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Naky
May 30, 2001

Resident Crackhead

Cerevisiae posted:

I managed to find a work around by changing the field of vision to a lot further away so now the readius just barely fits on screen. At least it's playable until I figure out what I did and how to fix it.

Hmmm. Sounds like an animation issue. Reinstall WAR and Readius and check?

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Seemenaked
Nov 19, 2003

...but girls already have a vagina between their legs, so they don't gotta trick anyone...
Anyone got a link where I can get wyre bash? That is what you meant when you said use bash correct? I do appreciate your 'how to unfuck project reality' post red mundus. Hopefully I can play new vegas without having to fear running across the mojave in the middle of the night.

Cerevisiae
Jul 19, 2009

I'll protect you, Mayor!

Seemenaked posted:

Anyone got a link where I can get wyre bash? That is what you meant when you said use bash correct? I do appreciate your 'how to unfuck project reality' post red mundus. Hopefully I can play new vegas without having to fear running across the mojave in the middle of the night.

It's Wrye Flash for New Vegas, http://www.newvegasnexus.com/downloads/file.php?id=35003

Naky posted:

Hmmm. Sounds like an animation issue. Reinstall WAR and Readius and check?
I tried uninstalled and reinstalling them but FOMM sometimes acts funny so I'll see about doing it again.

Naky
May 30, 2001

Resident Crackhead

Cerevisiae posted:

It's Wrye Flash for New Vegas, http://www.newvegasnexus.com/downloads/file.php?id=35003

I tried uninstalled and reinstalling them but FOMM sometimes acts funny so I'll see about doing it again.

If FOMM acts funny, do it manually then.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.
Is there a good mod out there to help me make my Alcoholic play through a reality?

Ideally, anytime my character is not under the effects of Alcohol, it would drink one of whatever the cheapest alcohol in my inventory is. This way, I do not need to manually monitor whether I am in fact still drunk all the time.

Alternately, something that functions like the Vault 13 Canteen, but with booze would work.

Yes, this is Very Important.

Chevy Slyme fucked around with this message at 05:46 on Aug 26, 2011

Proletarian Mango
May 21, 2011

Is there a mod like Better Living Through Chems that doesn't add a bunch of new types of vodka and drugs? Preferably keeping the names of the original chems as well.

Cerevisiae
Jul 19, 2009

I'll protect you, Mayor!

Naky posted:

If FOMM acts funny, do it manually then.

Not really having any luck. I'm not too bothered by the location of the readius where it is since I somewhat enjoy it being off to the side (probably a side effect of me not being able to fix it so I'm living with it :v) but the hands being off center when I'm running around with brass knuckles is weird.

Rush Limbo
Sep 5, 2005

its with a full house
Project reality sounds interesting. I like the idea of darker nights and such. Nevada Skies is OK but it's not the terrifying pitch black I want, even with the "Darker Nights" pack. Basically I want it to be that a pack of ghouls can get within 5 feet of me and I'd still have a hard time making them out.

Soldier o Fortune
Jul 22, 2004

Seemenaked posted:

So it's pretty drat dark at night with project reality. Anyone using certain settings so it isn't so drat dark?

Really? Maybe my settings are jacked because it isn't all that dark for me. I even enabled the 'darker nights' option.

Hm.

Rush Limbo
Sep 5, 2005

its with a full house
Wow. Project Reality looks so much better than the lighting version of Nevada Skies. Everything looks less cartoony and more lifelike.

Retrograde
Jan 22, 2007

Strange game-- the only winning move is not to play.
Omnicarus, i'm just going to assume you haven't thrown up a new version of Lombard Station because you're busy making a weapons wall for the DLC weapons right? :colbert:

Just kidding, i did write down a couple of things that may or may not be bugs in the version 2 you posted, let me see if i can remember them:

I think the first mannequin near the door still moved over when i put armor on it, the rest worked perfectly though.

The ammo sorter didn't include Darts or Railway spikes. I don't think the dart gun is in the game but the railway rifle is (though it doesn't make train sounds anymore :( )

Omnicarus
Jan 16, 2006

Retrograde posted:

Omnicarus, i'm just going to assume you haven't thrown up a new version of Lombard Station because you're busy making a weapons wall for the DLC weapons right? :colbert:

Just kidding, i did write down a couple of things that may or may not be bugs in the version 2 you posted, let me see if i can remember them:

I think the first mannequin near the door still moved over when i put armor on it, the rest worked perfectly though.

The ammo sorter didn't include Darts or Railway spikes. I don't think the dart gun is in the game but the railway rifle is (though it doesn't make train sounds anymore :( )

No DLC weapon walls yet, sorry. I'm making the crafting area much better though. Sorting and something else that is entirely my own design that I've never seen included in other houses. When the benches are activated they'll also allow you to craft with anything stored in the correct boxes while maintaining the amount originally in your inventory. I.e. If you have 20 Coyote Meat in store and 3 in your inventory, crafting will now attempt to use whatever it stored before using what's in your inventory and it will also leave newly crafted items in your inventory.

This was one of my big complaints with most houses. You either had to look through 3+ boxes to get all of the components you need for something, or if it auto-moved stuff from boxes, it resorted when you quit crafting so you had to look through boxes for what you made or components you didn't want stored. The one I've designed is pretty much store and forget, unless you manually want to take something out of the boxes, etc, for whatever reason.

I've not tested it beyond making sure it functions well, but from what I've messed around with it has made crafting 100x easier.

I'll look into the Mannequin 1 moving. The new way they work is that it locks them into an exact coordinate set. May be that I made a typo with Mannequin 1's coordinates.

No ETA on the 03 release yet. I never make my ETAs when I set them, but I am hopeful that I'll have it up sometime this weekend.

Omnicarus fucked around with this message at 18:09 on Aug 26, 2011

Fox_Spy
Mar 19, 2006
Lifeguard of the Apocalypse
I have Increased Wasteland Spawns turns on, but it doesn't seem to be as effective as I'd like. For example, I've got 2 gangs of people hanging out at the Monte Carlo, each about 5 or 6 of them I'd say. Certainly no more than that. I'm using the high version of IWS, I somehow expected a lot more. Maybe I'm just spoiled from MMM, but I had the Increased Increased Spawns on for that and remember the Supermarket being drat near overrun. I want to make my NV experience be something where even at level 30+, I can still end up in potentially lethal firefights. And I prefer to do that via increased numbers as opposed to individually more lethal enemies or bullet sponges. In case it's something with my load order though, here's my load order.

FalloutNV.esm
TribalPack.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
Community Bugfix Compilation Patch.esm
IWS-Core.esm
darnifieduinv.esp
CaravanLooting.esp
that gun holdout.esp
Casino Anti Anti Cheat.esp
CASM.esp
Sorter - Combined.esp
LFox Missing Ammo Recipes.esp
Lucky 38 Suite Expansion.esp
PerkEveryLevel.esp
Purge Cell Buffers.esp
sicknasty.esp
10mmPistol-SigSauer_Replacement_NewSounds_v1.0.esp
better that gun 44mag.esp
IWS-AS-HighSpawns.esp
OWB Companion Teleport.esp
OWB Moddable FIDO.esp
OWB More Vendor Caps.esp
OWB Stealth Field Suit.esp
OWB Valence Extra.esp
OWB Valence Mask.esp
Sink Vending Machine.esp
LFox Stealth Suit Bug Fixes.esp
LFox Sink Bug Fixes.esp
Gambling.esp
Better Sierra Madre Casino.esp
Dead Money Recipe Box.esp
UHNV.esp
UHNV-Honest Hearts.esp
UHNV-Dead Money.esp
MergedPatch.esp

Total active plugins: 37
Total plugins: 50

Namnesor
Jun 29, 2005

Dante's allowance - $100

Omnicarus posted:

No DLC weapon walls yet, sorry. I'm making the crafting area much better though. Sorting and something else that is entirely my own design that I've never seen included in other houses. When the benches are activated they'll also allow you to craft with anything stored in the correct boxes while maintaining the amount originally in your inventory. I.e. If you have 20 Coyote Meat in store and 3 in your inventory, crafting will now attempt to use whatever it stored before using what's in your inventory and it will also leave newly crafted items in your inventory.

This was one of my big complaints with most houses. You either had to look through 3+ boxes to get all of the components you need for something, or if it auto-moved stuff from boxes, it resorted when you quit crafting so you had to look through boxes for what you made or components you didn't want stored. The one I've designed is pretty much store and forget, unless you manually want to take something out of the boxes, etc, for whatever reason.

I've not tested it beyond making sure it functions well, but from what I've messed around with it has made crafting 100x easier.

I'll look into the Mannequin 1 moving. The new way they work is that it locks them into an exact coordinate set. May be that I made a typo with Mannequin 1's coordinates.

No ETA on the 03 release yet. I never make my ETAs when I set them, but I am hopeful that I'll have it up sometime this weekend.

:stare:

This sounds incredible. I meant to pipe up sooner than now, but I've been using Lombard Station since release 01, and I loving love it. Props on the little story you wrote, too; it's well-done, felt perfectly in-line with Fallout lore.

Retrograde
Jan 22, 2007

Strange game-- the only winning move is not to play.

Omnicarus posted:

Lombard Station V3 Stuff

Thanks for the update, the crafting thing sounds awesome, i think the first underground hideout for Fallout3 had something like that in it once.

Oh here's another question. When i upgraded from v1-->v2 i took everything out, saved, and re-did the quest (well, blew up the rocks again). Is this nessecary to do between upgrades or will all my stuff dissapear if i just plop down the new version over the old?

The Sweetling
May 13, 2005

BOOMSHAKALAKA
Fun Shoe

Fox_Spy posted:

I have Increased Wasteland Spawns turns on, but it doesn't seem to be as effective as I'd like. For example, I've got 2 gangs of people hanging out at the Monte Carlo, each about 5 or 6 of them I'd say. Certainly no more than that. I'm using the high version of IWS, I somehow expected a lot more. Maybe I'm just spoiled from MMM, but I had the Increased Increased Spawns on for that and remember the Supermarket being drat near overrun. I want to make my NV experience be something where even at level 30+, I can still end up in potentially lethal firefights. And I prefer to do that via increased numbers as opposed to individually more lethal enemies or bullet sponges. In case it's something with my load order though, here's my load order.


Yeah I noticed that too. Methinks it bugs out after a while. Disable it, go inside somewhere and save, then re-enable. See if that helps.

Omnicarus
Jan 16, 2006

Retrograde posted:

Thanks for the update, the crafting thing sounds awesome, i think the first underground hideout for Fallout3 had something like that in it once.

Oh here's another question. When i upgraded from v1-->v2 i took everything out, saved, and re-did the quest (well, blew up the rocks again). Is this nessecary to do between upgrades or will all my stuff dissapear if i just plop down the new version over the old?

None of the container ID's are being changed so I don't think it will be necessary. But I'd still suggest making a save before you upgrade just in case.

Fox_Spy
Mar 19, 2006
Lifeguard of the Apocalypse

The Sweetling posted:

Yeah I noticed that too. Methinks it bugs out after a while. Disable it, go inside somewhere and save, then re-enable. See if that helps.

Tried this right after I initially posted., I saved my game, disabled IWS, waited 4 days inside the armory of UH, saved, re-enabled, then went to Monte Carlo. When I fast traveled in I got jumped by 4 fiends. I circled around to the front and sniped 5 more fiends. There were 2 in the back courtyard.


Omnicarus, I like Lombard Station, I've been looking for something new to use since I'm not sure if Underground Hideout is being updated anymore or not. That guy seems to have gone silent even on his own forums. I especially liked the back story you wrote for why the station exists as well as what those two dead prospectors are doing over in the Deathclaw Promontory. I definitely look forward to you updating for DLC.

There is one minor detail that bugs me about the weapon wall for Underground Hideout and your Station. When you get the unique version of a weapon, it replaces that weapon on the wall. I think it'd be neat to see both on the wall next to each other so you could see how the unique varies from the normal one. Also it makes it easier to tell at a glance where I don't have unique weapons.

Just a thought.

Omnicarus
Jan 16, 2006

There are several areas in the world that kind of tell you what happened to the rest of Alamo Company. If you go to Boulder City you'll notice three of their names on the memorial wall there and a note from Teresa as well(all of this was there in the vanilla game too, but it was never gone into further). You find out what happened to another one if you read Kickson's notes carefully. Mercy is in the game already too as a unique grenade machine gun. It bugged me that those two prospectors in the Deathclaw promitory never had a backstory despite possessing some of the most advanced technology in the game. Since no other mod seemed to say anything about them, I figured I'd give them a reason for packing that kind of heat. :)

As for the weapon wall, I originally had it that way. It didn't look very good and took up significantly more space. When I get around to remaking the weapon walls eventually, I'm going to do the weapon displays where the unique weapons will display separately.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Is anyone using Reload or any other reloading mods? It looks great from the nexus page but it's not huge on info.

Cerevisiae
Jul 19, 2009

I'll protect you, Mayor!

Cerevisiae posted:

Not really having any luck. I'm not too bothered by the location of the readius where it is since I somewhat enjoy it being off to the side (probably a side effect of me not being able to fix it so I'm living with it :v) but the hands being off center when I'm running around with brass knuckles is weird.

My problem fixed itself. I stopped playing for a day and when I came back to it it worked. I have no clue.

Naky
May 30, 2001

Resident Crackhead

Omnicarus posted:

As for the weapon wall, I originally had it that way. It didn't look very good and took up significantly more space. When I get around to remaking the weapon walls eventually, I'm going to do the weapon displays where the unique weapons will display separately.

There's gonna be a really, really big room right? :stare:

Omnicarus
Jan 16, 2006

Naky posted:

There's gonna be a really, really big room right? :stare:

Hopefully not. Maybe not. :ohdear: When I get around to redoing the walls, I want to make some freestanding display islands that have uniques on museum displays, something like this:

Naky
May 30, 2001

Resident Crackhead

Omnicarus posted:

Hopefully not. Maybe not. :ohdear: When I get around to redoing the walls, I want to make some freestanding display islands that have uniques on museum displays, something like this:



Actually, if you DO end up doing the walls, a neat idea that would separate you from the rest would be an area where you can choose one weapon of each type to be in a 'load out' area... for example, you choose one pistol, one shotgun, one AR, one SR, one heavy, one melee, etc. That way your go-to weapons are easily and quickly accessible and are of course displayed more prominently. I don't know how hard that sort of functionality is though.

Omnicarus
Jan 16, 2006

Naky posted:

Actually, if you DO end up doing the walls, a neat idea that would separate you from the rest would be an area where you can choose one weapon of each type to be in a 'load out' area... for example, you choose one pistol, one shotgun, one AR, one SR, one heavy, one melee, etc. That way your go-to weapons are easily and quickly accessible and are of course displayed more prominently. I don't know how hard that sort of functionality is though.

I could make it where weapons of a certain type are displayed together, i.e. modern weapons all grouped together, cowbow weapons together, etc. Actually choosing which weapons to display would be a scripting Xibalba, though. Each weapon displayed is actually just a static object that is enabled or disabled based on a [container].getitemcount [weapon] >=1 script function. I imagine it would be possible to have each item move according to where you place its enabler, but you'd have to script out every X, Y, and Z coordinate for every possible place for every possible weapon.

Naky
May 30, 2001

Resident Crackhead

Omnicarus posted:

I could make it where weapons of a certain type are displayed together, i.e. modern weapons all grouped together, cowbow weapons together, etc. Actually choosing which weapons to display would be a scripting Xibalba, though. Each weapon displayed is actually just a static object that is enabled or disabled based on a [container].getitemcount [weapon] >=1 script function. I imagine it would be possible to have each item move according to where you place its enabler, but you'd have to script out every X, Y, and Z coordinate for every possible place for every possible weapon.

Ah well, it was a thought. I guess I can still Feng Shui that sort of thing so long as there's a place for it. I don't mind doing 5 or 6 weapons, but I sure as poo poo aren't gonna Feng Shui 300 weapons haha.

Machismo
Mar 29, 2007

I'm a rapist! Who cares if there's no evidence, I'm guilty until innocent!
I can't find Lombard station anywhere. A link please?

Retrograde
Jan 22, 2007

Strange game-- the only winning move is not to play.
To download or in the game itself?

Horns
Nov 4, 2009
"Link" implies the former I would think. ;)

Here ya go, Machismo: http://www.megaupload.com/?d=SHITXBDV

jvempire
May 10, 2009
So is Project Nevada worth it? It seems like it has more than I want. Are there any mods that rebalances the combat a bit and/or adds a more abundance(maybe even diversity?) of enemies to the outside environment?

It looks like XFO NV maybe my best bet for combat it seems, although it doesn't look like it's been updated in a while.

jvempire fucked around with this message at 00:53 on Aug 28, 2011

Red Mundus
Oct 22, 2010

jvempire posted:

So is Project Nevada worth it? It seems like it has more than I want. Are there any mods that rebalances the combat a bit and/or adds a more abundance(maybe even diversity?) of enemies to the outside environment?

It looks like XFO NV maybe my best bet for combat it seems, although it doesn't look like it's been updated in a while.

I like it, and most of the changes aren't too bad. It's VERY flexible as to what you can turn off or modify. If you don't want something all you have to do is open the in-game menu and turn it off. All changes are instant and don't require a restart or bash re-patching. Very convenient.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
If I add a few different items with different mods, and each adds theirs to the leveled lists, will the lists be merged automatically or do I have to use some tool to merge them myself?

Bobby The Rookie
Jun 2, 2005

jvempire posted:

So is Project Nevada worth it? It seems like it has more than I want. Are there any mods that rebalances the combat a bit and/or adds a more abundance(maybe even diversity?) of enemies to the outside environment?

It looks like XFO NV maybe my best bet for combat it seems, although it doesn't look like it's been updated in a while.
I feel like Project Nevade gets kind of under-explained. It didn't initially appear to be an overhaul to me, it just looked like it added stupid augment stuff and goggles, so I ended up going with XFO initially, which is all right but never gets updated and was giving me a bunch of terrible balance issues later on when the game got patched.

I decided to try Project Nevada a week or so ago and it is world's better in just about every way. Presentation, ability to modulate your options, new abilities and features. I definitely recommend it. I started a new game with it and it actually feels like a shooter RPG to me now, my choices actually count for something and the shooting just feels right.

vvv Also that, the grenade hotkey has been a godsend.

Bobby The Rookie fucked around with this message at 02:12 on Aug 28, 2011

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Bobby The Rookie posted:

I feel like Project Nevade gets kind of under-explained. It didn't initially appear to be an overhaul to me, it just looked like it added stupid augment stuff and goggles, so I ended up going with XFO initially, which is all right but never gets updated and was giving me a bunch of terrible balance issues later on when the game got patched.

I decided to try Project Nevada a week or so ago and it is world's better in just about every way. Presentation, ability to modulate your options, new abilities and features. I definitely recommend it. I started a new game with it and it actually feels like a shooter RPG to me now, my choices actually count for something and the shooting just feels right.

PN is worth it just for grenade key + 0% bleed-through.

Red Mundus
Oct 22, 2010
Yeah, PN is damned amazing simply because of all the customization you can do. I hated the new stealth system and lo and behold I was able to turn if off no problems whatsoever. That and the grenade and no bleed-through as Seashell Salesman mentioned are very nice. Also the aug system is good without being broken and PN plays very well with other mods. Got a bunch up and no major conflicts to speak of.

Cream-of-Plenty
Apr 21, 2010

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

Seashell Salesman posted:

If I add a few different items with different mods, and each adds theirs to the leveled lists, will the lists be merged automatically or do I have to use some tool to merge them myself?

The lists will not automatically merge. This is a problem if two mods are making changes to the same lists. Use FNVEdit linked in the OP to merge your mods.

Mr. Crow
May 22, 2008

Snap City mayor for life
Since we can't stop talking about PN, you know what really annoys me? Somehow we've backtracked from Oblivion and everyone uses in-game menus. What happened to .ini files? I for one love trying to figure out/remember settings every loving time I have to clean-save a mod or start a new game or they break functionality in a new version.

At least with .ini files you had something to reference back to if they made a new version.

Arrath
Apr 14, 2011


Mr. Crow posted:

Since we can't stop talking about PN, you know what really annoys me? Somehow we've backtracked from Oblivion and everyone uses in-game menus. What happened to .ini files? I for one love trying to figure out/remember settings every loving time I have to clean-save a mod or start a new game or they break functionality in a new version.

At least with .ini files you had something to reference back to if they made a new version.

I'd imagine a majority of the Nexus users don't even know what an ini file is.

Dush
Jan 23, 2011

Mo' Money
Is there an option in Project Nevada to turn off the new weapons they added?

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Hobo on Fire
Dec 4, 2008

Mr. Crow posted:

Since we can't stop talking about PN, you know what really annoys me? Somehow we've backtracked from Oblivion and everyone uses in-game menus. What happened to .ini files? I for one love trying to figure out/remember settings every loving time I have to clean-save a mod or start a new game or they break functionality in a new version.

At least with .ini files you had something to reference back to if they made a new version.

I sank my teeth into game modding with the original Red Alert's .ini files way back in the day. If New Vegas used .ini files I wouldn't need the GECK except for worldspaces.

At least theres a few developers here and there that still use them - I tweaked a lot of the weapon stats in Mass Effect 2's .ini files.

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