Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Cream-of-Plenty
Apr 21, 2010

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

Nova Bizzare posted:

I combined F:NV Redesigned 2 and its patch into one folder without the optional textures or Honest Hearts and created a FOMOD from that folder. I added the bLoadFaceGen or whatever lines but I didn't do any of the archive invalidation editing that's in the instructions because I assumed FOMM takes care of that stuff with archive invalidation enabled. I started up a game and immediately noticed that Sunny's face looks different but her hair is mad fluorescent, as was mine. Also Easy Pete's eyebrows are black holes with green outlines.

Here is my load order

Honest Hearts.esm
FalloutNV.esm
MercenaryPack.esm
Deadmoney.esm
Oldworldblues.esm
New Vegas Redesigned II.esm
NSkies UWRlified.esm
NVR-Recommended.esp
CRL9k_ThisMachineSound.esp
Nskies UWRlified DM.esp
Nskies UWRlified HH.esp
Nskies UWRlified OWB.esp

Does anyone knows what's going on?

For starters, your load order is screwy. Have BOSS reorder it, and then go into FOMM and toggle ArchiveInvalidated off and on again. Sometimes it gets stuck and doesn't do its job. If you're still having problems, ensure that you've installed all of the necessary resources (i.e. textures) for New Vegas Redesigned II because some of those glitches you're describing sound like they could be improperly installed textures.

Adbot
ADBOT LOVES YOU

Nova Bizzare
Jun 2, 2006

...and it made me smile.
I made my load order less wonky with BOSS and reapplied archive invalidation and loaded a save where I'm right next to Pete and his eyebrows were still hosed up. I made a totally new FOMOD and installed that one and still weird eyebrows.

If I try manually installing it but load the game using FOMM will it still do the archive invalidation for me?

SplitSoul
Dec 31, 2000

Is there a mod to diversify NPC comments or make their activation range much shorter? I'm gonna go on a killing spree if I hear another word about nuclear winter.

Bloodloss
Nov 6, 2007

Bloody fucking blood fuck.
Is there a mod that does something like add a bunch of NPCs to casinos, to make it more atmospheric? Kinda bothered me when I went in there on my first playthrough and heard the ambiance sounds of a bunch of people laughing, glasses hitting each other, etc, but in reality there was literally like 2 people in the whole place, both sitting alone at two tables. Maybe repopulated wasteland?

TychoCelchuuu
Jan 2, 2012

This space for Rent.

Bloodloss posted:

Is there a mod that does something like add a bunch of NPCs to casinos, to make it more atmospheric? Kinda bothered me when I went in there on my first playthrough and heard the ambiance sounds of a bunch of people laughing, glasses hitting each other, etc, but in reality there was literally like 2 people in the whole place, both sitting alone at two tables. Maybe repopulated wasteland?

I can't vouch personally for Populated Casinos but I think it's the most popular option. The engine doesn't handle NPCs very well, though, so you're taking a bit of a risk.

Leinadi
Sep 14, 2009
I use the light version of that and I think it works well. Though yeah, even the light version adds to the loading times of the casinos, I imagine if you have a lower end computer it could really impact your performance.

Other than that it seems to work well.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."


The engine isn't that bad at handling lots of NPCs on a semi-decent gaming rig. The death sentence is usually hamfisted conditionals on AI packages that make the engine check too many things in too short intervals.



Robot thing I do is kind of progressing. Having a hard time finding the right amount of difficulty regarding the survival aspect. I will probably check out Skyrims CK soon and get completly demotivated when I see the new and improved scripting capabilities.

Police Automaton fucked around with this message at 18:54 on Feb 7, 2012

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Police Automaton posted:



The engine isn't that bad at handling lots of NPCs on a semi-decent gaming rig. The death sentence is usually hamfisted conditionals on AI packages that make the engine check too many things in too short intervals.

I imagine combat AI is probably better optimized than "social" AI, too. It seems counter-intuitive considering how bad the AI actually is at combat, but when you think about it, there really are a lot fewer things the AI needs to care about in combat. All it really needs to do is pick an enemy and attack, and possibly run away if it hits some low health threshold defined by its "bravery" settings. Theoretically it should be trying to find cover too but the AI doesn't seem to care about that most of the time.

Meanwhile out of combat it has to consider all of those various things it does to seem more "alive" - which means looking around at the environment and nearby NPCs for various social triggers, monitoring player actions in case there's something it needs to respond to, etc. I gather the AI is handled as individuals too, so the more you have the worse it gets. If they were handled by some sort of higher level "group" coordinator, numbers wouldn't be as big of an issue since various tasks could be sorted at that higher level and passed down to individuals at random, rather than having each individual run a check to see if they're going to perform that task.

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
It would probably work better if there were 'herd' or 'group' social AI for Mole Rats, Giant Ants, Cazadores, Big Horners and the like. That way you could use one basic reaction until combat begins so you could have hordes of them.

Cream-of-Plenty
Apr 21, 2010

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

Nova Bizzare posted:

If I try manually installing it but load the game using FOMM will it still do the archive invalidation for me?

Yes, archive invalidation works on manually installed mods.

Roman
Aug 8, 2002

So is Increased Wasteland Spawns worth using, or are there any better alternatives? I gifted a friend the vanilla game and I just know he's going to be like "where all the monsters at."

fennesz
Dec 29, 2008

Roman posted:

So is Increased Wasteland Spawns worth using, or are there any better alternatives? I gifted a friend the vanilla game and I just know he's going to be like "where all the monsters at."

I really liked it and never really had any problems using it, even with other mods. I'd recommend it. It's probably the best way I've found to up the difficulty without turning everything into huge bullet sponges.

SplitSoul
Dec 31, 2000

I have a body mod, a race unlocker, an eye mod and NVCE installed and have double- and triple-checked my load order and am using a bashed patch, but I still get purple eyes and hosed up body textures on a handful of NPCs (though for by far the most it works flawlessly). Anybody know what might be the issue?

Cream-of-Plenty
Apr 21, 2010

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

SplitSoul posted:

I have a body mod, a race unlocker, an eye mod and NVCE installed and have double- and triple-checked my load order and am using a bashed patch, but I still get purple eyes and hosed up body textures on a handful of NPCs (though for by far the most it works flawlessly). Anybody know what might be the issue?

Perhaps there is a conflict between one of these cosmetic mods and another, unrelated mod that edits the same set of NPCs?

Riolith
Dec 24, 2005
The Quiescent
Will I run into any issues if I use both Project Nevada (with the re-balancing part turned off) and JSawyer? I think they both add the 5.56mm Pistol and Battle Rifle to vendors and drop lists, but other than that I don't see any overlap. I'm more worried about the armor that PN adds not getting the DR that JSawyer adds to most of the vanilla armor.

T-man
Aug 22, 2010


Talk shit, get bzzzt.

So it seems that More Where that Came From has disappeared. (Or at least the OP link has, and Google is failing me.) What is a good replacement for someone who can sing "Big Iron" from memory at this point, and wishes he can't?

potaties
Apr 8, 2005

meow meow
Mojave Music Radio - Extended and Mysterious Broadcast - Extended are now two of my must-haves. Between these two, there's plenty of great music to be heard, and they both fit in seamlessly.

Otherwise, Existence 2.0 is some really atmospheric / creepy ambience, and is perfect for wandering around at night with some darker nights mod, or when you're prospecting in some ancient office building. I used this one back in Fallout 3 but loved it enough to install it for F:NV, too.

Also here is an interesting one that I haven't seen mentioned: People's Radio of China, which thematically fits in better with Fallout 3 I guess. It still works okay, and it's full of patriotic music from the 30's through the 60's, so it's interesting for a little mixup.

potaties fucked around with this message at 07:10 on Feb 11, 2012

Naky
May 30, 2001

Resident Crackhead
Folks, I submitted something familiar for a contest on Gamebanana and as a result figured I might as well post it on Nexus too since it would eventually probably make its way over there. Be appreciated if we kept it low key. I don't care about winning the FOTM or anything like that - I only submitted it there because I had to submit a mod-ready file for gamebanana's contest anyhow.

T-man
Aug 22, 2010


Talk shit, get bzzzt.

potaties posted:

Awesome Stuff

Thanks, I'll be sure to check those out. But now all I need is a boob slapping audio clip so my molerat boobs can be surely immsersive. :haw:

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:

Folks, I submitted something familiar for a contest on Gamebanana and as a result figured I might as well post it on Nexus too since it would eventually probably make its way over there. Be appreciated if we kept it low key. I don't care about winning the FOTM or anything like that - I only submitted it there because I had to submit a mod-ready file for gamebanana's contest anyhow.

It will be interesting to see what the response to the 'quirk' is.

Naky
May 30, 2001

Resident Crackhead

Humbug Scoolbus posted:

It will be interesting to see what the response to the 'quirk' is.

None yet, but I'm sure eventually someone will complain that their arm was broken and their noggin' took a smackin'. :laugh:

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
When I first saw that happen to me, I laughed loudly enough to wake up my apartment-mate.

MadPierrot
Nov 4, 2009

we are all dead men on leave
Having some really weird bugs lately after installing the Armory, Redesigned V2 and a few latest editions of mods I was using (IWS, ILO, MCM among others). Every time a new cell loads, it loads incomplete. Meshes aren't being processed and are thus turning into big exclamation marks and textures aren't showing up correctly. Anyone wonder what might be causing this? I tried running a clean game to see if the same problem occurs but I just get crashing. I recently re-installed New Vegas on a SSD. Is there any chance this might have something to do with it?

Naky
May 30, 2001

Resident Crackhead
Did you run stuff through FNVEdit and turn on Archive Invalidation? There could be some pretty big conflicts or missing masters.

MadPierrot
Nov 4, 2009

we are all dead men on leave
I ran FNVEdit, no critical conflicts detected. No missing masters, that I know of either.
I disabled practically everything I could and I think I narrowed down the culprit to the latest edition of NVInteriors. I either got a corrupted download or a mismatch in .esm files. Both the Wasteland and Urban versions, which shouldn't be separate anyway, offer two different versions of the same required core .esm; Urban hasn't been updated in ages while Wasteland has. What I think I probably did was install the new version of Wasteland and accidentally overwriting the core from that download with the one from Urban (I wasn't sure what version I had so I just downloaded Urban again). Deactivating it seems to have solved the problem.

Another problem though- what's a good mod for reloading and ammunition crafting? I'd like to be able to craft .45 casings, but none of the existing mods offer that option as none of them were updated for Honest Hearts, it seems. RELOAD seems to be the mod of choice but it looks bloated with unnecessary stupid poo poo.

Naky
May 30, 2001

Resident Crackhead
Can't help there. CaliberX probably has it but I hate recommending it because earache is such a piece of poo poo and a worse modder to boot. If you're feeling adventurous, you could make one yourself using HH as one of the masters. Duplicate an existing ammo casing recipe, give it a new ID, and make your recipe. Save and it's finished.

MadPierrot
Nov 4, 2009

we are all dead men on leave
Seems to be the only option. The problem Of the zones not loading returned. I re-installed a bunch of mods effecting terrain and disabled some others. It's fairly erratic, which makes troubleshooting hard, but after disabling all of the Imaginator mods and reinstalling Vurt's I think I'm in the clear.

Edit: Let me know if I'm being annoying, but I figured I'd keep everyone updated in the off chance that someone down the road has a similar problem. I think the cause of the bugs was a corrupted install of NMC's Texture Pack. Unfortunately, there is no way for (anyone) to solve this problem, because the guy who created NMC is adamant about only hosting his mod on the Nexus, but is not diligent enough to keep his links online. In every pack at least one or two of the links are broken, making a full install impossible.

MadPierrot fucked around with this message at 20:54 on Feb 12, 2012

Cirosan
Jan 3, 2012

Small update on the requested plugin to make enemies stronger. I looked at the numbers the designer of the suggested mods (Creatures Give You Hell and Rise of the Machines) used, and they were indeed a little on the high side. The compromise I ended up coming up with was to raise enemy HP by 50% and enemy attack power by 25%, which is enough to make things markedly more difficult, but only roughly half as hard as it was in those mods. Because of the way things are scripted, these changes will affect all living NPCs in the game, even those added by DLCs or third-party mods. The only exception is that, for the sake of balance, these changes will not apply to companions, even if you don't recruit them.

For completeness' sake I'll probably make a few different versions that change enemy stats by different percentages - one that only raises HP by 25% and attack by 10% for those that want more of a challenge but not too much more, and one that raises HP by 100% and attack by 50% for those gluttons for punishment. As with all changes CCO makes, these changes will be completely modular and 100% compatible with everything.

Also been tweaking the other plugins in CCO. I'll probably post a changelog here in a bit to gather opinions on the proposed changes, or see if there's anything else that needs tweaking.

Akumos
Sep 10, 2006
Quick question: First time using the Armory mod, where can I find the majority of the weapons? I'm not sure if there were options for specific spawns but I just did whatever the default is. Are there cabinets somewhere I missed, or are they all just out there to find randomly?

Jake007
Jun 14, 2008
How do I get Ulysses to recognize me as Yes Man? I've already played through the main quest to the point just before the battle of the Dam, and I'm Idolized with The Strip. He seems to think I'm with House even though House is dead.

I just noticed that the title says modding thread. Is there another New Vegas thread for general discussion I should be posting in?

Jake007 fucked around with this message at 16:30 on Feb 13, 2012

Naky
May 30, 2001

Resident Crackhead

Nihilist Duck posted:

Quick question: First time using the Armory mod, where can I find the majority of the weapons? I'm not sure if there were options for specific spawns but I just did whatever the default is. Are there cabinets somewhere I missed, or are they all just out there to find randomly?

If you're using the leveled lists, they show up randomly with enemies per tier and loot containers. Certain shops have them too. The cabinets are behind the prospectors saloon.

Roobanguy
May 31, 2011

Jake007 posted:

How do I get Ulysses to recognize me as Yes Man? I've already played through the main quest to the point just before the battle of the Dam, and I'm Idolized with The Strip. He seems to think I'm with House even though House is dead.

I just noticed that the title says modding thread. Is there another New Vegas thread for general discussion I should be posting in?

This mod makes it easier.

http://newvegas.nexusmods.com/downloads/file.php?id=44042

Leinadi
Sep 14, 2009
I have that mod and I've never gotten it work with the House path, it always assumes I'm with Yes Man. Annoying.

But yeah, the other 3 paths work as advertised.

EDIT: Actually, if I could humbly request that anyone knowledgable enough could take a look at that file above and maybe see why the House path won't trigger, it would be greatly appreciated!

Leinadi fucked around with this message at 20:45 on Feb 13, 2012

Gilg
Oct 10, 2002

Ropekid, now that the ultimate edition is out, any idea when you'll release the next version of your mod?

Cirosan, it's good to hear you're working on a new version too, I can't wait to see the changelog.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

I made a few fixes last night. I'll try to wrap up loose ends in the next few weeks.

Akumos
Sep 10, 2006

Naky posted:

If you're using the leveled lists, they show up randomly with enemies per tier and loot containers. Certain shops have them too. The cabinets are behind the prospectors saloon.

I'm a bit confused by this, how do you get the cabinets? I can't find them. I'm guessing I installed something wrong. I have the leveled lists enabled, do I need to turn those off to see the cabinet?

Akumos fucked around with this message at 22:10 on Feb 13, 2012

Cream-of-Plenty
Apr 21, 2010

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

Cirosan posted:

Small update on the requested plugin to make enemies stronger. I looked at the numbers the designer of the suggested mods (Creatures Give You Hell and Rise of the Machines) used, and they were indeed a little on the high side. The compromise I ended up coming up with was to raise enemy HP by 50% and enemy attack power by 25%, which is enough to make things markedly more difficult, but only roughly half as hard as it was in those mods. Because of the way things are scripted, these changes will affect all living NPCs in the game, even those added by DLCs or third-party mods. The only exception is that, for the sake of balance, these changes will not apply to companions, even if you don't recruit them.

For completeness' sake I'll probably make a few different versions that change enemy stats by different percentages - one that only raises HP by 25% and attack by 10% for those that want more of a challenge but not too much more, and one that raises HP by 100% and attack by 50% for those gluttons for punishment. As with all changes CCO makes, these changes will be completely modular and 100% compatible with everything.

Also been tweaking the other plugins in CCO. I'll probably post a changelog here in a bit to gather opinions on the proposed changes, or see if there's anything else that needs tweaking.

To clarify, these scripts apply additional HP to creatures and NPCs? Because that's what it sounds like when you say, "The only exception is that, for the sake of balance, these changes will not apply to companions, even if you don't recruit them." I'm not sure I'm crazy about the idea of increasing difficulty by simply buffing HP and enemy damage outputs (which is what the in-game difficulty settings already do.) While I will admit that there are limited options (short of reworking AI) to make enemies more challenging, I was hoping some combination of HP, DT / DR manipulation, and perks would address these shortcomings. Even DT / DR would invite some strategy into weapon and ammunition selections, whereas flat health increases don't ask for a strategy beyond "shoot at it more."

Cirosan
Jan 3, 2012

Cream-of-Plenty posted:

To clarify, these scripts apply additional HP to creatures and NPCs? Because that's what it sounds like when you say, "The only exception is that, for the sake of balance, these changes will not apply to companions, even if you don't recruit them." I'm not sure I'm crazy about the idea of increasing difficulty by simply buffing HP and enemy damage outputs (which is what the in-game difficulty settings already do.) While I will admit that there are limited options (short of reworking AI) to make enemies more challenging, I was hoping some combination of HP, DT / DR manipulation, and perks would address these shortcomings. Even DT / DR would invite some strategy into weapon and ammunition selections, whereas flat health increases don't ask for a strategy beyond "shoot at it more."
That's fair. The problem that I quickly ran into, however, is that CCO needs to be compatible with everything, meaning that I can't modify base forms directly. However, using the GetIsCreatureType function, I can add more distinctive abilities to enemies. While this would only affect broad categories of enemies, it would still be something. For instance:

Animals - Become stronger the more animals there are fighting you. One is not particularly dangerous; a pack will be buffed. This would encourage players to pick away animals from a distance before moving in, or at least try to separate them.
Mutated Insects - Have a small (3%-5%) chance of knocking the player down for a moment on an attack. The implication would be that their venom is a mild paralytic. A new perk could reduce that chance to zero for paranoid folk.
Super Mutants - Increased DT and/or DR. Maybe a moderate health regeneration for Nightkin, but something very slow. On the other side, their limbs would be easier to damage, encouraging players to cripple them to slow them down, instead of just always aiming for the head.

Something along those lines; I'm still brainstorming. As of right now the mod is functional, but still very bare-bones and just a proof of concept. The important part is that the script is functional. For actors, I could give them more distinctions by differentiating by faction (NCR troops would be good at different things than Legion boys, for instance), but I don't have many ideas yet.

If any of you have suggestions, please let me know. I'm always open.

Naky
May 30, 2001

Resident Crackhead

Nihilist Duck posted:

I'm a bit confused by this, how do you get the cabinets? I can't find them. I'm guessing I installed something wrong. I have the leveled lists enabled, do I need to turn those off to see the cabinet?

There was an optional cabinet ESP when you installed it, you need that to see them.

Adbot
ADBOT LOVES YOU

Akumos
Sep 10, 2006

Naky posted:

There was an optional cabinet ESP when you installed it, you need that to see them.

Huh.. I don't see that, maybe I'll re-install it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply