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Pound_Coin posted:Does anyone know if I can use WME with Project Nevada? You'll want the Project Nevada patches for WME.
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# ? Oct 1, 2011 15:27 |
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# ? May 12, 2024 08:40 |
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Chinese Tony Danza posted:So thanks to the OWB tweaks allowing me to bring my friends over to the Sink, I finally caved in and moved all my poo poo to Big MT and now have made it my player home. However, one thing now bugs me: I can't keep my Mojave radio stations playing while there. Yeah, I know, it's nothing... but it irks me all the same. I'm thinking of throwing together a quick and sloppy quest to bring a satellite dish to the Sink and install it on the roof to be able to pick up the signals, but the question I have to ask first is how in the hell do you determine whether those stations will play in an area or not? I can't figure it out for the life of me. You'll have to edit a couple of scripts. First of all NVDLC03IntroScript has lines for turning off the radios. Similarly the script for the teleport gun NVDLC03WeaoTeleporterScript will have to be changed. I think you'll also need to edit the radio stations to extend their range to all cells. To do this locate the talking activator for each station and right click on it and select Use Info and you should see a list of places it is used in and a cell location for it. Double click on it to load the cell, edit that item and in the Radio Data tab you can change it's range settings. For example Radio New Vegas is a talking activator RadioNewVegasTA and it's use info will show it as being located in Vault11a. The item you have to edit in Vault11a is RNVTARef I'd share what I have on this except it's bundled up with personal tweaks that would probably only interfere with your stuff.
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# ? Oct 1, 2011 15:30 |
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Is anyone else just completely incapable of using Electro-City? I've tried everything up to deleting the game, reinstalling, and running with Electro-City as the only mod, and every time I step outside, bam, CTD.
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# ? Oct 1, 2011 15:35 |
Syrant posted:Wait, what? Okay...that's pretty sinister.
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# ? Oct 1, 2011 19:19 |
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What would I have to do in the GECK to add the clothes from Fallout 3 to the leveled lists in New Vegas?
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# ? Oct 1, 2011 19:27 |
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Is there a mod that let's you travel to the Sink from anywhere?
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# ? Oct 1, 2011 23:15 |
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Omnicarus, what goes on the bottom right on the ammo shelves?
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# ? Oct 1, 2011 23:41 |
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That's empty space. The DM content adder will add Demo Charges there, followed by the flaming cocktails from Honest Hearts. Edit: Had hoped to finish up the content today, but I'm sick as a dog and the one bad thing about having a standing-up gaming desk is that doing stuff while sick is just miserable.
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# ? Oct 1, 2011 23:42 |
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I apologize if this has come up already, I searched the last few pages. I had installed a smaller fonts mod some time back and since installing Gun Runner's Arsenal the fonts have become huge and not all the text is visible in some important places, like the descriptions of the new ammo in the store menu. The font mod was one that did not install with the mod loader, I had to manually install some files and change an .ini and I don't know how to either fix this or just remove the mod. Can anyone help me out with this? Thanks!
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# ? Oct 1, 2011 23:44 |
ClearAirTurbulence posted:I apologize if this has come up already, I searched the last few pages. I had installed a smaller fonts mod some time back and since installing Gun Runner's Arsenal the fonts have become huge and not all the text is visible in some important places, like the descriptions of the new ammo in the store menu. The font mod was one that did not install with the mod loader, I had to manually install some files and change an .ini and I don't know how to either fix this or just remove the mod. Can anyone help me out with this? Thanks! By a smaller fonts mod, do you mean something like DarnUI? All of the necessary changes should be in your .ini files. Perhaps your .ini files were overwritten with default values after you installed GRA. In which case, you should be able to go back and make the font changes again. Worse comes to worse, re-download the mod so you can get your hands on the readme and see what you need to change.
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# ? Oct 1, 2011 23:47 |
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Cream-of-Plenty posted:By a smaller fonts mod, do you mean something like DarnUI? All of the necessary changes should be in your .ini files. Perhaps your .ini files were overwritten with default values after you installed GRA. In which case, you should be able to go back and make the font changes again. Worse comes to worse, re-download the mod so you can get your hands on the readme and see what you need to change. I can't remember what it was called, but DarnUI does sound right. I was looking at MTUI a minute ago and I don't think that was the one.
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# ? Oct 1, 2011 23:48 |
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Omnicarus posted:That's empty space. The DM content adder will add Demo Charges there, followed by the flaming cocktails from Honest Hearts. Ah, cool It sure is nice having a home that doesn't have constant loading screens, feel better
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# ? Oct 1, 2011 23:56 |
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ClearAirTurbulence posted:I apologize if this has come up already, I searched the last few pages. I had installed a smaller fonts mod some time back and since installing Gun Runner's Arsenal the fonts have become huge and not all the text is visible in some important places, like the descriptions of the new ammo in the store menu. The font mod was one that did not install with the mod loader, I had to manually install some files and change an .ini and I don't know how to either fix this or just remove the mod. Can anyone help me out with this? Thanks! The issue is the .ini. It needs to be modified to make DARNUi work properly, and unfortunately if you run the FNV Launcher it resets your INI to default (this is very annoying). Find Fallout.ini in documents/my games/fallout NV. Open it in notepad, find the 'fonts' section, and replace it with this: [Fonts] ;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt ;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt ;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt ;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt ;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt sFontFile_9=Textures\Fonts\NVFont_Test.fnt
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# ? Oct 1, 2011 23:59 |
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The Lone Badger posted:The issue is the .ini. It needs to be modified to make DARNUi work properly, and unfortunately if you run the FNV Launcher it resets your INI to default (this is very annoying). Thanks, my problem was I was looking at the wrong .ini file. Figured out what happened, after I installed GRA I clicked the Play Game button in Steam instead of the mod launcher I normally use. Interestingly, in my trying to fix this I got a new version of Darnified that has an .ESP that I can select from the launcher, the one I had before didn't have that, and I wonder how I managed that as the version I had has been out longer than I've had the game.
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# ? Oct 2, 2011 00:13 |
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How would I go about determining a conflict with an ammo list? I can't use of GRA's explosive .50 in the single shot .50 pistol from AG Uniques, and I still can't use _any_ of the new 12 gauge ammo in any shotgun
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# ? Oct 2, 2011 01:54 |
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Capn Beeb posted:How would I go about determining a conflict with an ammo list? I can't use of GRA's explosive .50 in the single shot .50 pistol from AG Uniques, and I still can't use _any_ of the new 12 gauge ammo in any shotgun FNVEdit.
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# ? Oct 2, 2011 02:09 |
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Whichever mod you have is overriding GRA's additions with its own, so you'll need to merge the lists. The easiest way it to right-click on your file list in FNVEdit and hit "Create merged patch". This usually misses some things, so make sure your new file has FormID Lists like AmmoList50MG, and each list has all of the new ammo types. If the ammo lists aren't there, then find that list in GRA, copy as override to your patch, and add the ammo types yourself.
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# ? Oct 2, 2011 02:14 |
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Brace posted:FNVEdit. FNVEdit isn't giving me any errors though. At least, not that I can see. Nothing is highlighted. What should I look for?
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# ? Oct 2, 2011 02:38 |
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Does AG Supplementary Uniques conflicts with Gun Runners Arsenal?
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# ? Oct 2, 2011 02:43 |
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Nope. GRA isn't showing any conflicts with anything, and neither are any other mods I can think of that would alter ammunition lists.
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# ? Oct 2, 2011 02:51 |
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Something like this is what you're after.
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# ? Oct 2, 2011 03:21 |
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Turns out I was looking at the wrong thing: So now what.
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# ? Oct 2, 2011 03:37 |
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Capn Beeb posted:Turns out I was looking at the wrong thing: Drag all the red boxes over to the last box in the column(Under TFRAmmo.esp)
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# ? Oct 2, 2011 03:42 |
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Brace posted:Drag all the red boxes over to the last box in the column(Under TFRAmmo.esp) Thanks bunches
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# ? Oct 2, 2011 03:57 |
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Capn Beeb posted:
EDIT: And I just noticed the sweet holsters, I WANT IT.
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# ? Oct 2, 2011 05:32 |
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It's a mashup of I _think_ two mods, maybe three. One part Desert Scorpion for the lower half (Is this on the Nexus yet?) One part this for the jacket. One part female Geonox armor. Also, an eye patch. And Lings. Holy poo poo are there some stupid stupid loving STUPID things in Lings, but at least I found one god drat hair style that didn't look horrible. I started out last night with a Snake Plissken run in mind, but found gently caress all for appropriate outfits. Decided to roll a female character for a change, pieced together some poo poo here and there, decided hey why not do a female Snake and completely gently caress over anyone and everyone
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# ? Oct 2, 2011 05:49 |
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Oh cool, I didn't know you actually put it together yourself. Little bit of clipping on the jacket, but it still looks pretty great! Any chance you could put it up on Megaupload or something?
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# ? Oct 2, 2011 06:02 |
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code:
Pre-emptive edit: Apparently Wrye Flash is prioritizing FalloutNV.esm over all the mods that come after it in the load order when it's building the bashed patch. Huh? Real edit: Somehow I managed to copy a very old version of Wrye Flash into my new F:NV install. Rebuilding the bashed patch with v14.4 let me get to the main menu. GobyWan fucked around with this message at 06:12 on Oct 2, 2011 |
# ? Oct 2, 2011 06:02 |
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Horns posted:Oh cool, I didn't know you actually put it together yourself. Little bit of clipping on the jacket, but it still looks pretty great! Any chance you could put it up on Megaupload or something? Sure, I'll sort it all together and host it up Also yeah the clipping is there, but it was either that or remove the armor plate, replace with a shirt, and have a floating head E: How do you want this done? I can easily host all of the necessary mods on my webspace, so you could just install those and use my edited armor mesh. To be honest, it's a drat Frankenstein-esq mess. I really need to learn how to mix and match with Blender or something. Beeb fucked around with this message at 06:37 on Oct 2, 2011 |
# ? Oct 2, 2011 06:07 |
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Capn Beeb posted:Sure, I'll sort it all together and host it up
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# ? Oct 2, 2011 06:49 |
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Capn Beeb posted:It's a mashup of I _think_ two mods, maybe three. Man that character looks cool. Agree with your statement about Lings. 9/10 of the hairs are too anime or plastic looking, but there that last 1/10 is well worth downloading the mod. Just don't use that one included with it that puts the hair styles on the NPCs.
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# ? Oct 2, 2011 07:09 |
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Beeb, you should probably create a merged patched in FNVEdit, probably would have fixed your problem without you having to do anything manually.
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# ? Oct 2, 2011 07:12 |
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Horns posted:Whatever's more convenient for you is cool. I've never really dealt with stuff that isn't a proper (for lack of a better word) mod, though. Does it have an .esp file? Would I need to make one or can I just drop everything into my data folder and console it in? I could _probably_ make an .esp for it. I've done it before for weapons. E: Ok, I think it'll be a hell of a lot easier if I just threw _all_ of this poo poo up: http://capnbeeb.com/SA/Screenshots/Games/Vegas/satchel%20mod/ Disregard the satchel bit (although the cool satchel bag from alexscorpion is up there), and download all of those zips and install as you normally would. I'll throw my edited mesh up there, and the .esp should take over. If not, I'll make a custom .esp just for it. Beeb fucked around with this message at 07:31 on Oct 2, 2011 |
# ? Oct 2, 2011 07:14 |
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I've got my setup running really smooth now, with only two types of crashes. The first type is freezes when loading new areas. The second type is crashes to desktop when an enemy explodes when shot, overloading the system. Running FNV4GB with a hefty cpu and gpu. [X] FalloutNV.esm [X] DeadMoney.esm [X] More Perks.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] OFT_Merge_All.esm [X] iHUD.esm [X] CompanionInfAmmo.esm [X] Inventory Access.esm [X] AWorldOfPain(Preview).esm [X] NSkies URWLified.esm [X] Primary Needs HUD.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] Weapon Mod Expansion.esm [X] WME - Dead Money.esm [X] WME - Honest Hearts.esm [X] WME - Old World Blues.esm [X] WARZONES - Misanthropy Pure.esm [X] aHUD.esm [X] DFB - Random Encounters.esm [X] Compiled Patch.esp [X] Compiled Patch - DeadMoney.esp [X] Compiled Patch - HonestHearts.esp [X] Compiled Patch - LonesomeRoad.esp [X] Compiled Patch - OldWorldBlues.esp [X] DarNifiedUINV.esp [X] CASM.esp [X] Centered 3rd Person Camera.esp [X] The Mod Configuration Menu.esp [X] LFox Improved GRX Implant.esp [X] Lucky 38 Suite Expansion.esp [X] DFB - Random Encounters - Patch 3.4a.esp [X] The New Bison Steve Hotel.esp [X] UHNV.esp [X] Lucky38MarkerV3.esp [X] Project Nevada - Cyberware.esp [X] Project Nevada - Rebalance.esp [X] Project Nevada - Dead Money.esp [X] Project Nevada - Honest Hearts.esp [X] Project Nevada - Old World Blues (No Cyberware).esp [X] ExtendedNVRadio.esp [X] Continue After End.esp [X] HousePenthouseMarker.esp [X] Lombard Station.esp [X] NewVegasBounties.esp [X] NewVegasBountiesII.esp [X] no karma loss for stealing.esp [X] More Perks Update.espsp [X] gambling.esp [X] SignatureWeapons.esp [X] SignatureArmor.esp [X] bzArmour.esp [X] Powered Power Armor.esp [X] Jump Fall Fixer.esp [X] LFox Bottle That Water.esp [X] Weapon Mod Expansion.esp [X] Project Nevada - WME.esp [X] WME - Dead Money.esp [X] WME - Honest Hearts.esp [X] WME - Old World Blues.esp [X] WME - Dead Money Arenovalis Retex.esp [X] WME - Honest Hearts Arenovalis.esp [X] EVE FNV.esp [X] Project Nevada - EVE.esp [X] SimpleStreetLights (Extra Lights).esp [X] NSkies URWLifiedOWB.esp [X] NSkies URWLifiedHH.esp [X] NSkies URWLifiedDM.esp [X] merged patch.esp Crashes when loading are pretty rare, but there were periods in Dead Money where I could not get through a fight with more than one ghost person without crashing, since when they die every limb bursts into pieces.
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# ? Oct 2, 2011 07:31 |
Cantorsdust posted:I've got my setup running really smooth now, with only two types of crashes. The first type is freezes when loading new areas. The second type is crashes to desktop when an enemy explodes when shot, overloading the system. Running FNV4GB with a hefty cpu and gpu. I may be wrong, but you are not the first person to report crashes when DLC enemies are gibbed while using EVE. Other users on here seem to have no issues using EVE in DLC areas, but I would start by disabling this plugin (and its PN component) and seeing if you are still having the same issues with the Ghost people.
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# ? Oct 2, 2011 07:35 |
On top of my Dead Money issue where it crashes at the initial radio, now I'm having a problem where none of the Crimson Caravan quest NPCs are voiced. This includes the leader lady and Henry Jamison at the very least. I talk to them, I get their text but there's no voice and their lips don't move. What the hell? I uninstalled, deleted FONV's, reinstalled with fewer mods (Just the DLC and street lights now). Could one of the other mods I had have messed up my voices somehow? Is this a known issue that's NOT mod related? I have no idea how to even begin Are these things something that FNV edit could fix? I looked at the tool but I had no idea how to get it working let alone use it.
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# ? Oct 2, 2011 07:51 |
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Oh hey the last update for Project Reality has been posted, if anyone's into it.
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# ? Oct 2, 2011 08:02 |
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So someone was wondering about the actual strip at night with Fellout. Simple Street Lights doesn't actually touch the strip at all. I installed the New Vegas Restoration and this is what the outside of the Lucky 38 looks like with Fellout. It's about the same level of brightness as it is without the NVR The actual streetlights there are weird, as they are not very bright and only really light in the very small cone that they create. They look very, very weird.
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# ? Oct 2, 2011 08:40 |
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Can anyone suggest a good mod for explosively breaching doors? Lockpicking has grown stale and I want to use the shitloads of explosives I'm finding.
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# ? Oct 2, 2011 08:49 |
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# ? May 12, 2024 08:40 |
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Project Nevada has it as part of the package, but I'm not sure if there's a standalone version of that particular feature.
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# ? Oct 2, 2011 09:15 |