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And why is it awful? If you like to go a little bit more current, you might want to try Michael Buble.
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# ? Mar 22, 2013 03:34 |
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# ? May 26, 2024 16:03 |
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SpookyLizard posted:And why is it awful? I'm going to go out on a long limb and say no one in a Fallout thread cares or wants to read about iTunes. I am sure there is a concise YOSPOS thread though. quote:I like the vanilla music, but it does need an injection of variety. Don't get me wrong, the musical stings on the options menu and the loading screen should give anyone a Mad Max hardon. But otherwise Fallout 3's music is better.
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# ? Mar 22, 2013 03:51 |
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OneThousandMonkeys posted:
The only thing it had going for it was it didn't have a bug that made every other song Johnny Guitar.
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# ? Mar 22, 2013 03:54 |
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Mister New Vegas kicks the poo poo out of Three Dog, though.
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# ? Mar 22, 2013 04:05 |
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Chief Savage Man posted:Mister New Vegas kicks the poo poo out of Three Dog, though. So does Johnny Guitar.
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# ? Mar 22, 2013 04:05 |
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I'm using Project Reality, and I like the ability to have weather but I'm getting annoyed at the very-frequent storms that make it as dark as night. I can turn storms off in the config, but there doesn't seem to be any settings to make them less frequent or less dark. Is there anything I can do to get occasional rain etc but not be limited to 10m visibility half the time?
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# ? Mar 22, 2013 10:40 |
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SpookyLizard posted:So does Johnny Guitar. Johnny Guitar ain't got nothing on Butcher Pete.
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# ? Mar 22, 2013 11:53 |
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I'm having a mod-related issue that has me dumbfounded. Using the exact same load order, two of my characters get drastically different frame rates in various areas (Ex: standing in front of the Bison Steve facing toward the NCR camp, Character A gets 60 FPS and Character B gets 40). Character B began having large, regular performance dips about the time I got done with the Sunny Smiles tutorial quest. With the other character, I have played all the way to Nipton and have never dropped below 59 FPS except when loading new cells. Any thoughts? i7 2600 @3.40 GTX 670 SLI (usually just run FO:NV in single GPU mode) 8GB RAM Here are my stutter remover & fallout .ini's but I'm almost certain it's a mod-related issue. Sunny Dove fucked around with this message at 02:52 on Mar 23, 2013 |
# ? Mar 23, 2013 02:48 |
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Man Whore posted:Johnny Guitar ain't got nothing on Butcher Pete. That's why he's got that Marshall with a Big Iron on his hip.
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# ? Mar 23, 2013 03:25 |
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SpookyLizard posted:That's why he's got that Marshall with a Big Iron on his hip. Ranger. Arizona Ranger.
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# ? Mar 23, 2013 03:41 |
Sunny Dove posted:I'm having a mod-related issue that has me dumbfounded. Using the exact same load order, two of my characters get drastically different frame rates in various areas (Ex: standing in front of the Bison Steve facing toward the NCR camp, Character A gets 60 FPS and Character B gets 40). Character B began having large, regular performance dips about the time I got done with the Sunny Smiles tutorial quest. With the other character, I have played all the way to Nipton and have never dropped below 59 FPS except when loading new cells. Any thoughts? So basically, the problem can be traced back to the character you build? Is it possible that a trait you have picked with one character is causing slowdowns by forcing the game to run a demanding script? That's the only thing I could think of. That, or the troublesome character has a really high-poly hair mesh or something.
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# ? Mar 23, 2013 04:56 |
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Davin Valkri posted:Ranger. Arizona Ranger. He said it didn't matter, he won't be too long in town.
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# ? Mar 23, 2013 05:12 |
He's hackin' and wackin' and smackin' He just hacks, wacks, chopping that meat Butcher Pete's got a long sharp knife He starts chopping and don't know when to stop All you fellows got to watch your wifes Because Pete don't care whose meat he chops That Butcher Pete is a crazy man Tries to chop down the wind and the rain Just hacks on anything he can get! Butcher Pete is insane.
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# ? Mar 23, 2013 06:06 |
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Cream-of-Plenty posted:He's hackin' and wackin' and smackin' That song has a part 2. Seriously. https://www.youtube.com/watch?v=6VGDnqCV53w Either way all those songs are inferior to the annoyingly rare "Anything Goes" which is the best song to just start playin' in the middle of combat.
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# ? Mar 23, 2013 06:35 |
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Fereydun posted:That song has a part 2. Seriously. Cole Porter is the sexiest motherfucker.
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# ? Mar 23, 2013 12:44 |
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Fereydun posted:Either way all those songs are inferior to the annoyingly rare "Anything Goes" which is the best song to just start playin' in the middle of combat. It truly is rare, and is definitely my favorite from Galaxy News Radio. The most common ones tend to be my least favorites, like Civilization (I'll Stay Right Here) or Mighty Mighty Man, those were on par with Johnny Guitar and My Spurs Go Jingle Jangle Jingle (Jingle Jangle). Oddly enough, for the Alton, IL mod for Fallout 3, the radio station made for that mod has part 2 of Butcher Pete. I have currently yet to test that mod with Tale of Two Wastelands, but the radio station works at least (though getting an Illinois station in the Capital Wasteland is a bit weird.) Right now, I'm falling on Existence 2.0 as my go-to modded radio station. I simply love the ambient music on it. Emberfox fucked around with this message at 17:14 on Mar 23, 2013 |
# ? Mar 23, 2013 17:12 |
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How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC? The alternative is F3 + FWE + IMCN for hardcore mode + ?? Basically, I never made it very much beyond GNR ever, but now I want to play it like Skyrim, where I'm just wandering around until you find the next fort/cave/tower and do stuff without worrying about people and plots but just enjoy the superbly crafted geography. This has been a blast with SPERG to overhaul perks/leveling and Frostfall to make travel in cold areas challenging. Can CCO + jsawyer do that for F3, maybe with some scarcity mods sprinkled on top?
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# ? Mar 23, 2013 17:26 |
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v1ld posted:How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC? Project Nevada and Cirosan's Classic Overhaul generally work very well with Tale of Two Wastelands. I am unsure if jsawyer works with it, as I do not use that particular rebalance. PMT works, since I use PMT - Tougher Economy, and Moira's prices are way up than what they used to be, and my stuff sells for less in general. And yes, the follower tweaks do work, and F3 followers can go to the Mojave, and vice versa. As far as scarcity mods, you might want to find a F3 mod that does that and won't interfere much with TTW/New Vegas. Hell, if you find one, I'd like it too because certain things are just way too common in the Capital Wasteland (I currently have over 350 stimpaks. Huge collection of drugs, too. Thanks Our Lady of Hope Hospital.)
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# ? Mar 23, 2013 17:35 |
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The last time I tried FO3 in New Vegas was when they were still calling it Requiem for the Captial Wasteland, so obviously my experience is a bit out of date, but when I was playing it was remarkably compatible with New Vegas mods. Project Nevada worked perfectly, so I don't see why other overhauls wouldn't. The one issue is that any items that are added via special vendors in New Vegas won't be present at all in DC unless you go in and populate the linked lists yourself in FNVEdit. With a bit of work I had the Armoury fully implemented into RFCW/TTW, but if you don't know how to do that then you'll just have to accept that certain items just won't be possible to get while playing FO3. Something else that's interesting to note: Quite a few Fallout 3 mods can also be used with TTW. I wouldn't recommend any serious overhauls or weather mods (use the NV versions instead), but things like Fallout Street Lights gave me no problems.
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# ? Mar 23, 2013 17:38 |
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v1ld posted:How well does Tale of two Wastelands work if you want to use a bunch of F:NV overhauls for Fallout 3? CCO + jsawyer + PMT, mainly. The perks from CCO/jsawyer and CCO's follower changes are the big changes I'd like to have, along with DT - also, while I don't plan to enter the Mpjave, can FNV followers come to DC? CCO's follower changes sort of work with TTW. The mass firing will not work quite right and the DC companions do not obey charisma limit and will not have any of the tweaks. CCO's DT will work but some of the armor's may use the wrong DT formula. CCO's classic perks will work with one very minor issue. The perk rebalance will work and the gameplay changes will work as well without issues. I don't use Jsawyer but the perks should work. I would have to see how it works to give a better answer.
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# ? Mar 23, 2013 18:03 |
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Cool, sounds like it's very playable and I should run with the FNV followers. Thanks for the feedback/tips. TTW 2.0a will be out soon and will be more stable but is savegame incompatible with earlier versions, so I'll wait for that.
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# ? Mar 23, 2013 20:43 |
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So I am trying to reset my password at the Nexus and their security question is "What continent is Japan in?" Holy poo poo.
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# ? Mar 24, 2013 05:07 |
OneThousandMonkeys posted:So I am trying to reset my password at the Nexus and their security question is "What continent is Japan in?" Holy poo poo. That cracks me up. Still waiting for an "Is it okay to use another modder's resources without his or her permission?" security question. I've updated the OP with the weapon mods that Naky recommended, since they're pretty solid. I also threw some common console commands in the FAQ section, but if anybody thinks of some more, I can throw them in there. I didn't put 'coc' because you still need to know the nomenclature for where you want to "coc" to, so "coc" isn't very useful on its own.
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# ? Mar 24, 2013 08:14 |
Since you are in the updating mood, want me to dig out that big list I posted in like the middle of the thread for you to have a look through?
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# ? Mar 24, 2013 14:29 |
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Did you include GBO? It's a NVSE command that will return the base objectId of any given refId. It's hella useful for spawning things or making companions immortal and stuff that might otherwise warrant a wiki visit.
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# ? Mar 24, 2013 17:39 |
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The Someguy Series are getting a lot of notice lately (Bounties, Inheritance, etc) and he's since reworked how his mods work since the OP's been formed so it may be good to update those with the new info. Supposedly the Rockwell ones aren't bad either (Descent and the newly released as of today Pursuit) but again I don't know enough to really judge. The others he listed I never heard of myself.
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# ? Mar 24, 2013 19:23 |
Naky posted:The Someguy Series are getting a lot of notice lately (Bounties, Inheritance, etc) and he's since reworked how his mods work since the OP's been formed so it may be good to update those with the new info. Supposedly the Rockwell ones aren't bad either (Descent and the newly released as of today Pursuit) but again I don't know enough to really judge. The others he listed I never heard of myself. poo poo, I just looked through this and I'm not quite sure, either. It sounds like the guy concluded, after he had released "x" number of mods, that he should create a plugin to regulate all of the mods coexisting. quote:[someguyseries.esm] manages order of presentation, dialogue choices, and scripted encounters that span multiple mods. So, basically, if you've installed 4 or 5 of his mods, he has it rigged so you don't get overwhelmed with all of their poo poo, simultaneously? I've got to say, I've never heard of anybody doing anything like this before. Thanks, it's good info. I haven't heard of half of these quests he's created, so I'll keep looking into it.
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# ? Mar 24, 2013 19:34 |
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He hasn't created all of them yet. Firebase of Zulu is due for release in the next couple months supposedly, Bounties III is still in development along with the others he teases.
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# ? Mar 24, 2013 19:36 |
Naky posted:He hasn't created all of them yet. Firebase of Zulu is due for release in the next couple months supposedly, Bounties III is still in development along with the others he teases. Oh, gotcha, that's why I wasn't turning up poo poo then. Still, the idea of creating an .esm to regulate all of them is pretty novel and, looking back at mod sets as early as Morrowind, I could see some usefulness in it.
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# ? Mar 24, 2013 19:45 |
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Cream-of-Plenty posted:Oh, gotcha, that's why I wasn't turning up poo poo then. Still, the idea of creating an .esm to regulate all of them is pretty novel and, looking back at mod sets as early as Morrowind, I could see some usefulness in it. Also researching it a bit more looks like it's not required for the Bounties mods yet. He's doing a big update to the two of them and once that's done then it'll be required I think.
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# ? Mar 24, 2013 19:50 |
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I think I missed a step on a re-installation of the Armory mod, and now if I load the mod the main menu doesn't appear. I can't find a readme. Help?
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# ? Mar 24, 2013 19:56 |
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OneThousandMonkeys posted:I think I missed a step on a re-installation of the Armory mod, and now if I load the mod the main menu doesn't appear. I can't find a readme. Help? pastebin the load order?
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# ? Mar 24, 2013 19:57 |
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Naky posted:pastebin the load order? You will probably have a field day, especially since I dumped everything and started over again yesterday. quote:FalloutNV.esm
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# ? Mar 24, 2013 22:20 |
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Out of curiousity, what does FNVEdit say about your mods? All good?
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# ? Mar 24, 2013 23:41 |
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I get a gaggle of errors so I will just reprint the Armory ones.quote:[00:00] Checking for Errors in [01] The.Armory.esm
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# ? Mar 25, 2013 00:12 |
So I guess "Beyond Boulder Dome" was finally officially released yesterday (no more beta status) which means, if you've been looking for a large, DLC-like expansion, now might be a good time to check it out. As a beta, it definitely had its share of issues, but it sounds like it's gotten a lot of polish in the months since it was first publicly available. I'm in the middle of downloading it and am slowly realizing that it probably won't jive with the loadout of JSawyer + CCO + Puce Moose Tweaks + personal changes I've made to the base game--so now I'm going to have to open it up with FNVedit and make sure the monsters/armor/weapons/loot availability don't completely break my game. Why can't people make mods only for me?
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# ? Mar 25, 2013 00:51 |
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Cream-of-Plenty posted:So basically, the problem can be traced back to the character you build? Is it possible that a trait you have picked with one character is causing slowdowns by forcing the game to run a demanding script? That's the only thing I could think of. That, or the troublesome character has a really high-poly hair mesh or something. Another difference that may account for the performance issues: I created Troublesome Man with my entire load order active. I created 60FPS Bro with 0 mods active and proceeded to slowly activate each mod individually and play test for performance impact. Example: Standing in this spot, Troublesome Man is getting a steady 45 FPS while 60FPS Bro is 63 (60 FPS limit set in the New Vegas Stutter Remover; vsync is off). If you are wondering why I don't just scrap Troublesome Man and start him over, I have already recorded and commented 4 hours of my FO:NV let's play with this character. So, you can understand why I'd like to avoid starting over. Sunny Dove fucked around with this message at 02:32 on Mar 25, 2013 |
# ? Mar 25, 2013 02:02 |
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Sunny Dove posted:There are a couple differences between the characters. Troublesome Man's traits are Built to Destroy and Adrenaline Junky (CCO). 60FPS Bro has Built to Destroy and Kamikaze. Both characters use vanilla hairstyles; however, Troublesome Man is a custom race called TFH Rugged Race while 60FPS Bro is a vanilla race. One thing I would do is run this program over either your entire texture folder or just over the Rugged Race Textures. Other than that my only guess would be a bugged script of some sort.
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# ? Mar 25, 2013 02:50 |
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# ? May 26, 2024 16:03 |
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OneThousandMonkeys posted:I get a gaggle of errors so I will just reprint the Armory ones. Work on TA has been...nonexistent lately so it'll be a bit before I can get around to those. In the meanwhile, make a merged patch with FNVEdit and see if that fixes things. Anime Schoolgirl fucked around with this message at 03:03 on Mar 25, 2013 |
# ? Mar 25, 2013 03:01 |