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>Blender Nah just kidding man, looks fine. I actually started on this one like a year ago but only now got around to finishing it.
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# ? Apr 1, 2013 12:26 |
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# ? May 24, 2024 19:50 |
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Okay, how would a dude go about adding a custom radio station to the game? Is there a tool for this?
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# ? Apr 3, 2013 00:49 |
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There's a mod - I'll see if I can find it - which makes a custom station for you. All you have to do is put music files in the right folder. Is that what you're looking for? Basically you supply the mp3s (or whatever audio format it needs, I forget) and it does the rest. If you want just an extender, that's Secret Stash or More Where That Came From or whatever which comes with a custom radio station and music already. e: okay now it modifies Radio New Vegas, but http://newvegas.nexusmods.com/mods/36835 - there are other ones which make a custom station but they're much less user friendly, so go with whatever works best. Of course we all know the custom radio station you want is this one: http://newvegas.nexusmods.com/mods/48039 Psion fucked around with this message at 01:08 on Apr 3, 2013 |
# ? Apr 3, 2013 00:59 |
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Yeah, I found R.A.C.E., but apparently I need .wavs for the radios and jukeboxes in the world? I grabbed Any Audio Converter, but it seems to utterly lack any detailed options for WAV conversion. Which I need. EDIT: Oh goddammit I should click links more.
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# ? Apr 3, 2013 01:15 |
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There was a mod I used to have that tweaked with the armor/weapons for more realistic damage i.e. leather did gently caress all but power armor would just deflect nearly all the damage from standard bullets etc. Anyone know what I'm talking about?
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# ? Apr 5, 2013 21:44 |
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Does anyone know of any mods that improved the AI's combat prowess? Like, making them heal and take cover. I recall having something on a play-through forever ago, but don't remember the name. Anyone know what I'm talking about? Edit: Looks like if was XFO-NV, but holy crap has that thing got bloated in a year or so... TheStampede fucked around with this message at 03:05 on Apr 7, 2013 |
# ? Apr 7, 2013 02:48 |
Revener posted:There was a mod I used to have that tweaked with the armor/weapons for more realistic damage i.e. leather did gently caress all but power armor would just deflect nearly all the damage from standard bullets etc. Anyone know what I'm talking about? Probably one of XFO's tweaks? His tweaks to armor DR + DT made things like "use .22 to kill dude in PA" unfeasible.
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# ? Apr 7, 2013 02:51 |
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http://newvegas.nexusmods.com/mods/49795/ This is the best thing.
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# ? Apr 7, 2013 04:50 |
PBJ posted:http://newvegas.nexusmods.com/mods/49795/ I agree. The video's especially hilarious. All-in-all, it's a really well-done little weapon mod.
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# ? Apr 7, 2013 05:36 |
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http://newvegas.nexusmods.com/mods/49910 Released a PPSh-41.
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# ? Apr 7, 2013 09:26 |
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Looks like Tale of Two Wastelands updated. Considering how stable the last version was I'm surprised they are still considering it an alpha.
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# ? Apr 7, 2013 10:31 |
Arenovalis posted:http://newvegas.nexusmods.com/mods/49910 Simply amazing like always.
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# ? Apr 7, 2013 16:15 |
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Clever Spambot posted:Looks like Tale of Two Wastelands updated. Considering how stable the last version was I'm surprised they are still considering it an alpha. Took the plunge and decided to install this. Anyone know if the armory would work in TTW?
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# ? Apr 7, 2013 20:20 |
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Lord Lambeth posted:Took the plunge and decided to install this. Anyone know if the armory would work in TTW? It does, actually, although the TA weapons only started showing up after I took the trip to Vegas and came back.
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# ? Apr 7, 2013 21:30 |
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PBJ posted:http://newvegas.nexusmods.com/mods/49795/ Time for a new Power Armor build.
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# ? Apr 7, 2013 21:46 |
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M.Ciaster posted:Guys, does anyone have a copy of the TTW compability patch for The Armory? Combed this thread for a link, but the only one I found led me to a Mediafire error page. This was from a few pages ago, but I'm the one that made that patch and unfortunately I no longer have it (I'm on a new machine, didn't get all my Fallout mods copied over, mostly because "ugh gently caress if I'm going to try to get all THIS working together again"). It's just as well since apparently the new version of TTW changes how the games are hooked together, so it might still work, but it might not. It might not even be necessary; in any case I'm planning on putting together another one, I was just waiting on the new TTW release since I didn't want to put in a bunch of effort for something that might potentially end up being invalidated by new changes.
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# ? Apr 10, 2013 04:20 |
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http://www.newvegas.nexusmods.com/mods/49936 Finally got around to making a Makarov, heh.
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# ? Apr 10, 2013 09:34 |
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Are you going to continue with the vanilla/DLC weapons at some point? I would love to have a better looking Bozar, for example.
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# ? Apr 10, 2013 15:36 |
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Iunno, the problem with retextures is that they're very game specific, can't really reuse them for anything else :C
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# ? Apr 10, 2013 15:37 |
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The Cheshire Cat posted:This was from a few pages ago, but I'm the one that made that patch and unfortunately I no longer have it (I'm on a new machine, didn't get all my Fallout mods copied over, mostly because "ugh gently caress if I'm going to try to get all THIS working together again"). It's just as well since apparently the new version of TTW changes how the games are hooked together, so it might still work, but it might not. It might not even be necessary; in any case I'm planning on putting together another one, I was just waiting on the new TTW release since I didn't want to put in a bunch of effort for something that might potentially end up being invalidated by new changes. Yeah, a few hours after I posted that I learned that after going to Vegas and back, the enemies in the Capital Wasteland actually switch over to NV leveled lists; I had a raider with an M16A4 and a mutie with an M14 try to take me out, so it's definitely working fine.
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# ? Apr 10, 2013 16:32 |
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Cream-of-Plenty posted:Answering my own question since nobody seemed to know, but somebody might be interested in doing something similar: I've found this really useful summary of New Vegas' weapon wobble/spread calculations that made my modifications really easy. It would appear that, even though weapon skill technically factors into the accuracy of a weapon, you can already max out your potential accuracy by meeting the strength requirement, not having broken arms, crouching, and aiming. If you're doing all of those things, it doesn't matter if you have 5 skill points in a weapon or 100--you'll have the same accuracy in both instances. Care to release this?
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# ? Apr 12, 2013 17:47 |
Mr. Crow posted:Care to release this? Oh, yeah, but it's piggybacked on another mod (I do that a lot)--in this case, the "More Realistic Aiming" .esp If you want, you can just pop open a pluging in GECK and make changes to the following three "Game Setting" values, which have the greatest effect: code:
I somewhat reduced the "is crouching" accuracy bonus. At -0.25, it still has a decent effect on accuracy, but it won't accommodate for completely insufficient strength or skill. Also, the original strength penalty was too low, in my opinion. At 0.025, even if a STR "1" person was using a STR "10" weapon (something that basically never, ever happens), the penalty (0.23) didn't have much of an effect if you just crouched and aimed. Doubling it puts the maximum penalty at 0.45, which means that lacking 2 or 3 STR points in a weapon might actually be noticeable now. If it's still too subtle, setting it to something like 0.07 or 0.08 should yield some tangible effects. Finally, the original skill penalty (0.01) could have a pronounced effect at the greatest extremes, but you're probably never going to have ~1 in a given weapon skill--especially when you're trying to use Skill 100 weapons. Tripling the value to 0.03 might be a little extreme--you might try 0.02 as a good compromise--but I'm really satisfied that my 4 STR, 15 "Guns" egghead can't use an AMR to hit the broad side of a barn, even when he's crouching and aiming. You might want to try modifying "fUnaimedSpreadPenalty" (originally 0.2) if you want to increase the penalty to hipfire, too. Cream-of-Plenty fucked around with this message at 23:42 on Apr 12, 2013 |
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# ? Apr 12, 2013 23:40 |
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USP Match: http://newvegas.nexusmods.com/mods/49997
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# ? Apr 15, 2013 10:39 |
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Does anyone who uses Supplementary Uniques know where to find the key for the big safe in the Securitron Bunker?
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# ? Apr 15, 2013 10:46 |
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Anyone with The Inheritance (mod by the NV Bounties guy) run into constant crashes in Outpost Lambda? I searched around the mod's comment thread and the only advice seemed to be turning down your settings as apparently it's resource-intensive, but even cranking my settings all the way down didn't work, disabling all other mods didn't work, mucking with the mod's place in my load order didn't work. Curious if anyone else encountered those crashes and identified a specific conflict or fix. I'd like to finish the mod, it seemed quite well done.
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# ? Apr 16, 2013 03:31 |
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You know, sooner or later Doc Mitchell's house will run out of room.
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# ? Apr 16, 2013 04:43 |
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I played it. No crashes. Do you use FNV4GB? That helps a lot with his script-heavy sequences, I think.
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# ? Apr 16, 2013 04:57 |
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Republican Vampire posted:You know, sooner or later Doc Mitchell's house will run out of room. Pft. Tons of space left. I haven't even scratched the surface since I've intentionally been ignoring all the most popular places other mods use.
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# ? Apr 16, 2013 05:16 |
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Naky posted:Pft. Tons of space left. I haven't even scratched the surface since I've intentionally been ignoring all the most popular places other mods use. Where? I mean, the bookshelves in the hallway? It seems like it's that or adding a cellar if you want to keep putting guns in his home without putting a christmas tree made of soviet shotguns in the living room, all decorated with shiny golden caseless handguns.
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# ? Apr 16, 2013 05:25 |
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Just dump them all in the tub. All of them.
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# ? Apr 16, 2013 05:29 |
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You should have all the guns follow players around, bunched up into some kind of gun golem.
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# ? Apr 16, 2013 05:47 |
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A gatronach.
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# ? Apr 16, 2013 05:51 |
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You should have them all stuffed into his spare room, so when you open the door there's a landslide of guns out into the hallway.
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# ? Apr 16, 2013 06:58 |
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The Lone Badger posted:Does anyone who uses Supplementary Uniques know where to find the key for the big safe in the Securitron Bunker? It's behind the display that Mr. House greets you from when you enter the bunker.
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# ? Apr 16, 2013 07:01 |
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Capn Beeb posted:A gatronach. If AG Supplementary Uniques has taught me anything, it's that there's still plenty of devious places modders can put their guns, even if you restrict it to just the Doc's house.
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# ? Apr 16, 2013 07:03 |
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Just a quick question, I've combined all of Arenovalis' guns into one plugin. The guns are in the Doc's house but the weapon mods are missing. Is there any way for me to spawn the weapon mods? I've tried using the item IDs in the Geck and FNVedit but it always says object not found when I enter it into the console. I know the weapon mods are in the game since I can buy a couple of them, but I don't want to rely on random chance to come across the mods I want.
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# ? Apr 16, 2013 22:58 |
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You need to use the right ID for them. The first two digits are the index number of those mods. They're next to the mods in FOMM.
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# ? Apr 16, 2013 23:51 |
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Dapper Dan posted:Just a quick question, I've combined all of Arenovalis' guns into one plugin. The guns are in the Doc's house but the weapon mods are missing. Is there any way for me to spawn the weapon mods? I've tried using the item IDs in the Geck and FNVedit but it always says object not found when I enter it into the console. The load order ID of the mod, that's the first two characters in the FormID you're typing into the console, needs to be correct. If you're using FOMM it should be the hex number right next to the name of the .esp in your load order, while the remaining six characters stay the same. If you load the .esp into the GECK that number will always be 01, IIRC. However, depending on how you combined the mods, the FormID might have been messed up.
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# ? Apr 16, 2013 23:52 |
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SplitSoul posted:The load order ID of the mod, that's the first two characters in the FormID you're typing into the console, needs to be correct. If you're using FOMM it should be the hex number right next to the name of the .esp in your load order, while the remaining six characters stay the same. If you load the .esp into the GECK that number will always be 01, IIRC. However, depending on how you combined the mods, the FormID might have been messed up. Unfortunately, I think the form IDs are messed up, since player.additem isn't working at all, either with 01 or 89 (which is the hex number for the load order). I'm also using Nexus Mod Manager, not FOMM.
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# ? Apr 17, 2013 00:59 |
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# ? May 24, 2024 19:50 |
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Psion posted:I played it. No crashes. Do you use FNV4GB? That helps a lot with his script-heavy sequences, I think. I don't think I was last night, but I just did and that didn't change anything. Still crash immediately on load after entering the first elevator in Outpost Lambda, using FNV4G. Had just restarted my computer and didn't have any other programs using resources either. My computer isn't that bad, either, runs most things on fairly high settings just fine. Guess I'm just going to load up an earlier save and ditch The Inheritance.
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# ? Apr 17, 2013 01:01 |