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Re: my Powered Power Armor issues... I just ran across a suit of Vault-Tec power armor in Vault 11. I do like the look of that armor a lot, but was a bit perplexed since I don't currently have the mod installed. Checked TESEdit; I didn't realize the Project Nevada Equipment module added so much in the power armor department. The weird thing was that this was the most functional (PPA-wise) armor I've tried; it actually consumes power and shuts down when empty, with the appropriate weight bonuses and penalties. None of the temperature stuff works, though. So weird. Thus far, my tests with vanilla power armor have resulted in either no PPA features being activated, or just the on/off voice alerts along with the Pip-boy HUD icon. *sigh* The detective-ing continues...
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# ? Jan 14, 2013 04:58 |
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# ? May 27, 2024 23:15 |
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Hog Butcher posted:I'm redoing my Bashed patch. quote:Live hard and fast, that's always been your plan. You gain a perk every level instead of every two, but your Damage Threshold is permanently halved and you regain less health from all healing sources.
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# ? Jan 14, 2013 07:46 |
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I'm looking to start playing again, and I want to get the most out of this play through. I was wondering which if any of the major overhaul mods were compatible with each other. Also for installation is FOMM better than the nexus mod manager? Thanks in advance.
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# ? Jan 14, 2013 08:27 |
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Looks like OOC Community is having hosting issues again. As usual, here are the Nexus links while the main website is down: CCO: http://newvegas.nexusmods.com/mods/44027 Ulysses Companion: http://newvegas.nexusmods.com/mods/48600 Given that we seem to be having a lot of hosting issues lately, may I request that the Nexus links be linked in the OP as mirrors? Also, I may end up doing one more update for the Ulysses Companion mod. Along with some minor bug fixes, I'll also be adding a note you can find on Ulysses' corpse if he dies while hired. Same sort of deal as Boone's letter to his wife, tech-wise. I think it adds a nice bit of closure to Ulysses' story if he ends up dying in your service. Here's the full text of the note; feel free to give me some feedback on it. I tried to capture Ulysses' manic rear end as best I could. quote:&PCName; -
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# ? Jan 14, 2013 09:23 |
Cirosan posted:Looks like OOC Community is having hosting issues again. As usual, here are the Nexus links while the main website is down: Done!
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# ? Jan 14, 2013 09:45 |
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Lilfut posted:Okay, so is there a more convenient way to do dialogue trees in GECK than tedious, repetitive nested if/else statements combined with way too many message files? This is the editor I'm talking about : https://www.youtube.com/watch?v=NuFepoBHptk&t=332s
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# ? Jan 14, 2013 09:46 |
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Does anyone know what retextures the WRP pack is missing from Arenovalis' latest updates?
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# ? Jan 14, 2013 16:45 |
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Gyshall posted:Does anyone know what retextures the WRP pack is missing from Arenovalis' latest updates? Only things missing are the retakes of the 12.7 mm SMG, .357 revolver, and single shotgun.
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# ? Jan 14, 2013 23:15 |
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How can I disable the first couple of slides at the very beginning of the game? I'm switching between the GECK and the game a lot and it's getting pretty obnoxious to be forced to sit through them time and time again. Those seconds start to add up, ya know.
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# ? Jan 14, 2013 23:39 |
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Upmarket Mango posted:How can I disable the first couple of slides at the very beginning of the game? I'm switching between the GECK and the game a lot and it's getting pretty obnoxious to be forced to sit through them time and time again. Those seconds start to add up, ya know. And they are there to hide the fact that the game game needs some time to boot up. If you mash Escape, or the mouse button a bit, the game will move to the main menu once it's done loading. Edit: You could try this setting in the fallout.ini file. fLoadingInitUpdateInterval=0.0000 That should make the transition between slides faster. Raygereio fucked around with this message at 00:02 on Jan 15, 2013 |
# ? Jan 14, 2013 23:47 |
Upmarket Mango posted:How can I disable the first couple of slides at the very beginning of the game? I'm switching between the GECK and the game a lot and it's getting pretty obnoxious to be forced to sit through them time and time again. Those seconds start to add up, ya know. Like Raygereio said, I'm pretty sure those slides only hide the fact that you wouldn't be able to do anything anyway, since the game is still loading everything it needs.
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# ? Jan 15, 2013 00:06 |
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Every time I try to apply a filter in FNVEdit, I get an error, "Access violation at address 00405BA4 in module 'FNVEdit.exe'. Read of address 0039FFDC." Anybody know what that's about?
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# ? Jan 15, 2013 01:13 |
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Dang, that sucks but I didn't even think they were just hiding a loading screen or whatever. Makes sense.
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# ? Jan 15, 2013 01:21 |
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Hey, what mods are out there to add more
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# ? Jan 15, 2013 01:51 |
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StandardVC10 posted:Hey, what mods are out there to add more A bunch of poo poo. Let me dig up the last post I made with it in it. quote:Newest release of Gtab's Ammo Master SpookyLizard fucked around with this message at 02:46 on Jan 15, 2013 |
# ? Jan 15, 2013 02:43 |
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Thanks, might have a look when I get my PC back.
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# ? Jan 15, 2013 02:50 |
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Trustworthy posted:Re: my Powered Power Armor issues... I just ran across a suit of Vault-Tec power armor in Vault 11. I do like the look of that armor a lot, but was a bit perplexed since I don't currently have the mod installed. Checked TESEdit; I didn't realize the Project Nevada Equipment module added so much in the power armor department. The weird thing was that this was the most functional (PPA-wise) armor I've tried; it actually consumes power and shuts down when empty, with the appropriate weight bonuses and penalties. None of the temperature stuff works, though. So weird. Thus far, my tests with vanilla power armor have resulted in either no PPA features being activated, or just the on/off voice alerts along with the Pip-boy HUD icon. *sigh* The detective-ing continues... Powered Power Armor seems like a very fun mod, but the guy who made it has a history of making cool mods but abandoning before they are really solid. I didn't check if he updated but I highly doubt it. The version I played some months ago caused also a bunch of crashes by adding stupid looking power armors to legion guys via script. Even though it seems neat, I would recommend against using it. It also isn't very well in-balance.
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# ? Jan 15, 2013 03:11 |
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Police Automaton posted:Powered Power Armor seems like a very fun mod, but the guy who made it has a history of making cool mods but abandoning before they are really solid. I didn't check if he updated but I highly doubt it. The version I played some months ago caused also a bunch of crashes by adding stupid looking power armors to legion guys via script. Even though it seems neat, I would recommend against using it. It also isn't very well in-balance. Yeah, he hasn't touched the thing in forever. But Project Nevada and uHUD both suggest compatibility, so I was hoping for the best. I totally agree about the stupid-looking composite armor on Centurions. That "feature" was already included when I was successfully using the mod last April, and this time around literally the very first thing I did after downloading was crack open NVEdit and put a stop to that dumb lore-trampling horseshit. SpookyLizard posted:A bunch of poo poo. Let me dig up the last post I made with it in it. Hey that file is set to private.
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# ? Jan 15, 2013 03:47 |
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DFB Random Encounters is so good. I am right before Novac and ran across a Legion/NCR firefight. Helped take out both sides, thanks to sneaking frag grenades into an NPC on each side. Cirosan, I am wondering what is involved with converting a non-CCO/Vanilla companion to CCO stats/AI? I'm guessing more than just a few minutes in the GECK, but I really want to make the Sunny Smiles companion CCO compatible/balanced.
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# ? Jan 15, 2013 04:03 |
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Trustworthy posted:Yeah, he hasn't touched the thing in forever. But Project Nevada and uHUD both suggest compatibility, so I was hoping for the best. Check the link in the OP. It will have the most recent version.
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# ? Jan 15, 2013 04:21 |
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Does anybody know if there are any decent armor retexture mods? Something like Arenovalis but for armor? In another topic, I really recommend Robco certified. I really like the ideas and wish the author could retexture the robots a bit to give them a more uniform style. At least the robots, junkbots are supposed to look patchwork. I'm having a blast setting up robot defense forces for the different towns. Sloan is currently defended by a small army of Protectrons with ripperhands and the shotgun laser eye upgrade. Goodsprings is being defended by a brace of Mister Handies, Gutsies and Orderlies. I can offer the following tips: Try nudging down your charisma so that you have to choose between companions and robots. Companions and robots is really overpowered and don't work very well together. I don't know if its a bug but Securitrons MKII go hostile if you tell them to wait or guard. If you want to put them away harmlessly, pack them. Also they seem to default to shoulder missiles so if you want them to use their laser RCWs, you need to restrict them to that weapon. Their 9mm and grenade launcher aren't used at that level either. Robobrains can wield some two handed rifles, though they'll wield them one-handed. Wish they would use both hands like in Fallout 2. Hoard miniguns, laser rcws, missile launchers, plasma rifles and grenade launchers. Some upgrade recipes require those weapons. When you get to Repconn HQ you might want to consider tripping the alarm so that you get attacked by Sentrybots, you'll get at least 15 Sentries that you can repair so you don't have to suffer like me trying to get miniguns to build them. Robots are not affected by companion restrictions so they'll travel with you to DLC locations and completely murder the gently caress out of everything there. I'm currently trailblazing Honest Hearts with a Multibot MKII with an automatic plasma cannon and a flamer plus a safebot to carry my poo poo. If you are stickler for balance, either don't take robots or control yourselves and carry only junkbots or lite robots. You won't be able to build your robots from scratch until you reach Cerulean Robotics in Freeside. Robco certifieds will have to repair robots you have destroyed or buy broken or packed ones from vendors. Make sure you decide which discipline you want. If you are not using the Fear the Reaper perk, you will most likely not get enough perks to cover all the disciplines until endgame, but be advised that if you want the best robots, you need to take the junkbots skill AND the robot skill to max level (takes about 5 perks). The techs are basically: Robco Certified (builds and repairs basic robots like Mr. Handies, Sentries, Securitrons, etc. 3 perks to master), Crazed Inventor (builds junk bots which require a scenery object like a safe or coffee machine and can build hoverbots/scuttlebots using robot spare parts if you don't have any junk bot components available. 2 perks to master) and Mad Scientists (can build Lobotomites, Cyberroaches and Cyberdogs. 2 perks to master).
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# ? Jan 15, 2013 06:32 |
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Gyshall posted:DFB Random Encounters is so good. I am right before Novac and ran across a Legion/NCR firefight. Helped take out both sides, thanks to sneaking frag grenades into an NPC on each side.
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# ? Jan 15, 2013 09:44 |
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TerryLennox posted:Does anybody know if there are any decent armor retexture mods? Something like Arenovalis but for armor? The BornAgain packs do higher res retex jobs on combat and power armors, but makes them drastically darker in color as well. http://newvegas.nexusmods.com/mods/searchresults/
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# ? Jan 15, 2013 10:30 |
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Gyshall posted:Cirosan, I am wondering what is involved with converting a non-CCO/Vanilla companion to CCO stats/AI? I'm guessing more than just a few minutes in the GECK, but I really want to make the Sunny Smiles companion CCO compatible/balanced. I haven't used the Sunny Smiles mod. Assuming it doesn't having any similar appallingly bad decisions, it wouldn't take too much work.
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# ? Jan 15, 2013 10:32 |
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You can already interact with Sunny Smiles entire inventory in that mod so thats one less thing to have to do I guess.
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# ? Jan 15, 2013 10:47 |
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TerryLennox posted:RobCo Certified with CCO Could you post some more detail about how RobCo Certified plays and how it interacts (or doesn't) with CCO? For anyone else who's played with RobCo Certified, I'd love to hear your perspectives too. Frankly, I'm intrigued. From what you've written and from what I know there's a lot of potential for RobCo Certified together with CCO to make for some very, very fun gameplay.
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# ? Jan 15, 2013 14:11 |
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Cirosan posted:Good question. It largely depends on how the mod is made. If it mostly complies with the base game's design and doesn't have any overwhelmingly awful design decisions, then about a half-hour, tops. The only big problems I run into is if the mod author did something really stupid. For instance, a lot of people wanted a patch for the Willow mod, but that couldn't happen because, as I was told, if you fired her she would stay pissed off at you forever or something. Recalling that companions need to be fired once for CCO's scripts to take effect (along with the fact that sometimes you just don't want them along for whatever reason), this was a huge roadblock. This was only one of many problems that made that mod too much trouble for me to bother with. I like the Sunny mod because it's simple and there's no extraneous and/or creepy bullshit (Willow, ughhhh). If you consider making a CCO compatibility patch, put me down as another player who would use it and be grateful. HOWEVER, if you do ever make one for her, would you also consider doing one for the Melissa (the drug-running Khan) companion? IIRC it's made by the same author, and it's just as good/simple/non-bullshitty/non-creepy. She's currently an integral part of my unlikely Melissa/Boone sniper death squad. Although there would be one small extra complication/hassle... unlike Sunny, she does currently have an invisible weapon (and it includes some kind of script to put a weapon mod in her inventory and have her automatically attach it, which I'd happily live with or without). No pressure (not that you'd be swayed by pressure anyway), but thanks in advance for considering it. edit: (Or thanks for considering just writing a how-to guide.) Trustworthy fucked around with this message at 15:49 on Jan 15, 2013 |
# ? Jan 15, 2013 15:45 |
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Cirosan posted:Companions Would you be willing to make a tutorial for bringing poo poo in line with CCO? I basically want to use these companions with CCO, but tested for a bit and they wreck everything because they aren't balanced like the vanilla ones: Sunny Smiles Marcus Melissa Lewis (who is actually quite well done! I think I'm actually going to try cutting my teeth on making a few companions like the above, or your own Ulysses. I like the idea of a companion that is built around existing in-game dialog and fits in with the game - I don't need a digital romance girlfriend like Willow. Trustworthy posted:edit: (Or thanks for considering just writing a how-to guide.) I did find this - http://newvegas.nexusmods.com/mods/45278 but it wouldn't cover the balancing aspect for CCO.
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# ? Jan 15, 2013 15:54 |
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Gyshall posted:I think I'm actually going to try cutting my teeth on making a few companions like the above, or your own Ulysses. I like the idea of a companion that is built around existing in-game dialog and fits in with the game - I don't need a digital romance girlfriend like Willow. "Excuse me Gyshall but I don't need Willow, she needs me. Mods please delete this garbage???" --Nexus User #149182
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# ? Jan 15, 2013 20:57 |
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Hey folks, tell me about the FN FAL Rifle mod. I would kind of like it, but I prefer weapon mods when they just add the weapon and it looks like this one has some extras. Also, I can't just download and install it for myself just this minute anyway because the PC with New Vegas on it is being repaired. Thanks
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# ? Jan 15, 2013 22:22 |
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Gyshall posted:Would you be willing to make a tutorial for bringing poo poo in line with CCO? Someone did a improved version of sunny smiles. I'm not sure how uch of a improvement though, I've never loaded them up side by side.
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# ? Jan 15, 2013 22:53 |
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StandardVC10 posted:Hey folks, tell me about the FN FAL Rifle mod. I would kind of like it, but I prefer weapon mods when they just add the weapon and it looks like this one has some extras. Also, I can't just download and install it for myself just this minute anyway because the PC with New Vegas on it is being repaired. Thanks Yeah it has a bit of extra around it with that all the weapons are available at an underground market inside an abandoned house near New Vegas. It didn't seem so bad when I tried it even if it made getting them a little bit tedious. Never used them that much either since I just got stuck with what the game had and an M4A1 RIS addon I found on Nexus.
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# ? Jan 15, 2013 23:17 |
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Lord Lambeth posted:Someone did a improved version of sunny smiles. I'm not sure how uch of a improvement though, I've never loaded them up side by side. quote:By request this version has the custom outfit removed. No bouncing boob skeletons required. The authors of both the original and the improved addons gave broad permission for anyone to modify their files. Grabbing this, then. e: I think once I get bored in my current playthrough I really am going to try that No-bark companion. Need to figure out hilarious things to splice his dialog into. Gyshall fucked around with this message at 00:11 on Jan 16, 2013 |
# ? Jan 16, 2013 00:08 |
Cirosan posted:Good question. It largely depends on how the mod is made. If it mostly complies with the base game's design and doesn't have any overwhelmingly awful design decisions, then about a half-hour, tops. The only big problems I run into is if the mod author did something really stupid. For instance, a lot of people wanted a patch for the Willow mod, but that couldn't happen because, as I was told, if you fired her she would stay pissed off at you forever or something. Recalling that companions need to be fired once for CCO's scripts to take effect (along with the fact that sometimes you just don't want them along for whatever reason), this was a huge roadblock. This was only one of many problems that made that mod too much trouble for me to bother with. (In my opinion) the companion mods in the OP are there for this very reason: They're very friendly to the base game--usually using entirely vanilla assets--and don't take any weird liberties with the game, like adding new towns or equipment to the leveled lists. Gyshall posted:Grabbing this, then. Yes. Yes.
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# ? Jan 16, 2013 00:12 |
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Come to think of it, a recruitable faction member of each faction wouldn't be a horrible thing, depending on how much work that would be. The bitch, I'm sure, is splicing the dialog together. I remember the best companion mods in Fallout 3 were the ones that did just that. Even the Melissa Lewis NV one is great - she comments on little things around the Wasteland, which is exactly what makes it a good companion mod, even if it doesn't have a quest on par with the vanilla companions.
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# ? Jan 16, 2013 00:33 |
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I was just running through New Vegas again and I was thinking deputy beagle would make a good companion. there's already a rudimentary companion system in there if you recruit him to help you take down the convicts, he just needs a companion wheel.
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# ? Jan 16, 2013 00:56 |
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I see no issue with making those patches, especially since they require so little work. However, I'll type up a very brief tutorial right here anyway. Not much detail, but enough if you're familiar with the GECK. 1. Create a new perk and make it non-playable and hidden. Give it a custom ID, i.e. CCOCustomCompanionPerk. Give it two entry points: Calculate Weapon Damage and Calculate Target DT. Both of the entry points should be set to multiplying their respective values by 0.50 - halving them, in other words. 2. Place a condition on each entry point. The condition should be GetIsID and should check if the subject is the NPC in question. If I was making a perk for Boone, the condition would read GetIsID CraigBoone == 1 3. Create a new actor effect, and make it an ability. Give it a custom ID, i.e. CCOCustomCompanionAE. The actor effect should have four entries: Increase Damage Resistance by 50, Reduce Carry Weight by 75, Poison Resistance 100%, and Water Breathing. 4. Make a new quest and give it a custom ID, i.e. CCOCustomCompanionQuest. Give it a priority of 5 and have it be enabled at the start of the game (top checkbox). Attach a quest script to it. The quest script should look something like: code:
6. Go through all the hiring and firing topics for the follower and change them to point to CCO's variables. Specifically, delete all all entries related to the quest variable VNPCFollowers.HumanoidInParty and VNPCFollowers.CritterInParty. For hiring topics, change the quest variable to point to CCOCharismaLimit.roomInParty and check to see if it equals one. For hiring topics where you're turned down for having too many people, check the same variable, but have it check to see if it equals zero instead of one. The roomInParty variable controls exactly what it says - it tells the game if you have any more room for followers, one being yes, zero being no. No other input from you is needed, because the charisma formula is that yields the roomInParty value is calculated independently. And I'm sorry, but which version of the Sunny Smiles mod do you want a patch for? You all just discovered there were two.
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# ? Jan 16, 2013 01:04 |
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If you're going to work on a companion, seriously just rip off all the features the Gilbert companion has wholesale. The only thing it's missing that was really awesome is this thing one of the FO3 companions had, where you could hand over loot to go sell mid-dungeon and he'd run off to the various settlements (hopefully not dying on the way) and trade off all the spare guns and Talon Company armor you'd picked up. Then, go on a shopping trip to get more stimpacks and ammo and whatever else you needed, and meet up with you after some amount of real time. That was awesome and really made it like you had a buddy out there to help you out, and saved some quicktravel tedium/immersion breaking. That companion could also hire additional companions, low-level mercs for protection. Or be allowed to buy ammo for his own guns.
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# ? Jan 16, 2013 01:06 |
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A couple of things. One, the expansion radio stations in the OP are amazing, especially the patriotic one. Two, the monster mod appears to be a victim of nexus politics and doesn't really exist at the moment, at least there.
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# ? Jan 16, 2013 01:09 |
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# ? May 27, 2024 23:15 |
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Chronojam posted:If you're going to work on a companion, seriously just rip off all the features the Gilbert companion has wholesale. Wendy Gilbert Companion description posted:Wendy's Clothing System Seriously though, I don't mean to be overly critical. I read the rest of it and I like the idea of a companion whose skills you can develop personally and has way more detailed and varied interactions with the gameworld. But just once can we please have an ambitious companion mod that doesn't include some creepy virtual dress-up poo poo?
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# ? Jan 16, 2013 01:24 |