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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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# ? Aug 26, 2011 04:11 |
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# ? Jun 5, 2024 22:27 |
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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.
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# ? Aug 26, 2011 04:18 |
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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?
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# ? Aug 26, 2011 04:37 |
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Cerevisiae posted:It's Wrye Flash for New Vegas, http://www.newvegasnexus.com/downloads/file.php?id=35003 If FOMM acts funny, do it manually then.
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# ? Aug 26, 2011 04:40 |
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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 |
# ? Aug 26, 2011 05:38 |
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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.
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# ? Aug 26, 2011 06:00 |
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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.
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# ? Aug 26, 2011 06:07 |
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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.
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# ? Aug 26, 2011 16:48 |
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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.
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# ? Aug 26, 2011 16:56 |
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Wow. Project Reality looks so much better than the lighting version of Nevada Skies. Everything looks less cartoony and more lifelike.
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# ? Aug 26, 2011 17:29 |
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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? 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 )
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# ? Aug 26, 2011 17:35 |
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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? 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 |
# ? Aug 26, 2011 18:01 |
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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
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# ? Aug 26, 2011 18:25 |
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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 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.
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# ? Aug 26, 2011 19:41 |
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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?
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# ? Aug 26, 2011 19:46 |
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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.
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# ? Aug 26, 2011 19:53 |
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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. 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.
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# ? Aug 26, 2011 19:56 |
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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.
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# ? Aug 26, 2011 20:57 |
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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.
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# ? Aug 26, 2011 21:11 |
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Is anyone using Reload or any other reloading mods? It looks great from the nexus page but it's not huge on info.
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# ? Aug 27, 2011 03:57 |
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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.
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# ? Aug 27, 2011 05:26 |
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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?
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# ? Aug 27, 2011 05:29 |
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Naky posted:There's gonna be a really, really big room right? Hopefully not. Maybe not. 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:
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# ? Aug 27, 2011 06:29 |
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Omnicarus posted:Hopefully not. Maybe not. 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.
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# ? Aug 27, 2011 06:41 |
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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.
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# ? Aug 27, 2011 06:52 |
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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.
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# ? Aug 27, 2011 06:56 |
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I can't find Lombard station anywhere. A link please?
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# ? Aug 27, 2011 14:11 |
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To download or in the game itself?
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# ? Aug 27, 2011 15:07 |
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"Link" implies the former I would think. Here ya go, Machismo: http://www.megaupload.com/?d=SHITXBDV
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# ? Aug 27, 2011 21:34 |
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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 |
# ? Aug 28, 2011 00:19 |
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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? 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.
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# ? Aug 28, 2011 00:56 |
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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?
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# ? Aug 28, 2011 01:59 |
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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? 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 |
# ? Aug 28, 2011 02:07 |
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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. PN is worth it just for grenade key + 0% bleed-through.
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# ? Aug 28, 2011 02:11 |
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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.
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# ? Aug 28, 2011 06:32 |
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.
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# ? Aug 28, 2011 06:38 |
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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.
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# ? Aug 28, 2011 10:16 |
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. I'd imagine a majority of the Nexus users don't even know what an ini file is.
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# ? Aug 28, 2011 10:32 |
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Is there an option in Project Nevada to turn off the new weapons they added?
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# ? Aug 28, 2011 11:19 |
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# ? Jun 5, 2024 22:27 |
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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. 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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# ? Aug 28, 2011 11:46 |