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The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.
Maybe someone will be able to help me; I just finished reducing a plugin list of 405 down to 172 by extensive merging and now my game runs beautifully. The only problem I still have that I can't solve is the textures for the 357 magnum revolver; I have both WMX and the "Weapon Retexture Project" installed (with compat. patches), and the UV mapping is really screwed up in both 3rd and first person mode. I managed to get the correct texture/model combo working in 3rd person by editing my final merge patch to reference the original game model instead of the WMX model, but nothing I have tried corrects the texture in first person.

Has anyone else encountered this, and hopefully found a fix; even if the fix is just manually removing a texture/model file?

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Xik
Mar 10, 2011

Dinosaur Gum

SpookyLizard posted:

you can do it in the default launcher I think, but it's very, very, very tedious/harder I think.

From what I can tell you can only select/deselect data files to load, not adjust the order in which they are loaded.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS

Xik posted:

From what I can tell you can only select/deselect data files to load, not adjust the order in which they are loaded.

Are they loaded in alphabetical? Esm's then ESP's? You could ammend the name of the file with a number or something

SplitSoul
Dec 31, 2000

The King of Swag posted:

Has anyone else encountered this, and hopefully found a fix; even if the fix is just manually removing a texture/model file?

You may need to change a texture set (if that applies here) or edit the .nif to use the correct textures manually in NifSkope.

Also, how in the hell did/do you manage to even run the game with that many mods?

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.

SplitSoul posted:

You may need to change a texture set (if that applies here) or edit the .nif to use the correct textures manually in NifSkope.

Also, how in the hell did/do you manage to even run the game with that many mods?

That's the number of plugins; the actual number of mods is much lower--most of the plugins are compatibility patches between mods, largely for Project Nevada, WMX and AWOP. Of the actual seperate mods themselves, a good portion are simple tweaks, which means they change just a few values. Quest mods are the only "large" mods I have in any large quantity; about 20 major and minor quest-mods. The fact that most mods are small is what made it possible to merge so many of them down into so few, without introducing any additional errors (at least as far as FNVEdit could detect).

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal
It suddenly occurred to me that I hadn't leveled in a really long time. Ack, I forgot that jsawyer brings the level limit down to 35. Super easy 5-second thing to tweak in NVEdit, though.

I'm all for a lower limit, but capping out on an odd number is laaaaaame. Gotta snag that one last capstone perk at the end of the line. :spergin:

Trustworthy fucked around with this message at 03:54 on Jan 18, 2013

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.
I (sorta) solved my texture problem; not only did I have to alter the weapon record in my final merge patch to point to the original 357 model and not the one used by WMX, I also had to alter some "mod" records that the weapon record uses to decide the correct model to use at any given time. I say I sorta fixed my problem, because adding any WMX mod to the 357 other than the custom action (which uses the same model as a non-modded 357) will cause it to use the appropriate WMX model for that mod combination. Of course I could have just pointed all of them to the same original model, but this seems to be a common problem due to a discrepancy between the newest updates for both mods. I'm hoping it'll get fixed within the next week or so, and I can just revert back my changes.

SplitSoul
Dec 31, 2000

The King of Swag posted:

That's the number of plugins

That's what I meant. I don't know how the limit is set as it seems to vary a lot from person to person, but my game would start behaving very weirdly if I went past 209, things like models and textures disappearing randomly, fast travel breaking everything, and a CTD after about five minutes.

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.

SplitSoul posted:

That's what I meant. I don't know how the limit is set as it seems to vary a lot from person to person, but my game would start behaving very weirdly if I went past 209, things like models and textures disappearing randomly, fast travel breaking everything, and a CTD after about five minutes.

Oh well, 255 is the hard limit; different computers seem to run into problems at differing number of plugins (mine personally had tons of problems at anything past 209 as well), but the incarnation of the Gamebryo engine as used in the Fallout games, cannot represent more than 255 mods, because only one byte is used as the loaded plugin identifier. Hence why I had to merge over half of my plugins together into several merged plugins (separated by category). At my current number of loaded plugins, the game actually seems to run as smoothly and as reliably as a non-modded game (in fact, I think vanilla NV actually crashes more for me).

On another note, because I saw people discussing how they setup their gameplay style, I thought I'd mention how I setup my games, since I haven't seen many (any?) other people do this. Basically, I setup my game so that perks are the deciding factor of how you play. Using PN-Rebalance, jsawyer and Harder Than You combined, I set it up so that enemies really aren't any stronger than they are in the vanilla game (although Harder Than You makes it so that you should look for exploiting weaknesses on many enemies), but getting caught off-guard means you'll probably die. The litmus test I usually use, is if at level 25, I can easily survive being caught off-guard by 3 low-level powder gangers, then I need to adjust further; not by simply lowering my health, but by increasing the overall damage done by enemies. I like it this way instead of just lowering health, because choice of armor now becomes a concern, and it eliminates problems with stupid stuff, like dying because the physics freaked and hit you with a barrel, or you fell just a little too far.

The reason I say that this setup makes perks the deciding factor to how you play, is that every engagement now forces you to stack as many elements in your favor as possible to survive, and perks become a necessary part of that. In fact, a necessary part of this style is loading (balanced) more perk mods, and making perks a per-level gain. How you play your character now depends heavily on your choice of perks; for instance, two separate perk paths I like to play are (as I've dubbed them) dead before you hear it, and shotgun master. The dead before you hear it path relies heavily on stalking enemies from high on ridge-lines and other areas where you can see them but you aren't in their direct line of sights, and then picking them off before they realize where the fire is coming from. The shotgun master path however, relies on you ambushing groups once they get close, and doing as much damage as quickly as possible, before they can get more than a couple shots off. I hope those two examples illustrate why I like this play style; each character and how you play them is now defined by the perks chosen.

As for the playthrough I'm about to start now, I'm experimenting with making it two perks per level and an insane amount of perks to choose from, but making the overall game even harder. It may very well be a failed experiment, but I want to see if increasing the number of available perks through a single playthrough increases the variability of how you can approach situations.

Cooked Auto
Aug 4, 2007

So this might be the wrong thread for it but I've got an issue with the game suddenly slowing down to a crawl when I start up the final NCR quest at the Hoover dam. As soon as the door into the generator room opens up the game just drops the framerate to around 1 and the sound gets stuck in a loop which forces me to kill the game via the task manager because it won't respond otherwise.
Now I'm kinda uncertain if this a mod related issue or the engine just being generally terrible for some reason.
My load order is the following:

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] CaravanPack.esm
[X] GtabImprovedAmmoTFRMaster.esm
[X] Lombard Station.esp
[X] Lombard Station - Dead Money.esp
[X] Lombard Station - Honest Hearts.esp
[X] Lombard Station - Lonesome Road.esp
[X] Lombard Station - Old World Blues.esp
[X] Lombard Station - Gun Runners' Arsenal.esp
[X] CompanionWeaponCasinoFix.esp
[X] LFox Stealth Suit Bug Fixes.esp
[X] NCRRCombatFix.esp
[X] BozarGruntFix.esp
[X] Centered 3rd Person Camera.esp
[ ] Better Burned Man.esp
[X] NewVegasExtendedMapMarkers.esp
[X] NovaMod.esp
[X] M4A1 RIS.esp
[X] DragonskinTacticalOutfit.esp
[ ] DragonskinNCRPersonnelWearingOutfits.esp
[X] DragonskinBonusPack.esp
[X] NCR Rearmament v1.5 (Lore).esp
[X] UrgeWasterScarf.esp
[X] Fellout.esp
[X] itemmodnames.esp
[X] 12.7_sniper.esp

Aside from those I have these are well activated via FOMOD package manager
MTUI
Weapons Animations Replacer
weapon retexture project 1.95

I should probably try to play it without the NCR Rearmament mod just in case and see what happens even if the only thing that should change is their armour and nothing else.
If not I just have to scrap this run and start again with a new character.

Cooked Auto fucked around with this message at 14:42 on Jan 19, 2013

Catalyst-proof
May 11, 2011

better waste some time with you
For a split second there, standing up on a ridge, looking down made New Vegas look like a nice 3D remake of one of the originals.

Only registered members can see post attachments!

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
XRE Cars just vanished from Nexus days from completion? the gently caress?

GreenBuckanneer
Sep 15, 2007

SeanBeansShako posted:

XRE Cars just vanished from Nexus days from completion? the gently caress?

Probably some bullshit drama reason.

Proletarian Mango
May 21, 2011

We've been trolled. It was never coming out.

Adraeus
Jan 25, 2008

by Y Kant Ozma Post

Upmarket Mango posted:

We've been trolled. It was never coming out.

A comment on YouTube:

"Check his 'Flyable Vertibird' mod page, he explains that the 'CARS!' page was taken down by the mods without warning and that he's pretty close to a release, so he'll probably release it via the 'Flyable Vertibird' page assuming he doesn't just re-make the 'CARS!' page."

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Yeah, I checked his other mods and it seems to be either a mistake or one of the Nexus Admins being petty.

Adraeus
Jan 25, 2008

by Y Kant Ozma Post

SeanBeansShako posted:

Yeah, I checked his other mods and it seems to be either a mistake or one of the Nexus Admins being petty.

There's a rule that prohibits mod pages which offer nothing to download. I'd imagine that they have a cron script that removes such pages after a certain amount of time.

Fereydun
May 9, 2008

So, it turns out that FO3 mods work with Tales of Two Wastelands. Which means I installed a mod that I'm probably going to have to manually remove because I forgot to install it as a FOMOD and it inserts a bunch of textures!
Regardless, it shakes things up a lot visually because now the wasteland is in the middle of a nice ol' nuclear winter:







It doesn't affect DLC areas either, which is nice for keeping their atmospheres somewhat intact.
Speaking of which, I completely forgot that Point Lookout came with the double barreled shotgun.
Which is pretty much the Super Shotgun from Doom.






also:

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Adraeus posted:

There's a rule that prohibits mod pages which offer nothing to download. I'd imagine that they have a cron script that removes such pages after a certain amount of time.

Fair enough to Nexus then. He'll put the stuff back up when he releases it, I'm happy to wait as he is going to institute some sort of fuel and salvage and repair system with the cars.

Myopic
Mar 27, 2005

It is only logical to bang one's head
That's awesome - was the nuclear winter mod this one?

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Fereydun posted:

So, it turns out that FO3 mods work with Tales of Two Wastelands. Which means I installed a mod that I'm probably going to have to manually remove because I forgot to install it as a FOMOD and it inserts a bunch of textures!
Regardless, it shakes things up a lot visually because now the wasteland is in the middle of a nice ol' nuclear winter:







It doesn't affect DLC areas either, which is nice for keeping their atmospheres somewhat intact.

I would like to break my game in this manner, can you share how you did this?

Beeb
Jun 29, 2003

poo poo, now I want to reinstall FO3. Also, what's that radar from in the last picture?

Bloody Pom
Jun 5, 2011



Capn Beeb posted:

poo poo, now I want to reinstall FO3. Also, what's that radar from in the last picture?

I believe this is the one you're after.

Beeb
Jun 29, 2003

Bloody Pom posted:

I believe this is the one you're after.

Ah cool, I really liked that the radar in Red Dead Redemption would mark dead bodies with an X, made looting easier. Thanks :)

Also is there a mod that pretties up the ammo boxes? My shelves in Lombard Station are starting to fill up, but the box textures look kinda janky. I'm compelled to fill all the shelves. :shepface:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Fereydun posted:

(Great Pictures)

These are really amazing pictures. If you had asked me in 2010, shortly after New Vegas released, whether or not anybody would get FO3 working inside New Vegas, I would have thought it'd be a buggy pipedream. I'm not a huge fan of FO3 overall, but I do think it can be a pretty great setting to explore with the various mechanical improvements New Vegas made, like crafting, reloading, and weapon mods. It's poo poo like this that gives Gamebryo games such a long shelf life. Good stuff.

graynull
Dec 2, 2005

Did I misread all the signs?
I've been working with one of the TTW mods trying to figure out my issue with the installer not working. After lots of trial and error it still isn't working, though that my be down to an issue between the BSAOpt and Windows XP. Has anyone else got it working on XP? I tried replacing the old BSAOpt files with the 2.0 XP compatible versions but it still didn't seem to work (and BSAOpt 2.0 seemed to spit back a non-win32 error when trying to use it by itself).

Catalyst-proof
May 11, 2011

better waste some time with you
My mod load-out is the same as in the last few posts I made, here, except with the addition of IWS. I'm playing on normal difficulty. I love how difficult the rebalanced game is with Project Nevada and jsawyer, but the curve is starting to get hosed up. My level 9 character was, with Veronica and her power fist, able to take on all comers at REPCONN, including two nightkin, and once we made it to Freeside I took out every single member of the Kings in their school, with not too much difficulty. My armor/weapon load out is nothing special: combat armor and a Laser RCW with That Gun for extra support, and most of these things are not really in great condition, either.

My level 10 jerkoff and a girl who likes to punch things should not be able to take out the dominant gang in Freeside in one blow in their own HQ. What can I do to increase the difficulty curve in a way that doesn't just make enemies bullet sponges?

Catalyst-proof fucked around with this message at 00:13 on Jan 21, 2013

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

WHOIS John Galt posted:

My mod load-out is the same as in the last few posts I made, here, except with the addition of IWS. I'm playing on normal difficulty. I love how difficult the rebalanced game is with Project Nevada and jsawyer, but the curve is starting to get hosed up. My level 9 character was, with Veronica and her power fist, able to take on all comers at REPCONN, including two nightkin, and once we made it to Freeside I took out every single member of the Kings in their school, with not too much difficulty. My armor/weapon load out is nothing special: combat armor and a Laser RCW with That Gun for extra support, and most of these things are not really in great condition, either.

My level 10 jerkoff and a girl who likes to punch things should not be able to take out the dominant gang in Freeside in one blow in their own HQ. What can I do to increase the difficulty curve in a way that doesn't just make enemies bullet sponges?

If your issue is with enemies dying too easily, there are a few things you can do:

1. The easiest solution is to give enemies more health (by manipulating their base health, DR/DT values, and/or the amount of health they gain per level) so they won't die as quickly.
2. You can reduce the health of you and your party members, so that you aren't such resilient death machines.
3. You can configure IWS so that there are more "fodder" enemies to deal with, which might turn the tables somewhat.
4. You can try out an "AI" mod that might make NPCs fight more intelligently.

Generally, those really are the main "solutions" to the problem: Health, Numbers, and Smarts. Alternatively, you might want to look into a mod (like one of CCO's plugins) that scales back the effectiveness of party members since they can be, by default, formidable instruments of death. In fact, you might try couching Veronica somewhere and trying to take clear out the Kings' place again--if it's still really easy, party members might not be your issue. If it's suddenly difficult, party members might be making things too easy for you.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
One of my favourite 'silly immersion' style mods is the one that adds all kinds of graffiti to the bathrooms walls over the wastes and it go me thinking.

What if somebody did a slightly larger scale version of this, but more or less used the graffiti like they did in Ancient times to just communicate with people, spread propaganda or just go nuts.

Obsidian Art guys tried something like this but being strained with time all we got was a few cute scrawls in the Fiends occupied Vault a few sad graffiti attempts on some bill boards.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
What mod are you talking about? I want it.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Gyshall posted:

What mod are you talking about? I want it.

This is the bathroom graffiti one. It is tagged as an Adult content one which is why barely anyone has heard it.

Broose
Oct 28, 2007
I've built a new computer and it has been enough months since I've played a recent fallout game that I don't remember them well. So it's time to waste untold hours playing them again. And it looks like I came back to them at the right time. Kinda exciting to read about Tale of Two Wastelands. Last I heard about a project like that, it got shutdown.

Anyways the OPs list of mods confuse and scare me. I like mods that add content rather than change existing stuff. I'm not one for majorly modding a game's core like Project Nevada does, so mods like FOOK sound like a fun time.

Are there any mods you all would recommend other than FOOK, Lombard Station, and NVinteriors?

Also, is there a consensus on what is the best weather and lighting mod? They all look pretty much the same during the day (other than those clouds of western skies, which look pretty awesome) but now all that matters is nights and lights.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Broose posted:

Also, is there a consensus on what is the best weather and lighting mod? They all look pretty much the same during the day (other than those clouds of western skies, which look pretty awesome) but now all that matters is nights and lights.

There's no consensus. Most people either use Nevada Skies or Project Reality. A smaller group of people seem to use Western Skies or Fellout.

TerryLennox
Oct 12, 2009

There is nothing tougher than a tough Mexican, just as there is nothing gentler than a gentle Mexican, nothing more honest than an honest Mexican, and above all nothing sadder than a sad Mexican. -R. Chandler.

Cirosan posted:

I'd heard of this mod before, but I've never thought about how it would interact with CCO. From what you've written, it sounds like the two mods have the potential to make for some really interesting and fun gameplay with the right compatibility tweaks. Perhaps a patch for RobCo Certified and CCO's Follower Tweaks could help even out the gameplay, or at least a similar compatibility patch of some variety.

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.

Ok, I'm not very good with mod mechanics but I'll do my best in providing useful feedback.

As far as I see, CCO hasn't had a single problem, overlap or bug with Robco certified. The new perks appear with CCO, and at the correct levels too. The equipment works properly too.

My only gripe is that the creator of Robco apparently balanced it thinking that the player would have the normal perk progression, perks every 2 levels. With Fear the Reaper, perks every level, you can get the entire Robco perk tree before level 20. That means you can build regular robots, junk bots and lobotomites/cyber dogs. I don't see it as a big problem because the number of robots that can accompany you depends on your Intelligence score. Even with all the Robot Wrangler perks + Intelligence 10 + All the robot# enhancing apparel, you can have at most 2 or 3 high level bots (Securitrons MKIII, Giant Roboscorpions, Assemblotrons and such) + 2 or 3 utility bots (I like carrying a safebot for carrying capacity). The thing with New Vegas is that since its real time and the companion scripts are pretty bad about formation and tactics, having big numbers doesn't necessarily mean you get an automatic advantage. Close quarters, many robots have splash damage weapons which can hit your own people. The robots are also pretty bulky so they block companions and other robots. You should try for yourself to get a feel of how the game plays with robots. Maybe contact the Robco creator to review balance. I would recommend that Robco characters should not be able to take Fear the Reaper since, robots will do your fighting so the DT reduction isn't critical and with the multitude of perks, your character will become a monster at combat very quickly, particularly with 10 in Intelligence. Also robots should count against companions because having both is really overpowered.

If anyone believes the game is balanced with Robco chars, try this as a balance breaking test. At level 2, with Intelligence 10 you can control at least 5 or 6 Hoverbots (these are floating brains with a tiny hand that can wield pistols and submachine guns). 5 Submachine guns can and will cut most enemies into ribbons and if any robots die, their weapons drop and depending on your perks and skills you can often salvage the robot spare parts from the wreckage, so repairs are really easy. Nothing can really touch you until you start fighting deathclaws.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
There was a patch for Fallout Wanderer's Edition that brought the Robco Certified robots back in line with the FWE rebalance values, and it worked well. If such a thing were created I wouldn't be sad.

Naky
May 30, 2001

Resident Crackhead
TalkieToaster is a goon though he hasn't posted in this thread in a very long time. I think he moved on to skyrim? To make a skyrim version of robco except with dwemer bots I think.

Cirosan
Jan 3, 2012

Coupled with the fact that locking out the Fear the Reaper trait would have a host of technical issues, I don't see a problem with that playstyle if it's sort of self-balancing like you say. You'd be playing a glass cannon, basically, just with a bunch of robot buddies. One thing I may do though is raise the level requirement for some of those perks - being able to reprogram a sentry bot or securitron at level 20 or below is pretty ridiculous.

I do agree that robots should count against your companion limit, and I see no problem implementing just that.

Beeb
Jun 29, 2003
I braved the poser mods and came back with... well what mostly amounts to useless garbage, however I have a very important message:



~*smoke weed every day*~

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
XRE Cars is done.

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Anime Schoolgirl
Nov 28, 2002

WHOIS John Galt posted:

Is A World Of Pain still this loving ridiculous? Do people play with it added for their hardcore runs? I want more locations but I'm not sure I need... like, hundreds of thousands of monsters.
It's loving ridiculous as in a not so recent version put in a resource-intensive script that ran 10 times a second slowing the game down in places where it normally wouldn't. Considering it's simply supposed to be a location mod, this is inexcusable.

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