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Cream-of-Plenty posted:Yeah it was temporarily taken down. ..and has a new host at http://happygeckosoftware.com/TA/ since yesterday.
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# ? May 11, 2012 23:07 |
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# ? May 13, 2024 04:35 |
Police Automaton posted:..and has a new host at http://happygeckosoftware.com/TA/ since yesterday. Is this the permanent link? In that case I'll update the OP.
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# ? May 11, 2012 23:19 |
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Cream-of-Plenty posted:Is this the permanent link? In that case I'll update the OP.
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# ? May 11, 2012 23:26 |
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DemonNick posted:I gave it a go and it's not that bad. It's all relatively minor stuff, like opening the cages in the Thorn or some cut dialogue in the Silver Rush, but some of it (the Silver Rush stuff in particular) is pretty buggy. I've only seen the Silver Rush bit so far. I read in the comments also that some people had problems with it but it worked well for me. And while it was pretty small, I gotta say that it spiced up that first encounter with the Van Graff's. Pretty cool I think.
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# ? May 11, 2012 23:29 |
Police Automaton posted:..and has a new host at *boop* since yesterday. Yessssssss! Guns! Lots of guns! Also, I'd like to recommend Mod Organizer for the OP. If you're unfamiliar with it from the Skyrim thread, it's similar to NMM, but lets you keep all your mod data stored elsewhere instead of dumping everything in the data directory, letting you keep your install pristine in case one of your anime mods breaks something. It also lets you set up profiles so that you can have specific setups of mods depending on what kind of character/playstyle you want to run at that particular moment, so you can have a profile set up for your sneaky assassin character, and another for your "MY IMMERSION " playthrough. The latest version is up on Skyrim Nexus here and supports New Vegas. QuantaStarFire fucked around with this message at 02:11 on May 12, 2012 |
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# ? May 12, 2012 01:02 |
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Anime Schoolgirl posted:More or less. Yes, but there are goons/lurkers giving updates on The Armory on VGU, including a direct quote of my last post asking people to not talk about it. If that link gets posted over there, we're gonna shift the files around again and post the links in the private forum to cut out the lurker angle, but seriously guys - the mod was only intended for SA users.
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# ? May 12, 2012 01:26 |
Naky and company (not sure who else posting here who works on the mod), thank you for your hard work in making it. I was using the previous version and, for the most part, everything was fantastic. Very few weapons have animation errors, and most are pretty fun to mess around with, albeit some of the "hi-tech" energy weapons were hilariously overpowered compared to anything else I had.
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# ? May 12, 2012 02:04 |
Naky posted:Yes, but there are goons/lurkers giving updates on The Armory on VGU, including a direct quote of my last post asking people to not talk about it. If that link gets posted over there, we're gonna shift the files around again and post the links in the private forum to cut out the lurker angle, but seriously guys - the mod was only intended for SA users. If they didn't listen to you the first time, they probably won't listen to you a second time. I'd move it on over to PGS now. :/ Also, what a bunch of tools. Their site won't let you in if you have AdBlock.
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# ? May 12, 2012 02:11 |
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QuantaStarFire posted:If they didn't listen to you the first time, they probably won't listen to you a second time. I'd move it on over to PGS now. :/ NoScript takes care of that stupid popup crap. It's only an annoying issue if you want to post on their dead forums, but you can still get around it easily enough by clicking back when it auto-loads their explanation page and making your reply.
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# ? May 12, 2012 02:17 |
Naky posted:NoScript takes care of that stupid popup crap. It's only an annoying issue if you want to post on their dead forums, but you can still get around it easily enough by clicking back when it auto-loads their explanation page and making your reply. I find it delightfully hypocritical. "Turn off your ad-blocker and support our forums. BTW, go leech poo poo off of these guys. "
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# ? May 12, 2012 02:44 |
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QuantaStarFire posted:I find it delightfully hypocritical. "Turn off your ad-blocker and support our forums. BTW, go leech poo poo off of these guys. " Ah well. We kind of expected it would get put eventually but still not thrilled about it since Magic was kind enough to host TA using his bandwidth and it was always meant to be for goons. A new Google search for samods armory just revealed someone recommending it on GameFAQs a month ago. GameFAQs. The Armory leaked out first on GameFAQs, ugh.
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# ? May 12, 2012 03:40 |
Naky posted:Ah well. We kind of expected it would get put eventually but still not thrilled about it since Magic was kind enough to host TA using his bandwidth and it was always meant to be for goons. A new Google search for samods armory just revealed someone recommending it on GameFAQs a month ago. I've seen recent copies of the entire OP in pastebin a number of times, too, and I know there are a number of other forums that link to this thread, directly.
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# ? May 12, 2012 05:19 |
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Cream-of-Plenty posted:I've seen recent copies of the entire OP in pastebin a number of times, too, and I know there are a number of other forums that link to this thread, directly. Haha, welp. Then I guess I should be happier than word has still stayed relatively quiet about the mod then.
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# ? May 12, 2012 05:23 |
Cream-of-Plenty posted:I've seen recent copies of the entire OP in pastebin a number of times, too, and I know there are a number of other forums that link to this thread, directly. Goons know their mods, I guess.
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# ? May 12, 2012 05:23 |
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Maybe http://alluvion.org/ might be a good way to distribute The Armory in the future? I for one would gladly seed it indefinitely. Also still waiting for Anime Schoolgirl to pop up in the thread so I can continue updating the spreadsheet.
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# ? May 12, 2012 18:49 |
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Woebin posted:Maybe http://alluvion.org/ might be a good way to distribute The Armory in the future? I for one would gladly seed it indefinitely. Anime Schoolgirl fucked around with this message at 18:54 on May 12, 2012 |
# ? May 12, 2012 18:52 |
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Anime Schoolgirl posted:rope kid made my job a pain in the rear end + the amount of things I have to add to three separate esps is far more than I expected so the complete esp update and documented stat changes (there aren't that many but I still have to list individual stats of hundreds of weapons ugh) will be coming in a week.
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# ? May 12, 2012 19:20 |
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Douche Bag posted:Anyone know what's wrong with my FOMM? Everytime I try to open it I get this: This happened to me when I used the Nexus Manager and then tried to go back to FOMM. If you have the folder "C:\Games\FalloutNV\Install Info," try deleting the XML in there.
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# ? May 13, 2012 20:51 |
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Minor update to JSawyer v4. http://twofoldsilence.diogenes-lamp.info/2012/05/jsawyeresp-v4.html v4 Changes: === 5.15.2012 * Added regular Hatchet to I Never Axed For This challenge + perk. * Fixed critical hit chance on Certified Tech perk. * Tin Cans and Bent Tin Cans weight from 1.0 to 0.1. 4.22.2012 * Tribal Pack items moved to a *~ Secret Location ~* (see End of Document) * Caravan Pack items moved to a *~ Secret Location ~* * Old CS scripts adding items to Chet's invetory have had those lines commented out. * New (single) message indicates items are placed around the Mojave Wasteland. * I Never Axed For This challenge and perk added. 4.14.2012 * Classic Pack items moved to a *~ Secret Location ~* * Mercenary Pack items moved to a *~ Secret Location ~* 2.12.2012 * Level cap properly set to 15, adjusts up to 35 with all DLC. This was stealth fixed for v3 a day after launch, but there you go. * Auto-Inject Stimpaks and Super Stimpaks set to match Stimpak / Super Stim healing rates. * Expired Stimpak set to 50 VAL from 75. * Set the Roughin' It! Bedroll Kit ingestible to 10 lbs. from 15. Anime Schoolgirl posted:rope kid made my job a pain in the rear end
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# ? May 16, 2012 06:51 |
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rope kid posted:* I Never Axed For This challenge and perk added. Someone find out what this is because I must know (and I don't have New Vegas installed).
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# ? May 16, 2012 12:21 |
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rope kid posted:Minor update to JSawyer v4. Thanks for the update. This is so cool that you keep updating the mod.
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# ? May 16, 2012 14:25 |
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rope kid posted:* Level cap properly set to 15, adjusts up to 35 with all DLC. This was stealth fixed for v3 a day after launch, but there you go. Is this just with the Logan's Loophole trait, or for everyone?
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# ? May 16, 2012 17:44 |
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Without Logan's Loophole, the level cap with JSawyer is 35. With LL, it's 21.
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# ? May 16, 2012 18:06 |
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rope kid posted:Without Logan's Loophole, the level cap with JSawyer is 35. With LL, it's 21. Thanks for clarifying, and thanks for your work on this mod. NV is forever going to have a spot on my hard drive.
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# ? May 16, 2012 18:26 |
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Should changing to the updated jsawyer.esp midgame be fine, or is a restart with a new character recommended? Also, the mod - I'm using V3 - supposedly emasculates blood sausages and red thin pastes, but I'm getting 34HP/s at Survival 95 which seems insane. Here's my mod list if it's pertinent
HonestHearts.esm OldWorldBlues.esm DeadMoney.esm LonesomeRoad.esm CaravanPack.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm The.Armory.esm Project Nevada - Core.esm jsawyer.esp The.Armory.Leveled.List.esp The.Armory.Leveled.List.Honest.Hearts.Patch.esp The.Armory.Leveled.List.Old.World.Blues.Patch.esp The.Armory.Leveled.List.Lonesome.Road.Patch.esp The.Armory.HonestHearts.Patch.esp The.Armory.Leveled.List.Dead.Money.Patch.esp The.Armory.Cabinet.Addon.esp GunRunnersArsenal Integration Mod.esp Western Sky - Darker Nights.esp Improved Sound FX.esp Improved Sound FX - Merged Major DLCs.esp Improved Sound FX - Weapon Sharing Fix.esp Improved Sound FX - GRA.esp MojaveExtended100.esp MBOWBExtended100.esp UsableCigarettes neunen Ver for New Vegas.esp Lombard Station.esp Lombard Station - Dead Money.esp Lombard Station - Honest Hearts.esp Lombard Station - Gun Runners' Arsenal.esp Lombard Station - Lonesome Road.esp Lombard Station - Old World Blues.esp Existence2.0.esp DarNifiedUINV.esp And a question regarding Lombard station. Worked great when it was mostly empty, but now after stocking up a bit there's a serious frame rate dip upon entering the cave (or just after moving a few steps). Upwards of 10 seconds a frame (not fps) sometimes worse before I get something playable. Is there a remedy beyond getting a better computer?
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# ? May 16, 2012 18:56 |
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You should be able to update and keep going. I'll look at the Blood Sausages/Thin Red Pastes again but I'm pretty sure I fixed them. They should still heal a good amount (especially with high Survival), but they should have low VAL and drop much less frequently. EDIT: Yeah, that VAL looks wrong in your SS. I changed all of those items to have a VAL between 5 and 15 caps, IIRC.
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# ? May 16, 2012 19:44 |
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rope kid posted:Minor update to JSawyer v4. Thanks again for making this mod!
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# ? May 16, 2012 19:53 |
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rope kid posted:You should be able to update and keep going. I'll look at the Blood Sausages/Thin Red Pastes again but I'm pretty sure I fixed them. I'll update to V4 then. The drop rate is definitely closer to 10% than 50%. The other stuff is odd. The healing rate is too high if I understand how it's calculated correctly: at Survival 100, the base healing rate (2HP/s for a blood sausage according to your change log) should be multiplied by 3, which should equal 6HP/s. 34HP/s (and I have Survival at 95) is higher than even the vanilla base healing rate would permit - again if I'm using the correct formulas (taken from one of the wikis). Same w/regards to the value being too high. I'll see if updating to the new version helps. (And hooray for lightweight tin cans.)
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# ? May 16, 2012 20:00 |
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Actually I think the blood sausage value is correct. It says 50, but that's the value of 5 sausages. 10 bottle caps is within the range outlined in your change log.
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# ? May 16, 2012 20:27 |
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oic HRM.
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# ? May 16, 2012 20:29 |
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ropekid do you know whether whiskey and beer are excluded from Old World Gourmet's HP restoration effect by oversight or by design?
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# ? May 16, 2012 23:55 |
Rinkles posted:ropekid do you know whether whiskey and beer are excluded from Old World Gourmet's HP restoration effect by oversight or by design? Clearly only savages would imbibe beer and whiskey. Lounge Lizards aren't uncouth like that.
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# ? May 17, 2012 00:29 |
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rope kid posted:whaaaaaaat People are wondering why hit squads are running after them with miniguns that aren't supposed to appear until VHD. Now I'm going to have to be more sneaky on where to put them.
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# ? May 17, 2012 00:33 |
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So over in Skyrim modding land it seems that the Mod Organizer is the definitive er... mod organizer. I've noticed that New Vegas has a version of its own and was just curious how it compares to the more traditional FOMM. Also, where does the Nexus Mod Manager fall? Skyrim has several mods that require its use, does New Vegas have many such mods?
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# ? May 17, 2012 02:30 |
Necroskowitz posted:So over in Skyrim modding land it seems that the Mod Organizer is the definitive er... mod organizer. I've noticed that New Vegas has a version of its own and was just curious how it compares to the more traditional FOMM. I should start by telling you that I've never used the Mod Organizer for NV. It appears that it was very late to the game, long after everybody had a chance to get used to FOMM. FOMM can actually do one of the most important things MO does: It can install/uninstall FOMODs cleanly and automatically. MO has things like manipulating the priorities of .bsa files, but I doubt they'll be much use for the average person. From MO's comments section, it appears that the utility is much more problematic than FOMM, which has been stable for a long time now...besides the standard CTD on BOSS update (which has a fix in the OP). As far as I know, no mods *require* NMM for New Vegas. Now, the advantage MO has in Skyrim is that its chief competition isn't FOMM, but NMM. NMM is an ambitious utility that can be more trouble than it's worth, as most of its selling points (1-click updates; automatic mod installation) actually cause more problems than simply installing mods, manually. I've helped quite a few people who eventually revealed they had been using NMM's auto-install feature, and their problems magically went away when they switched over to manual installations. When comparing NMM to MO, MO ends up looking a whole lot more like FOMM, which is probably why some people prefer to use it over NMM's "idiot-proof" model (that ends up being more problematic in the long run.)
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# ? May 17, 2012 05:05 |
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So, the only mod I have installed is DarNified UI, and my game keeps crashing either during the initial start (just before the main menu), or when loading into a new area--I seem to be trapped in Big MT. Oddly, I can temporarily fix my startup crashes by re-modifying my ini files. I've doublechecked, and the modifications to the files are correct, but for some reason deleting the modifications and then copy/pasting back is enough to fix the error. Any ideas? I have no loving clue what's up, here.
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# ? May 17, 2012 07:30 |
Synastren posted:So, the only mod I have installed is DarNified UI, and my game keeps crashing either during the initial start (just before the main menu), or when loading into a new area--I seem to be trapped in Big MT. Have you had this problem before? Somebody had this issue a few months ago. Basically, Fallout can become really unstable when it has an issue with fonts, and will CTD somewhat inconsistently--sometimes it's in the main menu, sometimes it's immediately after a save is loaded--but always before you can actually play the game. That's usually because there's an honest error in the "Fonts" section, like a misspelled font reference or a complete absence of fonts. It sounds like you're making the necessary changes to get DarnUI up and running. You've copied + pasted the new fonts into the Fallout.ini in your "my documents" folder. Have you set this file to "read only"? How are you loading the game? Through the Fallout Launcher? The FalloutNV executable? NVSE? FOMM? When the crashes occur, and you go into your Fallout.ini, are the changes still there? That is, do you find that the fonts section has been rewritten with default information, or are your DarnUI changes still there?
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# ? May 17, 2012 07:40 |
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Cream-of-Plenty posted:Have you had this problem before? Somebody had this issue a few months ago. Basically, Fallout can become really unstable when it has an issue with fonts, and will CTD somewhat inconsistently--sometimes it's in the main menu, sometimes it's immediately after a save is loaded--but always before you can actually play the game. That's usually because there's an honest error in the "Fonts" section, like a misspelled font reference or a complete absence of fonts. I should probably also mention that once the game loads--if it doesn't crash first--the mod works wonderfully, and I have no issues. The during-game crashes only started after I finished OWB, and seem to occur when loading the main game area. I have not made the ini files Read Only, though I can certainly change that and try again tomorrow. I'm launching through FOMM, but I think it launches through NVSE; I had the problem before I installed NVSE, and there was no real change in the incidence after installation. I changed Fallout.ini and Fallout_Prefs.ini, just to try to prevent the switch to default information. I'll try making them both Read Only before loading the game up again next time. For what it's worth, I'm not actually changing anything in the .ini files when I copy/paste. I've backed up both the DarN-modified .inis, and the default .inis in case I were to have problems, and I literally just open Fallout.ini, CTRL+F "Fonts" -> delete the "Fonts" data -> copy/paste from the modified backup -> CTRL+S, close. After that, the game loads fine for some reason, and I have no idea why.
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# ? May 17, 2012 08:51 |
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Doesn't the built-in steam launcher overwrite ini changes? Are you launching through that?
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# ? May 17, 2012 17:24 |
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# ? May 13, 2024 04:35 |
Synastren posted:For what it's worth, I'm not actually changing anything in the .ini files when I copy/paste. I've backed up both the DarN-modified .inis, and the default .inis in case I were to have problems, and I literally just open Fallout.ini, CTRL+F "Fonts" -> delete the "Fonts" data -> copy/paste from the modified backup -> CTRL+S, close. After that, the game loads fine for some reason, and I have no idea why. Wait, so what you're saying is that you're literally not changing anything in the .ini? So when you crack it open after a CTD, the fonts section still registers all of the DarnUI changes, and simply copy / pasting over this section with identical information allows the game to run again? If that's true, that's bizarre. On the other hand, having valid but incorrect fonts in your .ini wouldn't cause a CTD, anyway. You'd just have oversized, mongoloid fonts. Captain Walker posted:Doesn't the built-in steam launcher overwrite ini changes? Are you launching through that? Yeah, I've noticed that my .ini files will be overwritten if I launch through the built-in Steam Launcher or the FalloutNVLauncher.exe. The other thing is, if I try to start the game without Steam already running, the FalloutNV Launcher will pop up instead of the game. Sometimes you're lazy and, without thinking, you'll go ahead and try to start the game through the launcher. Then you realize, as the game starts, that you've just let Steam overwrite your .inis. At least on my computer, having the files set to "read only" is irrelevant. The changes are made whether or not the files are read-only.
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# ? May 17, 2012 18:43 |