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Cirosan posted: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. drat right. I was able to get a Securiton MK II, an Assemblotron and a Robobrain at about level 16. I'm currently level 29 and going through OWB. OWBs enemies seem really tough. Two sentrybots, one gattling laser (with gamma gattling which ignores DT) and one minigun (with hotshot hopper, minigun bullets cause an incendiary effect) and apparently enemy roboscorpions can soak damage pretty well. At least until the sentries go apeshit and start spamming missiles (this ends up killing/crippling me pretty often). Honest Hearts was really, really easy. A multibot MK II with flamer and plasma autocannon tore through the White Legs, Yao Guais, Giant Cazadors and Zion mantises without any problems. This is because most White Leg enemies don't have a lot of DT so the robots can do some insane damage.
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# ? Jan 24, 2013 04:18 |
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# ? May 11, 2024 07:56 |
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Mod page posted:- There's no function for turning flipped cars yet; bring a shotgun to do it yourself from outside the car. Ahahaha. This is going to be awesome.
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# ? Jan 24, 2013 04:34 |
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Fear the Reaper? Did they import that from Fallout Tactics? Huh. Though, there, it was to balance out the fact that ghouls got perks at a lower rate than normal humans.
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# ? Jan 24, 2013 05:00 |
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Just reinstalled. Any reason my menus would stop working? Escape does nothing, can't open containers, etc, but the pip boy works fine.
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# ? Jan 24, 2013 05:11 |
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TerryLennox posted:Honest Hearts was really, really easy. A multibot MK II with flamer and plasma autocannon tore through the White Legs, Yao Guais, Giant Cazadors and Zion mantises without any problems. This is because most White Leg enemies don't have a lot of DT so the robots can do some insane damage. How the Hell did you get robots into Zion? Also I hope that wasn't your first trip to Zion.
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# ? Jan 24, 2013 05:23 |
Lord Yod posted:Just reinstalled. Any reason my menus would stop working? Escape does nothing, can't open containers, etc, but the pip boy works fine. Do you have a controller plugged in?
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# ? Jan 24, 2013 05:24 |
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Cream-of-Plenty posted:Do you have a controller plugged in? At first that's what I thought the problem was, figured out it was a bored mod configuration menu install. Reinstalling the fomod did the trick. edit: Hmm, no it didn't. Works for about 3 seconds when I load the game, then stops working. Can't open containers or go to the escape menu. code:
Lord Yod fucked around with this message at 05:30 on Jan 24, 2013 |
# ? Jan 24, 2013 05:27 |
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Too many mods.
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# ? Jan 24, 2013 06:01 |
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~gently caress wrong thread~
PBJ fucked around with this message at 06:14 on Jan 24, 2013 |
# ? Jan 24, 2013 06:06 |
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Lord Yod posted:At first that's what I thought the problem was, figured out it was a bored mod configuration menu install. Reinstalling the fomod did the trick. Fair number of mods, but I don't see a merged patch, might want to get one. Have you run BOSS on the load order? IF yes, try the merged patch. After that, I would try deactivating all the UI mods, see if that fixes it. If not, then it's probably a mod conflict. I don't see anything offhand, but you could try the divide and conquer approach. Try deactivating all mods in the second half of the load order, see if that fixes the problem, then narrow down the problem mod(s) from there.
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# ? Jan 24, 2013 07:44 |
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Lord Yod posted:At first that's what I thought the problem was, figured out it was a bored mod configuration menu install. Reinstalling the fomod did the trick. Like the goon above me said, run BOSS and create a merged patch. Any reason you need this many loving mods? "Color Me Evil" is more or less superseded by having CCO and Jsawyer (both change/fix Karma values, making it harder to be "an evil bastard" or "a really good guy") Basically you need a merged patch tho, and BOSS. Not too many mods but I'd look at dumping WME for WMX (for compatibility patches) and maybe add Project Nevada extra options to replace some PMT mods. Also you need the Project NEvada patches, and maybe consider dumping Alternate Armor System in favor of CCO/Jsawyer (even tho animeschoolgirl is ~~the best~~) edit: also, one hosed bug in pre-skyrim bethesda games is that when you have a Media Center or Media remote plugged in, it can gently caress with the menus/console. So remove that if you have one.
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# ? Jan 24, 2013 15:28 |
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Sir Unimaginative posted:How the Hell did you get robots into Zion? Its very simple. Robots don't count as companions. In any case, you can use an item included with the mod that can Vanish or Reappear your robots. I vanished my robots and then reappeared them at Zion. Wasn't my first trip, so that contributed to the fact that HH was cleared VERY quickly. Edit: are there any mods to remove companion weapon degradation, Arcade just wore out and chucked the Tesla-Beaton prototype. I found a few mods in Nexus but those remove armor and weapon degradation for my character. TerryLennox fucked around with this message at 19:42 on Jan 24, 2013 |
# ? Jan 24, 2013 15:51 |
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TerryLennox posted:Its very simple. Robots don't count as companions. In any case, you can use an item included with the mod that can Vanish or Reappear your robots. I vanished my robots and then reappeared them at Zion. Wasn't my first trip, so that contributed to the fact that HH was cleared VERY quickly. Do companion weapons degrade? I know they can be damaged by enemy attacks (or from walking in front of the player while you're firing ) but I usually repair any weapon I give them up to the max before I hand it over, and more often than not I find them in pristine condition the next time I check their inventory.
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# ? Jan 24, 2013 22:25 |
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TerryLennox posted:Edit: are there any mods to remove companion weapon degradation, Arcade just wore out and chucked the Tesla-Beaton prototype. I found a few mods in Nexus but those remove armor and weapon degradation for my character. http://newvegas.nexusmods.com/mods/37240/ The infinite ammo can be concidered a cheat, but while I like the companions in New Vegas they regularly end up unloading clip after clip at a random rock in my experience. If you hate it, it's easily removed though.
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# ? Jan 24, 2013 22:32 |
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Speedball posted:Fear the Reaper? Did they import that from Fallout Tactics? Huh. Though, there, it was to balance out the fact that ghouls got perks at a lower rate than normal humans. That said, I'm kind of happy about the confusion. I've always thought that a good mod should merge seamlessly with the base game, to the point at which you can't tell where vanilla ends and the modder's work begins.
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# ? Jan 25, 2013 00:07 |
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I'm amazed that this actually works but it really makes gamebyro weep like nothing else when moving from cell to cell. I just took a spin from Novac to Quarry junction where I flipped and got one-shotted by a deathclaw. Handling is crazy over rough terrain as there seems to be no proper down-force on the car. I tried running over a deathclaw but it didn't seem to effect it that much. ps everything looks a bit washed out in this shot because a sandstorm kicked in just as I arrived at the quarry.
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# ? Jan 25, 2013 15:35 |
I am not surprised you can't kill a Death Claw by driving a car into it. I'll be picking it up in the future when they've sorted out most of the issues as well as added some lore friendly junk vehicles and a motorcycle. Fun fact, dude is also working on making a pilotable Vertibird for your ultimate Enclave rear end in a top hat fantasies.
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# ? Jan 25, 2013 15:42 |
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SeanBeansShako posted:I am not surprised you can't kill a Death Claw by driving a car into it. He's already made it. Here's a youtube vid to prove it. http://www.youtube.com/watch?v=-QU_qbdWRF0
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# ? Jan 25, 2013 16:28 |
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One thing that annoyed me about the mod is he has added petrol stations manned by robots at various points in the map. I strongly suspect that the mod will see electro-city style feature creep in future versions.
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# ? Jan 25, 2013 16:35 |
Turtlicious posted:He's already made it. Here's a youtube vid to prove it. http://www.youtube.com/watch?v=-QU_qbdWRF0 Holy goddamn. Hey Boone, want to buzz the Legion Fort? Hank Morgan posted:One thing that annoyed me about the mod is he has added petrol stations manned by robots at various points in the map. I strongly suspect that the mod will see electro-city style feature creep in future versions. Dude seems happy to make plugs ins for the more hardcore mods with it. That is pretty neat.
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# ? Jan 25, 2013 16:39 |
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Naky, are the various guns you've been pushing out recently supposed to show up in the hands of random dudes? Or just Doc Mitchell's house and some shops.
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# ? Jan 25, 2013 23:49 |
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SpookyLizard posted:Naky, are the various guns you've been pushing out recently supposed to show up in the hands of random dudes? Or just Doc Mitchell's house and some shops. If you're talking about Millenia's conversions, then yes. You will likely need a merged patch/reorganize it due to how the script that adds things to the leveled lists and form lists works. I've been slowly working on a merged pack of weapons for him set up the same way The Armory is but life got real busy for me lately and I've also gotten a little burnt out on it all.
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# ? Jan 26, 2013 01:11 |
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Naky posted:If you're talking about Millenia's conversions, then yes. You will likely need a merged patch/reorganize it due to how the script that adds things to the leveled lists and form lists works. Yeah. The Mare's Leg, Ithica 37, and everything else that's stand alone right now. I didn't realise that, I never saw any other than Doc Mitchell's or the ones in vendors.
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# ? Jan 26, 2013 01:19 |
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Turtlicious posted:He's already made it. Here's a youtube vid to prove it. http://www.youtube.com/watch?v=-QU_qbdWRF0 Man, that looks like fun. If he throws in the P-51 he has a screenshot of in the download section I'm probably going to have to try this.
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# ? Jan 26, 2013 01:42 |
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Naky posted:If you're talking about Millenia's conversions, then yes. You will likely need a merged patch/reorganize it due to how the script that adds things to the leveled lists and form lists works. After fixing thousands of weapons, what harm is fifteen more?
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# ? Jan 26, 2013 02:06 |
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Gyshall posted:After fixing thousands of weapons, what harm is fifteen more? It's a combination of both the activeness and burnt out bit really. When I'm not busy, I find I just want to sit home and relax a bit or fire up a game. Since I'm basically down to about 5 hours of gaming time a week these days, it's hard to look at the work I have left on The Armory 3.0's release or Mill's merged pack and get motivation to spend that time working them. When things die down a bit I'll probably go back to it but in the meantime I'm enjoying a bit of a vacation from it. That being said, if Mill had another gun he wanted me to convert right now I'd make time for it but he's had nothing on the plate for me lately. Well, I -did- do one for him that he hasn't released yet buuuuuuuuut...
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# ? Jan 26, 2013 02:17 |
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Raygereio posted:This gives companion infinite ammo and keeps their weapon in mint condition. Thank you for recommending this mod, this has fixed most of my annoyances.
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# ? Jan 26, 2013 05:01 |
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How would I go about making an armor mesh droppable and interactable? I want to be able to take my glasses and hat off and fiddle with them using the feng shui mod, but neither have proper meshes for this.
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# ? Jan 26, 2013 10:28 |
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Raygereio posted:This gives companion infinite ammo and keeps their weapon in mint condition. Please note that the script actually restores weapon condition to 99% instead of 100% because the engine returns very strange results when calculating with weapons whose condition is above 99.87% or so.
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# ? Jan 26, 2013 22:24 |
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This is only kinda-sorta FONV, but I want to roll my own ENB preset for NV because at this point I've tried all the ones that are out there and none quiiiiiiiiite work. Thing is, I can edit the ini, sure, but is there an ENB ini editing guide for dummies? One that's specific to NV or not, I just need to know things like "if I want less bloom do I set this closer to 0 or do I set this closer to 1" and things like how exactly night/day contrast values work and a bunch of stuff really. Honestly just better documented definitions of the variables and then I'll take it from there would be enough.
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# ? Jan 27, 2013 04:25 |
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If you're trying to download mods from Nexus but the download links aren't working, try replacing the "fs1" part of the url with "fs2". That server seems to be working for me.
Smol fucked around with this message at 19:18 on Jan 27, 2013 |
# ? Jan 27, 2013 18:42 |
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Cirosan posted:Please note that the script actually restores weapon condition to 99% instead of 100% because the engine returns very strange results when calculating with weapons whose condition is above 99.87% or so. I've heard this before, but I repair companion's weapons to 100% in my own follower tweak mod and haven't seen any problem.
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# ? Jan 27, 2013 18:51 |
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Raygereio posted:Out of curiosity: what exactly are these strange results? I wish I could go into more detail, but I don't understand it fully myself. Even the GECK wiki is sparse on details. The command to set weapon condition in particular is hardcoded not to repair above 99.83%, to avoid triggering this bug (so even if you coded CraigBooneREF.SetWeaponHealthPerc 100 in your mod, it's really only repairing his weapon to 99%). Bottom line: avoid having weapons at a perfect 100% condition if you plan on doing some sort of advanced calculation with them. Although barring the command, the only way I could see you doing so is setting the condition of a weapon at 100% in its base form and then immediately putting it in the game. Even then, the problem would fix itself after you fired the weapon a few times.
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# ? Jan 27, 2013 21:20 |
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Cirosan posted:Basically, the engine has trouble returning correct values if the weapon is at a perfect 100%.
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# ? Jan 27, 2013 21:35 |
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Anime Schoolgirl posted:Specifically, the engine treats it as an item instead of a piece of equipment, which causes very odd behavior in the logic engine that drives all of Bethesda's games from Morrowind on. We seriously need a :gamebryo: emote that's like a wobbly house of cards or plywood taped together or something.
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# ? Jan 27, 2013 21:47 |
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SplitSoul posted:We seriously need a :gamebryo: emote that's like a wobbly house of cards or plywood taped together or something. Specifically, the Gamebryo engine is like the titular house in House of Leaves: Always changing without you knowing it, constantly breaking its own internal logic, and driving everyone tangentially involved with it insane.
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# ? Jan 27, 2013 22:46 |
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Cirosan posted:No kidding. I said once before that modding Gamebryo (or at least Bethesda's iteration of it) is one of the most Kafkaesque ordeals of programming you will ever encounter. Thanks for the explanation.
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# ? Jan 27, 2013 23:06 |
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Cirosan posted:No kidding. I said once before that modding Gamebryo (or at least Bethesda's iteration of it) is one of the most Kafkaesque ordeals of programming you will ever encounter. Well, I tried something different: :gamebryo:
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# ? Jan 28, 2013 01:07 |
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edit: I'm an idiot, found the regular thread. My bad.
Drunk Driver Dad fucked around with this message at 02:00 on Jan 28, 2013 |
# ? Jan 28, 2013 01:51 |
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# ? May 11, 2024 07:56 |
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Is there a comprehensive mod for adding additional fast travel points? I just switched to PN from FOOK and I'm missing having all the extra ones for Freeside/Vault 21 etc... There are ones for individual sites on nexus, but nothing like the ones that FOOK added.
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# ? Jan 28, 2013 02:36 |