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Radio New Vegas - The Secret Stash. It looks like they had to cut the content, I guess for copyright reasons. But if you google it someone's uploaded the full 80 song version in like, the second result.
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# ? Dec 2, 2012 01:13 |
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# ? May 27, 2024 22:56 |
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Did a bit of mod checking. Turns out the Warzones Mod disables all Gunrunner Arsenal Achievements. Ah so much for satiating my White Line Nightmare achievement in the Barstow Warzone.
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# ? Dec 2, 2012 05:29 |
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Arenovalis posted:Released the M14: You guys are doin' gods work, son. New Vegas is the best.
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# ? Dec 2, 2012 18:55 |
Falls Down Stairs posted:So first my Fallout 3 starts making GBS threads itself after a "clean" reinstall and remains broken after subsequent reinstalls, even without mods and now New Vegas just locks up at the loading screen when I try to start a new game. I'm almost entirely convinced that your problems are OS related. Googling for Fallout and Windows 8 turns up a number of similar posts, which isn't too surprising: Windows 8 is a fairly significant change, and Gamebryo is a temperamental beast. Have you tried to run it in compatibility mode?
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# ? Dec 2, 2012 19:33 |
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More gunssssssss http://newvegas.nexusmods.com/mods/48499
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# ? Dec 2, 2012 21:18 |
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Arenovalis posted:More gunssssssss You're absolutely the best ever. Best best best best best best best.
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# ? Dec 2, 2012 21:21 |
Never stop Arenovalis.
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# ? Dec 2, 2012 23:37 |
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Cirofren posted:I grabbed the Extended New Vegas Radio Generator and converted two dozen songs from the 40s sure to also go through the mono-ogg process because I'm mostly sick of hearing about having spurs that go jingle jangle jingle from other people's radios. Well I cut out the 5 extra songs, set the value to 24 and it worked! I played for a few hours listening to the imported music with an increased delay between Mr. New Vegas' announcements. Very next time I launch the game, with no mod differences, same load order, no config changes, it's back to the standard songs only and frequent announcements. At first I was pretty happy to abandon it if it didn't work but after getting it working that once I really enjoyed it and now I'm bummed out that it's being so finicky. Is there a trick to getting this mod to work consistently?
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# ? Dec 2, 2012 23:47 |
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So a couple of pages back people were giving advice about creating merged patches. Basically what I has been doing is applying the default filter found in the "user manual" of FNVEdit and just creating a merged patch from that. I gathered that thats not the best way to do it. So I just went ahead and merged all the weapon and armour mods I'm using and left everything else the way it is. Is that ok?
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# ? Dec 3, 2012 22:10 |
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Depending on what your weapon and armor mods are, merging them may not have done anything, or it may just have caused their changes to overwrite other changes from other mods which are normally loaded later, leaving those other mods broken. Or maybe the merged patch fixed some stuff by merging leveled lists. It's kind of hard to know without seeing what mods you are using.
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# ? Dec 3, 2012 22:29 |
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Heres my load order. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Project Nevada - Core.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm FreesideOpen.esm NSkies URWLified.esm NVStripOpen.esm SCAV.esm WMVM.esm oHUD.esm CCO - Classic Perks.esm CCO - Follower Tweaks.esm Project Nevada - Rebalance.esp Project Nevada - Extra Options.esp TravelingMerchantFix.esp CASM.esp FreesideOpenPatch.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp PMT - Tougher economy.esp PMT - Rude Awakening.esp PMT - Responsive Kill Reactions.esp CCO - Damage Resistance.esp CCO - Perk Rebalance.esp CCO - Perk Rebalance - Dead Money.esp CCO - Perk Rebalance - Honest Hearts.esp CCO - Perk Rebalance - Old World Blues.esp CCO - Perk Rebalance - Lonesome Road.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues (No Cyberware).esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp CCO - CP DM Patch.esp CCO - CP OWB Patch.esp CCO - CP LR Patch.esp CCO - CP PN Patch.esp CCO - CP OWB PN Patch.esp CCO - FT DM Patch.esp CCO - FT HH Patch.esp CCO - FT OWB Patch.esp CCO - FT LR Patch.esp CCO - PR PN Patch.esp CCO - DR DM Patch.esp CCO - DR HH Patch.esp CCO - DR OWB Patch.esp CCO - DR LR Patch.esp CCO - DR PN Patch.esp CCO - Raul Crafting Add-on.esp CCO - Rex Fetch Add-on.esp CCO - Follower Sneak Attacks Add-on.esp CCO - Companion Development.esp CCO - FT Weapon Removal Patch.esp FSOmusic.esp awilderwasteland.esp outsidebets.esp ManualReload.esp SignatureArmor.esp SignatureWeapons.esp AG Supplementary Uniques-AllInOne.esp MojaveExtended100.esp ManualReload-OldWorldBlues.esp AG Supplementary Uniques-GRA.esp Better Binoculars High.esp Tailor Maid - NV.esp Tailor Maid Black Retex - NV.esp w44Satchels - Full.esp PipBoyLightx2.esp Color Me Evil.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Ephemeral Ash and Goo Piles.esp Faster Terminals.esp More Realistic Aiming.esp Vurt's WFO.esp NSkies URWLifiedOWB.esp NSkies URWLifiedHH.esp NSkies URWLifiedDM.esp StripOpenMain.esp The Low Profile Armor Mod.esp GRA - The Right to Bear Arms -Vendors Untouched.esp 1nivVSLArmors.esp 1nivPNSLPatch.esp 1nivVSLArmors Cheat.esp Total active plugins: 92 Total plugins: 106
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# ? Dec 4, 2012 02:24 |
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I am having trouble installing MTUI and One HUD. When I try to activate either of them in Nexus Mod Manager I get the error that certain data files have already been installed by Project Nevada. Then it doesn't matter if i choose to overwrite them or not, the mods say they are installed but nothing shows up in game. The only other mods I am currently using are PN and BetterGamePerformance. Is there any way to get these mods to all play nice with one another?
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# ? Dec 5, 2012 03:29 |
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The Precious posted:I am having trouble installing MTUI and One HUD. When I try to activate either of them in Nexus Mod Manager I get the error that certain data files have already been installed by Project Nevada. Then it doesn't matter if i choose to overwrite them or not, the mods say they are installed but nothing shows up in game. it's called "Stop using nexus mod manager" and "stat using Fallout Mod Manager" with step three being "uHud".
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# ? Dec 5, 2012 05:06 |
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Been a little while since I checked in last. I've been having tons of fun with my replay of FO3 with Wanderer Edition. I've got one problem with it so far though, and I thought somebody here might be able to help. I don't want to deal with keeping all my followers supplied with ammo, since they are terrible at conserving it, and even if I only had one, the cost of supplying me and them would be more than I could manage. I thought I could fix the issue by downloading this unlimited ammo mod and I guess it did fix it, if in a little bit of a screwy way. As I understand, it spawns ammo when the character runs low. The problem there is that my followers A. have piles of valuable bullets that they don't ever run out of (which I can ignore, honestly) and B. they pick up weapons from the ground, and suddenly all my guys are running around with miniguns and infinite rockets, even though they aren't any good with them and cause friendly fire (which I can't ignore.) I'd set the mod to limit the ammo specifically on big guns and launchers or something, but it still doesn't stop the problem of say, my flamethrower guy grabbing a sniper rifle in the middle of a close quarters pitched fight in a subway tunnel. I've tried a few things with GECK, like adding specific infinite ammo weapons, since by default most followers have at least one infinite ammo gun, although 10mm and Laser pistols are mostly worthless at this stage. I thought that since they were still working even with the mod off, that I could just create some, drop them in a mailbox and be all set, but for some reason they're running off of ammo, and I can't see what's different between the built in follower weapons and my new ones. The other thing I was thinking is that there might be a way to stop the NPCs from grabbing guns off the ground in a fight. I don't remember the AI ever doing that the last time I played through, and I feel like I read somewhere in the FO:WE (or possibly another mod's) description that they added or improved the AI's ability to do that. Which, if I'm not crazy, should mean I could shut it off, right? But I've got no idea where to start trying to do that, even if it's possible. Any thoughts? I'm not a very experienced modder, but I'm figuring some stuff out, and it's similar enough to the way Morrowind used to work that I don't think I'd have too much trouble following advice. Oh, while I'm asking, can anyone explain how to modify the SPECIAL and skills of a level-dynamic NPC? It seems the second I make their level dependent on the player it all switches back to fives and fifteens.
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# ? Dec 5, 2012 10:06 |
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Weapon spam is best spam http://newvegas.nexusmods.com/mods/48523
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# ? Dec 5, 2012 13:19 |
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How un-lore-friendly is Monster Mod: Wasteland Edition ( http://newvegas.nexusmods.com/mods/42136 )? I can handle things being not 100% lore-friendly as long as there's some way to justify it, like as long as a creature could plausibly exist in the Fallout universe I don't really care if it's not perfect. It's the kind of thing I can't really answer for myself because I'm not actually that familiar with Fallout lore at this point but if I find out down the line that something is wildly inaccurate it would probably bug me.
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# ? Dec 5, 2012 18:35 |
Beezle Bug posted:How un-lore-friendly is Monster Mod: Wasteland Edition ( http://newvegas.nexusmods.com/mods/42136 )? I can handle things being not 100% lore-friendly as long as there's some way to justify it, like as long as a creature could plausibly exist in the Fallout universe I don't really care if it's not perfect. It's the kind of thing I can't really answer for myself because I'm not actually that familiar with Fallout lore at this point but if I find out down the line that something is wildly inaccurate it would probably bug me. Comes with a series of plug in options with it that disable canon unfriendly monsters, along with spiders and some other stuff apparently.
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# ? Dec 5, 2012 18:59 |
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Alright, so, I'd like to try one of the mods that messes with the weather, because I want darker night skies. There's a bunch of options but Fellout NV looks like the best. I'm a bit suspicious of its effect on the Strip itself though, it looks way too dark. So would the way to go be Fellout + that streetlight mod linked in the OP?
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# ? Dec 5, 2012 18:59 |
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SeanBeansShako posted:Comes with a series of plug in options with it that disable canon unfriendly monsters, along with spiders and some other stuff apparently. Ah, poo poo, I guess I should have looked at the plugins list before asking. My bad, thanks for the response. Apparently it's completely worthless without the original Monster Mod, which is under review at the Nexus for some reason. I'm guessing it's not hosted elsewhere? I'm guessing it includes something copyrighted he didn't have access to and thus probably wouldn't exist anywhere else though. Beezle Bug fucked around with this message at 19:29 on Dec 5, 2012 |
# ? Dec 5, 2012 19:11 |
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Arenovalis posted:Weapon spam is best spam You're doing God's work keeping the pervy poo poo off Nexus' front page.
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# ? Dec 5, 2012 20:53 |
StandardVC10 posted:Alright, so, I'd like to try one of the mods that messes with the weather, because I want darker night skies. There's a bunch of options but Fellout NV looks like the best. I'm a bit suspicious of its effect on the Strip itself though, it looks way too dark. So would the way to go be Fellout + that streetlight mod linked in the OP? If all you want are darker nights, just use one of the Darker Nights - Brighter Lights plugins. That way you won't have to deal with the rest of the things the weather mod changes and introduces.
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# ? Dec 5, 2012 21:53 |
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Cream-of-Plenty posted:If all you want are darker nights, just use one of the Darker Nights - Brighter Lights plugins. That way you won't have to deal with the rest of the things the weather mod changes and introduces. This, this is what I'm looking for. Will try, thank you very much.
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# ? Dec 5, 2012 21:54 |
Arenovalis posted:Weapon spam is best spam So uh, will you ever be moving onto melee weapons may I ask? or will you just being doing firearms.
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# ? Dec 5, 2012 22:12 |
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SeanBeansShako posted:So uh, will you ever be moving onto melee weapons may I ask? or will you just being doing firearms. We did the KABAR with a throwing variant a couple weeks ago. But yeah, I know, it's just one.
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# ? Dec 5, 2012 23:05 |
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Having a horrible and aggrevating CTD issue on my 6th? 7th? playthrough. ANy time I access a vendor list (Gun Runners, Travelling Merchants) or the weapons list in my Pip Boy - instant CTD. Not like I have a lot of mods, and I have gone through to reactivate/overwrite the weapons mods in case there was a conflit there, tried the Conflict Detector in FOMM also .. all to no avail. Guess I'm really hoping I missed something obvious here .. Running Win 7 64bit Radeon HD6850 1 gig 4 gig RAM Load order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm The.Armory.esm AWorldOfPain(Preview).esm The.Armory.Cabinet.Addon.esp CASM.esp The New Bison Steve Hotel.esp PerkEveryLevel.esp AWOPDeadMoney.esp NVWillow.esp Total active plugins: 18 Total plugins: 18 Edit: Fallout 3 on Ultra High setting runs great. Mosnar fucked around with this message at 22:37 on Dec 6, 2012 |
# ? Dec 6, 2012 22:35 |
Naky posted:We did the KABAR with a throwing variant a couple weeks ago. But yeah, I know, it's just one. Awesome, when your done with the bad rear end military daggers please start working on a few swords that aren't Japanese katanas if possible thank you.
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# ? Dec 6, 2012 22:41 |
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Mosnar posted:Having a horrible and aggrevating CTD issue on my 6th? 7th? playthrough. ANy time I access a vendor list (Gun Runners, Travelling Merchants) or the weapons list in my Pip Boy - instant CTD. Could be a leveled list issue. Perhaps try making a merged patch?
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# ? Dec 6, 2012 23:02 |
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Mosnar posted:Having a horrible and aggrevating CTD issue on my 6th? 7th? playthrough. ANy time I access a vendor list (Gun Runners, Travelling Merchants) or the weapons list in my Pip Boy - instant CTD. If not, then it could be a bugged item in your inventory. Make a solid save, drop all items you can and pick stuff up one by one and see if the crash happens. Note that some mods add items to your inventory that are flagged to be undroppable. If the crash still happens with a new save; Disable one of your mods, test for the crash with a new game. Repeat until you've found your culprit.
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# ? Dec 6, 2012 23:02 |
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Mosnar posted:Having a horrible and aggrevating CTD issue on my 6th? 7th? playthrough. ANy time I access a vendor list (Gun Runners, Travelling Merchants) or the weapons list in my Pip Boy - instant CTD. Wait, does it crash when you try to put items into a container?
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# ? Dec 6, 2012 23:32 |
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Arenovalis posted:Would this tickle your fancy? Not much work left after Naky gets it converted. Thanks! Immediately set it as my signature weapon.
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# ? Dec 6, 2012 23:57 |
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Canuck-Errant posted:Wait, does it crash when you try to put items into a container? Hmn. Will test. When I access either a merchant list (to buy/sell stuff) or when I access weapons via Pip Boy = CTD. Weirdly, I can change clothes just fine. @Raygereio: yeah, I figured that would have to be the next move. Unfortuately, I ~suspect~ the bugged item to be my lovely GRA Assault Carbine with all the mods. @Naky: I may, or may not, be smart enough to do that. Downloaded the FNVedit manual from the OP to test this theory.
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# ? Dec 7, 2012 00:58 |
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I'm having trouble deciding between Project Reality vs. Nevada Skies & Fellout. Can anyone with more experience advise me as to which I should be using? I like being able to configure parts of Project Reality in-game from the MCM, but Nevada Skies seems to be the more popular option based on Nexus downloads. Does it just come down to a personal preference thing or are there compatibility, quality, etc. reasons to choose one over the other?
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# ? Dec 7, 2012 17:30 |
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Parker Lewis posted:I'm having trouble deciding between Project Reality vs. Nevada Skies & Fellout. Fallout New Vegas Mod Clinic - Part 9 : Nuclear Wasteland shows the visual differences between NSkies and Project Reality pretty well. I prefer Project Reality's lighting and have used it for most of this run, except for a recent experiment where I tried out NSkies URWLified along with the latest ENB shaders (he's released new and updated versions for New Vegas). I landed up dropping all of that and going back to Project Reality since it has the best lighting and mood for my taste. URWL has nice light too - I'm now using the URWL Emittor from the Director's Chair mod along with Project Reality. I don't think you can go wrong with either, they're both superb.
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# ? Dec 7, 2012 19:11 |
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v1ld posted:Fallout New Vegas Mod Clinic - Part 9 : Nuclear Wasteland shows the visual differences between NSkies and Project Reality pretty well. Does Project Reality still make the Sierra Madre atmosphere in Dead Money a clear and cheery sunny day? I remember having to turn that mod off for the DLC and turn it back on afterwards.
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# ? Dec 7, 2012 19:15 |
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I think Project Reality fully supports all the DLC now. With the one option on Vurt's Floral Overhaul + Project Reality + NMC/Hectorol, New Vegas looks really awesome.
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# ? Dec 7, 2012 20:13 |
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Parker Lewis posted:I'm having trouble deciding between Project Reality vs. Nevada Skies & Fellout. I don't use any weather mods any more (I prefer ENB by itself), but I used to use Nevada Skies with this MCM addon and it worked really well.
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# ? Dec 7, 2012 20:41 |
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CommonSensei posted:Does Project Reality still make the Sierra Madre atmosphere in Dead Money a clear and cheery sunny day? I remember having to turn that mod off for the DLC and turn it back on afterwards. It did for me. I don't think I missed a compatibility patch somewhere along the line either.
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# ? Dec 7, 2012 23:31 |
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Hey Naky, for the armory, do I need both the leveled lists plugin and the leveled lists (concise) plugin or can one of those go?
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# ? Dec 8, 2012 22:41 |
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^ I was just about to ask the same thing about The Armory's leveled lists. Also, I'm looking at starting a new playthrough using some combination of the Project Nevada rebalance, jsawyer, and CCO. If I'd like to have a different playthrough experience without making the game punishingly difficult, should I just use PN + CCO? If I'm using CCO do I want to have the PN rebalance enabled or not?
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# ? Dec 9, 2012 00:59 |
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# ? May 27, 2024 22:56 |
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ETPC posted:Hey Naky, for the armory, do I need both the leveled lists plugin and the leveled lists (concise) plugin or can one of those go? The concise list is something someone made for lore friendliness leveled lists IIRC. Dunno how good or accurate that is but someone submitted it. The regular lists implement roughly half of the weapons in the pack into the game. So lore friendliness not really given a gently caress.
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# ? Dec 9, 2012 01:46 |