
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Dynamic Quantity Prompt Just downloaded this. Great mod that allows the scroll-wheel in menu prompts, and makes buying and selling easier (ctrl+click buys/sells 1 item, shift+click to select multiple items). He also linked to a new version of NVSE that they still haven't linked to yet on their main site: http://nvse.silverlock.org/beta/nvse_2_beta4.zip *Edit* Other good mods that I'm finding: Darker nights mod that is fully compatible with all weather mods. It just adds an option in-game to adjust nights to your liking. Barter Repair Let's the barter skill influence repair rates from people. Sounds like it needs some adjustments to the values though. I'll probably just tweak them myself and reupload it. Musicpack for FNV - Replaces the ambient music in the game with professional quality music that fits pretty well IMO. Swartz fucked around with this message at 16:26 on Jun 9, 2011 |
# ? Jun 9, 2011 15:42 |
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Arenovalis posted:http://www.newvegasnexus.com/downloads/file.php?id=42278 Looks really good, but should the scope glass be so pearlescent? Contrast looks a bit high. Apart from that superb. Especially the wood.
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# ? Jun 9, 2011 15:48 |
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Did the Nexus sites just get hacked or something? I'm getting spam from people that want to meet me.
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# ? Jun 9, 2011 21:00 |
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# ? May 10, 2024 06:19 |
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natlampe posted:Did the Nexus sites just get hacked or something? I'm getting spam from people that want to meet me. Someone's feeling anti-social today.
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# ? Jun 9, 2011 21:26 |