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blue squares posted:I just bought STALKER Shadows of Chernobyl and downloaded the complete mod. It comes as an exe file and installs like you were installing an actual game you bought from a store. This is how mods should be. I don't know about you, but I like to run as few .exes downloaded from shady websites as possible.
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# ? Jan 2, 2012 04:26 |
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# ? Jun 6, 2024 05:45 |
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Male Man posted:I don't know about you, but I like to run as few .exes downloaded from shady websites as possible. Good point. The first few gineua pigs will take a big risk.
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# ? Jan 2, 2012 04:31 |
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A well done FOMOD package with an installation script is as good as an .exe file.
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# ? Jan 2, 2012 04:33 |
I personally prefer if I just extract a bunch of files then put them wherever. Unless the readme is vague and really unclear about where to put them and it's not obvious.
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# ? Jan 2, 2012 04:57 |
blue squares posted:I just bought STALKER Shadows of Chernobyl and downloaded the complete mod. It comes as an exe file and installs like you were installing an actual game you bought from a store. This is how mods should be. Ironically, trying to use more than one mod in STALKER is not user-friendly at all.
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# ? Jan 2, 2012 05:21 |
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Do you guys make a backup of the entire game folder every time you add a new mod just to be safe?
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# ? Jan 2, 2012 05:25 |
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blue squares posted:Do you guys make a backup of the entire game folder every time you add a new mod just to be safe?
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# ? Jan 2, 2012 05:26 |
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Can anyone give me any hints where to dig in the GECK to remove the PCs level cap/XP reduction in Ropekids mod? After playing with it for a few hours Ive already found myself liking it way more than any other balance mod, but Im just not a fan of mods throwing in level restrictions (Id throw in a quip about going against the designers plan... but... yeah).
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# ? Jan 2, 2012 08:46 |
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Cream-of-Plenty posted:Ironically, trying to use more than one mod in STALKER is not user-friendly at all. Christ ain't that the truth. I must've un/reintalled Shadows of Chernobyl drat near a dozen times one afternoon just to get two mods playing nicely with each other. The end result was great but jesus christ it was a ridiculous amount of fiddling
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# ? Jan 2, 2012 09:03 |
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So it appears Simple Street Lights has vanished. Is there any other mod that just adds lights so I don't have to use that abomination that Electro-City has become?blue squares posted:Is there a good guide out there that explains the basics of using mods? Especially one that focuses on FNV There's an awesome series by the guy who made the hud mods here: http://www.youtube.com/watch?v=DdfJME1nhGA It's a bit outdated but the same principles apply. Rush Limbo fucked around with this message at 11:40 on Jan 2, 2012 |
# ? Jan 2, 2012 11:33 |
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Ddraig posted:So it appears Simple Street Lights has vanished. Is there any other mod that just adds lights so I don't have to use that abomination that Electro-City has become? See what google found with a simple query! http://modsreloaded.com/simple-street-lights
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# ? Jan 2, 2012 11:51 |
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Ddraig posted:So it appears Simple Street Lights has vanished. Is there any other mod that just adds lights so I don't have to use that abomination that Electro-City has become? Riso posted:See what google found with a simple query! http://modsreloaded.com/simple-street-lights Pretty sure that's an old version. Here's a FOMOD of Simple Street Lights v1.3 http://www.mediafire.com/?dyhzeqbu4biv2bd Gyoru fucked around with this message at 14:54 on Jan 2, 2012 |
# ? Jan 2, 2012 12:34 |
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Is there any way I can open mods with multiple masters in the GECK or am I just hosed? I just need to check Has Backpack on the ranger armor in Sawyer's mod and I'm pretty sure if I make a different mod that does that it'll conflict because the DT/DR will be different
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# ? Jan 2, 2012 15:43 |
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rope kid, the 50% XP reduction on your mod doesn't seem to be working — I'm getting the full 30 XP from Doc Mitchell's Medicine and Speech checks (the "I'm hurt, can you give some stimpaks for the pain" ones) and from the various other skill checks in Goodsprings. Wolfhorn Point does have the new hostile ghouls, so the mod seems to be loading. JSawyer.esp is the last mod in my load order and the same thing happened whether or not I had other mods installed.
Smol fucked around with this message at 20:59 on Jan 2, 2012 |
# ? Jan 2, 2012 20:57 |
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Smol posted:rope kid, the 50% XP reduction on your mod doesn't seem to be working — I'm getting the full 30 XP from Doc Mitchell's Medicine and Speech checks (the "I'm hurt, can you give some stimpaks for the pain" ones) and from the various other skill checks in Goodsprings. Wolfhorn Point does have the new hostile ghouls, so the mod seems to be loading. JSawyer.esp is the last mod in my load order and the same thing happened whether or not I had other mods installed.
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# ? Jan 2, 2012 21:01 |
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Why even have combat xp? I'd only give out xp for finishing quests or exploring personally.
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# ? Jan 2, 2012 21:07 |
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rope kid posted:HMMMM it may be that the XP modifier is only applied to combat XP. I'll look into it when I get a chance. Thanks. Yep, just checked, combat XP is definitely halved.
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# ? Jan 2, 2012 21:31 |
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Gyoru posted:Pretty sure that's an old version. Here's a FOMOD of Simple Street Lights v1.3 The modder updated it to v2.0 before it vanished. http://dl.dropbox.com/u/33803873/SSL2-44669-2-0.rar
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# ? Jan 3, 2012 01:16 |
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Riso posted:Why even have combat xp? I'd only give out xp for finishing quests or exploring personally.
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# ? Jan 3, 2012 09:32 |
Yeah but then again it would more closely match the abstractions of much older RPG's which is something all role playing games must strive for in all things because e: ok I probably shouldn't just post something sarcastic then leave. I would imagine he'd also prefer the XP from successful speech/barter/medicine checks and hacking/lockpicking to be removed. Then you could just increase the XP gain from quests by whatever works, probably between 10 and 20 %. I'm not sure why you'd want to do that though. To make grinding impossible? Electric Pope fucked around with this message at 09:55 on Jan 3, 2012 |
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# ? Jan 3, 2012 09:52 |
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Do you even need combat skills? There's hardly any combat related skillchecks in the game compared to the "soft" skills. In my current playthrough I've got 45 points in guns and 50 in energy weapons at level 31, so far no problem at all shooting or using vats up close. I personally prefer the oblivion/dungeon siege style where you get better at the things you do. Makes more sense to me compared to the "do a million pushups, get better at fireball" approach.
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# ? Jan 3, 2012 14:13 |
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cat with hands posted:Do you even need combat skills? There's hardly any combat related skillchecks in the game compared to the "soft" skills. I really liked that Old World Blues had several weapon skill checks in conversation - even one that could sub for a Medicine or Intelligence check. There isn't enough of that in the rest of the game.
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# ? Jan 3, 2012 14:15 |
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I liked OWB's concept of "More points in this skill -> Skill check -> Ammo/weapons dedicated to that skill" when talking to the Think Tank. For example, with high Energy Weapons, you can ask them for more ammo which they will (confusedly) fork over to you. It was pretty neat being able to use your preferred weapon type in conversation.
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# ? Jan 3, 2012 14:24 |
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rope kid posted:HMMMM it may be that the XP modifier is only applied to combat XP. I'll look into it when I get a chance. Thanks. If memory serves, the GMSTs that affect level thresholds are iXPBase and iXPBumpBase, which have a default value of 200 and 150, respectively. Raising them to about 300 and 225 would theoretically make players level 50% more slowly. Of course, there may be a reason why you chose to change XP rewards instead of thresholds, so take this suggestion with a grain of salt.
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# ? Jan 3, 2012 14:57 |
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CJacobs posted:I liked OWB's concept of "More points in this skill -> Skill check -> Ammo/weapons dedicated to that skill" when talking to the Think Tank. For example, with high Energy Weapons, you can ask them for more ammo which they will (confusedly) fork over to you. It was pretty neat being able to use your preferred weapon type in conversation. I still have a soft spot for the K9000...
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# ? Jan 3, 2012 17:04 |
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Cirosan posted:If I may make a suggestion, you might want to raise the XP required for each level rather than lowering XP rewards on a case-by-case basis. Even if quest reward XP is unchanged, the end result would be what you intended: Slower character progression.
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# ? Jan 3, 2012 17:31 |
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So, this is pretty embarrassing, but somehow I forgot to zip up and include songs 31-50 for Mysterious Broadcast: Extended. This is probably the ACTUAL cause of redmercer's dead air issue, and I apologize profusely for any problems it's caused anyone. If you go back to the Nexus page and download the new Music Pack 3, that should fix any and all issues with the mod. My apologies to anyone who's downloaded this and had problems. Next time maybe I'll realize that 51 doesn't come after 30. Chinese Tony Danza fucked around with this message at 22:40 on Jan 3, 2012 |
# ? Jan 3, 2012 22:34 |
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Chinese Tony Danza posted:So, this is pretty embarrassing, but somehow I forgot to zip up and include songs 31-50 for Mysterious Broadcast: Extended. This is probably the ACTUAL cause of redmercer's dead air issue, and I apologize profusely for any problems it's caused anyone. If you go back to the Nexus page and download the new Music Pack 3, that should fix any and all issues with the mod. Are you sure? I just downloaded pack 3 from Nexus today (at 1400 hours PST) and it was 51+. Still no 31-50
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# ? Jan 3, 2012 23:25 |
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Anal Surgery posted:Are you sure? I just downloaded pack 3 from Nexus today (at 1400 hours PST) and it was 51+. Still no 31-50 It's 14:33 PST and the file I just downloaded has songs 31-50 in it. Try doing a shift+reload? Also thanks for fixing this, Powerhouse was a great addition to the soundtrack. How does one go about making a mod like this, anyhow? redmercer fucked around with this message at 23:36 on Jan 3, 2012 |
# ? Jan 3, 2012 23:33 |
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I have a weird issue with the two Extended radio mods, occasionally a track will get abruptly cut off by a new song. It's kind of jarring and weird. There wasn't anything else to do besides only tick one of the .esp's, right? I downloaded all of the track packs for both mods, and I've only got the 100 track versions checked.
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# ? Jan 4, 2012 00:45 |
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redmercer posted:It's 14:33 PST and the file I just downloaded has songs 31-50 in it. Try doing a shift+reload? It's actually pretty simple, just time consuming. All you have to do is load up FalloutNV.esm in GECK: New Vegas, load up the radio station's quest (internally, radio stations are handled as quests for some reason) and edit away. Oh, and sound files need to be added under the Sounds tab and adjusted to match other radio sounds. It's one of those things where it's pretty easy to figure out what needs to be done by observing the existing stations and what have you. There's also this tutorial by DorosTheConqueror that I mention in the credits of Mojave Music Radio: Extended and Mysterious Broadcast: Extended that taught me the basics of making one from scratch. EDIT: potaties posted:I have a weird issue with the two Extended radio mods, occasionally a track will get abruptly cut off by a new song. It's kind of jarring and weird. There wasn't anything else to do besides only tick one of the .esp's, right? I downloaded all of the track packs for both mods, and I've only got the 100 track versions checked. Now this here is I believe supposed to be solved by turning off the radio (or disabling the mods if necessary) and waiting inside for several days until the cells reset. I don't know why, but that seems to be the way to solve any strange abnormalities with radio stations that modify the existing ones. Chinese Tony Danza fucked around with this message at 02:26 on Jan 4, 2012 |
# ? Jan 4, 2012 02:23 |
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Does anyone know if there's a mod that lets you fast travel while indoors? I'm also looking for the name of the mod that lets you wear faction armor without negatively impacting your reputation with rival faction (it's name escapes me).
melon cat fucked around with this message at 08:57 on Jan 4, 2012 |
# ? Jan 4, 2012 06:56 |
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I'm apparently too stupid to use FOMM, because I can't get this mod installed right. I'm trying to get ADAM installed, and the directions included in the readme aren't making much sense. The process I'm going through to install it is: Go to package manager Select Add FOMOD Extracting the file to the FONV Data folder Activating mod Is it not working because it's a .rar file I'm working with instead of 7zip? It's adding the .esps to the Data folder. Is the problem that the .esp files are inside their own folders and should be just straight into the Data folder without their own folders?
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# ? Jan 4, 2012 07:46 |
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Pretentious Turtle posted:I'm apparently too stupid to use FOMM, because I can't get this mod installed right. I'm trying to get ADAM installed, and the directions included in the readme aren't making much sense. ADAM doesn't use a FOMOD script and the way it's packaged means you are going to have to install it manually.
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# ? Jan 4, 2012 09:30 |
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Are there any decent mods that improve the stability of the game? I installed Project Nevada, The Armory and a few miscellaneous mods and I'm getting occasional lockups during loading screens. Is the Purge Cell Buffers mod still useful? What about some handy .ini tweaks? I only have 2GB of RAM so I probably won't benefit from the LAA executable.
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# ? Jan 4, 2012 11:04 |
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Hey rope kid, I'm curious: did you make your mod because it was the way you feel the game should have been from the beginning but didn't have the time and/or the changes weren't a high enough priority, or is this just something you made to suit your own personal tastes and felt like sharing?
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# ? Jan 4, 2012 12:37 |
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redmercer posted:It's 14:33 PST and the file I just downloaded has songs 31-50 in it. Try doing a shift+reload? Yep, thanks Great tracks, by the by! It's awesome not hearing the same five songs
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# ? Jan 4, 2012 14:15 |
Akoogly Eyes posted:Are there any decent mods that improve the stability of the game? I installed Project Nevada, The Armory and a few miscellaneous mods and I'm getting occasional lockups during loading screens. Is the Purge Cell Buffers mod still useful? What about some handy .ini tweaks? I only have 2GB of RAM so I probably won't benefit from the LAA executable. Purge Cell Buffers is a mixed bag: It can increase performance, but at the cost of stability. This is because over-purging your cell buffer can cause the game to CTD. So while the game might play better and be more responsive while it's running, it'll probably crash much more often. If you're stuck with 2GB of RAM, my advice is to avoid using a lot of mods that will make you hit your RAM ceiling. Also, use a utility like CASM, which automates saves and can reduce the likelihood of save corruption.
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# ? Jan 4, 2012 20:23 |
Horns posted:Hey rope kid, I'm curious: did you make your mod because it was the way you feel the game should have been from the beginning but didn't have the time and/or the changes weren't a high enough priority, or is this just something you made to suit your own personal tastes and felt like sharing? Just re-quoting him: Rope Kid posted:It's mostly general balance adjustments I couldn't do for various technical/time reasons, plus some general "make the Hardcore game harder" adjustments.
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# ? Jan 4, 2012 20:26 |
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# ? Jun 6, 2024 05:45 |
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Ahhh, I've had my fill of Skyrim. Hangin' up the iron sword, pickin' up my 9mm. Take me home, New Vegas Back in three days, building new load order...
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# ? Jan 4, 2012 22:22 |