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Is there any way to keep the one-handed animations for revolvers if you're using an animation replacer pack?
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# ? Nov 20, 2012 02:34 |
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# ? May 23, 2024 16:20 |
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Cream-of-Plenty posted:I think it's bunk. If the game wasn't written to take advantage of Multi-core CPUs, DirectX 10 and 11, and other hardware, some tweaks in the .ini aren't going to do anything. A lot of those "performance tweaks" don't actually help, but confirmation bias makes people think they're netting a frame or two more. Figured as much. Second minor question, what does the "Lings Pretty Things" esp do in Ling's Coiffure? I can't find any documentation on it.
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# ? Nov 20, 2012 06:18 |
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Endymion FRS MK1 posted:Figured as much. Second minor question, what does the "Lings Pretty Things" esp do in Ling's Coiffure? I can't find any documentation on it. Turns existing NPCs into creepy nexus dolls. Do not install.
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# ? Nov 20, 2012 06:36 |
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Found the time to look into the Arcade recruitment glitch that v1ld reported. As suspected, it was a bug on my end, but it was easily fixed. You can download the Follower Tweaks hotfix here. Also, right on time to make CCO's merged patches, FNVEdit was updated to a new version at the beginning of the month. Cirosan fucked around with this message at 09:20 on Nov 20, 2012 |
# ? Nov 20, 2012 07:48 |
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Cirosan posted:Found the time to look into the Arcade recruitment glitch that v1ld reported. As suspected, it was a bug on my end, but it was easily fixed. You can download the Follower Tweaks hotfix here. Oh man now I need to hurry up and finish the run I'm on. I am the slowest at games. I mean I guess I can test gameplay changes and follower tweaks until then. Which, speaking of bug reports, I've been playing maybe 25 hours on a fresh game with those and I do not have any bug reports. There is this annoying thing where my companions seem to constantly be equipping and unequipping their weapons while standing around, but I'm pretty sure I've noticed other NPCs doing that too so assumed it was one of my other 5000 mods. I don't know if anyone else has experienced that? Also, I've failed to mention this before, but followers tweaks is the goddamn poo poo and it's exactly what I wanted for this high CHA gangster run. It's fun as hell rolling around the Mojave with my crew without having them steal all my glory or die constantly. I find it weird that no other companion limit removers do it that way. I would even enjoy having their damage gimped further, but I can achieve that anyway but never giving them ammo. You're here for color commentary Cass, god drat it, I'M here to shoot ghoul heads.
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# ? Nov 20, 2012 17:15 |
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fentan posted:Turns existing NPCs into creepy nexus dolls. Do not install. Oh god, that's what I was afraid of. Some of the hair in the main mod is cool, but as I was going through the list... holy poo poo, why.
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# ? Nov 20, 2012 18:36 |
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Cirosan while your still here. I tested out some of the companion development features and for some reason every time I give Cass MacRae's Shotgun the game decides to kill itself. Probably because it can't handle the Fallout 2 reference. I barely could. Just thought I'd let you know. Here's my load order in case something is amiss with ME (which is probably the case). Also there's some strange triggering on Lily's perk. For some reason I got it when I walked into Vault 21, which I'm pretty hyped about and all, but I noticed that wasn't the intention. ED-E's quest is working as advertised. I'll test out the other three's later.
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# ? Nov 20, 2012 18:52 |
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fentan posted:There is this annoying thing where my companions seem to constantly be equipping and unequipping their weapons while standing around, but I'm pretty sure I've noticed other NPCs doing that too so assumed it was one of my other 5000 mods. I don't know if anyone else has experienced that? I'm having this problem too, weapons disappearing every now and then. We could be fighting with people and then Victorias weapon would disappear, stopping her from firing.
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# ? Nov 20, 2012 19:23 |
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Is there a mod that allows you to recruit 2 human or 2 non-human companions? Further, is there a reason why it's not like that in the first place?
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# ? Nov 20, 2012 22:04 |
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Ariong posted:Is there a mod that allows you to recruit 2 human or 2 non-human companions? Further, is there a reason why it's not like that in the first place? Lots of them. CCO has a module that changes it to 1 companion (human or animal) for every 2 points of charisma, and adds a perk that ups the number of followers allowed by 1 for a theoretical max of 6. http://ooccommunity.com/media/gamemods/cirosans-classic-overhaul/ There are multiple mods on the nexus that remove the cap entirely. http://newvegas.nexusmods.com/mods/36211 Most mods that add new companions simply ignore the limit as well. As far as why, I'm sure you can blame gamebryo... having too many followers seems to get buggy. Hobo on Fire fucked around with this message at 22:21 on Nov 20, 2012 |
# ? Nov 20, 2012 22:16 |
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Hobo on Fire posted:Lots of them. CCO has a module that changes it to 1 companion (human or animal) for every 2 points of charisma, and adds a perk that ups the number of followers allowed by 1 for a theoretical max of 6. I have a charisma of 4 at the moment, so that's basically exactly what I'm looking for! Thanks. EDIT: Wait, wait, wait. quote:Followers now only do half-damage, but only take half-damage as well. Nooooooooope. I'll just use the second one and limit myself to two, maybe three followers. Four at most. Five. We'll see. Ariong fucked around with this message at 22:32 on Nov 20, 2012 |
# ? Nov 20, 2012 22:27 |
Ariong posted:Nooooooooope. It's actually one of the smarter changes you could make. Follower's aren't so loving overpowered, and they don't die so quickly in hardcore mode. They're still very useful, and it helps counterbalance high charisma characters who can recruit 3 or 4 of them.
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# ? Nov 20, 2012 22:30 |
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Yeah that is the best change in CCO Follower Tweaks. Reason being is that it makes choosing a follower more like choosing a perk/moderate damage increase and not just letting them mow poo poo down for you.
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# ? Nov 20, 2012 22:35 |
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Okay, okay, I'm sold.
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# ? Nov 20, 2012 22:39 |
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Ariong posted:Is there a mod that allows you to recruit 2 human or 2 non-human companions? Further, is there a reason why it's not like that in the first place? As for why: Game balance for one. If you have a big, well-equiped group pretty much all of the game's combat encounters become trivial. I did a run with Cass, Veronica, Rex & ED-E and found that more often then not the enemies were dead before I even noticed them. That and in tight spaces they're way more likely to get in your way and become a nuisance. So unless you feel like sitting back and doing nothing, I wouldn't drag every single companion along. Endymion FRS MK1 posted:http://newvegas.nexusmods.com/mods/46302 The increased buffersizes can help performance if you have the memory to support it. But again: increasing various buffersizes can cause crashing & freezing. GameBryo! No ammount of .ini tweaking can enable dx10/11 feature seeing as the engine doesn't have any. But I suppose the increased draw distances can make the game look nicer.
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# ? Nov 20, 2012 22:39 |
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Raygereio posted:You can find several of them on the nexus. I understand why you can only bring 2. What I meant was why they have to be 1 human and 1 non-human, as opposed to 2 of the same type. Unrelated, is there a way to force NPCs to equip items in their inventory? Because I don't see why this game is at all worth playing if my posse can't wear sunglasses.
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# ? Nov 20, 2012 23:22 |
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Oh, sorry. Misunderstood your question. Ariong posted:Unrelated, is there a way to force NPCs to equip items in their inventory? Because I don't see why this game is at all worth playing if my posse can't wear sunglasses.
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# ? Nov 20, 2012 23:38 |
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Raygereio posted:Oh, sorry. Misunderstood your question. Awesome. Thanks.
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# ? Nov 20, 2012 23:40 |
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Ariong posted:I understand why you can only bring 2. What I meant was why they have to be 1 human and 1 non-human, as opposed to 2 of the same type. Yes, actually, CCO will give you a token to use that will do just that.
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# ? Nov 20, 2012 23:50 |
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From what I understand, in vanilla NV it was decided to limit it to one human companion at a time because companions can consume a lot of memory and the consoles couldn't handle it. The non humans are easier on memory and poo poo, so they allowed you to bring one along as well. There's probably also balancing issues, too, though I find the memory thing entirely believable.
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# ? Nov 21, 2012 00:32 |
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Released the AK-47, get it while it's fresh: http://newvegas.nexusmods.com/mods/48392/
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# ? Nov 21, 2012 03:30 |
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Arenovalis posted:Released the AK-47, get it while it's fresh: Looks awesome, downloading now. Are you planning on releasing a pack of all your weapons eventually?
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# ? Nov 21, 2012 03:53 |
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Yea, when there's more stuff to warrant a proper pack
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# ? Nov 21, 2012 03:55 |
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I should probably get started on that, even if we don't release for a bit. Eh.
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# ? Nov 21, 2012 03:56 |
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Rabhadh posted:I'm having this problem too, weapons disappearing every now and then. We could be fighting with people and then Victorias weapon would disappear, stopping her from firing. Likewise. I'm seeing it with all but Veronica in Unarmed mode. Arcade, Boone, and, less occasionally, Cass will all forget how to wield their weapon at times or switch to melee when they have guns with plenty of ammo still available. I also see Boone and Arcade's weapons flicker on and off continually. IIRC, this was present on the console so it seems like a core game problem. Veronica seems fine in melee mode, however, and is always in the thick of it with the Paladin Toaster. One of the harder battles in the current run had Arcade peacing out in the midst of a Legion Assassin attack and just walking around. Quite frustrating. Anyone know of a fix or possible cause? On a loosely related note, just discovered that jsawyer fixes the Legion Assassin armor lists so you don't need an extra mod for that. Very cool.
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# ? Nov 21, 2012 04:06 |
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I felt like playing this again, but when I start up FOMM, it crashes and gives me the following crashdump.code:
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# ? Nov 21, 2012 04:13 |
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Cirosan posted:Also, right on time to make CCO's merged patches, FNVEdit was updated to a new version at the beginning of the month. And again, soon after you posted: FNVEdit 3.0.25 EXPERIMENTAL. They seem busy.
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# ? Nov 21, 2012 04:19 |
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Genocyber posted:I felt like playing this again, but when I start up FOMM, it crashes and gives me the following crashdump. Disabling login to nexus fixed it for me, though it's been a long while since I used FOMM. There's also this vid on switching back to FOMM from NMM. NMM seems stable enough nowadays and I'm using it for the like 6-7 mods that actually use FOMM's scripting, almost all of which are by Gopher.
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# ? Nov 21, 2012 04:31 |
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Another couple small questions. I'm playing with Ling's, and found a good hairstyle that I liked after wading through the anime ones (exactly like the "Wendy the Welder" one only with a frizzly ponytail), but putting any headgear on shaves my head. I don't recall hair disappearing with normal hairstyles, just getting... smaller? If that's the right way to put it. Also, how do I screenshot while using the 4gb enabler? They aren't saved in Steam using it's screenshot, and adding the 4gb as a non-Steam app crashes on startup.
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# ? Nov 21, 2012 05:06 |
Endymion FRS MK1 posted:Another couple small questions. I'm playing with Ling's, and found a good hairstyle that I liked after wading through the anime ones (exactly like the "Wendy the Welder" one only with a frizzly ponytail), but putting any headgear on shaves my head. I don't recall hair disappearing with normal hairstyles, just getting... smaller? If that's the right way to put it. If it wasn't done correctly, headgear will remove the hairstyle, leaving you with doll-like baldness. It's the author's fault, not you or your setup.
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# ? Nov 21, 2012 05:24 |
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Endymion FRS MK1 posted:Another couple small questions. I'm playing with Ling's, and found a good hairstyle that I liked after wading through the anime ones (exactly like the "Wendy the Welder" one only with a frizzly ponytail), but putting any headgear on shaves my head. I don't recall hair disappearing with normal hairstyles, just getting... smaller? If that's the right way to put it. They do save. You can upload to steam using the overlay while in game, or you can find where steam saves your screenshots, and poke around those folders for the NV ones.
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# ? Nov 21, 2012 05:33 |
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Well that's disappointing, I love that hairstyle. Any way to fix it in FNVEdit? Or is there another hairstyle mod that is better? And if nothing else, how do I change my hair without starting a new game?
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# ? Nov 21, 2012 05:33 |
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Endymion FRS MK1 posted:Well that's disappointing, I love that hairstyle. Any way to fix it in FNVEdit? Or is there another hairstyle mod that is better? And if nothing else, how do I change my hair without starting a new game? There's gotta be a NPC barber somewhere in vanilla, or you can find some mod that has one. Or a console command. There's gotta be a console command.
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# ? Nov 21, 2012 05:54 |
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SpookyLizard posted:There's gotta be a NPC barber somewhere in vanilla, or you can find some mod that has one. Or a console command. There's gotta be a console command. You can become a King and go to Sergio. Tell him I sent you. He'll fix you right up.
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# ? Nov 21, 2012 06:01 |
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Endymion FRS MK1 posted:Well that's disappointing, I love that hairstyle. Any way to fix it in FNVEdit? Or is there another hairstyle mod that is better? And if nothing else, how do I change my hair without starting a new game? You would have to edit it manually so that the hair won't disappear when you put on the hat. In addition, you'd also have to make it so that the hair doesn't clip too badly with the hat. I had your exact problem and I gave this mod a whirl: Project Hair And Hats It makes it so that hats don't make your character bald if you have custom hair. It has clipping issues depending on your hairstyle and clips differently with different mods. For example, if Hair A in Ling's hair pack clips badly, then Hair A in Mikoto's hair pack might clip better (despite the two hairstyles being identical). There's also a more recent mod that claims to do the same thing: Project Hair With Hats (The "With" differentiates from the previous mod) I haven't tried this mod because I got the previous mod to work well with a ponytail. Here's a picture:
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# ? Nov 21, 2012 06:09 |
Endymion FRS MK1 posted:Well that's disappointing, I love that hairstyle. Any way to fix it in FNVEdit? Or is there another hairstyle mod that is better? And if nothing else, how do I change my hair without starting a new game? Open console: 'showracemenu' and enter. This will open up the controls for changing your appearance a la Doc Mitchell's house.
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# ? Nov 21, 2012 06:19 |
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Can anyone help me with turning healing with food back on? I had puce moose's tweaks on but I deactivated and deleted them with FOMM. It still classifies the food with sealed/spoiled/fresh though which is weird. Edit: Woops, it's Project Nevada JoeCool fucked around with this message at 07:07 on Nov 21, 2012 |
# ? Nov 21, 2012 07:04 |
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RickDaedalus posted:You would have to edit it manually so that the hair won't disappear when you put on the hat. In addition, you'd also have to make it so that the hair doesn't clip too badly with the hat. Appreciate the find, but not quite what I was looking for. I changed my hair back to the one I used to always use (Wendy the Welder), put on a pre-war hat, and my hair was still there, but all scrunched up. That is what I would like to fix. There has to be some kind flag to change in FNVEdit to use that specific change when certain hats are equipped, right?
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# ? Nov 21, 2012 07:25 |
Endymion FRS MK1 posted:Appreciate the find, but not quite what I was looking for. I changed my hair back to the one I used to always use (Wendy the Welder), put on a pre-war hat, and my hair was still there, but all scrunched up. That is what I would like to fix. There has to be some kind flag to change in FNVEdit to use that specific change when certain hats are equipped, right? I don't believe it's that simple. For example, when I was throwing some hairstyles together in a simple pack, I ran into the same problem. Police Automaton indicated the Gamebryo handles hair meshes in some very dumb, roundabout way: quote:New Vegas' engine has a bug (No idea if that bug was also present in FO3) that makes it ignore .egm files of .nifs that are used by .esp addons that don't have a .bsa file. (wow, what a sentence) This means that in order to make .egm files actually function you need a .bsa (that can be completly empty) that has the same name as your .esp, for example: So, basically, it's not as simple as making sure a box is checked.
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# ? Nov 21, 2012 07:47 |
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# ? May 23, 2024 16:20 |
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I see, thank you. Well no Lings then.
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# ? Nov 21, 2012 08:02 |