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Kin
Nov 4, 2003

Sometimes, in a city this dirty, you need a real hero.
The mods really do make this game. It's astounding what a difference the lighting and texture ones do.

I'm guessing that these kinds of mods were available for fallout 3 too and if so, did the devs take any inspirations from the mod community to put into NV? Before i restarded with the mods the game just felt identical to F3, but with an orange colour scheme.

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scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Kin posted:

The mods really do make this game. It's astounding what a difference the lighting and texture ones do.

I'm guessing that these kinds of mods were available for fallout 3 too and if so, did the devs take any inspirations from the mod community to put into NV? Before i restarded with the mods the game just felt identical to F3, but with an orange colour scheme.

The weapon modification kits were taken nearly as-is and I'm sure the hardcore mode was at least inspired by Primary Needs.

cuntrageous
Jun 6, 2008


What are the must-have costume and weapon mods right now? Just reinstalled Fallout and I lost all my data.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
I finished & uploaded Companion Share & Recruit, that got a really early beta in the thread a while ago. Lets you turn any NPC into a companion who can pick locks/hack computers/heal you, that kind of thing.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

cuntrageous posted:

What are the must-have costume and weapon mods right now? Just reinstalled Fallout and I lost all my data.

Weapons mods? WME, WMX, and the Armory, all of which are linked in the OP. Costume Mods? Tailor Maid for NV, probably (also in the OP). Not a whole lot of those.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Kin posted:

I'm guessing that these kinds of mods were available for fallout 3 too and if so, did the devs take any inspirations from the mod community to put into NV? Before i restarded with the mods the game just felt identical to F3, but with an orange colour scheme.
There are many logistical reasons for why modders are able to do things on the PC post-release that we are not able to do during development. Most importantly: no one on the team had ever used this engine before, we had 18 months to make it, and it had to ship on three platforms with very different resource specifications.

scamtank posted:

The weapon modification kits were taken nearly as-is
No. F:NV's weapon forms have a mod tab where mod items, mod effects, and the combined .nifs are defined. There's also a new item type (mods) that is used to apply the modifications and display their names/effects. The only thing that is the same between F3 weapon mods and F:NV weapon mods is that they both use individual .nifs for each combination of mods.

Hardcore Mode was inspired by Primary Needs and STALKER: Call of Pripyat, among other things.

Naky
May 30, 2001

Resident Crackhead
Out of curiosity rope kid is there a reason mod removal wasn't implemented or was it a performance or engine limitation? I assume if it were a simple matter of time it could have been added with DLC.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
Good to know STALKER was an inspiration. A somewhat more STALKER-y Fallout set a few years after the bombs fell would be incredibly interesting- periodic rains of radioactive fallout replacing blowouts, rad management becoming more of an issue, that kind of thing. It'd be nice to get a closer look at the pre-War world, and the sort of feeling of isolation and vulnerability STALKER generates would help emphasise the 'not quite rightness' of it. Then again half the point of Fallout is it's post-post-apocalypse, so perhaps it's best left in diaries :shrug:.

Talkie Toaster fucked around with this message at 03:17 on Jun 19, 2011

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Naky posted:

Out of curiosity rope kid is there a reason mod removal wasn't implemented or was it a performance or engine limitation? I assume if it were a simple matter of time it could have been added with DLC.
Time to implement and test/debug. Sorry.

Naky
May 30, 2001

Resident Crackhead

rope kid posted:

Time to implement and test/debug. Sorry.

That's too bad. I would have hoped that it could have been finished for DLC, but I suppose that's probably too big a feature to really suddenly add with a simple DLC I suppose. Maybe we'll see modders do something with NVSE to help reverse the modding system if you guys don't get around to it.

M as in Mancy
Apr 21, 2011

by Y Kant Ozma Post
There is one thing bothering me about mods: We've got porn, Fallout 3 stuff, "pokemon", and much more, but why can't I find a single classic postal worker unifrom??

Pwnstar
Dec 9, 2007

Who wants some waffles?

American Flag spear thanks

Naky
May 30, 2001

Resident Crackhead

Pwnstar posted:

American Flag spear thanks

Interesting idea. If only the flag would react properly.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Pwnstar posted:

American Flag spear thanks

Is there one in Project Nevada? I've never actually gotten my hands on it.

Terpfen
Jul 27, 2006
Objection!

:dukedog:

Pwnstar posted:

American Flag spear thanks

I'll be very disappointed if this isn't Ulysses' weapon.

Mr. Crow
May 22, 2008

Snap City mayor for life

Naky posted:

Interesting idea. If only the flag would react properly.

With some clever modeling you could wrap it around the pole and it would still be badass.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.

Pwnstar posted:

American Flag spear thanks

All that I can think about when I think of flag spears is Deus Ex. (Last screenshot on the page.)

God I would love to see that in New Vegas. It would make for a fairly badass NCR run.

MMD3
May 16, 2006

Montmartre -> Portland
So I'm just starting my first playthrough and while I want to mod a few things I'm also really wary of messing up the balance of the game like I've done in previous bethesda games.

The main thing I'm looking for is a sprint/run-speed mod so my over-ground traveling doesn't add up to 10 hours of playtime. Is there one that's better than any of the others?

Also how impactful are the lighting/sky mods in the OP?

I guess I'm just hoping for suggestions for a few mods that improve the game in a big way but don't break the balance or gameplay too badly.

Horns
Nov 4, 2009

Naky posted:

========= The Armory v2.0 ===========
:toot:

Already spent an hour with it and I've noticed major improvements over 1.5. The FOMOD options are much more descriptive now and all weapon animations I've seen so far are in perfect working order. Can't tell you how happy I am with having proper animations for my VSS.

Heads up for anyone using WMX with this: make sure to put all your WMX mods after The Armory mods. I'd get a CTD when mousing over any WMX modded weapons in my inventory if my Armory mods came after any WMX ones.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

MMD3 posted:

So I'm just starting my first playthrough and while I want to mod a few things I'm also really wary of messing up the balance of the game like I've done in previous bethesda games.

The main thing I'm looking for is a sprint/run-speed mod so my over-ground traveling doesn't add up to 10 hours of playtime. Is there one that's better than any of the others?

Also how impactful are the lighting/sky mods in the OP?

I guess I'm just hoping for suggestions for a few mods that improve the game in a big way but don't break the balance or gameplay too badly.

Download Project Nevada and just use the core module. It introduces a walk / run / sprint feature to the game that is probably close to what you're looking for. You might find the rest of the overhaul to be to your liking: It changes a lot of things, but it doesn't break the game.

To answer your second question, the performance impact from the weather mods varies, but they shouldn't significantly effect you for the most part. That being said, several mods feature additional things like sandstorms, snow, and rain, which can slow your PC down (depending on your settings and computer specs.) If you want something different but are weary of low framerates, check out Western Skies. I don't believe it has the additional weather environments.

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.


It's fun to actually model something myself for change.

Bobby The Rookie
Jun 2, 2005

Sodbury posted:

So... I'm ~10 hours into a game where I'm using Armory 1.5. Is my only option in using 2.0 to start a new file? :(
I'm wondering this as well- can I just deactivate 1.5, activate 2.0 and keep playing from there with no issues?

vvv Excellent, thanks gents. And thanks, Naky, for the awesome mod.

Bobby The Rookie fucked around with this message at 12:01 on Jun 19, 2011

Horns
Nov 4, 2009

Arenovalis posted:



It's fun to actually model something myself for change.
Awesome, I always hoped you'd start making some new weapons again. The Mac-10 and Mossberg 500 you did were fantastic.

EDIT:

Bobby The Rookie posted:

I'm wondering this as well- can I just deactivate 1.5, activate 2.0 and keep playing from there with no issues?
That's what I did. Deactivated and deleted version 1.5 in FOMM and installed the 2.0 FOMOD. Haven't had any issues yet.

Horns fucked around with this message at 11:30 on Jun 19, 2011

canyon.mid
Apr 19, 2006

Bobby The Rookie posted:

I'm wondering this as well- can I just deactivate 1.5, activate 2.0 and keep playing from there with no issues?

This is exactly what I've done, and I've had no problems so far. Didn't even remove the 1.5 items from my inventory - they were automagically converted to the respective 2.0 versions.

mmm11105
Apr 27, 2010
Is there any mod that provides an interface for companion management. My game glitched at the end of Dead Money, and I hade to console command my way out, and the completion of the quest. (The final elevator dropped me in the hotel, not outside.). Now my game insists I have a companion with me that I don't. I can't find him/her so now I can't use any other companions. Any mod that adds a dismiss all companions button.

Anime Schoolgirl
Nov 28, 2002

please direct all complaints regarding broken crossbow bolts to naky because he keeps deleting the fixes / entries for them because he is loving retarded / a loving oval office and they will not be fixed until he personally addresses them because each time i try to fix them he just deletes them.

tia

edit: oh he just used an outdated esm patch :stare:

Anime Schoolgirl fucked around with this message at 16:12 on Jun 19, 2011

Naky
May 30, 2001

Resident Crackhead
:ughh: :eng99: :ughh:

Update coming...

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Been having some annoying issues while playing lately. In addition to the usual (expected) crashes, the game has started completely freezing when I load my saves. The game will freeze as soon as the loading screen finishes doing its thing. If it doesn't do that, it will finish loading but the loading screen never goes away. Instead, black bars will flicker up and down across the loading screen while the game will "play" in the background. (The radio will play, NPCs will move around, enemies will attack, etc.)

Seems like only one in three times will the game actually let me play. Obligatory load order follows...

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
CaravanPack.esm
IWR.esm
Advanced Recon Tech.esm
Detect Traps.esm
The.Armory.esm
rePopulated Wasteland.esm
Run the Lucky 38.esm
IWS-Core.esm
Tales from the Burning Sands.esm
Project Nevada - Core.esm
Weapon Mod Expansion.esm
WME - Dead Money.esm
WME - Honest Hearts.esm
WEG - Wasteland Essential Gear.esp
DarNifiedUINV.esp
alternate_armor_system_v0911.esp
CASM.esp
IWR - Rebuilt.esp
Readius_NV.esp
Portable Tent.esp
UHNV.esp
UHNV-Dead Money.esp
UHNV-Honest Hearts.esp
Project Nevada - Cyberware.esp
Project Nevada - Rebalance.esp
Existence2.0.esp
PipLantern.esp
CONELRAD 640-1240.esp
Casino Exchange All.esp
Detect Traps - DLC.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-AS-LowSpawns.esp
IWS-AS-NoInteriorSpawns.esp
LegendaryHunter.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
Advanced Recon Tech - Detect Traps.esp
Better Binoculars High.esp
Advanced Recon Armor.esp
Advanced Recon Range Finder.esp
Advanced Recon Gear - Project Nevada.esp
Sunglasses Shipment.esp
The.Armory.Leveled.List.esp
The.Armory.Realism.Tweak.esp
WearGloves.esp
Machienzo-Behold The Riches.esp
Companion Sandbox Mode.esp
Feng Shui NV.esp
Color Me Evil.esp
UniversalPerkRequirements.esp
Weapon Mod Expansion.esp
WME - Dead Money Arenovalis Retex.esp
WME - Honest Hearts Arenovalis.esp
SimpleStreetLights (Extra Lights).esp
Vurt's WFO.esp
Nevada Skies - URWLHH.esp
ELECTRO-CITY - Imaginator.esp

Total active plugins: 63
Total plugins: 75

Naky
May 30, 2001

Resident Crackhead
Sorry for the doublepost, but due to my general incompetence, the ESM in the release is an outdated one not containing several fixes as well as the AP rebalancing.

For everyone who's downloaded either the 7zip or the FOMOD versions already, you'll want to grab this update and extract the ESM into your Data folder. If you're using the Realism Setting mod, then extract that too.

To make up for it, inside is also an updated and better version of the tranquilizer and psycho bolts, as well as a new scrambler bolt for the crossbow. They should work much better now and give you lots to play with.

Sorry folks!

Kaptain K
Nov 2, 2007


I must admit, I am fond of you humans.

May you enjoy serendipity,

And may the Age of Fire perpetuate.
There are a lot of simple item/weapon mods from Fallout 3 that haven't been ported to NV that I would really like to use. I'm guessing they don't work if you just throw them in there; or do they?

What does one have to do to port a basic mod like that?

mmm11105 posted:

Is there any mod that provides an interface for companion management. My game glitched at the end of Dead Money, and I hade to console command my way out, and the completion of the quest. (The final elevator dropped me in the hotel, not outside.). Now my game insists I have a companion with me that I don't. I can't find him/her so now I can't use any other companions. Any mod that adds a dismiss all companions button.
Did you give this a try? http://www.newvegasnexus.com/downloads/file.php?id=37572

Kaptain K fucked around with this message at 22:25 on Jun 19, 2011

Naky
May 30, 2001

Resident Crackhead
Which item/weapon mods are you talking about from FO3? Because I've either already ported every worthwhile weapon, or am in the process of porting it for the 2.5 update.

cuntrageous
Jun 6, 2008


I completely missed the release of Project Nevada did that turn out to be a winner or a stinker?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

cuntrageous posted:

I completely missed the release of Project Nevada did that turn out to be a winner or a stinker?

I personally feel it's a bit of a mixed bag, at least at the moment.

Pros: It's polished, stylish, and clear that thought has been put into it. I know a lot of people like the Cyberware features it introduces, and the entire thing is modular / customizable enough that you can pick and choose what you want. It also seamlessly integrates a bunch of new items, weapons, and armor that is of consistent quality and fit well in the Fallout universe.

Cons: Doesn't make the game nearly hard enough. If you're hoping for a FWE-style "survivalist" run where bullets are worth their weight in gold and you're consistently at death's doorstep, you won't find it in Project Nevada 2.0. Even with most of the settings at their harshest, you'll be swimming in meds, ammo, and caps. Not all of the settings work properly right now, either (for example, the skill point algorithms.) And the ramped-up damage from headshots has strangely made the game easier, since you can take down numerous dangerous opponents with well-placed shots, whereas the enemy seems incapable of doing the same to you. Combine this with the greater accuracy of New Vegas' iron sights and winning firefights simply boils down to crouching and shooting people in the head while they miss you.

Check it out if you want; I'm using it at the moment. In light of these problems, there's a lot of promise in the overhaul.

Cream-of-Plenty fucked around with this message at 01:04 on Jun 20, 2011

NeurosisHead
Jul 22, 2007

NONONONONONONONONO
I kind of found the opposite to be true about headshots while I was running through Honest Hearts. The prevalence of enemies with full auto spray fire weapons meant a lot more random bullets hit me in the head and that poo poo was crippling. Against single shot weapons though it was definitely in my favor though.

csm141
Jul 19, 2010

i care, i'm listening, i can help you without giving any advice
Pillbug
The Armory 2 mod looks great, can't wait to try it out. Modding for NV has really come a long way since the first time I played the game, thanks to all you guys for making my game better. :)

One question, does the link on the samods.org front page to the download include the fix you linked? Or do I need to get that too?

Naky
May 30, 2001

Resident Crackhead
All the links are updated now. The fix is still up for those that need it.

csm141
Jul 19, 2010

i care, i'm listening, i can help you without giving any advice
Pillbug
Great thanks, and deactivating the old Armory I finally realized what the Crysis pack was and why I got those weapons in the beginning for free. I was expecting to find some kind of super suit somewhere. :downs:

Speaking of super suits, did that Coyote armor from FO3 get ported to NV? I looked but then Nexus search crapped out on me.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Chief Savage Man posted:

Speaking of super suits, did that Coyote armor from FO3 get ported to NV? I looked but then Nexus search crapped out on me.

It's linked in the OP under "Armors".

csm141
Jul 19, 2010

i care, i'm listening, i can help you without giving any advice
Pillbug

Cream-of-Plenty posted:

It's linked in the OP under "Armors".

Man I'm on a roll of dumb today. Thanks.

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Anime Schoolgirl
Nov 28, 2002

anyone playing the armory 2.0 (especially with the fixpatch) please tell me your experiences with the Hoover Dam scenario because I tried very hard to make that actually exciting :ohdear:

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