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Wiz
May 16, 2004

Nap Ghost
This probably already exists, but posting in case it doesn't: No Cheat DLC. Quick little thing I made for myself that disables Courier's Stash by disabling the hidden quests that hand you the equipment on game start, so you can get rid of it without having to delete/move files.

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melon cat
Jan 21, 2010

Nap Ghost
I have both the ps3 version of FO:NV, and the pc version. But my PC's system specs are kind of... poo poo. I found this tutorial which claims that allow you to apply mods to the ps3 version. Is this tutorial BS, or is it actually possible?

\/Ah, well. Thanks.

melon cat fucked around with this message at 16:14 on Jan 26, 2012

Cream-of-Plenty
Apr 21, 2010

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

melon cat posted:

I have both the ps3 version of FO:NV, and the pc version. But my PC's system specs are kind of... poo poo. I found this tutorial which claims that allow you to apply mods to the ps3 version. Is this tutorial BS, or is it actually possible?

I wouldn't know anything about applying mods to the PS3 version of the game, but I imagine there are several issues with this approach (somebody correct me if I'm wrong):

1. The PS3 doesn't exactly have a lot of RAM, and the game was designed around the console's fixed specifications. I know that the PS3 already has issues with save-game bloat and general instability because of the console's peculiar structure; adding to this workload seems like it would greatly exacerbate these problems.

2. A lot of mods rely on NVSE, which I don't think you can install on the console. This isn't necessarily a huge problem, as you can just avoid mods dependent on NVSE.

3. The absence of a tool like FOMM could be very problematic. I recall Ropekid explaining (in reference to the GRA DLC) that they had to implement the DLC the way they did because of console constraints--namely, plugins don't load on consoles like they do on the PC. This could definitely be an issue.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Cream-of-Plenty posted:

I wouldn't know anything about applying mods to the PS3 version of the game, but I imagine there are several issues with this approach (somebody correct me if I'm wrong):

As far as I know you're correct for the most part, but Morrowind on Xbox did allow for some but not all PC mod ports. The comparison isn't ideal since the Xbox was x86 architecture just like PC, and the PS3 most certainly isn't, but there is some history for limited modding of Gamebryo on console.

If a mod is just some scripting changes and fixes, those are probably going to execute the same. The more complex the mod gets, the chances of it working plummet like a rock. And I'm sure there are some wicked pitfalls where some seemingly innocuous mod would make the game self destruct for no real reason.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


I believe on the console versions you also cannot guarantee a load order. Considering that load order is a good 75% of the battle when it comes to this engine, that's substantial if I'm remembering this correctly.

Bro Dad
Mar 26, 2010


I'm having a little problem with my Fallout Mod Manager, for some reason it won't recognize FOOK existing in my Data folder so I can't run it. Am I doing something wrong here?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Aside from using FOOK? :smugdog:

Are you sure the .esm/.esp files are in /data/ correctly? I only ask because I've never had FOMM fail to recognize a mod not installed through FOMM on launch -- except when I did something dumb like put them in /data/modname/ instead of just /data/.

Clinton1011
Jul 11, 2007
Does anyone know if the signature weapon mod will work with throwing weapons? I wasn't sure if the mod makes you choice a specific weapon to be marked as signature or if it marks a weapon type. If its the item its self then once I throw the spear/hatchet the weapon will be lost and the signature might go with it.

Male Man
Aug 16, 2008

Im, too sexy for your teatime
Too sexy for your teatime
That tea that you're just driiinkiing

Clinton1011 posted:

Does anyone know if the signature weapon mod will work with throwing weapons? I wasn't sure if the mod makes you choice a specific weapon to be marked as signature or if it marks a weapon type. If its the item its self then once I throw the spear/hatchet the weapon will be lost and the signature might go with it.

To put it simply, the game has no concept of "a specific weapon". It almost certainly has to work on weapon types, barring an extreme and ill conceived kludge.

Clinton1011
Jul 11, 2007

Male Man posted:

To put it simply, the game has no concept of "a specific weapon". It almost certainly has to work on weapon types, barring an extreme and ill conceived kludge.

Thanks, that's how I was hoping it would work. I plan on using this mod and the bounties mod. I will be a bad rear end spear chucking bounty hunter.

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
Throwing Aces and the Signature Weapon Mod are hysterically fun. Especially when Sniper, Better Crits, and Bloody Mess are added.

SpookyLizard
Feb 17, 2009

Wiz posted:

This probably already exists, but posting in case it doesn't: No Cheat DLC. Quick little thing I made for myself that disables Courier's Stash by disabling the hidden quests that hand you the equipment on game start, so you can get rid of it without having to delete/move files.
Couldnt you just disable CS in FOMM? or throw the stuff in a bin?

Anime Schoolgirl
Nov 28, 2002

most people tend not to notice, let alone delete the .NAM files that override whatever's in the mod loading order

Forumpost
Jan 17, 2012
Are there any working mods to increase the difficulty of the game without radically changing things? Meaning, my armor has less DT/DR, enemies have higher DT/DR/HP, they do more damage, items cost more and sell for less, but still the same vanilla content.

SplitSoul
Dec 31, 2000

Goddamn the Bounties mods own. The voice-acting is pretty good throughout and it's just really well done. I went after the Mongol Kid as the first one, got caught in an ambush and killed immediately. Then I tried it again, only placing a few frag mines first and then taking cover in a camper. Had an intense, five-minute firefight with the bastards, machine-gun fire ricocheting off of the camper the whole time, ducking in and out to throw grenades, standing up and picking them off with headshots from the window with my trusty Garand. Awesome.


Forumpost posted:

Are there any working mods to increase the difficulty of the game without radically changing things? Meaning, my armor has less DT/DR, enemies have higher DT/DR/HP, they do more damage, items cost more and sell for less, but still the same vanilla content.

Project Nevada. It's highly customisable through an in-game menu, too.

SplitSoul fucked around with this message at 23:09 on Jan 26, 2012

The Cheshire Cat
Jun 10, 2008

Fun Shoe
Naky, are there any plans to do a levelled list patch for RFCW? I finally got it working (and now inexplicably it runs better than playing FO3 normally), but I miss all my gun porn in the capital wasteland.

The Cheshire Cat fucked around with this message at 00:07 on Jan 27, 2012

Bro Dad
Mar 26, 2010


Psion posted:

Are you sure the .esm/.esp files are in /data/ correctly? I only ask because I've never had FOMM fail to recognize a mod not installed through FOMM on launch -- except when I did something dumb like put them in /data/modname/ instead of just /data/.

Yeah I checked the order and that seemed to do it. But now I have this weird glitch where a lot of npcs have pale white faces and are walking around naked, anyone have any ideas on how to fix this?

Rush Limbo
Sep 5, 2005

its with a full house

SplitSoul posted:

Goddamn the Bounties mods own. The voice-acting is pretty good throughout and it's just really well done. I went after the Mongol Kid as the first one, got caught in an ambush and killed immediately. Then I tried it again, only placing a few frag mines first and then taking cover in a camper. Had an intense, five-minute firefight with the bastards, machine-gun fire ricocheting off of the camper the whole time, ducking in and out to throw grenades, standing up and picking them off with headshots from the window with my trusty Garand. Awesome.


Project Nevada. It's highly customisable through an in-game menu, too.

Bounties 2 is kinda terrible. They decided that the bounties you did in the first one weren't nearly so difficult so they throw you into a bunch of bullshit encounters. The worst I came across was "Prometheus" which was basically several waves of super-hard super mutants and finally Prometheus himself who is practically a behemoth.

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.

Forumpost posted:

Are there any working mods to increase the difficulty of the game without radically changing things? Meaning, my armor has less DT/DR, enemies have higher DT/DR/HP, they do more damage, items cost more and sell for less, but still the same vanilla content.

JSawyer.esp is excellent, made by no other than the lead designer of the game itself. Mostly it accomplishes the difficulty by reducing your HP and making stimpaks less powerful, but it works quite nicely. Enemies with explosives and energy weapons are a lot more dangerous (oh god I hate enemies with grenade rifles :argh:), when your total HP at level 10 is 150, or 275 at level 35.

Naky
May 30, 2001

Resident Crackhead

The Cheshire Cat posted:

Naky, are there any plans to do a levelled list patch for RFCW? I finally got it working (and now inexplicably it runs better than playing FO3 normally), but I miss all my gun porn in the capital wasteland.

Not that I'm aware of, unless Anime Schoolgirl decides to do one but I certainly welcome anyone to make one. In general we encourage people to make their own esps based off The Armory's master but oddly enough nobody's taken the bait. I thought for sure that someone would do a thematically immersive based plugin at some point too.

Brace
May 29, 2010

by Ozmaugh

Naky posted:

Not that I'm aware of, unless Anime Schoolgirl decides to do one but I certainly welcome anyone to make one. In general we encourage people to make their own esps based off The Armory's master but oddly enough nobody's taken the bait. I thought for sure that someone would do a thematically immersive based plugin at some point too.

I don't think many goons are really big modders, it's mostly people on Nexus who do that kind of stuff because it has a much larger basis of people that could be modders who want to do things with your mod. Honestly, with the hit-and-miss removal of files that copy stuff from other mods, you could probably get away with releasing The Armory on the Nexus if it got popular enough.

Naky
May 30, 2001

Resident Crackhead

Brace posted:

I don't think many goons are really big modders, it's mostly people on Nexus who do that kind of stuff because it has a much larger basis of people that could be modders who want to do things with your mod. Honestly, with the hit-and-miss removal of files that copy stuff from other mods, you could probably get away with releasing The Armory on the Nexus if it got popular enough.

I think we have zero interest in hosting it on Nexus and dealing with the people there even if people were okay with the permissions situation but I don't think we'd 'get away' with attempting to host it there though anyway. Even though Shrapnel also has commercial assets, we have more plus since we're also kind of an 'all-in-one' type mod we have a lot of other Nexus-hosted weapons mods integrated into it. Some we've fixed up and improved in most cases and I'm sure the authors wouldn't be too pleased about that either.

To be honest, I'm both surprised and relieved that goons and lurkers alike have respected our wish to stay SA-only and word hasn't really gotten around that it exists on the official/Nexus/F3U forums that I know of. It's appreciated, though probably inevitable that it gets out one day.

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry

Naky posted:

Not that I'm aware of, unless Anime Schoolgirl decides to do one but I certainly welcome anyone to make one. In general we encourage people to make their own esps based off The Armory's master but oddly enough nobody's taken the bait. I thought for sure that someone would do a thematically immersive based plugin at some point too.

I use The Armory to give a thematic set of weapons using the cabinet and then go to town that way. Works great. Just takes a little self control to keep from taking The Ranger every time.

SplitSoul
Dec 31, 2000

Is there a mod to keep companions from picking up weapons from the ground? Goddamn that's getting annoying.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Naky posted:

Not that I'm aware of, unless Anime Schoolgirl decides to do one but I certainly welcome anyone to make one. In general we encourage people to make their own esps based off The Armory's master but oddly enough nobody's taken the bait. I thought for sure that someone would do a thematically immersive based plugin at some point too.

I'd be willing to take a stab at it, though I'm not particularly familiar with the Armory or levelled lists in general, so I didn't want to put in the effort if someone more experienced was already working on it.

I kind of figured the Armory was intentionally being kept off the Nexus, hence why I never posted my quick and dirty CaliberX mod for it up there (which I guess is dead now thanks to Megaupload getting killed - anyone know an alternative free file hosting site?). I'm not a particularly big fan of the way people there are overprotective of their "original" mod content either - it's a lot better for the modding community when people can just freely grab other stuff and build permutations or combinations of it. Hell isn't that basically how FWE got started?

Naky
May 30, 2001

Resident Crackhead

The Cheshire Cat posted:

I'd be willing to take a stab at it, though I'm not particularly familiar with the Armory or levelled lists in general, so I didn't want to put in the effort if someone more experienced was already working on it.

I kind of figured the Armory was intentionally being kept off the Nexus, hence why I never posted my quick and dirty CaliberX mod for it up there (which I guess is dead now thanks to Megaupload getting killed - anyone know an alternative free file hosting site?). I'm not a particularly big fan of the way people there are overprotective of their "original" mod content either - it's a lot better for the modding community when people can just freely grab other stuff and build permutations or combinations of it. Hell isn't that basically how FWE got started?

Mediafire is decent enough, I guess, though since it's Armory related I can always host it on THHG's space on samods.

As for the lists, they shouldn't be too hard. You can always swing by our dev channel on IRC and chat up Anime Schoolgirl (tiw on IRC), me, or PoliceAutomaton with modding questions. Among other discussions, it's pretty much just a general modding channel anyhow.

Cream-of-Plenty
Apr 21, 2010

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

The Cheshire Cat posted:

I'd be willing to take a stab at it, though I'm not particularly familiar with the Armory or levelled lists in general, so I didn't want to put in the effort if someone more experienced was already working on it.

I kind of figured the Armory was intentionally being kept off the Nexus, hence why I never posted my quick and dirty CaliberX mod for it up there (which I guess is dead now thanks to Megaupload getting killed - anyone know an alternative free file hosting site?). I'm not a particularly big fan of the way people there are overprotective of their "original" mod content either - it's a lot better for the modding community when people can just freely grab other stuff and build permutations or combinations of it. Hell isn't that basically how FWE got started?

Prepare for mega-tedium. :psypop:

Captain Beans
Aug 5, 2004

Whar be the beans?
Hair Elf
I have probably spent as much time modding morrowind, oblivion and fallout 3 as I have playing them. Maybe because I love the treasure hunting for good mods in a sea of poo poo on nexus or maybe I'm just a crazy person.

I know NV was much better received than Fallout 3 even without mods and I am wondering if I should just grab project nevada and be done with it? I see it has a bunch of customization options which should be good for avoiding mod sperg.

Is there anything critical that mod overlooks?

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Cream-of-Plenty posted:

Prepare for mega-tedium. :psypop:

Oh yeah, I'm aware - I know how many lists there are. I'm hoping that some time will be saved by RFCW already having changed the FO3 lists to reference FNV lists (which are then overridden by the already existing levelled list armory plugin), but from looking at it, that doesn't seem to be what they've done so I might be in it for the long haul.

What would be a lovely timesaver is if I could just override the FO3 lists to point to the equivalent list in FNV, since a lot of them are pretty much the same thing, it's just that all the FO3 content points to the Fallout3.esm version while all the FNV content and mods point to the FalloutNV.esm version. Basically what I'm wondering is if it's possible to have it so that in my plugin I've got an override of something from Fallout 3 that contains nothing except a list from New Vegas - but I'm not entirely sure how levelled lists generate their stuff so I don't know how to set it up to work properly.

Basically, would something like this work?


Because it would save me a hell of a lot of time.

*edit* After a quick test, yes, it does work (I did this with Raiders and ran to the School, and they were all armed with various Armory gear), and now I'm wondering why the RFCW people didn't do this in the first place - it makes mod compatibility a breeze since the game just looks at the FO3 lists, which all just point to the NV lists (except in cases where there's items unique to FO3). So any mods that edit those NV lists, like the Armory's levelled list addon or PN Equipment are automatically included in FO3.

Instead they chose to just override the FO3 lists by directly adding specific NV items to them and not using the already existing NV levelled lists at all :argh:.

The Cheshire Cat fucked around with this message at 06:40 on Jan 27, 2012

Wiz
May 16, 2004

Nap Ghost

SpookyLizard posted:

Couldnt you just disable CS in FOMM? or throw the stuff in a bin?

Disabling CS in FOMM does not work because of the NAM files. You can delete the files but I'd rather not.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
A modding related question:

New Vegas seems to like to use a system of Tier 1, Tier 2 ... Tier 5 for their leveled lists instead of having things all in one list sorted by level (why they did this I have no idea - it's the exact opposite of what was done in Fallout 3's lists). I'm going around and assigning NV lists to vendors and mobs now but I'm not really sure what levels each tier is appropriate for. I've been going with T1 = 1, T2 = 6, T3 = 11, T4 = 16, T5 = 21, (with 1,1,6,11,16 for especially good vendors).

*edit*

I've just finished a VERY quick and dirty version of an Armory patch for RFCW (which actually would work totally fine without TA at all - it still propagates New Vegas stuff throughout the loot tables of the Wasteland more effectively than basic Requiem). If anyone wants to try it out, you can get it here: http://www.mediafire.com/?wya90n2s79lnuil (Previous upload was broken - it is fixed now)
Load order isn't too picky since it'd all get merged anyway, but for reference I keep mine right after the leveled list .esp for the Armory and it seems to work okay. You will need to use the leveled list esp, since otherwise none of the armory stuff will be added to the New Vegas loot tables that my patch references.

A few notes:
-You will NEED to create a merge patch for this. Otherwise a lot of loot tables will be overwritten by RFCW's esp files.
-There are still probably a few weapons you won't see - most notably I couldn't really figure out who would use legion stuff so nobody is really using their loot tables. The basics should all be covered though.
-Junk and General supply merchants have reloading bench stock.
-Flak and Shrapnel have been given the Gun Runner HQ loot in addition to their normal inventory, so if you're looking for a gun or weapon mod, they're the best place to go.
-Lucky Harith has the 188 gun runner merchant's inventory.
-Knight Sergeant Durga has the Van Graff's inventory.
-I haven't gotten the chance to actually test any of the last 3 stores out to make sure they do, in fact, have the stuff they're supposed to. It's been added to their vendor chests though so there's no reason why it shouldn't work out.
-I'm certain that this will correctly integrate caliberX ammo into the game, but I'm not 100% sure how well it will work with WMX/WME. They seem to create a lot of their own leveled lists which they tack on to New Vegas vendors directly, so it's possible none of that stuff will end up in the DC wasteland.

The Cheshire Cat fucked around with this message at 15:25 on Jan 27, 2012

Riso
Oct 11, 2008

by merry exmarx

Wiz posted:

Disabling CS in FOMM does not work because of the NAM files. You can delete the files but I'd rather not.

You could do what ropekid did and move all the items into Chads store though.

Naky
May 30, 2001

Resident Crackhead

The Cheshire Cat posted:

A modding related question:

New Vegas seems to like to use a system of Tier 1, Tier 2 ... Tier 5 for their leveled lists instead of having things all in one list sorted by level (why they did this I have no idea - it's the exact opposite of what was done in Fallout 3's lists). I'm going around and assigning NV lists to vendors and mobs now but I'm not really sure what levels each tier is appropriate for. I've been going with T1 = 1, T2 = 6, T3 = 11, T4 = 16, T5 = 21, (with 1,1,6,11,16 for especially good vendors).

*edit*

I've just finished a VERY quick and dirty version of an Armory patch for RFCW (which actually would work totally fine without TA at all - it still propagates New Vegas stuff throughout the loot tables of the Wasteland more effectively than basic Requiem). If anyone wants to try it out, you can get it here: http://www.mediafire.com/?3s2fg2cy8p2pyw3
Load order isn't too picky since it'd all get merged anyway, but for reference I keep mine right after the leveled list .esp for the Armory and it seems to work okay. You will need to use the leveled list esp, since otherwise none of the armory stuff will be added to the New Vegas loot tables that my patch references.

A few notes:
-You will NEED to create a merge patch for this. Otherwise a lot of loot tables will be overwritten by RFCW's esp files.
-There are still probably a few weapons you won't see - most notably I couldn't really figure out who would use legion stuff so nobody is really using their loot tables. The basics should all be covered though.
-Junk and General supply merchants have reloading bench stock.
-Flak and Shrapnel have been given the Gun Runner HQ loot in addition to their normal inventory, so if you're looking for a gun or weapon mod, they're the best place to go.
-Lucky Harith has the 188 gun runner merchant's inventory.
-Knight Sergeant Durga has the Van Graff's inventory.
-I haven't gotten the chance to actually test any of the last 3 stores out to make sure they do, in fact, have the stuff they're supposed to. It's been added to their vendor chests though so there's no reason why it shouldn't work out.
-I'm certain that this will correctly integrate caliberX ammo into the game, but I'm not 100% sure how well it will work with WMX/WME. They seem to create a lot of their own leveled lists which they tack on to New Vegas vendors directly, so it's possible none of that stuff will end up in the DC wasteland.

Hey look at that, that's pretty awesome. How is RFCW these days, did they work out the kinks and is it pretty much fully playable now?

Also, you could probably make BoS = NCR+Legion, Talon = Legion+Fiends or some combination like that. I think that TA 2.5 has a list of weapons that supermutants can use in the pack as well that you could probably play with. I think there are a couple bugs with that list in the form of weapons that are glitched since we weren't able to fully test it out but you can always refine it.

edit: your link says it's an invalid or deleted file derp fixed as I added that edit

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Naky posted:

Hey look at that, that's pretty awesome. How is RFCW these days, did they work out the kinks and is it pretty much fully playable now?

Also, you could probably make BoS = NCR+Legion, Talon = Legion+Fiends or some combination like that. I think that TA 2.5 has a list of weapons that supermutants can use in the pack as well that you could probably play with. I think there are a couple bugs with that list in the form of weapons that are glitched since we weren't able to fully test it out but you can always refine it.

There are still a few kinks in RFCW, though if you know what to do you can fix most of them yourself. The biggest one is that they hosed up the extraction on the voices which makes a lot of them not work - but all you have to do to fix it is delete the folder that was made by the installer and just copy over the Fallout - Voices.bsa and Fallout - MenuVoices.bsa from Fallout 3 (renaming them with Fallout3 instead of Fallout). It kind of raises the question of why they bother to extract them in the first place since they work fine just pulling from the archives. There's also a few minor issues like the the texture for the vault 101 security suit is missing (again, something you can fix if you just extract it manually from Fallout 3), and some glitched NPCs that spawn where they aren't supposed to, but so far I haven't hit any showstoppers.

Otherwise it seems like it actually runs better than Fallout 3 does normally. I haven't tested it out too far yet so I don't know if there are problems later on (I've read that people are having issues with Tranquility Lane - not sure if that's the current version of the last one though). The biggest issue really is that they've chosen a very strange way to convert a lot of the FO3 content to New Vegas. It's not an issue if you just want to play the vanilla game or use mods like PN that make non-content based changes, but if you're trying to mod content like I was doing with that patch, it ends up being a bit more difficult than it really should be.

As for BoS and Talon, BoS I just have using the same gear they use in New Vegas, and Talon are using the Mercenary gear since it seems pretty appropriate for them. I did give Legion gear to one of the Raider variations, so occasionally you might find one with javelins and such, but otherwise nobody really fit very well. I don't think there's too much that's unique to Caesar's Legion though, and hey, it's not as if you can't just use the sewer entrance that RFCW adds to hop over to Nevada if there's something from that game you want.

The Cheshire Cat fucked around with this message at 15:40 on Jan 27, 2012

Cirosan
Jan 3, 2012

Hey guys, just wanted to stop in and give you guys a progress report on the newest build of CCO.

I've read over your suggestions and they all seem pretty sound. Let me break them down:

* I'm looking into removing placed loot in a compatibility-safe way.
* I've looked into the creature overhauls you guys mentioned. I have a variety of thoughts about how I could change creatures in a way that would mesh well, but ultimately I'll have to play around and see what works.
* Sorry that VATS seems nerfed with the changes. For me, VATS seemed considerably more useful, since I could now land shots at longer distance much more easily, but I can see why others may not like it.
* I'll probably add in a new more perks before I lock all the content in. I've still got a few unused ideas, and I'd like to see them come to fruition.
* Finally - and I'm going to be sign my own death warrant by saying this - but I'll be making a compatibility patch for CCO and rope kid's overhaul. I really like the stuff he's done with it, and frankly I'm kicking myself for not thinking of it myself. Problem is, rope kid's mod is all wrapped up in one, rather than being modular, so I'll have to think on it. Don't get me wrong, it's still very possible to do, it's just that I'll have to be careful and it'll take a lot of work.

Also, if any of you fine folks have experience with graphic design, I'd love to have unique art for all of CCO's new perks/traits for the next release. If you're so inclined, give me a shout - I don't have an artistic bone in my body. I understand if it can't happen, though.

I won't lie, this new release will take a while. But rest assured that I'll be working on it.

Cream-of-Plenty
Apr 21, 2010

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

Cirosan posted:

Hey guys, just wanted to stop in and give you guys a progress report on the newest build of CCO.

I've read over your suggestions and they all seem pretty sound. Let me break them down:

* I'm looking into removing placed loot in a compatibility-safe way.
* I've looked into the creature overhauls you guys mentioned. I have a variety of thoughts about how I could change creatures in a way that would mesh well, but ultimately I'll have to play around and see what works.
* Sorry that VATS seems nerfed with the changes. For me, VATS seemed considerably more useful, since I could now land shots at longer distance much more easily, but I can see why others may not like it.
* I'll probably add in a new more perks before I lock all the content in. I've still got a few unused ideas, and I'd like to see them come to fruition.
* Finally - and I'm going to be sign my own death warrant by saying this - but I'll be making a compatibility patch for CCO and rope kid's overhaul. I really like the stuff he's done with it, and frankly I'm kicking myself for not thinking of it myself. Problem is, rope kid's mod is all wrapped up in one, rather than being modular, so I'll have to think on it. Don't get me wrong, it's still very possible to do, it's just that I'll have to be careful and it'll take a lot of work.

Also, if any of you fine folks have experience with graphic design, I'd love to have unique art for all of CCO's new perks/traits for the next release. If you're so inclined, give me a shout - I don't have an artistic bone in my body. I understand if it can't happen, though.

I won't lie, this new release will take a while. But rest assured that I'll be working on it.

Good to hear. I've basically started using your set of mods as my primary overhaul for future New Vegas playthroughs.

SplitSoul
Dec 31, 2000

Anybody have an idiot's guide to bashed patches? My game has become pretty unstable all of a sudden, now that I've done the circuit towards the Strip and am doing Camp McCarran quests. I've followed load order directions for all mods and used the correct compatibility patches, and until now I've played for over four hours at a time with the same mods and load order without a single crash, so I figure it's something in the bashed patch that isn't playing nice. I though I was doing it correctly, but I guess not.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Ddraig posted:

Bounties 2 is kinda terrible. They decided that the bounties you did in the first one weren't nearly so difficult so they throw you into a bunch of bullshit encounters. The worst I came across was "Prometheus" which was basically several waves of super-hard super mutants and finally Prometheus himself who is practically a behemoth.

I agree Bounties 2 jacks up the difficulty a lot, but I found it wasn't so bad aside from that one underground training camp murdering my system for rendering 75 enemies in one zone. I actually had use for - hell, needed - traps, area-effect grenades (like MFC clusters) and heavy weapons like nukes and the auto grenade launchers and stuff. Once I wrapped my head around the idea of needing to bring both my traditional precision rifle (of whatever type) but ALSO area-denial/area-effect weapons, I actually started liking it more. I got to use a wide range of weapons I normally don't even bother with.

I'm not pretending that's 100% a positive, but I ended up less annoyed than I thought I'd be.

if all else fails, a fully modded .50 AMR with explosive rounds does wonderful things.

Emerson Cod
Apr 14, 2004

by Pragmatica
Does anyone have any experience generating lod meshes using TES4LL? In theory, it's supposed to work with all Gamebryo games, but in practice I'm having a hell of a time trying to figure out how to force it to recognize Fallout New Vegas or at least direct it to the .bmp I exported using TESAnnwyn. The GECK lod generator quit working for me ages ago, so that's not even an option.

EDIT: I've also looked into Oscape, but it seems like it only exports in a lod structure that would be compatible with either Skyrim or Oblivion, but correct me if I'm wrong.

Emerson Cod fucked around with this message at 02:22 on Jan 28, 2012

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RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
I'm going out of my mind here with this problem. There's some kind of missing mesh and I cannot for the life of me figure out what's causing this.

Basically there's something wrong with the mesh of heads that only affects White Legs, Ghouls and Lobotomites. It will affect every single one of them because I get the giant red ! on them.

I locked the problem down to something with the head because I found a mod for fallout 3 that replaces the mesh errors with a road sign so you could click the offending item, of course the problem is they have a road sign sticking out the side of their head, funny but not so much anymore.

I've verified the game cache numerous times and everything checks out, tried disable all mods except the vanilla game and it doesn't go away. What am I doing wrong? If there isn't a solution would it be possible to replace the road sign "mod" with something invisible or so small it'd be practically invisible? Because to my knowledge the characters look fine and aren't missing anything.

RagnarokAngel fucked around with this message at 18:49 on Jan 28, 2012

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