|
Yeah, be sure to read the CCO readme - it is well thought out and documented.
|
# ? Jan 2, 2013 20:04 |
|
|
# ? May 26, 2024 21:38 |
|
Upmarket Mango posted:I'm working on a lightweight world lighting mod. The basic idea is to make daytime lighting more 'neutral' in color while at the same time making sky and sunrises/sunsets more vibrant. Additionally I'm working with fog values to try and provide a clearer, more 'crisp' image. Hopefully this will also serve as a good base for modders to build their ENB profiles on. Here's a sunset over Freeside: This looks pretty awesome, and I've been trying without success to make a similar mod. I guess I'm just bad with the creation kit. Also, you should keep in mind that a lot of the more dramatic ENB profiles usually are heavier on fog than even vanilla, and it can be used for some pretty cool effect.
|
# ? Jan 2, 2013 20:36 |
|
Anyway to tell if Jsawyer mod is actually working in game? I see in the notes for one of the versions that the base carry weight was lowered from 150 to 50, but my character starts with 170? Does this mean its not on even though in FoMM its checked and in the right order?
|
# ? Jan 3, 2013 00:24 |
|
FlyingCowOfDoom posted:Anyway to tell if Jsawyer mod is actually working in game? I see in the notes for one of the versions that the base carry weight was lowered from 150 to 50, but my character starts with 170? Does this mean its not on even though in FoMM its checked and in the right order? Load order dude, might be a weird overlap with another mod.
|
# ? Jan 3, 2013 00:26 |
|
Giggily posted:This looks pretty awesome, and I've been trying without success to make a similar mod. I guess I'm just bad with the creation kit. Also, you should keep in mind that a lot of the more dramatic ENB profiles usually are heavier on fog than even vanilla, and it can be used for some pretty cool effect. Yeah distance fog is great for simulating atmospheric perspective/covering up ugly LOD. It could probably be bumped up. Lowering the ranges for closer values would be cool though, since you get really gross effects when AO interacts with fog. Luckily enbseries.ini has a setting to stop AO affecting distant/midrange fog so you can bump it as high as you want.
|
# ? Jan 3, 2013 00:39 |
|
FlyingCowOfDoom posted:Anyway to tell if Jsawyer mod is actually working in game? I see in the notes for one of the versions that the base carry weight was lowered from 150 to 50, but my character starts with 170? Does this mean its not on even though in FoMM its checked and in the right order? Load order issues or merged patch issues.
|
# ? Jan 3, 2013 01:15 |
|
Capn Beeb posted:
Hey Beeb, what armor is that? I keep seeing people use it but can never find it myself.
|
# ? Jan 3, 2013 03:33 |
|
FlyingCowOfDoom posted:Anyway to tell if Jsawyer mod is actually working in game? I see in the notes for one of the versions that the base carry weight was lowered from 150 to 50, but my character starts with 170? Does this mean its not on even though in FoMM its checked and in the right order? I think I'm having the same issue. Just started with CCO and Jsawyer and my starting carry weight with strength 6 is 120 lb, does that sound right? I want Jsawyer to take precedence.
|
# ? Jan 3, 2013 10:28 |
|
moot the hopple posted:I'm thinking of doing another playthrough with Project Nevada core, CCO, and the JSawyer mod like the rest of you guys. Should I give the CCO changes precedent in load order or JSawyer's? I mainly want a harder gameplay experience without bullet sponge enemies. Also playing an Energy weapons character this time, if that makes a difference. Giving CCO precedence but using its tweak item to use JSawyer's base stats values (lower HP/carry weight, for e.g) works well. I'll skip Project Nevada's Equipment too on a new run: they don't take some of the tweaks into account. You'll need to add DR to its armors, for e.g., or your followers will simply ignore them (DR seems to take precedence when NPCs select armor). Also, PN's gear doesn't benefit from JSawyer's tweaks to equip weights to account for the drastic drop in carry weight. Here's a tweaked BOSS masterlist that implements the suggested load order in the CCO README. It gives CCO precedence everywhere except for DR - as recommended by the 1.4 README - and handles the load order relative to Project Nevada as well. I haven't had a chance to touch FNV in the last month, so this masterlist doesn't include any changes CCO 1.5 might've made, but I can update this pretty quickly if anyone finds it useful. You can view the change history if you just want to see the load order. Edit: This masterlist adds the following BASH tags to jsawyer: TAG: {{BASH: Deflst, Delev, Names, Relev, Stats, WeaponMods}}. Consider adding these tags by hand (right click in the Tags windows in the bottom right with jsawyer selected) if you're using Wrye Flash with the default BOSS masterlist: they let the Bashed Patch sort out a lot of the stuff you'd need to use a merged patch for otherwise. v1ld fucked around with this message at 13:43 on Jan 3, 2013 |
# ? Jan 3, 2013 13:15 |
|
AHungryRobot posted:Yes. I've done pretty extensive testing, and it's the same areas. I can't go 30 minutes with running into an area that triggers it, and it's not just a small patch of land either. I can't really quantify it, but let's just say it occurs frequently enough that it's driving me insane.
|
# ? Jan 3, 2013 13:28 |
|
Rabhadh posted:I think I'm having the same issue. Just started with CCO and Jsawyer and my starting carry weight with strength 6 is 120 lb, does that sound right? I want Jsawyer to take precedence. Sounds almost right. The default carry weight formula would give you 210lbs at ST 6. JSawyer's changes drop the base carry weight in that formula to 50 from 150, so you should see 110 at ST 6. CCO's carry weight formula would have you at 225lbs with ST 6. I'm not sure where the extra 10 lbs is coming from, but you're definitely seeing JSawyer at work, unless you have yet another mod (other than CCO) modifying carry weight. You can also look at starting HP to confirm since JSawyer drops it to a quarter of the default value. Edit: initial and default are different words. v1ld fucked around with this message at 13:44 on Jan 3, 2013 |
# ? Jan 3, 2013 13:32 |
|
Can someone explain how to fix blues appearing as super messed up due to ENBseries stuff? I just kinda jammed a ENBseries preset I found on Neogaf into my folder and it looks really great except for this particular part. All the blues seem to be like ridiculously saturated or something. Like this: It's a shame because otherwise it produces stuff like: at a crisp 60fps.
|
# ? Jan 3, 2013 16:58 |
|
Fereydun posted:Can someone explain how to fix blues appearing as super messed up due to ENBseries stuff? Yeah, that is pretty nice. That guy is also working on a version for New Vegas.
|
# ? Jan 3, 2013 18:14 |
|
Fereydun posted:Can someone explain how to fix blues appearing as super messed up due to ENBseries stuff? I tried to recreate this using that ENB profile and wasn't able to do it. All of the blues I saw looked pretty normal, even when I stuck SweetFX on top to see if that's what did it. Going through the files, it all looked pretty normal to me, too, so I have no idea. I am by no means an expert on the .ini and .fx files, though.
|
# ? Jan 3, 2013 18:49 |
|
Heads up for anyone using Random Encounters with a new play through, you might want to turn off Boss Encounters in the options for a few levels, the Crazed Raiders that spawn with the raider groups are tough as poo poo. Well hopefully the Crazed Raiders disappear with the Boss Encounters checked off because its not documented what Bosses actually are. edit: otherwise the mod is excellent and you should play with it.
|
# ? Jan 3, 2013 20:37 |
|
Things are coming along nicely I think. Days are pretty much locked in and just require some minor tweaking. Nights and evenings need tweaking yet and I'm not yet satisfied with mornings either. I've barely touched fog yet and what I did isn't very good, it's finicky. Once that is all said and done I might try seeing what I can do with the HDR settings to get something a bit better looking. EDIT: Yikes, the image quality got messed up. I'll get better pictures. Proletarian Mango fucked around with this message at 21:27 on Jan 3, 2013 |
# ? Jan 3, 2013 20:51 |
|
Mushball posted:What mod are you using to get that poncho along with the rest of your posse's outfits? I have been looking around for more western wear but it seems that most modelers on the internet want to be tacticool operator operators than badass bounty hunters. () Replying here, because I didn't want to get too moddy in the non-mod FNV thread. These outfits are taken from a few different mods I've recently run across in my own search for decent western wear. My character's poncho is from the oddly specific Clint Eastwood - The Man With No Name mod. Of two or three ponchos I've seen, it's definitely the coolest. Back-strapped weapons tend to clip through it, but I'm always wearing a backpack so I never see it. The Clint mod also includes a couple of slightly overpowered, Clint-themed revolvers with Clint-themed sound effects (such as the classic western woooooeeeeeoooooeeeeeoooooo upon unholstering, with mechanics presumably ripped from the Mysterious Magnum), but those are thankfully separate .esps, so you can just uncheck them if you don't want 'em. I'll probably end up using one of the gun models, but I'll need to dive into the GECK/Wrye to nerf it a bit, and to make sure it's meshing 100% with my Cowboy perk, Signature Weapons mod, etc. Cass's is the Gunslinger outfit, using its alternate brown texture. It's about as gunglingery as a gunslinger outfit can get. To me, Cass is about the only follower who can pull it off properly. Boone's is from Mercenary Wanderer. It's not amazing, but I wanted to give him something more exciting than his default grunt outfit, but not take him too much out of character (he looks weird as a gunslinger, and I hate decking him out in combat armor). There's some other stuff in there too... Scarf from that one popular scarf mod (if you sort Nexus clothing mods by rating/DLs, I think it's on the first or second page). Boone's duffel bag of guns from a mod called "duffel bag of guns" or somesuch; it's got a bit of cool scripting to cosmetically change what kind of weapons are sticking out of it. Good luck, pardner! Trustworthy fucked around with this message at 03:41 on Jan 4, 2013 |
# ? Jan 4, 2013 03:39 |
|
The gunsling hat is pretty great. Not that I'm biased or anything.
|
# ? Jan 4, 2013 03:59 |
|
Beeb, where did you learn to take such beautiful screenshots?
|
# ? Jan 4, 2013 04:25 |
|
I taught myself Console commands I use: tfc 1 sucsm ## foc ## tm 1 There's another one that I forget, but it's like tfc 1 in that it lets you freeze poo poo flying around. Like tfc 1 won't let you capture a grenade in flight, but there's a command that will. Rope Kid posted it cause he's cool like that but I forgot cause I'm dumb like that Steam's screenshot thing doesn't work with the ENB overlay or whatever magic it uses, so I use fraps. RESIDENTS OF GOODSPRINGS. You're welcome. E: fentan posted:sgtm 0.01? That sounds right! Beeb fucked around with this message at 05:57 on Jan 4, 2013 |
# ? Jan 4, 2013 05:38 |
|
Capn Beeb posted:There's another one that I forget, but it's like tfc 1 in that it lets you freeze poo poo flying around. Like tfc 1 won't let you capture a grenade in flight, but there's a command that will. sgtm 0.01? Rabhadh posted:Heads up for anyone using Random Encounters with a new play through, you might want to turn off Boss Encounters in the options for a few levels, the Crazed Raiders that spawn with the raider groups are tough as poo poo. Well hopefully the Crazed Raiders disappear with the Boss Encounters checked off because its not documented what Bosses actually are. I've never run in to Crazed Raiders and I'm pretty sure I have Boss Encounters unchecked, so, probably! fentan fucked around with this message at 05:48 on Jan 4, 2013 |
# ? Jan 4, 2013 05:46 |
|
So okay I'm having some issues adding myself a weapon (the De Lisle carbine from earlier) via console. I saw the one at the Mojave Outpost but it's NCR-owned, I'll just steal it again if I can't figure this out. Anyway, I open the console and click on it and it spits me out an ID but that's evidently not the one I need to add it to my inventory. Unfortunately I'm looking through the GECK and since I was never properly trained in its operation I can't figure out what the ID is that actually allows me to just give myself one. late edit: oh hey I figured it out StandardVC10 fucked around with this message at 06:55 on Jan 4, 2013 |
# ? Jan 4, 2013 05:53 |
|
I'm starting to like my new modded Nevada Skies ENB settings after giving up on Project Reality. I think I made the whites a little bit too harsh and ambient lighting could use some cracking up for practicality's sake. Unfortunately, there are now really ugly graphical glitches around ash piles, and I can't figure out how to get anamorphic lens flare to work. On a slightly related note, does anyone know how to make New Vegas's light bubble/the lights on the casino visible from further away? I could have sworn that they popped up from around Goodsprings before, but now they don't start to render until I'm right outside McCarran. turn off the TV fucked around with this message at 06:08 on Jan 5, 2013 |
# ? Jan 4, 2013 06:02 |
|
StandardVC10 posted:So okay I'm having some issues adding myself a weapon (the De Lisle carbine from earlier) via console. I saw the one at the Mojave Outpost but it's NCR-owned, I'll just steal it again if I can't figure this out. Anyway, I open the console and click on it and it spits me out an ID but that's evidently not the one I need to add it to my inventory. Unfortunately I'm looking through the GECK and since I was never properly trained in its operation I can't figure out what the ID is that actually allows me to just give myself one. Clicking on things while the console is out will you give the RefID of that specific thing. A lot of commands want the ObjID. The quickest way to get the ObjID from a RefID is to use the GBO command. Click something' type in GBO' and it'll spit out the objID.
|
# ? Jan 4, 2013 07:27 |
|
Now I've seem to run into another problem that doesn't seem to make a lot of sense: The textures on these holsters seem to be really weird- they change whenever my camera moves, to something that's nearby- Whether it's the pavement: an eyeball, or even the meaty insides of a person. I looked with FNVedit to see if there was anything messed up about the items and I didn't seem anything of that nature. Also I think I have a problem I can't stop tfcing and taking snapshots when I'm playing now. I blame Beeb for this!!
|
# ? Jan 4, 2013 14:08 |
|
Roobanguy posted:Hey Beeb, what armor is that? I keep seeing people use it but can never find it myself. Looks like something out of the Desert Scorpion pack. I have no idea where you might find it hosted these days, though. I could have sworn there was a link to it in this very thread at some point. Might be worth skimming through some old pages to see if you can find it.
|
# ? Jan 4, 2013 16:55 |
|
Now I'm looking for it too... Is this the full mod, or just a piece of it? http://thhg.samods.org/Desert.Scorpion.Battle.Suit.fomod #SCORPION SCORPION SCORPION FOR FUTURE THREAD SEARCHING because finding even this was a bitch. edit: It's a pretty big file; I'm guessing it's the whole thing. Trustworthy fucked around with this message at 18:24 on Jan 4, 2013 |
# ? Jan 4, 2013 18:18 |
|
Trustworthy posted:Now I'm looking for it too... Is this the full mod, or just a piece of it? Yeah, pretty sure that's it. There's an optional .esp around somewhere to put all the stuff in a chest in goodsprings, otherwise you just buy them from the gunrunners or something.
|
# ? Jan 4, 2013 18:36 |
|
Upmarket Mango posted:Things are coming along nicely I think. Days are pretty much locked in and just require some minor tweaking. Nights and evenings need tweaking yet and I'm not yet satisfied with mornings either. I've barely touched fog yet and what I did isn't very good, it's finicky. Once that is all said and done I might try seeing what I can do with the HDR settings to get something a bit better looking. These are great, what you should do when you are happy with it is set the ingame timescale to 60, find a nice place to watch the sunrise/sunset, turn on fraps and let it record 24 minutes of footage, then use a video editor to speed it up 10x so you get a whole day/night cycle in 2 1/2 minutes.
|
# ? Jan 4, 2013 22:06 |
Fereydun posted:Now I've seem to run into another problem that doesn't seem to make a lot of sense: The textures are missing for these meshes, which causes the "textures" you see to flicker and shift as you move the camera around. You need to make sure that the textures for this outfits have been installed correctly.
|
|
# ? Jan 5, 2013 04:14 |
So installed Tale of Two Wastelands today (which I am surprised is not in the OP) and so far seems much better than the old Requiem for the Capital Wasteland. Only had one crash early on and then hours and hours of bug free gameplay. I like the idea what it plays it off as the Kid from Vault 101 and the Courier are the same person. I am playing without any other mods so that might help increase stability, I just couldn't really think of any I wanted. Is there anything similar to FWE from Fallout 3 for New Vegas? Project Nevada no matter how much it is recommended just seems like a disappointment to me.
|
|
# ? Jan 5, 2013 11:51 |
|
I'm running into a very strange problem. I decided to try another run of FNV and decided to try the shiny Nexus Mod Manager as FOMM crashes on start every time. What I noticed is that the NPCs don't have any weapon textures apparently. They'll draw their weapons, and fire from an invisible gun. The textures of my character appear just fine. I have tried to track the missing textures to a specific mod but I don't know which could have caused this. I recently used the texture optimizer but when I encountered the problem I rolled back the changes. The problem persisted so I reinstalled New Vegas. I have the following mods. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Companion Core.esm CFWNV.esm CompanionInfAmmo.esm Inventory Access.esm Military Explansion Program.esm rePopulated Wasteland.esm RobCo Certified.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm CCO - Gameplay Changes.esm CCO - Classic Perks.esm Lings.esm CCO - Follower Tweaks.esm QLRFollowers.esp Better Burned Man.esp Brotherhood and House Alliance.esp Lucky 38 Suite Expansion.esp CCO - Perk Rebalance.esp CCO - Damage Resistance.esp Radio Free Wasteland.esp CompanionInfAmmoOptional.esp CompanionInfAmmoCheat.esp GRA - The Right to Bear Arms.esp LegendaryHunter.esp Better Binoculars High.esp Brotherhood Armor.esp Fade That Faction Armor.esp Powered Power Armor.esp Ambient Temperature - PPA.esp LingsPrettyThings.esp NVCE DLC01.esp NVCE DLC02.esp NVCE DLC03.esp NVCE DLC04.esp RobCo Certified Friendly Hit Fixer.esp NVDLC02 Extensions.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Jump Fall Fixer.esp Vurt's WFO.esp NVCE Main.esp NVCE Main - Companions.esp CCO - Ulysses Companion.esp CCO - FT Ulysses Patch.esp CCO - Ulysses Companion - All DLCs Patch.esp Lombard Station.esp Lombard Station - Dead Money.esp Lombard Station - Honest Hearts.esp Lombard Station - Old World Blues.esp Lombard Station - Lonesome Road.esp Lombard Station - Gun Runners' Arsenal.esp ForecasterDialogueFix.esp GRA_ShotgunShell-fix.esp Companion Sandbox Mode3.esp OWB Companion Teleport.esp OWB Moddable FIDO.esp OWB More Vendor Caps.esp OWB Stealth Field Suit.esp OWB Valence Extra.esp OWB Valence Mask.esp QHHFollowers.esp QDMFollowers.esp CFW-DLC.esp Alternative Start.esp Integration - Couriers Stash.esp DynamiCamera.esp I used BOSS to sort out the mods, but there are a few that don't have any notes from the author on where to place them and BOSS doesn't know either. What could cause this?
|
# ? Jan 5, 2013 16:42 |
|
Pretty early on during my time with FONV, Lombard Station (or, from time to time, Underground Hideout) became my go-to FONV player home. However, I recently tried Vault 42 (despite the NON-CANONICAL name trampling all over MY IMMERSION), and I think I'm falling in love with it. It's very tiny and very simple, but well-designed and crafted (i.e., it feels like a real survivalist's bunker--an actual living space--not like the usual 99% of house mods and their row of essentials plopped down along the walls of a big rectangular room). The external hatch placement sucks (middle of Goodsprings), but that can be GECK-tweaked easily enough. But the big reason I'm mentioning it is because of its sorting system, which is cooler than any I've experienced during my time with FONV. Maybe this system is a common/standard thing by now, but I haven't tried new home mods in a long while, so if it is, I haven't seen it. Rather than a button that auto-removes stuff from your inventory, there's a chest you put stuff into, and then it auto-sorts it all when you close the container. You'd think that would be way less convenient, but... It actually sorts (just about) anything you throw at it; unlike the traditional button-pushing auto-sorter, it doesn't leave me with a big pile of mod-added items that I still have to stow away by hand. And this system sorts stuff pretty closely to how I want it sorted. And it's super smart about putting things in the right place. That's in huge part due to this... The Really Awesome Part: you can add and remove stuff from the crafting/medical sorting lists in-game. Holy poo poo! "Hey, this crafting doo-dad ended up in the Unsorted crate." Ten seconds later, you've added it to the appropriate list, and that type of item will never again be unrecognized or sorted incorrectly. With standard push-a-button item sorters (i.e., like in Lombard, as much as I love that place to death), having so much stuff consistently not get sorted, and/or not get recognized by the crafting tables once I've manually placed item(s) in sensible/designated containers, can get pretty ponderous. The system in Vault 42 recognizes EVERYTHING in the crafting/ammo materials containers as craftable materials (a shortcoming of most/every sorting system I've tried), so you don't end up with un-selectable recipes that you know you have the materials for... somewhere. "I know I have a loving hammer in this box... Why does the crafting table recognize everything else in there but not the god-damned hammers...?" Anyway, I'm rambling and probably not explaining it very well, but if I could add this sorting system to every player home mod I use, I would in a second. Anyone else have experience with this system, in Vault 42 or in another player home? Trustworthy fucked around with this message at 19:21 on Jan 5, 2013 |
# ? Jan 5, 2013 18:57 |
|
TerryLennox posted:Powered Power Armor.esp This doesn't really address your problem, but after the last patch or two, the Ambient Temperature component of Powered Power Armor (according to a bunch of people's comments on Nexus and my own crash-filled anecdotal experiences) has apparently gotten pretty hosed up. I've gathered that you're better off running PPA without that bit enabled, so it doesn't screw with your game. At least disabling that .esp made me be able to load my game again, which was nice. That said, if it ain't broke for you, ain't no need to fix it. edit: EGAD, DOUBLE POST Trustworthy fucked around with this message at 19:10 on Jan 5, 2013 |
# ? Jan 5, 2013 19:07 |
|
That vault 42 sounds pretty rad. When I get my computer back working I'm going to have to tear it apart and figure out how it works. I remember looking around to see if there was a way to smoothly auto sort things but I don't remember ever coming close to finding a method that would return an item type or anything particularly detailed about any single item.
|
# ? Jan 5, 2013 21:11 |
|
So I'm trying to mod New Vegas for the first time and decided to just get some basic visual enhancements. So firstly: is there an ENB config that still lets you see at night? I've looked at some of the ones people have posted in the thread and they seem to make nights look pitch black for the sake of "realism" which does absolutely nothing for me. I like being able to see in my video games. Second: from the OP I was looking at NMC's texture packs and I can't parse what all the different things mean in context. My computer runs new vegas flawlessly at maximum vanilla settings, so is the "LARGE" pack the one I want? Is the large one one of those that's just crazy huge textures for no real good reason like the cinematic mod or whatever for Half Life 2?
|
# ? Jan 6, 2013 03:31 |
|
There is a visible difference between the large and medium NMC packs, but you won't notice it unless you're rubbing your face up against peeling wallpaper or stopping to admire doors before you open them. I'd just grab medium and if you're still running a high FPS switch to large later, if you feel like it. For ENB you can just open up the enbseries.ini in notepad and experiment with increasing AmbientLightingIntensityNight (try setting it to like 1 or 1.5).
|
# ? Jan 6, 2013 04:07 |
|
Nevets posted:These are great, what you should do when you are happy with it is set the ingame timescale to 60, find a nice place to watch the sunrise/sunset, turn on fraps and let it record 24 minutes of footage, then use a video editor to speed it up 10x so you get a whole day/night cycle in 2 1/2 minutes. I'm glad you like it. I most definitely will try to get a video up for you guys when that time comes. I have two more screenshots of a sunset near New Vegas. I promise I'll get pictures of elsewhere next time, I just really like that area. The FOV is distorted in them because I was messing with that in the console and I didn't notice just how distorted it was in-game.
|
# ? Jan 6, 2013 05:19 |
|
|
# ? May 26, 2024 21:38 |
|
SeanBeansShako posted:Big rear end List of Minor Novelty Mods I Like Ahoy!
|
# ? Jan 6, 2013 05:41 |