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Fereydun posted:I'm pretty sure that's not how it works in the version of More Perks that I have. Taking it gives you two items: a laser painter which is actually exactly the same thing as the C-Finder and a detonator that fires the missiles. You can only use it once per day or something like that but it fires a shitload of the space missiles from Broken Steel. It's pretty baller. Which version do you have? The one I just downloaded requires you to be at the spot you wish to strike, use an ingestible item (Orbital strike something, it sets the coordinates) and then you run away to a safe spot and then use the "detonator" to call in the strike.
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# ? Aug 18, 2011 16:21 |
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# ? May 27, 2024 15:22 |
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Reveilled posted:Sadly for your dad, there'd be no point since the water in Lake Mead isn't irradiated.
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# ? Aug 18, 2011 17:20 |
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So I just downloaded the Radio New Vegas thing floating around the last few pages, and the fix. I've replaced the files and threw it back into a single .zip archive. Can I just load this in FOMM now or do I need to manually install it by copying it over? Edit: Went ahead and did it, judging by how it was replacing files, I'm assuming using FOMM was fine. Comic fucked around with this message at 20:24 on Aug 18, 2011 |
# ? Aug 18, 2011 18:39 |
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I didn't know JeffK played FalloutNV. My saved game quote:ok now the setting is u know just me willow JT and bella just haging out in her bunker this incldues hated by everyone ill make a differt one where i just started tthe game xD and i already have willow at extended friendship and had bella for a while same for J.T um with this save do anything u want have fun use ewwww mods if u want and if u want downlaod new vegas bounties It actually is SFW.
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# ? Aug 18, 2011 19:41 |
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Yeah, I got a couple errors extracting the original archive, I just assumed they were damaged in the original upload. If they weren't, my bad.
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# ? Aug 18, 2011 19:44 |
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White Legs posted:Whats the preferred sound mod out of the 2 in the OP? I highly suggest CRL9000. As soon as you pick up This Machine or the Brush Gun you'll know why. I'd actually like to plug another mod too. http://www.newvegasnexus.com/downloads/file.php?id=40902 It improves the frag grenade/mine sound (they share the same file) so they're not as anemic. Highly recommend both. While we're talking about sound modifications: has anyone seen a mod to change the Survivalist's Rifle firing sound? It's without a shadow of a doubt my favorite weapon in the game and it sounds so flat compared to everything else. Hell, if anyone even knows what the name of the .wav files or containing folder needs to be I'd just do it myself. It's the one sound schtick I can't figure out. fennesz fucked around with this message at 19:53 on Aug 18, 2011 |
# ? Aug 18, 2011 19:51 |
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Police Automaton posted:Ok even if the interest isn't big I'll post the head: I cannot get this to show in game at all. As in, the race itself doesn't show up in the creation screen. Do I have to use the GECK first to make the race playable? FalloutNV.esm Lings.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm IWR.esm D.E.I.M.O.S..esm headgearfix.esp Centered 3rd Person Camera.esp IWR - Rebuilt.esp enclaveradio.esp Existence2.0.esp BluesRadioNV.esp CONELRAD 640-1240.esp NewVegasBounties.esp Color Me Evil.esp SimpleStreetLights (Extra Lights).esp Western Sky.esp ELECTRO-CITY - Imaginator.esp Mercenary_radio_FP_V1.esp Grave_Digger_v021.esp HighImperial.esp Total active plugins: 22 Total plugins: 22
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# ? Aug 18, 2011 19:51 |
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Upmarket Mango posted:I cannot get this to show in game at all. As in, the race itself doesn't show up in the creation screen. Do I have to use the GECK first to make the race playable? I can't see anything in your load order that would cause this, especially as you load this mod last. It should show up as one of the selectable races on the very first tab of the char creation menu you get at the start or can open via console and "showracemenu". The race is called "High Imperial" (as an homage from where I got it originally from) and is only a female head, exclusively (because there's no male head mesh replacement that I know of). That being said, for reasons unknown somehow the old .esp ended up in the big archive download again. It's not a problem to use this and won't cause problems in the game. I still recommend everyone to download the .esp linked in my original post and to replace your old one. I'm very sorry about that. The .esp in the archive also got updated, this time hopefully to the proper version. Head06.7z ~ 17 mb HighImperial.esp Here are both links for your convenience. Police Automaton fucked around with this message at 20:14 on Aug 18, 2011 |
# ? Aug 18, 2011 20:10 |
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Police Automaton posted:I can't see anything in your load order that would cause this, especially as you load this mod last. It should show up as one of the selectable races on the very first tab of the char creation menu you get at the start or can open via console and "showracemenu". The race is called "High Imperial" (as an homage from where I got it originally from) and is only a female head, exclusively (because there's no male head mesh replacement that I know of). Well I found the issue. I verified the game files with Steam and it turned out that there were 7 files that were messed up. Steam redownloaded them and the mod works just fine. I also used the new .esp you linked in your original post.
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# ? Aug 18, 2011 20:14 |
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Are there any fixes for some weapons when using a larger FoV? My FoV is 75 and the first person model for the Gauss Rifle/YCS is terrible since the stock isn't fully compleated. Theres a few other weapons like the scientist gloves in OWB but this stuck out to me the most. You can notice it in the bottom right of the screen shot and it's even worse looking in game.
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# ? Aug 18, 2011 21:45 |
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Tracula posted:Are there any fixes for some weapons when using a larger FoV? My FoV is 75 and the first person model for the Gauss Rifle/YCS is terrible since the stock isn't fully compleated. Theres a few other weapons like the scientist gloves in OWB but this stuck out to me the most. You can notice it in the bottom right of the screen shot and it's even worse looking in game. I've noticed this with the hunting shotgun even in the default 75 FoV. I think it's just an issue with the way the game renders first person models - it has them clip right through the camera instead of just drawing the full model, so the only way to "fix" it really would be to either reposition the weapon so you can't see the clipping (which will probably mess up iron sight alignment), or pull it out away from the camera far enough that it doesn't clip at all, which would make it look like your arms are 5 feet long.
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# ? Aug 18, 2011 21:59 |
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Tracula posted:Are there any fixes for some weapons when using a larger FoV? My FoV is 75 and the first person model for the Gauss Rifle/YCS is terrible since the stock isn't fully compleated. Theres a few other weapons like the scientist gloves in OWB but this stuck out to me the most. You can notice it in the bottom right of the screen shot and it's even worse looking in game. It actually is completed, but it's getting cut off by the near edge of the view boundary. I'd suggest upping the FoV up to something like 90°. That should be enough to get the entire model inside the viewing frustrum, and it shouldn't be excessive for a 16:9 display. You'll get some fisheye effect at the far edges of the screen, but it's not noticeable unless you focus on them.
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# ? Aug 18, 2011 22:06 |
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Tracula posted:Are there any fixes for some weapons when using a larger FoV? My FoV is 75 and the first person model for the Gauss Rifle/YCS is terrible since the stock isn't fully compleated. Theres a few other weapons like the scientist gloves in OWB but this stuck out to me the most. You can notice it in the bottom right of the screen shot and it's even worse looking in game. Try one of the alternate WAR stances since it will change how your dude holds the weapon. Hopefully one of them doesn't clip through the camera.
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# ? Aug 18, 2011 22:06 |
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GloomMouse posted:Try one of the alternate WAR stances since it will change how your dude holds the weapon. Hopefully one of them doesn't clip through the camera. This is what I had to do. I have the rifles/shotguns at the "relaxed" position and the pistols/smgs at the "raised at the shoulder" position. Definitely annoying but I kinda like the WAR 1st person animations now and prefer them (before I assumed they would bother me and they did for all of like 5 minutes).
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# ? Aug 18, 2011 23:46 |
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WAR is one of those mandatory mods for me. Just a shame that the author's out of modding due to a freak of nature accident.
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# ? Aug 18, 2011 23:51 |
Comic posted:So I just downloaded the Radio New Vegas thing floating around the last few pages, and the fix. I've replaced the files and threw it back into a single .zip archive. You should probably use the Radio Extender with that.
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# ? Aug 18, 2011 23:54 |
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Naky posted:WAR is one of those mandatory mods for me. Just a shame that the author's out of modding due to a freak of nature accident. What happened?
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# ? Aug 19, 2011 00:05 |
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Anyone use IWS and does it cause a ton of problems ? http://www.newvegasnexus.com/downloads/file.php?id=38623
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# ? Aug 19, 2011 00:10 |
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Capn Beeb posted:What happened? Computer got zapped and lost all his poo poo on his hard drive. Personally, I think he probably could have gotten most of it restored through use of linux programs like I had to do when the same thing happened to me a year ago, but I guess he just didn't want to bother.
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# ? Aug 19, 2011 00:13 |
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After taking a full day to update my mods since the last time I played, I've been playing my ridiculous 95 hour saved game again. Some physics oddity caught my fancy, so I made a little video: https://www.youtube.com/watch?v=H--scRVo8WU I really want to play with IWS, but I seem to get a bunch of crashes if I enable it. Even without it I get crashes semi-frequently, generally on zone changes, but I'm going to chalk it up to my retarded mod list. code:
Oh yeah, I also noticed that all revolvers in my game seem to shoot up and to the right a little when firing in first person without ironsights, making headshots almost always whiff. In ironsights and third person they seem to hit dead on, no clue what that's all about. Anyway, troubles aside, I have to say I've been really enjoying FPSWeaponWheel, which lets you mousescroll through all useable weapons in your inventory (and can be set to ignore weapons with no ammo, different types of weapon, etc). It pretty much freed up all my hotkeys for chems and other things that I use less frequently but like having bound.
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# ? Aug 19, 2011 00:17 |
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http://www.newvegasnexus.com/downloads/file.php?id=39968 Neat little directional flashlight mod with MCM/unified hud support (requires NVSE). You can use a handheld or a helmet mounted one too. Looks pretty well done too, so it might be worthy of adding to the OP if people really like it.
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# ? Aug 19, 2011 02:05 |
Everdraed posted:After taking a full day to update my mods since the last time I played, I've been playing my ridiculous 95 hour saved game again. Some physics oddity caught my fancy, so I made a little video: Disable Purge Cell Buffers.esp and all of the Nevada Skies - URWLified plugins. See if your game's stability improves. Both of those mods are known to increase CTDs (especially Purge Cell Buffers) when transitioning cells. Regarding iron sights: Aim your weapon in first person, then--while still aiming--switch to third person, and then back to first. This will cause your reticle to reappear while aiming through your sights. Do they match up with the weapon? Do the rounds generally hit where the reticle is aimed? Naky posted:http://www.newvegasnexus.com/downloads/file.php?id=39968 Very interesting. I know a lot of people have been asking for something like this. Cream-of-Plenty fucked around with this message at 02:10 on Aug 19, 2011 |
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# ? Aug 19, 2011 02:08 |
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Cream-of-Plenty posted:Disable Purge Cell Buffers.esp and all of the Nevada Skies - URWLified plugins. See if your game's stability improves. Both of those mods are known to increase CTDs (especially Purge Cell Buffers) when transitioning cells. Thanks for the advice, I'll try playing without them for a while and see how it goes. As for the iron sights, in the situation you described going from first to third person aimed mode the bullets hit the reticule fine. However, if I were to shoot my gun unaimed as in this screenshot, the bullets would hit the top right spot uniformly, a fair deal off from the reticule. And it looks like uninstalling New Vegas Re-Animated fixed it, so never mind!
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# ? Aug 19, 2011 02:58 |
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So I grabbed the pack of all the music someone put up just recently here in the thread, and I used The Radio Extender mod, however I am now running into an issue where I have it just playing nothing. Just dead air for a long time. Am I not using the radio extender correctly (followed the directions so not sure what is wrong), or did I not need to use that in the first place?
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# ? Aug 19, 2011 04:40 |
ShiningForceHero posted:So I grabbed the pack of all the music someone put up just recently here in the thread, and I used The Radio Extender mod, however I am now running into an issue where I have it just playing nothing. Just dead air for a long time. Am I not using the radio extender correctly (followed the directions so not sure what is wrong), or did I not need to use that in the first place? Somebody else had a similar problem with radio stations not playing any music and solved it by tweaking their ffdshow codecs. I don't think it was allowing the music to play.
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# ? Aug 19, 2011 04:47 |
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Actually what I have noticed being the real problem is that when 7z is extracting both parts, it's getting hung up on the fact that one of the songs, song 73 or something, is corrupted and it never extracts any of the files.
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# ? Aug 19, 2011 05:02 |
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ShiningForceHero posted:Actually what I have noticed being the real problem is that when 7z is extracting both parts, it's getting hung up on the fact that one of the songs, song 73 or something, is corrupted and it never extracts any of the files. As much as I love 7zip, it's really, really bad at handling split archives. Even if it made them. I use jZip for multiparts.
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# ? Aug 19, 2011 05:09 |
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A Fancy 400 lbs posted:As much as I love 7zip, it's really, really bad at handling split archives. Even if it made them. I use jZip for multiparts. Alright, that fixed it. Thanks for the suggestion!
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# ? Aug 19, 2011 05:12 |
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Naky posted:http://www.newvegasnexus.com/downloads/file.php?id=39968 It's a great mod, but just a word of warning, it can be a resource hog when the light is on. On my modest system, it cut my framerate from a stable 50-60 FPS to 20-30 when I was monkeying around with it outside of Gun Runners. Just for reference, my computer specs are: Athlon II X3 435 2.9GHz 8GB of RAM GeForce GTX 460 Win7 64-bit Even with that said, there's no real harm in trying it out, it installs and uninstalls very cleanly.
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# ? Aug 19, 2011 05:16 |
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A Fancy 400 lbs posted:As much as I love 7zip, it's really, really bad at handling split archives. Even if it made them. I use jZip for multiparts. I've never had problems with 7zip. I unzip split archives all the time.
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# ? Aug 19, 2011 05:33 |
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Playing with some graphical mods to give my female character a bit of a higher quality redesign from stock resources for those of you who remember how she looked before. PoliceAutomaton's head mesh, Ling's hairstyle which looks way better on the new head, Type 3 body, Desert Scorpion armor (NVBS 01), shorty Mossberg from TA, latest Vurt's, more grass mod, and Police's latest shader/effects settings with some tweaks in Cinematech/Director's Chair, NMC Texture Pack Medium + Poco Bueno afterwards without overwriting. edit: by the way, anyone notice a big performance drop with the latest Vurt's? He made some additions or changes to the LOD and it's really killed the framerate it seems.
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# ? Aug 19, 2011 05:34 |
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Naky posted:edit: by the way, anyone notice a big performance drop with the latest Vurt's? He made some additions or changes to the LOD and it's really killed the framerate it seems. Yes. I've been trying to figure out what I changed since my framerate's been far lower lately, and that's the only real thing I've done.
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# ? Aug 19, 2011 06:10 |
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Chronojam posted:Yes. I've been trying to figure out what I changed since my framerate's been far lower lately, and that's the only real thing I've done. Vurt's latest and Project Reality Mk3 are both really inefficient right now. I outright disabled PR because it's that bad even with all the options turned off but I really didn't want to disable Vurt's, so instead I got rid of my more grass mod, decreased my AA from 4 to 2, and set the texture filtering quality to performance with nvidia inspector and slightly decreased the LOD settings and the game's quite playable again allowing me to switch from third to 1st without any real stuttering or hitches. I might even re-enable the more grass and see what kind of effect it gives in performance.
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# ? Aug 19, 2011 06:17 |
Naky posted:Vurt's latest and Project Reality Mk3 are both really inefficient right now. I outright disabled PR because it's that bad even with all the options turned off but I really didn't want to disable Vurt's, so instead I got rid of my more grass mod, decreased my AA from 4 to 2, and set the texture filtering quality to performance with nvidia inspector and slightly decreased the LOD settings and the game's quite playable again allowing me to switch from third to 1st without any real stuttering or hitches. I might even re-enable the more grass and see what kind of effect it gives in performance. This is one of the big reasons I stuck with an old version of Vurt's Flora (1.8 I think.) At some point the mod jumped the shark and just started getting gonzo with the amount of poo poo it added to the game. Some modders never seem content to leave their poo poo alone once they strike gold.
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# ? Aug 19, 2011 07:03 |
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Naky posted:
Is that the default face for that head mesh? And what hair style is that?
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# ? Aug 19, 2011 08:02 |
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So can anyone figure out what's making NV crash on startup? I spent a good few hours redownloading all this poo poo for a fresh install and I just don't have the heart to go through and process of elimination my way through all this.code:
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# ? Aug 19, 2011 08:09 |
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I haven't really noticed a performance hit with the new Vurts or PR, and I switched to the higher amounts of flora version of Vurts with this update even.
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# ? Aug 19, 2011 08:27 |
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Anyone have an idea as to why I can't seem to recreate the Stealth Suit Mk II voice on another piece of armor? I've set the armor to use the same script and enhancements as the stealth suit but the only time the voice comes on is when I'm removing the armor. I'm sure it's something simple that I've overlooked in my modding stupidity but I can't seem to figure it out. E: Oh right. Changed every script I could find referencing the suit to link to the custom armor I'm using and still no dice. E2: So looking around it seems that the voice actually comes from a creature file scripted to work with the armor so I guess I just have to make the armor go into a hidden slot like those invisible vests and use it that way. Streyr fucked around with this message at 09:38 on Aug 19, 2011 |
# ? Aug 19, 2011 08:42 |
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Streyr posted:Anyone have an idea as to why I can't seem to recreate the Stealth Suit Mk II voice on another piece of armor? I've set the armor to use the same script and enhancements as the stealth suit but the only time the voice comes on is when I'm removing the armor. I'm sure it's something simple that I've overlooked in my modding stupidity but I can't seem to figure it out. quote:If ( Player.GetEquipped NVDLC03AuralStealthsuit == 1 ) Since the player doesn't have the stealth suit equipped, but instead has whatever the other piece of armor is, that If statement evaluates false, and it's not eligible for any of the barks. edit: er, I should say - that check is actually in the script for a quest which is associated with the suit; the suit's script just sets a flag in the quest script. Strudel Man fucked around with this message at 09:01 on Aug 19, 2011 |
# ? Aug 19, 2011 08:57 |
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# ? May 27, 2024 15:22 |
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Upmarket Mango posted:Is that the default face for that head mesh? And what hair style is that? Yes, it's the default face albeit with some minor adjustments - I haven't played around with Facegen or GECK yet. And it's one of the hairstyles Lings will give you... can't remember the name off the top of my head. It's a nice upgrade to the Wendy the Welder hairstyle. The only problem I have with it is the blue bow they randomly stuck in the hair. I tried to remove it but I hosed up the hair right good and proper by doing that so I guess I get to deal with, else mess with the texture so it's like... all white or something. CoP: can you mirror your version of Vurt's 1.8? I'd like to try it out and compare the performance differences. Naky fucked around with this message at 14:07 on Aug 19, 2011 |
# ? Aug 19, 2011 14:05 |