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Pong Fiend posted:I just want to thank you guys for making me aware of mods and making my game look so amazing! This picture has a distinct lack of spiky fluorescent hair and physics enabled 34F breasts. You obviously haven't been paying attention.
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# ? Aug 3, 2011 21:08 |
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# ? May 18, 2024 16:56 |
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Nevets posted:This picture has a distinct lack of spiky fluorescent hair and physics enabled 34F breasts. You obviously haven't been paying attention. You forgot half a dozen underaged katana wielding companions. Also, I'm really, really liking Project Reality over Nevada Skies.
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# ? Aug 3, 2011 23:08 |
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Happy Noodle Boy posted:You forgot half a dozen underaged katana wielding companions. I started using Project Reality and am crashing less. It looks really washed out but I'm getting used to it and it's growing on me. I don't know if this is a thing that happened since I installed it mid-game, but every destination on my map was available for fast travel after installing this. Probably happened since it's a mid-game installation. It's cool now that I can fast travel anywhere, though and crash doing it. vandalism fucked around with this message at 00:30 on Aug 4, 2011 |
# ? Aug 3, 2011 23:39 |
vandalism posted:I started using Project Reality and am crashing less. It looks really washed out but I'm getting used to it and it's growing on me. That's Project Reality doing that. I don't know how I avoided it, but a lot of users are reporting the same problem. The author says he fixed the issue, but if you downloaded the most recent edition (I think it was released yesterday) then I don't know what to tell you. EDIT: Apparently Cheshire found the problem-- The Cheshire Cat posted:I've found the map marker issue; in the script F3NVImageSpace, there is a line "ShowAllMapMarkers 1". I'm assuming this was probably something you used for testing and forgot to comment out.
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# ? Aug 4, 2011 00:44 |
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I'm still testing out whether or not that actually fixes the issue; just changing the script in FNVEdit did NOT, but I figured it might be something I'd have to fix in the GECK since it needs to compile the script. *edit* commenting it out in the GECK does seem to fix it. If you aren't comfortable using the GECK (or just don't want to go through the hassle of downloading and setting it up), I'd recommend just not using the mod for now and waiting for a fix. If you want the map markers to go back to the way they were, you'll need to load a save you made before you started using the mod. Someone commented on the file with the probable cause of this bug - the mod author uploaded a fixed version of the file yesterday, and today took a file down - probably meaning to take down the old broken one, but took down the fix by accident. The Cheshire Cat fucked around with this message at 01:01 on Aug 4, 2011 |
# ? Aug 4, 2011 00:48 |
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Pong Fiend posted:I just want to thank you guys for making me aware of mods and making my game look so amazing! Which armor is this?
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# ? Aug 4, 2011 03:16 |
The Cheshire Cat posted:Someone commented on the file with the probable cause of this bug - the mod author uploaded a fixed version of the file yesterday, and today took a file down - probably meaning to take down the old broken one, but took down the fix by accident. arm9? Oh, that was me
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# ? Aug 4, 2011 03:50 |
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Convicted Lovebot posted:Which armor is this? I don't recall where I grabbed the helm though.
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# ? Aug 4, 2011 04:33 |
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Naky posted:
I know this is from a few pages back, but where is that armor from? It looks mega bad rear end.
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# ? Aug 4, 2011 04:46 |
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Roobanguy posted:I know this is from a few pages back, but where is that armor from? It looks mega bad rear end. I use Geonox's Restored Riot Armor, light armor variant with the optional dark weathered textures with shades from the sunglasses collection and the facewrap from the reinforced chinese stealth armor when I'm not rolling around with goofy facemasks for screenshots. That screenshot is also a teaser for my .50BMG pistol... which is now finished and ready for the next WIP. Animating perfectly now and ready to go.
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# ? Aug 4, 2011 05:10 |
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Pong Fiend posted:This one. http://www.newvegasnexus.com/downloads/file.php?id=35130 Huh, that was what I thought of when I first looked at it. Btw, the helm looks like a vanilla Motorcycle Helmet. EDIT: Oh my sweet bajeezus, 300 MB for the Geonox Riot Armor. Oh well, it looks drat awesome.
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# ? Aug 4, 2011 05:28 |
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Little update on my hideout since there was some interest a few pages back. Armory is completely finished and bug free. Just one more room and the outside cave entrance to do and then it should be ready for release. Here are some screenshots from the armory. The empty tables are so you can display whatever poo poo you want that doesn't go on a wall or shelf. The interior entrance(not completely done, but close) The armory
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# ? Aug 4, 2011 05:51 |
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Omnicarus posted:Little update on my hideout since there was some interest a few pages back. Armory is completely finished and bug free. Just one more room and the outside cave entrance to do and then it should be ready for release. Out of curiosity, what build are you basing your optional TA esp on? Because 2.5's content completely now, though there are a couple guns up for the axing. I don't know if you want to work closer with us to find out which ones are on the bubble and just leave them out or not.
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# ? Aug 4, 2011 05:54 |
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fennesz posted:Alright, I installed WMX and everything is working fine. But I have two texture issues that I cannot fix no matter what I do. Both the Police Pistol and the Trail Carbine (yes, even after I installed the hotfix) have broken textures. Would anyone mind taking a screenshot of correct file name/address of working textures for these weapons in WMX? Steam\steamapps\common\fallout new vegas\Data\textures\WeaponModsExpanded\deadmoney\1handpistol\policepistol And for the trail carbine: Steam\steamapps\common\fallout new vegas\Data\textures\WeaponModsExpanded\2handrifle\trailcarbine I had the same broken textures problem a while ago, but I can't remember exactly how I fixed it. I think it had something to do with the order of the mods that I activated them in with the package manager, with the Arenovalis retextures being last. I should also probably note that I'm not using that hotfix you mentioned (didn't even know about it till now), just WMX 1.9 and the DLC .esps.
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# ? Aug 4, 2011 05:57 |
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Naky posted:Out of curiosity, what build are you basing your optional TA esp on? Because 2.5's content completely now, though there are a couple guns up for the axing. I don't know if you want to work closer with us to find out which ones are on the bubble and just leave them out or not. Honestly I haven't even started on the armory addition yet. I wanted to get the core + DLC supported first then I was going to try to redo the weapon walls from the ground up so that I can do the armory without possibly sending lower end performance to the dogs. My concern is that the the weapon walls as they're done right now require >=2 hooks that are individual items. So for each weapon you've got at least 3 items plus the walls and anything else in the room. Every light shining on an object effectively doubles the resources it requires to render each object. I'm hoping to make some slanted shelves that will serve as a better looking and performing weapon display so that I could do the armory without making low end systems take forever to load. And I don't want to place all those goddamn hooks Edit: Just realized I never answered your question. I was planning on getting in touch with you when I started working on the armory to see where you were going with it. Omnicarus fucked around with this message at 06:10 on Aug 4, 2011 |
# ? Aug 4, 2011 06:06 |
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I'm getting more and more crashes during cell transitions/fast travel. I've installed all the mods with FOMM and am using NV4GB. I tried the purge cell buffers mod briefly, during which crashes became far, far worse. I disabled it and it went back to how it was before. Any ideas what the problem is? Here's the modlist:quote:FalloutNV.esm
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# ? Aug 4, 2011 06:38 |
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Is the Highways and Byways addon for Electro-City still a buggy pile of poo poo? I know that used to cause problems, but now its an ESM so I'm not sure. I'd maybe test that out and see if removing it helps stability.
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# ? Aug 4, 2011 06:43 |
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Okay, I really want to get back into this game and actually finish the story instead of dicking around. The problem is every time I start to think about loading up mods I just get overwhelmed with the amount of choices. Can anyone recommend sort of a core group of mods that will get the game up to speed? I'm particularly interested in if there's an accepted combat overhaul. I generally don't like these things because they seem to focus on realism or difficulty too much.
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# ? Aug 4, 2011 07:08 |
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I don't think this is what is causing a ton of crashes but you have both OWB Valence Extra.esp and OWB Valence Mask.esp in that load order and only one is necessary. I use the extra one since it lets you use helmets and masks plus shows your hair.
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# ? Aug 4, 2011 07:17 |
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Celestatiune posted:Okay, I really want to get back into this game and actually finish the story instead of dicking around. The problem is every time I start to think about loading up mods I just get overwhelmed with the amount of choices. Project Nevada makes the combat significantly better and improves the game drastically. Definitely get that. Besides PN, I'd suggest Arenovalis's Weapon Retexture pack, one of the weather mods(Nevada Skies is my personal favorite, but there have been several people recently who really like Project Realism). That's pretty much all that I can think of that I'd consider to be core mods.
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# ? Aug 4, 2011 07:19 |
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Naky posted:
Thanks! I was looking for something to replace my armor that wasn't bulky yet looked believable.
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# ? Aug 4, 2011 07:20 |
counterfeitsaint posted:I'm getting more and more crashes during cell transitions/fast travel. I've installed all the mods with FOMM and am using NV4GB. I tried the purge cell buffers mod briefly, during which crashes became far, far worse. I disabled it and it went back to how it was before. Any ideas what the problem is? Here's the modlist: potaties posted:Is the Highways and Byways addon for Electro-City still a buggy pile of poo poo? I know that used to cause problems, but now its an ESM so I'm not sure. I'd maybe test that out and see if removing it helps stability. Probably. Most people seemed to stop using it once they realized how troublesome it was. Counterfeitsaint, you might want to deactivate Highways and Byways and see if your CTD frequency drops. If it doesn't, deactivate Western Skies and see if that does the trick. Weather mods are often the culprit.
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# ? Aug 4, 2011 07:33 |
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Thanks guys I'll give those a try. Edit: It seems to be working a lot better without the Electrocity highways thing. counterfeitsaint fucked around with this message at 11:20 on Aug 4, 2011 |
# ? Aug 4, 2011 09:12 |
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My main gripe with Genox's armor is that there's no female mesh, because it'd fit PERFECTLY with one of my gal characters. My rough-and-tumble John Wayne dude wouldn't touch it with a ten-foot pole, though ARMOR'S FER PUSSEHS. I did a run with him using only cowboy perk-affected weapons and the Duster and it was pretty kickass.
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# ? Aug 4, 2011 10:01 |
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The FNV4GB .exe is automatically compatible with NVSE, right? You only need to direct FOMM to use it as per the OP, and then click Launch: Fallout NV on the right side of the application? (Or do you always need to select File / Launch Game / Launch NVSE?) Also, does it disable achievements?
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# ? Aug 4, 2011 13:14 |
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Nuclear Pogostick posted:My main gripe with Genox's armor is that there's no female mesh, because it'd fit PERFECTLY with one of my gal characters. My rough-and-tumble John Wayne dude wouldn't touch it with a ten-foot pole, though ARMOR'S FER PUSSEHS. I did a run with him using only cowboy perk-affected weapons and the Duster and it was pretty kickass. The fact that it doesn't have a female specific mesh is why I prefer it for my female character. It's a post apocalyptic wasteland where food isn't exactly that plentiful - while I use type 3 (non-nude), I use it only because it's an actually better mesh and texture but I want my armors to have a purpose in most cases. If it does have a female specific armor, I don't want it to be a curve hugging voluptuous body suit.
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# ? Aug 4, 2011 13:57 |
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Naky posted:The fact that it doesn't have a female specific mesh is why I prefer it for my female character. It's a post apocalyptic wasteland where food isn't exactly that plentiful - while I use type 3 (non-nude), I use it only because it's an actually better mesh and texture but I want my armors to have a purpose in most cases. If it does have a female specific armor, I don't want it to be a curve hugging voluptuous body suit. Exception to this rule is using the Starcraft Ghost armor mod. Best loving mod ever for stealth based characters, and it isn't even a godmode overpowered buggy piece of poo poo. The optional headgear that gives you +25 stealth field on sneak might be *slightly* op at lower levels though. Also, Type3 is the best body type. The only complaint I have about it is that the base "underwear" looks off. Really off.
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# ? Aug 4, 2011 14:11 |
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potaties posted:Is the Highways and Byways addon for Electro-City still a buggy pile of poo poo? I know that used to cause problems, but now its an ESM so I'm not sure. I'd maybe test that out and see if removing it helps stability. Making a mod into an ESM doesn't magically stop crashes and prevent conflicts. If anything, it makes managing conflicts worse because you can't put them after ESPs that might be affecting the same thing but logically should be first. Naky posted:The fact that it doesn't have a female specific mesh is why I prefer it for my female character. It's a post apocalyptic wasteland where food isn't exactly that plentiful - while I use type 3 (non-nude), I use it only because it's an actually better mesh and texture but I want my armors to have a purpose in most cases. If it does have a female specific armor, I don't want it to be a curve hugging voluptuous body suit. Won't that basically give you the male body armour with a female head attached to it, though? It's one thing not to have form-fitting spandex armour, but metal or even leather armour wouldn't really fit given the difference in the base meshes' frames.
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# ? Aug 4, 2011 14:36 |
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Jan posted:Won't that basically give you the male body armour with a female head attached to it, though? It's one thing not to have form-fitting spandex armour, but metal or even leather armour wouldn't really fit given the difference in the base meshes' frames. Yes, that's what not specifying gender-specific meshes does. You either get an invisible body, or the opposite gender's body.
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# ? Aug 4, 2011 15:13 |
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Can someone point me towards the mod I've seen in a few screenshots here that make the faces look less like melted earwax candles?
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# ? Aug 4, 2011 15:30 |
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Okay the game fixed itself once I got to a part of the shop where they lost notice of my presence, and they proceeded to shoot that poor guy. Rirse fucked around with this message at 17:01 on Aug 4, 2011 |
# ? Aug 4, 2011 16:11 |
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Omnicarus posted:Little update on my hideout since there was some interest a few pages back. Armory is completely finished and bug free. Just one more room and the outside cave entrance to do and then it should be ready for release. This looks awesome and I am pumped to use it.
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# ? Aug 4, 2011 16:31 |
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Schubalts posted:Yes, that's what not specifying gender-specific meshes does. You either get an invisible body, or the opposite gender's body. That's what I want since gamebyro games are impossible to generate male faces without Downs syndrome.
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# ? Aug 4, 2011 16:49 |
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Naky posted:That's what I want since gamebyro games are impossible to generate male faces without Downs syndrome. And it's actually easier to make a female face that looks like she has a beard than not. I see where you're coming from.
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# ? Aug 4, 2011 17:06 |
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Horns posted:This is the file path I've got for the police pistol: Thank you. As it turns out I did have everything correct but I must have accidentally clicked "no" when prompted to replace the WMX - Arenovalis Textures.esp the first time I installed. At least I think that did it, moving my load order around a little bit might have done it too.
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# ? Aug 4, 2011 17:57 |
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Ok, I got a major problem. I got a whole lot of mods working together perfectly, no crashes or slowdown or anything, and played for a few days. Then today I bought Dead Money through the Steam store, and after it downloaded and installed, my game crashes on startup after the first slide. I used FOMM to move Dead Money to second in my load order, then I ran FNV Edit. It seemed to find some conflicts with Dead Money. Here's my load order: FalloutNV.esm Dead Money.esm More Perks.esm New Vegas Redesigned.esm Survivalist Bunker.esm The Armory.esm ProjectNevada-Core.esm ProjectNevada-Equipment.esm Tribal Pack.esm Tales from the Burning Sands.esm DarnifiedUINV.esp Purge Cell Buffers.esp Lore Version.esp More Perks Update.esp Better Game Performance.esp CASM.esp No More Anooying CC - All.esp Energy Weapon Fix.esp JRouge Ranger Coats4Loot.esp Eyepatch.esp Sunglasses Shipment.esp Simple Streetlights.esp Colossus T49.esp Alternate Armor System.esp Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp Nevada Skies.esp Nevada Skies - URWLified.esp Do I have to install Dead Money before doing all the modding? Cause that would suck! Luckily I kept a backup from before I tried to install Dead Money, so at least I still have the stable modded game. But yeah, it would be nice to play Dead Money too. Red Rox fucked around with this message at 18:54 on Aug 4, 2011 |
# ? Aug 4, 2011 18:34 |
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Double check that you have the correct DLC versions of your mods. I know alot of mods have different flavors based on what DLC you've bought, and you may be getting a conflict using a vanilla mod while you have the DLC installed.
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# ? Aug 4, 2011 18:49 |
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Nevets posted:Double check that you have the correct DLC versions of your mods. I know alot of mods have different flavors based on what DLC you've bought, and you may be getting a conflict using a vanilla mod while you have the DLC installed. Maybe you're right - I think Project Nevada and The Armory might have installation options relating to the DLC. To reinstall, do I just have up deavtivate the FOMOD and then reactivate it? Or is it a lot more complicated?
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# ? Aug 4, 2011 18:58 |
Disco De Soto posted:Maybe you're right - I think Project Nevada and The Armory might have installation options relating to the DLC. To reinstall, do I just have up deavtivate the FOMOD and then reactivate it? Or is it a lot more complicated? Reinstalling a FOMOD is as easy as deactivating it and reactivating it. Couple of things: Only run Nevada Skies or Nevada Skies - URWLified. Don't run both at the same time. Also, you might want to create a merged patch for that load order, and uncheck PurgeCellBuffers.esp if the CTDs don't stop.
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# ? Aug 4, 2011 19:09 |
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# ? May 18, 2024 16:56 |
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Nycticeius posted:The FNV4GB .exe is automatically compatible with NVSE, right? You only need to direct FOMM to use it as per the OP, and then click Launch: Fallout NV on the right side of the application? (Or do you always need to select File / Launch Game / Launch NVSE?) Yes, it's NVSE compatible. However, make sure you use Launch: Custom Fallout:NV instead of NVSE. It does not disable achievements. --- I could use some help making a small mod since I took a look through the scripts and it seems beyond me. Considering the sheer amount of Mentats everywhere in OWB, I wanted to make it so the Stealth Suit auto-injects Mentats instead of Med-X. Coupled with a visual chems mod it would be fun for my Hunter S. Thompson run-through. Any ideas?
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# ? Aug 4, 2011 20:02 |