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marxismftw posted:I played through vanilla at launch and enjoyed myself immensely, I'm thinking it's time for another trip into the wasteland, this time, modded, and I'm wondering what the likelyhood that I'll be able to get PN and A World of Pain working together? Anyone had any problems with it? In my experience they work fine compatibility wise, except that the changes PN makes to damage and DT make it almost impossibly difficult to do any of the dungeons after the first 2 quests. I may be too low level, but I'm at 27 with full power armor and get 1-2 shot by the lakelurks in the first Underground place you are told to go. I could very well be doing something wrong though.
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# ? Jul 9, 2011 05:35 |
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# ? Jun 6, 2024 23:27 |
fennesz posted:Is there a New Vegas equivalent of this? It always bothers me to see so many buildings strewn throughout the wastes that are boarded up. Yes, there is. Sort of. Eventually. I'd been following the FO3 DCInterior author's thread on Bethesda Forums back when he was planning a release in December. Then Dead Money came out and some jackass convinced him to finish everything before he released his mod. The release date has been "soon" for the last seven months or so.
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# ? Jul 9, 2011 06:03 |
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PopetasticPerson posted:In my experience they work fine compatibility wise, except that the changes PN makes to damage and DT make it almost impossibly difficult to do any of the dungeons after the first 2 quests. I may be too low level, but I'm at 27 with full power armor and get 1-2 shot by the lakelurks in the first Underground place you are told to go. I could very well be doing something wrong though. Could always turn level-based HPs back on. PN defaults the multiplier to 0 (vanilla is 5...I think), so you'll have the same hitpoints at level 45 as you had at level 1. Might help with getting near instagibbed, despite wearing as much armour plating as a tank. Turn the DT bleedthrough to 1% as well. I think that's actually pretty fair when using power armour; makes it feel much more realistic when confronted with small arms fire. Squiggly Beast fucked around with this message at 06:14 on Jul 9, 2011 |
# ? Jul 9, 2011 06:11 |
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I'm still thinking about what to do with that. I definitely have to make some changes to the way DT works, because it's kind of weird that I'm getting torn apart by random fiend patrols shooting at me with laser pistols and 9mm guns in power armor. I don't want to unbalance the game either, though. If I lower the DT bleed through, I'll still have a harder time from enemies with real guns right?
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# ? Jul 9, 2011 06:45 |
PopetasticPerson posted:I'm still thinking about what to do with that. I definitely have to make some changes to the way DT works, because it's kind of weird that I'm getting torn apart by random fiend patrols shooting at me with laser pistols and 9mm guns in power armor. I don't want to unbalance the game either, though. If I lower the DT bleed through, I'll still have a harder time from enemies with real guns right? Keep in mind that by default, PN is set so that weapon skill influences damage only 20% (vanilla is 50%). This means that guns are more dangerous in anybody's hands--even a low level Fiend with 35 or 40 in Energy Weapons. I've rolled this back to 50%, because otherwise there is very little incentive to continue putting points into weapon skills. If by "real guns" you mean stuff like AMRs, Trail Carbines, and Hunting Revolvers, then yes, Bleedthrough isn't going to have a huge effect. This is because there isn't a single piece of armor that provides enough DT to defeat those weapons. For example, PN Power Armor has a DT of ~25, but even in unskilled hands, high-tier weapons are doing 55-90 DMG. In this situation, Bleedthrough--be it 1% or 25%--isn't going to save you. On the other hand, if you set Bleedthrough to 1% and walk around in 25 DT Power Armor, you're pretty much invulnerable to some scrub wielding a .22 or a kitchen knife. That's because 25 DT > 6 DMG, and only 1% of that 6 DMG is going to harm you regardless of the armor you're wearing. There's a part of me that really wished they brought back DR and made armor a complicated beast again.
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# ? Jul 9, 2011 08:17 |
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Cream-of-Plenty posted:
The Armoury has a module called Alternate Armor System, it brings back DR and rebalances things in a way I don't completely understand.
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# ? Jul 9, 2011 08:41 |
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AAS only works properly with PNV if you set bleedthrough to 1% (PNV doesn't allow setting to 0, which is the setting AAS works under.)
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# ? Jul 9, 2011 15:01 |
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fennesz posted:Is there a New Vegas equivalent of this? It always bothers me to see so many buildings strewn throughout the wastes that are boarded up. New Vegas Interiors
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# ? Jul 9, 2011 15:40 |
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Anyone who's played the World of Pain mod, do you have any idea how to get the last audiodisc for Roach's Quest? I killed all the Tech Raiders and now there's a Mini-Vault Shelter that the map tells me I have to get into, but it requires a key and I have no idea where it is. Ugh nevermind, I had the wrong mini-vault. Mons Hubris fucked around with this message at 17:47 on Jul 9, 2011 |
# ? Jul 9, 2011 17:16 |
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Does anyone know what the command "GetVATSValue 6,15 ->0,00" means? I usually save via the console, and sometimes this shows up. I don't know what it means.
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# ? Jul 9, 2011 17:36 |
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Is the Stutter Remover any good? I've been experiencing some increased stutter after the last patch, and I'm trying to fix it. Would Stutter Remover help?
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# ? Jul 9, 2011 18:00 |
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What was the mod that stops New Vegas from displaying the "program has stopped working" error every time you exit the game?
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# ? Jul 9, 2011 20:51 |
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Cream-of-Plenty posted:Keep in mind that by default, PN is set so that weapon skill influences damage only 20% (vanilla is 50%). This means that guns are more dangerous in anybody's hands--even a low level Fiend with 35 or 40 in Energy Weapons. I've rolled this back to 50%, because otherwise there is very little incentive to continue putting points into weapon skills. How do you roll back parts of PN like that?
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# ? Jul 9, 2011 21:04 |
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vandalism posted:Does anyone know what the command "GetVATSValue 6,15 ->0,00" means? I usually save via the console, and sometimes this shows up. I don't know what it means. It's nothing to worry about, it's not a cause of any outstanding crashes or performance issues.
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# ? Jul 9, 2011 21:08 |
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Alright, so last year I wanted a playable Ghoul mod. I checked Nexus, and it had one, but it had a horrible bug (bright pink hands, because they just checked the "playable?" checkbox and didn't actually mess around with anything). I decided to try making a new one, and I really liked the results. I basically copied the human male body and replaced it's textures with the ghoul ones - the good thing is that it looks really awesome, allows all the hair and beards, and the hands actually match in color. Unfortunately, there wasn't a sharp texture for ghoul hands in first person mode, so when you pull out a gun it looks like this: Which I'm kinda alright with, but I'd really like to get my hands on some decent textures for the ghoul hand to fix it. I managed to find a high-def ghoul skin pack, but it went with some weird blood-everywhere red red red custom texture and it doesn't match the original at all. Does anyone know where I could find a better looking update for the original ghoul hands / contact someone who has one?
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# ? Jul 9, 2011 21:58 |
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Ignore this post; I answered my own question.
T-man fucked around with this message at 23:02 on Jul 9, 2011 |
# ? Jul 9, 2011 22:58 |
I finally got 4 gigs of RAM, and got the 4g exe for the game. It runs great, but is there any way to fix the lip-syncing issue? It's not that big of a deal, but still pretty annoying.
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# ? Jul 9, 2011 23:05 |
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Is there any UI mod that is compatible with Project Nevada? I can't stand that huge interface, but the other stuff is neat. I especially like the damage effects if you're wearing damaged headgear. Also, I'm wondering if there's some sort of leveling system mod where your skills go up based on how much you use the specific skill? edit: Danith fucked around with this message at 02:11 on Jul 10, 2011 |
# ? Jul 10, 2011 02:00 |
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If I have 4gb of RAM and won't use any mods, is the 4gb fix still a must?
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# ? Jul 10, 2011 02:15 |
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VisAbsoluta posted:If I have 4gb of RAM and won't use any mods, is the 4gb fix still a must? It's adds stability, so yes.
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# ? Jul 10, 2011 02:34 |
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Cubemario posted:It's adds stability, so yes. It pretty much does the opposite.
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# ? Jul 10, 2011 02:47 |
Ace Oliveira posted:Is the Stutter Remover any good? I've been experiencing some increased stutter after the last patch, and I'm trying to fix it. Would Stutter Remover help? I've used the Stutter Remover on and off since it was released, and can say that it works--if you configure it properly. When you first install the .dll and start up the game, the program will generate a configurable .ini file that caps your FPS at a max of 30. For many people, this can create an even more annoying stutter. Go into this file and tweak the min and max FPS to something a little more desirable--I generally found a minimum of 15 and a maximum of 40 or 45 to produce some pretty good results. pokie posted:How do you roll back parts of PN like that? The latest version of PN needs MCM to work properly, so make sure you've got that installed. If you have both mods installed correctly, start up your game and select "Mod Configuration Menu" from the main menu. You can go through PN's various settings and change the bleedthrough to your liking. Danith posted:Is there any UI mod that is compatible with Project Nevada? I can't stand that huge interface, but the other stuff is neat. I especially like the damage effects if you're wearing damaged headgear. 1. Unified HUD isn't necessary to get PN working with DarnUI--I personally use the two together without Unified HUD. If you've figured out how to get them working together, good--some people seem to have problems unique to their personal setups. 2. As far as TES-style "use to improve" skill systems are concerned, I am currently unaware of any mods for New Vegas. If I remember correctly, there was something similar released for Fallout 3, so it isn't completely out of the question for something similar to eventually be brought over. 3. If you want to try out a realistic repair mod and you're already using Project Nevada, give the built-in Alternative Repair system a try. It's off by default. Mr E posted:I finally got 4 gigs of RAM, and got the 4g exe for the game. It runs great, but is there any way to fix the lip-syncing issue? It's not that big of a deal, but still pretty annoying. I don't think so. Does it come and go on your system? I've noticed that the lip-syncing isn't always broken...for example, I never had an issue with it when I was playing Dead Money. VisAbsoluta posted:If I have 4gb of RAM and won't use any mods, is the 4gb fix still a must? Nope. Like Jan said, it's not going to help you at all. The only reason you'd need to use a LAA mod is if you were playing the game with custom textures that were a higher resolution than the default ones (2048 x 2048, 4096 x 4096, etc.) OR a whole huge mess of mods that ran custom scripts and added extra poo poo to the worldspace.
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# ? Jul 10, 2011 03:21 |
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Cream-of-Plenty posted:The latest version of PN needs MCM to work properly, so make sure you've got that installed. If you have both mods installed correctly, start up your game and select "Mod Configuration Menu" from the main menu. You can go through PN's various settings and change the bleedthrough to your liking. The latest version of PN (2.1) includes MCM functionality in the base install. You need to install MCM seperately if you want to use it for other mods, but the PN configuration is now built in.
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# ? Jul 10, 2011 03:27 |
The Lone Badger posted:The latest version of PN (2.1) includes MCM functionality in the base install. You need to install MCM seperately if you want to use it for other mods, but the PN configuration is now built in. Oh okay, I was under the impression that it was required (but I had already installed MCM for something else, so didn't realize it wasn't absolutely necessary.) Thanks for the heads up.
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# ? Jul 10, 2011 03:29 |
Cream-of-Plenty posted:
Ya, I'm currently doing Honest Hearts and it's not broken at all, it's very strange.
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# ? Jul 10, 2011 03:30 |
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A warning about New Vegas Restored - it soft-breaks some main quest events. When I entered the Strip Victor didn't come up to me to tell me to talk to Mr. House, and when I left the Tops Vulpes Inculcata got stuck in a wall (I managed to find and talk to him though). It does look pretty though.
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# ? Jul 10, 2011 04:33 |
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Ace Oliveira posted:Is the Stutter Remover any good? I've been experiencing some increased stutter after the last patch, and I'm trying to fix it. Would Stutter Remover help?
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# ? Jul 10, 2011 09:09 |
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What's the bext power armor mod these days? Powered Power Armour looks cool, but apparently it's no longer updated and has all kinds of weird bugs with the latest exes.
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# ? Jul 10, 2011 10:40 |
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The Lone Badger posted:A warning about New Vegas Restored - it soft-breaks some main quest events. When I entered the Strip Victor didn't come up to me to tell me to talk to Mr. House, and when I left the Tops Vulpes Inculcata got stuck in a wall (I managed to find and talk to him though). Dammit, I wanted to try this but don't really want to go noclipping around for main NPC's to finish a quest if it fucks up the entire strip (Also I'm pretty sure the guy who made this is planning on making a Freeside Restored mod). The only real reason I fret is because I wanted to try this FilePlanet pack, which looks to be a bunch of well done mods in a single pack. Although I was interested if it's a single install of that pack, or you have to install individually. If you end up installing them individually I don't see the pack as worth it, but now I really don't see it worth it if there is a NPC breaking mod stored inside this little sucker. On a completely different note, is Nevada Skies still the top Weather mod, or is there an alternative one to throw in with Project Nevada that someone can recommend, also does it still work? I see it hasn't been updated since around October (NV just released a new patch, heard some stuff broke). Chuck Finley fucked around with this message at 12:04 on Jul 10, 2011 |
# ? Jul 10, 2011 11:06 |
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Nevada Skies is still pretty much the king of the hill when it comes to weather mods. It definitely has the nicest looking weather effects (and the performance hit that comes with that) and it's heavily configurable, which is always a plus. It's also the most up to date - the main data file doesn't get updated at all, instead the author just puts updates under the optional file section. The most recent ones are only a few weeks old. Western Skies is an alright alternative. There's no in-game configuration tool and clouds aren't animated, but sunsets/sunrises are gorgeous. I think the color palette in general is much nicer, but missing all the bells and whistles of NS really hurts it. F3NV Weather is the newest weather mod, about a month old. New to NV anyway, it's apparently just a straight port of an FO3 weather mod. Haven't tried it out personally, but just from looking at the author's screenshots it doesn't seem to look right for this game. While its bleak and washed out color palette feels like a perfect fit for the capitol wasteland IMO, it doesn't work so well for the Mojave.
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# ? Jul 10, 2011 14:05 |
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Horns posted:Nevada Skies is still pretty much the king of the hill when it comes to weather mods. It definitely has the nicest looking weather effects (and the performance hit that comes with that) and it's heavily configurable, which is always a plus. It's also the most up to date - the main data file doesn't get updated at all, instead the author just puts updates under the optional file section. The most recent ones are only a few weeks old. Didn't see the optional files, thanks for pointing that out.
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# ? Jul 10, 2011 14:39 |
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kudos goes to dazzFAGGOTerFAGGOTfong who takes 40000 polygons to render a loving weapon model and spends 246 on a trigger. what a guy
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# ? Jul 10, 2011 18:04 |
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Cream-of-Plenty posted:I've used the Stutter Remover on and off since it was released, and can say that it works--if you configure it properly. When you first install the .dll and start up the game, the program will generate a configurable .ini file that caps your FPS at a max of 30. For many people, this can create an even more annoying stutter. Go into this file and tweak the min and max FPS to something a little more desirable--I generally found a minimum of 15 and a maximum of 40 or 45 to produce some pretty good results. Thanks. It hasn't been updated for the last patch though, right? Also, I think I'm gonna try to make some weapons. Are there any good programs besides NifSkope for making textures and poo poo like that? Are there any good tutorials, too?
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# ? Jul 10, 2011 18:09 |
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Anime Schoolgirl posted:kudos goes to dazzFAGGOTerFAGGOTfong who takes 40000 polygons to render a loving weapon model I really must express my admiration and appreciation for you taking it on yourself to work your way through stuff like that.
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# ? Jul 10, 2011 18:17 |
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Ace Oliveira posted:Thanks. It hasn't been updated for the last patch though, right? If you mean from scratch, you need a 3D app like Blender which happens to be free. Several of us in the thread have licenses to use commercial ones like Lightwave, 3D Max, Maya, etc but that's due to our professions or in my case ex-profession from over a decade ago... And for textures, photoshop or gimp if you're desperate. If you need tips me and safetyhammer can give a hand on our IRC channel. We're both modellers and he can actually draw up a texture unlike me. Arthur D Wolfe posted:holy poo poo what We hesitate to discuss it publicly because we're scared of the ramifications of it, but it goes well beyond disgustingly high polycounts. There are... things... being done to the files that could be extremely bad for the modding community and we've already seen that the engine does not handle it well. We've kind of figured out a way to reverse it, but as I said, we hesitate to discuss it.
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# ? Jul 10, 2011 18:18 |
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I'll be pleased to say that no egregious memory leaks are a direct result of the weapons in the Armory to say the very least That's the kind of quality you'd expect from a modeller who takes 40k polygons
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# ? Jul 10, 2011 18:33 |
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Naky posted:There are... things... being done to the files that could be extremely bad for the modding community I assume you're talking about legal stuff but my first thought was terrible gay furry hentai being included in the archive for no other reason than Nexus. That...that isn't it, is it?
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# ? Jul 10, 2011 18:37 |
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Captain Walker posted:I assume you're talking about legal stuff but my first thought was terrible gay furry hentai being included in the archive for no other reason than Nexus. Let's just say these people view it as a sort of DRM, but what they're really doing is loving poo poo up bigger than they realize.
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# ? Jul 10, 2011 18:38 |
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Naky posted:Let's just say these people view it as a sort of DRM, but what they're really doing is loving poo poo up bigger than they realize. Well... GECK EULA posted:If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit. You also waive and agree never to assert against Bethesda Softworks or its affiliates, distributors or licensors any moral rights or similar rights, however designated, that You may have in or to any of the New Materials. I'm no expert on copyright law but that says to me that mods made with the GECK are technically Bethesda's IP, so the guy who made Two Bears High Fiving couldn't sue because of its reference in Honest Hearts, for instance. To use models created in any program in New Vegas, I assume you have to use the GECK to define an item that uses the new models, so adding DRM is pretty flagrantly in violation. This isn't buried in the middle, btw. This is in the first clause of the document, and if you read nothing else from a EULA, you should ALWAYS read the first clause or two.
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# ? Jul 10, 2011 18:46 |
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# ? Jun 6, 2024 23:27 |
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Hey, I'm not disagreeing with you and that's why we've been keeping some big tabs on this development on the down low and figuring out what they've been doing. The first thing they did was discovered pretty easily but this new thing they've done since then is a lot tougher. We've figured out how to reverse it (they think it's irreversible) but if it gets much more complex with their fuckery due to their finding out that we can reverse the damage it could get even worse. At that point, we'd probably have to try to get some other people with more technical knowledge of the formats on board.
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# ? Jul 10, 2011 18:54 |