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Wolvorine posted:Hmm, can't remember if I've seen that one before or not. I must admit though, I was kind of hoping that the folks who brought us The Armoury might make a downright awesome version of them if someone like me dropped the hint. The Armory is completed. 3.0 is the last version we will release, if we even release it at this point. MediocrityGoggles and Anime Schoolgirl have yet to finish off their aspects of the final WIP with no ETA in sight so it may be a while. In the meantime, we've been working with Arenovalis to release his mods and this fall I'll be devoting my development time towards updating my art skills and hopefully re-inventing The Armory for FO4 with an emphasis on quality rather than the compromising of quality for quantity we do now.
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# ? Oct 4, 2012 00:43 |
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# ? May 25, 2024 02:55 |
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I might be misremembering, but I think there was a mod for FO3 that made NPCs use more animations during dialogue, instead of just staring straight ahead at you. Was that a thing and does it exist for NV?
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# ? Oct 4, 2012 01:03 |
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Renditious posted:The 4gb enabler works by setting a flag in the NV executable that allows it to access up to 4 GB of ram, and this flag is present up to Windows 7. If that flag has changed in 8, then it won't work unless a new application is released that uses the correct flags. Of course, there might be another problem, as there doesn't appear to be any obvious news on the subject that a quick search would present. People are loath to release program patches for unreleased operating systems, even if they've already gone RTM. That last part seems kinda silly, maybe even stupid, but for something that only happens for about a month and a half every three years it's easier to deal with it. Also it may be that no one's been driven to care about it yet, or that the maintainers have mysteriously disappeared from the community. It's also entirely possible that the flag was removed, or that the operating system reacts poorly to the hack no matter how it's done. You could always see if your mod loadout works without the 4GB shim, since NVSE still works fine. (And if it doesn't, additional editorial discretion rarely hurts mod orders.) dont be mean to me fucked around with this message at 01:55 on Oct 4, 2012 |
# ? Oct 4, 2012 01:51 |
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Does anybody have any experience with this DLC Weapon Integration mod? http://newvegas.nexusmods.com/mods/47880 I'm going to put it in later, I've started a new game with PN and JSawyer. Shouldn't conflict, should it?
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# ? Oct 4, 2012 21:46 |
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Endymion FRS MK1 posted:Does anybody have any experience with this DLC Weapon Integration mod? Actually I think does because the jsawyer mod already integrates them. I just started playing again with the jsawyer mod myself so I'm definitely not an expert but just looking at the descriptions it seems like they effect the same stuff.
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# ? Oct 4, 2012 21:51 |
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Starting a new game, heavily modded, trying to think of some good-ones when I remembered the mail order catalogue mod. Made me sad because it was never updated. Does anyone know of anything similar to that mod that is up now?
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# ? Oct 4, 2012 22:10 |
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Rirse posted:Okay I been using the New Vegas 4 GB patch (after finally finding a way to run it on Steam with the achievements and proper screenshot path), but I since upgraded to Window 8. Now it flat out doesn't work anymore. Is there a solution to fix the 4 GB patch or I just have to skip using it? go back some pages, I think someone posted about this before.
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# ? Oct 4, 2012 22:16 |
Edit: Nevermind, FOMM, isn't the same thing as Nexus mod manager
jadebullet fucked around with this message at 02:21 on Oct 5, 2012 |
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# ? Oct 5, 2012 02:04 |
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voltron lion force posted:Actually I think does because the jsawyer mod already integrates them. I just started playing again with the jsawyer mod myself so I'm definitely not an expert but just looking at the descriptions it seems like they effect the same stuff. I thought JSaywer only added the Pre-order DLC?
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# ? Oct 5, 2012 03:25 |
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Endymion FRS MK1 posted:I thought JSaywer only added the Pre-order DLC? It does, I don't think it conflicts with that mod you linked if the description is accurate and it only distributes non-uniques.
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# ? Oct 5, 2012 08:24 |
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Oh yay, I added it, noticed every single Viper (just started a new game a couple days ago) was carrying .45 pistols, and decided to deactivate it. Well the stuff is still there. Asked the creator about it and get "That should already be answered by clicking the scripting link in the description and reading about how it works. Sorry lol, but it's not my fault you missed that before installing." Going to the scripting link says it can't be undone and now I feel stupid
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# ? Oct 5, 2012 22:21 |
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Endymion FRS MK1 posted:Oh yay, I added it, noticed every single Viper (just started a new game a couple days ago) was carrying .45 pistols, and decided to deactivate it. Well the stuff is still there. Asked the creator about it and get "That should already be answered by clicking the scripting link in the description and reading about how it works. Sorry lol, but it's not my fault you missed that before installing." Welcome to Nexus!
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# ? Oct 5, 2012 23:37 |
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Captain Walker posted:Welcome to Nexus! Well, I asked him to put a warning up saying it would permanently change things, and he did. So I guess everything worked out? Still have to start a new game though to undo that though.
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# ? Oct 6, 2012 19:55 |
So for anyone who knows what they are doing with the RobCo certified mod, how do you upgrade robots? I have a Mr. Handy, the schamatic to give it the incinerator, and the two ingredients(Firehose nozzle, and steam gauge) but when I go to the upgrade speech option, it just has a "go back" option.
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# ? Oct 8, 2012 21:03 |
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jadebullet posted:So for anyone who knows what they are doing with the RobCo certified mod, how do you upgrade robots? I have a Mr. Handy, the schamatic to give it the incinerator, and the two ingredients(Firehose nozzle, and steam gauge) but when I go to the upgrade speech option, it just has a "go back" option. I think you have to craft the thing at a workbench first before you can upgrade your bot.
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# ? Oct 8, 2012 21:24 |
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I notice the OP doesn't list Mod Organizer as a suggested application for managing mods. It's basically the Best Thing for managing Skyrim mods and is supposed to be compatible with FNV as well, but I haven't gotten around to trying it for FNV myself yet. Is there some reason not to use it or has that part of the OP just not been updated / does Cream of Plenty not like it / care about it / know about it / other? The thing about Mod Organizer is that it keeps separate mod profiles and stores the files in their own spot, so you don't have to overwrite anything and can revert to vanilla / a different mod profile whenever. Which is a pretty nice feature. Should it be avoided for FNV for some reason?
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# ? Oct 9, 2012 21:15 |
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I tried it for New Vegas, and the issue is that there are a few mods that just work better if you use FOMM, or even require FOMM, because they have installers designed for them. You can still use MO for your other mods but I found it to be more trouble than it's worth, although to be fair I was doing my "this is my final, unalterable set of mods" install, which negates some of the awesomeness of MO because I don't need to uninstall much.
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# ? Oct 9, 2012 21:19 |
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Not sure about New Vegas, but I think it can execute the equivalent of .fomod installers for Skyrim. That might've been a feature of the nexus plugin though.
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# ? Oct 9, 2012 21:43 |
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I was under the impression that it could do that too, but installing stuff like the iHUD/uHUD mods and their various addons, or the Weapon Animation Replacement fomod, didn't seem to work too well. For example, the various HUD mods all detect each other as you install them in the correct order, but with MO's witchcraft going on, they weren't able to detect each other because of course they were looking in the data directory which MO keeps blissfully clean. Possibly my massive idiocy was preventing stuff from working so if you can get MO + NV going then more power to you.
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# ? Oct 9, 2012 21:50 |
Woebin posted:I notice the OP doesn't list Mod Organizer as a suggested application for managing mods. It's basically the Best Thing for managing Skyrim mods and is supposed to be compatible with FNV as well, but I haven't gotten around to trying it for FNV myself yet. Is there some reason not to use it or has that part of the OP just not been updated / does Cream of Plenty not like it / care about it / know about it / other? Actually, I haven't followed Mod Organizer very closely. A while back, somebody mentioned using it, but generally nobody talks about it on the thread (or when they do, it's generally luke warm.) If a bunch of people pop out of the woodwork talking about how it's the bees' knees, I can throw it in the OP, though.
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# ? Oct 9, 2012 21:51 |
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TychoCelchuuu posted:I was under the impression that it could do that too, but installing stuff like the iHUD/uHUD mods and their various addons, or the Weapon Animation Replacement fomod, didn't seem to work too well. For example, the various HUD mods all detect each other as you install them in the correct order, but with MO's witchcraft going on, they weren't able to detect each other because of course they were looking in the data directory which MO keeps blissfully clean. Possibly my massive idiocy was preventing stuff from working so if you can get MO + NV going then more power to you. Cream-of-Plenty posted:Actually, I haven't followed Mod Organizer very closely. A while back, somebody mentioned using it, but generally nobody talks about it on the thread (or when they do, it's generally luke warm.) If a bunch of people pop out of the woodwork talking about how it's the bees' knees, I can throw it in the OP, though.
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# ? Oct 9, 2012 23:11 |
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http://newvegas.nexusmods.com/mods/48049/ Made a quick new retex for the single shotgun because I wanted sth fast and ez to do.
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# ? Oct 12, 2012 12:53 |
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Arenovalis posted:http://newvegas.nexusmods.com/mods/48049/ I love the duct tape on the end of it!
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# ? Oct 12, 2012 13:56 |
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Yeah, I felt duct tape was more appropriate than rope like the original had
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# ? Oct 12, 2012 14:06 |
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Okay, I give up. I'm trying to use Gopher's WAR Fomod Installer to make the fomodd file so I can use the new animations the armory requires without having to shift stuff around folder by folder and no matter what I do the bloody hateful sodding thing just keeps telling me 'The following sources are missing:' and refuses to accept the two files even exist. What the hell do I need to do to get this thing to accept the two .rar files are where I am pointing it? EDIT: and like two minutes after getting frustrated enough to post I realise the .xml file has a poo poo ton of weird underlining instead of spaces in the file names and that's why it wont work. King Doom fucked around with this message at 22:50 on Oct 12, 2012 |
# ? Oct 12, 2012 22:35 |
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King Doom posted:Okay, I give up. I'm trying to use Gopher's WAR Fomod Installer to make the fomodd file so I can use the new animations the armory requires without having to shift stuff around folder by folder and no matter what I do the bloody hateful sodding thing just keeps telling me 'The following sources are missing:' and refuses to accept the two files even exist. Most .rar's and other archives on the nexus use underscores because it makes it much easier to read because it won't stick percent encoding into the file names. You're supposed to point the thing at the .rar's, not the extracted contents, iirc.
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# ? Oct 13, 2012 17:48 |
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I was pointing it at .rar files. There were two things, an xml file telling fomm what it needed and a folder with the .rar files. the .rar files were named something like pistols-new animations and rifles-new animations but the .xml was looking for rifles_-_new_animations and pistols_-_new_animations. Bloody annoying.
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# ? Oct 13, 2012 23:56 |
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Mauser? But I barely know her
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# ? Oct 14, 2012 02:33 |
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The frequency and consistency with which you are capable of churning out absolutely gorgeous textures seemingly without effort is simply mindblowing. I wish I was talented.
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# ? Oct 14, 2012 02:37 |
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Arenovalis posted:Mauser? But I barely know her I was just bemoaning to myself the fact that the Chinese 9mm was crappy in FO3 but never got a Vegas makeover. That is gorgeous and you should be proud of your baby. Also if I ever finish that item descriptions mod I'm sitting on, and a goon-made mod comes out that adds this gun, your quote will accompany it. Fake e: sorry Naky your wonderful mod isn't ~lore friendly~ :sperg:
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# ? Oct 14, 2012 03:53 |
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Captain Walker posted:I was just bemoaning to myself the fact that the Chinese 9mm was crappy in FO3 but never got a Vegas makeover. That is gorgeous and you should be proud of your baby. It's as lore friendly or lore breaking as you want it to be. The mod is an ESM designed for people to make their own poo poo with by making esp mods using TA as the master. Just 'cuz we officially release a leveled list esp that uses as many guns from the pack as possible has never stopped us from encouraging people to make lore friendly mods using the master file. Just sayin'.
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# ? Oct 14, 2012 04:27 |
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I think I PMed you awhile back re: this. I'm tired and I feel like posting too many about my favorite game in one of my favorite series, but no one wants to read it so I'll try and cut it short. -Most of the weapons you have in TA are real, 20th and 21st century firearms. This is fine except in the context of the following two points, which are largely me -Modern assault weapons are designed primarily for military and special forces, i.e. not civilians, and certainly not a one-man wrecking crew like you see in oh I dunno every game ever. -The arms race is over in the Fallout setting, brought to its inevitable conclusion in 2077. Player progression in the games, where you start with a vault suit and a pistol and end up in power armor with a turbocharged plasma caster, is not representative of the average wastelander's need to fight off geckos and raiders. The Gun Runners might sell to the two established militaries in the Core Region, but that's probably not the bulk of their business given the political clusterfuck in the Mojave.
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# ? Oct 14, 2012 07:18 |
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Arenovalis posted:Mauser? But I barely know her Does she have a sister? Is this going to be stand alone or a retex of an existing gun? (I forget if this is in GRA or not) Captain Walker posted:I think I PMed you awhile back re: this. I'm tired and I feel like posting too many about my favorite game in one of my favorite series, but no one wants to read it so I'll try and cut it short. Is this really about The Armory? Dude, you can pretty much just install the Cabinet ESP and be done with it - that way you won't have to my immersion about NPCs shooting you with kickin rad guns.
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# ? Oct 15, 2012 15:35 |
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Gyshall posted:Is this really about The Armory? Dude, you can pretty much just install the Cabinet ESP and be done with it - that way you won't have to my immersion about NPCs shooting you with kickin rad guns. I made a bad post, don't go out of your way to correct my poor internet behavior. I love the Armory. No qualifiers. Sorry to make you think otherwise
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# ? Oct 15, 2012 17:13 |
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Gyshall posted:Does she have a sister? Stand alone, but he's gotta see if he can get the original max files to redo the normals bake because the smoothing looks like rear end after I converted it and got it in game. That being said, there's still a couple others on the back burner that could possibly be done while he waits. Worse case scenario, we could release it as is too but I know Mill wouldn't be that happy with it either.
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# ? Oct 16, 2012 05:02 |
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Decided to dig up a relatively old playthrough, only change was updating my existing saves with the new version of jsawyer. Problem is, now even at 0 radiation level I am stuck with minor radiation sickness. Any ideas on if this can be fixed?
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# ? Oct 16, 2012 06:28 |
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Antignition posted:Decided to dig up a relatively old playthrough, only change was updating my existing saves with the new version of jsawyer. It seems like there should be a console command for removing conditions, but I can't find one. You could try increasing radiation with the console and then curing it again? Might cause the game to fix itself.
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# ? Oct 17, 2012 16:27 |
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Renditious posted:It seems like there should be a console command for removing conditions, but I can't find one. You could try increasing radiation with the console and then curing it again? Might cause the game to fix itself. Thanks, that did the trick. I was lazy so I just waited till I got to Vault 34 and that solved all my problems.
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# ? Oct 18, 2012 18:42 |
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I've recently started playing New Vegas more, and I just want to recommend this combination of mods at the same time: Monster Mod Increased Wasteland Spawns (max all the choices) Unlimited Companions I regularly get attacked by armies of hosed up looking creatures, but it's cool because I have Cass, Boone, ED-E and that Willow companion so far. It still gets pretty hairy sometimes because I have The Armoury/Armour Compilations with the levelled lists active so it's becoming common for me to get hit by some cool rear end weapons like the Incinerator. It's a lot of fun, though I think I'm levelling too quickly with the armies of monsters against my own personal army. Is this likely to screw anything up for me later on?
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# ? Oct 21, 2012 01:07 |
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# ? May 25, 2024 02:55 |
Xachariah posted:I've recently started playing New Vegas more, and I just want to recommend this combination of mods at the same time: Leveling up too quickly won't screw anything up for you down the road--at the very least, it won't break the game--but it may turn some DLC into bulletspongey slogs.
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# ? Oct 21, 2012 01:32 |