SpookyLizard posted:I lvoe the attitude that people have about their mods like they actually own them. (instead of bethesda, who actually does) It is just plain sad with smaller game communities like Mount And Blade because even if the mod dies halfway through and the modders vanish the assets apparently are protected by this magical sacred opinion because god forbid you share because modding a several year old game slightly might be that magical ticket to becoming the next John Romero. Well, they have his old ego down to pat in advance anyways.
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# ? Dec 20, 2012 22:34 |
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# ? May 27, 2024 10:22 |
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Hey, I'm shortly to head over to the Big MT but I hate the long restock time for the sink and the instant enemy spawns something fierce. I think a while back I saw a mention of some Big MT-related tweaks for these factors, can anybody point me in the right direction? Thanks.
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# ? Dec 21, 2012 03:10 |
StandardVC10 posted:Hey, I'm shortly to head over to the Big MT but I hate the long restock time for the sink and the instant enemy spawns something fierce. I think a while back I saw a mention of some Big MT-related tweaks for these factors, can anybody point me in the right direction? Thanks. Puce Moose's Tweak and Balances for Old World Blues.
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# ? Dec 21, 2012 03:28 |
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http://newvegas.nexusmods.com/mods/48671 Released that Combat Shotgun for NV now.
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# ? Dec 21, 2012 10:03 |
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More merged patches for CCO! This time it's Classic Perks and Damage Resistance that have gotten the fusion treatment. Download them here, and let me know how they work. Incidentally, I haven't forgotten about that Wild Wasteland mod either; I just have a lot of irons in the fire. I think between Manos, Twin Peaks, and Homestuck I'm all set to bridge the generational gap in one mod
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# ? Dec 21, 2012 10:36 |
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Cirosan posted:More merged patches for CCO! This time it's Classic Perks and Damage Resistance that have gotten the fusion treatment. Download them here, and let me know how they work. Are these merged patches intended for all CCO users? I already use Project Nevada + CCO and use FNVEdit to generate a Merged Patch for those two plus all my other mods, should I install these new CCO merged patches too?
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# ? Dec 21, 2012 14:44 |
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Gonna be picking this up once it goes on sale on Steam. Played the poo poo out of it on Xbox when it came out so I'm gonna be going with all the mods I can find to make it interesting again, balance or lore be damned. First thing will be to remove the level cap, since maxing out my dude is always the thing that makes me bored of replaying RPGs before I can finish them. The one that makes your level cap 100 is currently hidden in the nexus though, is it available for download anywhere? Failing that, any good alternatives?
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# ? Dec 21, 2012 19:18 |
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PN has a level cap slider.
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# ? Dec 21, 2012 19:22 |
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SplitSoul posted:PN has a level cap slider. Do you mean Project Nevada? If so, are these Terrible design choices posted:Dynamic Crosshair possible to edit out somehow?
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# ? Dec 21, 2012 19:43 |
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All of those can be turned off with the in-game PN settings. It's VERY modular.
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# ? Dec 21, 2012 19:44 |
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The Cheshire Cat posted:All of those can be turned off with the in-game PN settings. It's VERY modular. Yeah. That's the best part about it's rebalance mod; It's very customizable, and it's basically the main reason to use PN. The inventory sorter is a great reason to use it too. I just hate how it doesn't always like working with modded items.
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# ? Dec 21, 2012 20:00 |
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SplitSoul posted:PN has a level cap slider. The max level is 50 though, unless I installed the mod wrong?
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# ? Dec 21, 2012 20:03 |
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The Cheshire Cat posted:All of those can be turned off with the in-game PN settings. It's VERY modular. It's worth mentioning that Project Nevada actually has real menus with checkboxes and sliders and is part of a new ESC menu listing, not just the in game dialog popups that a lot of mods use for configuration.
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# ? Dec 21, 2012 22:53 |
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Is there a reason why my game could be crashing when I open containers or talk to NPCs? My game runs perfectly until that happens. It also wasn't happening before today, and I haven't installed any new mods either. I googled it, but it doesn't seem to be a common problem.
Ace Oliveira fucked around with this message at 23:21 on Dec 21, 2012 |
# ? Dec 21, 2012 23:08 |
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Memory issues, corruption of something, mod interactions/loving with lists. Is it ANY contianer/NPC, or specific ones? Did you run BOSS or anything anytime recently? gently caress with any XML anythings? Because it sounds like either a case of too many mods, some interaction loving up lists, or something loving with the menus. I had an issue where WME was ordered wrongly it hosed up any npc vendor to cause CTD's.
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# ? Dec 21, 2012 23:22 |
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SpookyLizard posted:Memory issues, corruption of something, mod interactions/loving with lists. Is it ANY contianer/NPC, or specific ones? Did you run BOSS or anything anytime recently? gently caress with any XML anythings? Because it sounds like either a case of too many mods, some interaction loving up lists, or something loving with the menus. I had an issue where WME was ordered wrongly it hosed up any npc vendor to cause CTD's. I never messed with XML files. But I agree with you on it probably being too many mods. I'll look on making a merged patch, see if it fixes it. The specific containers are the mailboxes and a few NPCs, like Cobb. Other NPCs are functioning.
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# ? Dec 21, 2012 23:29 |
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Has anyone tried Tale of Two Wastelands? My understanding is that it's the revamp of Requiem for the Capital Wasteland, and since Fallout 3 is bound to end up going ot 75% at some point in the steam sale, I figure I might be as well to give it a shot. Is it buggy? Any significant changes beyond just straight up porting in all the assets (like changing the bobbleheads or something)?
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# ? Dec 21, 2012 23:47 |
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I'm playing with it atm and it actually is stabler than vanilla FO3, go figure.
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# ? Dec 22, 2012 00:00 |
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Anything in FNV like the awesome "help [word] 0" command in Skyrim, that allows an in-game search for a formID across all mods?
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# ? Dec 22, 2012 00:16 |
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Parker Lewis posted:Are these merged patches intended for all CCO users? I already use Project Nevada + CCO and use FNVEdit to generate a Merged Patch for those two plus all my other mods, should I install these new CCO merged patches too?
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# ? Dec 22, 2012 00:48 |
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SplitSoul posted:Anything in FNV like the awesome "help [word] 0" command in Skyrim, that allows an in-game search for a formID across all mods? I think that was added in response to hairpulling over being unable to do it in FO3/NV
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# ? Dec 22, 2012 01:42 |
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SplitSoul posted:Anything in FNV like the awesome "help [word] 0" command in Skyrim, that allows an in-game search for a formID across all mods? Steam overlay.
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# ? Dec 22, 2012 06:17 |
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SpookyLizard posted:Steam overlay. What do you mean?
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# ? Dec 22, 2012 06:25 |
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SplitSoul posted:What do you mean? While it's necessarily as useful as help, if it's in the vanilla/dlc you can find everything on the fallout wikia, and if it's in a mod, there's a chance the modder posted stuff online. Also, there's GBO. it's a console command from NVSE (Which didn't make it into SKSE as far as I know). It stands for GetBaseObject. You feed it a refID (like the one you get from click on ED-E, punch in gbo, and it'll return her original baseID. So you can use setEssential on her or whatever you like.
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# ? Dec 22, 2012 06:44 |
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SpookyLizard posted:While it's necessarily as useful as help, if it's in the vanilla/dlc you can find everything on the fallout wikia, and if it's in a mod, there's a chance the modder posted stuff online. Well, I'd usually just check that on my phone. The problem is with mods that don't list formIDs on their page, the vast majority of them. But thanks anyway. ED-E's a he, though.
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# ? Dec 22, 2012 14:55 |
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SplitSoul posted:ED-E's a he, though. I still have trouble accepting this. I think it's because I've always pronounced his name as Edie (eedee) instead of Eddie. It made Lonesome Road super weird for me.
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# ? Dec 22, 2012 15:10 |
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Eldoop posted:I still have trouble accepting this. I think it's because I've always pronounced his name as Edie (eedee) instead of Eddie. It made Lonesome Road super weird for me. I'm the exact same way. "Eedee" just seems for fitting for the little bucket of scraps
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# ? Dec 22, 2012 15:44 |
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ED-E is such a Happy Drone
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# ? Dec 22, 2012 17:46 |
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SplitSoul posted:Well, I'd usually just check that on my phone. The problem is with mods that don't list formIDs on their page, the vast majority of them. But thanks anyway. tbh I wrote ED-E but was thinking Veronica.
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# ? Dec 22, 2012 19:10 |
ED-E's a "she" because I saw her vergina once and also she has breasts. Supple, aluminum breasts.
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# ? Dec 22, 2012 21:01 |
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ED-E is a she because I modded boobs and a dong onto her
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# ? Dec 22, 2012 21:08 |
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I'm having a bit of a problem. I did a clean install of all my mods and the game but when I deleted The Armory FOMM had an error and crashed. Now when I try to delete it it keeps giving me the error and crashes. So I just ignored it and added in all my mods again and now I have two copies of The Armory, I can't install either, and I can't delete either. I uninstalled and reinstalled FOMM and it's still there. How do I get rid of it?
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# ? Dec 22, 2012 22:04 |
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Eldoop posted:I still have trouble accepting this. I think it's because I've always pronounced his name as Edie (eedee) instead of Eddie. It made Lonesome Road super weird for me. It made me completely miss the whole "Eddie my love" pun.
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# ? Dec 22, 2012 22:27 |
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Chronojam posted:It made me completely miss the whole "Eddie my love" pun. On that note, why is like every Sidequest in this game a reference to a song
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# ? Dec 22, 2012 22:32 |
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Orange Crush Rush posted:On that note, why is like every Sidequest in this game a reference to a song Because it's awesome. The Secret Stash mod added like 60 new tracks that matched the song-quest names and they all work pretty well.
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# ? Dec 22, 2012 22:34 |
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Reveilled posted:Has anyone tried Tale of Two Wastelands? My understanding is that it's the revamp of Requiem for the Capital Wasteland, and since Fallout 3 is bound to end up going ot 75% at some point in the steam sale, I figure I might be as well to give it a shot. Is it buggy? Any significant changes beyond just straight up porting in all the assets (like changing the bobbleheads or something)? I play with it sometimes. Things have come a long way since RFCW, to the point where it's no longer a hassle to install. Some bugs still exist, but that's to be expected in a mod of this scale. I do have some complaints about it, such as they don't give you a choice of which wasteland to start in because MY IMMERSION or MY FANFICTION or whatever. You're starting in Vault 101, and you're going to like it. That, and it's still sort of wonky to get FO3 mods working with it, when they easily worked with RFCW. Another complaint is that they add back in the FO3 perk list (barring duplicate/rebalanced perks), which at Level 30, well...Almost Perfect is STILL a bit ridiculous. It is worth a shot though. It isn't perfect, but if you want to play both FO3 and NV again, it's a pretty good choice.
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# ? Dec 22, 2012 23:11 |
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I'm about to reinstall and dive back in New Vegas after a loooooong hiatus, and have a couple questions... Are the WME and WMX mods still roughly on par with each other; quality-wise? When I was last playing, WMX was still kind of catching up feature-/polish-wise, but I eventually did convert over and was pleased with the experience (so I've played with both). Also, is Gtab's ammo mod in the OP still a good, relatively bug-free standard to stick with? The one I used to use (forgot the name) got taken down in the typical "cunty Nexus modder gets a critical comment, deletes everything in huff, leaves the community who betrayed him and boy won't we be sorry," fashion, and it never got updated with DLC content. A good ammo improvement/standardization/crafting mod is a must-have for me.
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# ? Dec 23, 2012 01:30 |
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I've been using Gtab's ammo mod since it came out and the game feels weird without it.
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# ? Dec 23, 2012 01:31 |
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Sizzled Chicken posted:I'm having a bit of a problem. I did a clean install of all my mods and the game but when I deleted The Armory FOMM had an error and crashed. Now when I try to delete it it keeps giving me the error and crashes. So I just ignored it and added in all my mods again and now I have two copies of The Armory, I can't install either, and I can't delete either. I uninstalled and reinstalled FOMM and it's still there. How do I get rid of it?
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# ? Dec 23, 2012 01:37 |
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# ? May 27, 2024 10:22 |
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Colgate posted:I play with it sometimes. Things have come a long way since RFCW, to the point where it's no longer a hassle to install. Some bugs still exist, but that's to be expected in a mod of this scale. I do have some complaints about it, such as they don't give you a choice of which wasteland to start in because MY IMMERSION or MY FANFICTION or whatever. You're starting in Vault 101, and you're going to like it. That, and it's still sort of wonky to get FO3 mods working with it, when they easily worked with RFCW. Is it compatible with existing saves? I want to take my courier across to the Capital Wasteland. I'm willing to imagine that my courier grew up in Vault 101 if the game wants me to, but I don't want to have to start over.
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# ? Dec 23, 2012 01:38 |