|
Lord Lambeth posted:That honestly sounds really nitpicky. Unless it adds more bugs then it takes out, I see no reason not to include it. I never had a problem with it on any of my multiple runs of the game. Just open Mission Mojave in TES5Edit and look at the abundance of poo poo it actually changes. Or just look at this changelog. Conditional dialog fixes? 20DT restored? What the gently caress do they even base this poo poo on? Cream-of-Plenty posted:I've spent a lot of time in the Oblivion modding thread, and it's really surprising how problematic TCOM and FCOM are for people--even those who are experienced with modding the game. Common advice nowadays is to simply avoid them and install mods, one at a time, until you get to where you want to be. Because of the way it stacks and loads individual mods, the Gamebryo engine (as Oblivion and Fallout exist on it) simply doesn't lend itself to comprehensive all-in-one modding that utilities like TCOM shoot for. The exception to this are utilities like some Morrowind overhauls, where they are intended to be installed and left alone, with little user input on what stays and goes*. A mod pack for New Vegas would probably not be a great idea unless the merged patch creation would be automated already. TCOM was hilarious to see in the Oblivion thread because it was the author posting it, and then twenty some pages of people going "IM USING TCOM FROM THE OP AND WHAT IS THIS IN MY GAME". There isn't an easy way to make an all encompassing mod pack for Oblivion+, unfortunately. I remember a goon made EasyFCOM which was great - easily installable archives of the FCOM components. It is already outdated, though.
|
# ? May 28, 2013 14:52 |
|
|
# ? May 24, 2024 14:48 |
|
Would anyone be willing to take a quick look at my load order to check if anything's amiss? I basically dropped all of the mods in FOMM and used the BOSS Autosort. I remember that back in the day it was necessary to create a merged patch in order for the various mods to play nice together, is it still a thing?code:
|
# ? May 28, 2013 15:45 |
|
e: post/reply problems really
Psion fucked around with this message at 00:21 on May 29, 2013 |
# ? May 29, 2013 00:16 |
|
real quick, Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Unless PN says explicitly to do so, I believe having ESMs after ESPs is a bad idea. Making a merged patch will let you deal with two+ mods which modify the same thing and I don't know enough about PN to say whether you need one. They aren't, usually, bad ideas - especially if you have a lot of small mods rolling them all into one merged is a lot better insofar as NV is concerned since modcount gets cranky after a while. With the number you have it shouldn't be a problem, but might be something you want to keep in mind as a first option if you get trouble. Lord Lambeth posted:That honestly sounds really nitpicky. Unless it adds more bugs then it takes out, I see no reason not to include it. You have to ask yourself who the audience is for your modpack. MM changes a lot of things - a lot. And they aren't documented. So right there you're telling your audience "you have to trust me that the changes in here - which I can't list for you because they don't list - are good." Now arguably that's the case of any modpack, but at least in any other case I can refer to documentation for mods and see what has changed and decide if it's for me. If you include MM, it becomes "you have to trust me and there is literally no way to find out." Also, Mission Mojave (or any 'unofficial patch') is in my experience irrelevant to the stability of NV - at best you break even, and more likely you're worse off. If you personally haven't had a problem, that's all well and good. Does it deserve to be in a modpack meant for the 'all in one making New Vegas better experience' - what I think you're trying for? I'd argue no. Psion fucked around with this message at 00:24 on May 29, 2013 |
# ? May 29, 2013 00:21 |
|
.esm's get loaded first no matter what, so it doesn't really matter. Edit: Other than their relative order, that is. Smol fucked around with this message at 01:25 on May 29, 2013 |
# ? May 29, 2013 00:57 |
|
Is there really not one mod that fixes A Final Plan for Esteban? I'm getting the issue in which he appears underground and is unable to be picked up. I know there is the workaround in which you can pick up that little nub of him, but even that is being a little to finnicky for me. The wiki says to use a console command "ee6c6.moveto player" in order to move the corpse which I've typed in exactly, but it doesn't work.
|
# ? May 29, 2013 02:25 |
|
I'm not sure if I should be posting this here but: Has anyone else encountered this problem: whenever I try to target an enemy's thrown explosive either in their hand or in the air, it's percentage value is either 0% or it doesn't even give me the option to target it. It was working fine before, but I just noticed it's not working for whatever reason now. Anyone know how to fix this?
|
# ? May 29, 2013 03:00 |
|
PayingForTheView posted:I'm not sure if I should be posting this here but: The airborne explosives bug was introduced in an FO3 patch and has never been fixed since. You should be able to target held explosives, though. That might just be V.A.T.S. being a bastard.
|
# ? May 29, 2013 03:50 |
|
SplitSoul posted:The airborne explosives bug was introduced in an FO3 patch and has never been fixed since. You should be able to target held explosives, though. That might just be V.A.T.S. being a bastard. So the bug continued to New Vegas? Is there no way to fix it? Bummer.
|
# ? May 29, 2013 04:24 |
|
PayingForTheView posted:So the bug continued to New Vegas? Is there no way to fix it? Bummer. Not that I know of. I miss it, too. But like I said, you should still be able to target it if the enemy hasn't yet started the throwing animation.
|
# ? May 29, 2013 04:43 |
|
Psion posted:real quick, That's what I thought. I don't plan on having a ton of mods that add items, I just wanted to have the best rebalance mods and some new stuff, I think it will do. Also, someone mentioned a bugfixing/rebalance mod for OWB - should I get it? I only played vanilla without DLCs when the game was released but I'd rather have the good experience the first time around because I probably won't play NV again for a long time after this playthrough.
|
# ? May 29, 2013 11:58 |
|
Timeless Appeal posted:Is there really not one mod that fixes A Final Plan for Esteban? I'm getting the issue in which he appears underground and is unable to be picked up. I know there is the workaround in which you can pick up that little nub of him, but even that is being a little to finnicky for me. The wiki says to use a console command "ee6c6.moveto player" in order to move the corpse which I've typed in exactly, but it doesn't work. that's to collect the dead guy, yeah? last time I did that I found out that you can click on and delete the chunk of road he is under since it is just a huge flat terrain piece and not the actual floor of the world.
|
# ? May 29, 2013 12:29 |
|
Huh, I'm not actually particularly competent with console commands or the GECK. How do you do that?
|
# ? May 29, 2013 14:12 |
|
Timeless Appeal posted:Huh, I'm not actually particularly competent with console commands or the GECK. How do you do that? Hit your tilde key to bring up the console command screen, click on the section of road, and type 'delete' or 'markfordelete' I think.
|
# ? May 29, 2013 14:57 |
|
Thanks. It was "disable" and worked perfectly.
|
# ? May 29, 2013 15:45 |
|
Is there a mod that makes ammo boxes prettier? I may have a problem regarding Feng Shui and screenshots.
|
# ? May 30, 2013 04:38 |
lordfrikk posted:That's what I thought. I don't plan on having a ton of mods that add items, I just wanted to have the best rebalance mods and some new stuff, I think it will do. I think you might be talking about me. Puce Moose made a series of plugins for OWB that rebalance it, but one of them in particular changes how the game handles enemies in that DLC. Basically, by default, there are a number of invisible "entities" that follow you around and spawn enemies. Since enemies spawn around you, this has the effect of making it impossible to sneak anywhere--often times, enemies will appearing out of thin air, right in front of you. Areas that were legitimately cleared a few moments earlier are suddenly repopulated with spongey, omnipotent enemies. For a lot of people, it's really annoying. I would recommend that plugin, if only to improve your first-time experience with the DLC. Doubly so if you don't plan on replaying it.
|
|
# ? May 30, 2013 04:45 |
|
So is old world blues supposed to spawn enemies around you loving constantly? It's irritating as poo poo. I'll kill like literally 10 guys that just keep spawning around me to get into a building, go inside briefly, come back out to travel to the sink to sell / heal up and like 10 more guys just come out of nowhere. Irritating as gently caress.
|
# ? May 30, 2013 05:22 |
|
The extensions are irrelevant (sort of). There's a bit in the file that truly determines master status. PN has some of it's modules set as "esp"s even though they're really .esm's because it can make modding easier.
|
# ? May 30, 2013 05:26 |
Mr. Crow posted:So is old world blues supposed to spawn enemies around you loving constantly? It's irritating as poo poo. I'll kill like literally 10 guys that just keep spawning around me to get into a building, go inside briefly, come back out to travel to the sink to sell / heal up and like 10 more guys just come out of nowhere. Irritating as gently caress. Yeah. According to Puce Moose, you're basically stalked by a handful of blank entities that constantly harass you by assuming the form of various OWB enemies. You kill the enemy and the entity runs off to spawn and commandeer another enemy. It almost sounds like a story, in and of itself. Rumor has it that Chris Avellone hates sneaky-sniper types, and designed OWB to be as hostile to that play-style as possible.
|
|
# ? May 30, 2013 06:17 |
|
Cream-of-Plenty posted:For a lot of people, it's really annoying. Mr. Crow posted:So is old world blues supposed to spawn enemies around you loving constantly? It's irritating as poo poo. I think I'll go ahead and install it, yeah.
|
# ? May 30, 2013 06:19 |
|
Hmm, I'm having some problems with Darnified UI. https://www.dropbox.com/s/qu8aa8wi49brdsv/2013-05-29_00001.jpg The sizing of various menus and even my ammo counter in the bottom right is completely off. I can't seem to find any way to fix it, anyone happen to have the same thing happen to them?
|
# ? May 30, 2013 06:20 |
|
Nelson Mandingo posted:Hmm, I'm having some problems with Darnified UI. You didn't copy/paste the font changes into your ini. Do that.
|
# ? May 30, 2013 06:25 |
|
As a sneaky sniper type, I hated the OWB overworld combat on my first playthrough. Now I just bring my companions with me by using the Underground Hideout's teleporter. Fixes everything. I bring Ed-E with me to the Sierra Madre now, too. Did everything fair once. Now I just maximize my good time.
|
# ? May 30, 2013 06:53 |
|
Head Hit Keyboard posted:You didn't copy/paste the font changes into your ini. Do that. But I did. Hmm thanks for the heads up though. Edit: Try out suggestions? That sounded right in my head but not on text. Nelson Mandingo fucked around with this message at 09:22 on May 30, 2013 |
# ? May 30, 2013 07:08 |
Nelson Mandingo posted:But I did. Hmm thanks for the heads up though, I'll try out more suggestions. That's pretty much the only thing it could be. You're either accidentally having Steam overwrite the ini when it starts up the game (by launching it via the FalloutNVLauncher, which causes it to check your .inis in your documents folder and replace any significant discrepancies with the data found in the corresponding .inis in the Steam folder) or you're editing the wrong file.
|
|
# ? May 30, 2013 07:16 |
|
Capn Beeb posted:Is there a mod that makes ammo boxes prettier? What you need to do is get yourself some swag.
|
# ? May 30, 2013 07:32 |
|
I have plenty of that.
|
# ? May 30, 2013 17:20 |
|
What's currently the best weather mod? There doesn't really seem to be a truly good one that still sees updates. I tried Nevada Skies 0.71 Vanilla Edition last year and generally like how it worked. It seemed to rain all the time though and some of the weather transitions were very jarring.
|
# ? May 30, 2013 19:18 |
|
natlampe posted:There doesn't really seem to be a truly good one that still sees updates. But I did wanted to say that wether or not a mod still sees updates isn't a good measure of quality. If a mod is simply finished (the modder implemented all of the features he wanted, elimated any bugs and - if necesary - updated it for the latest patch) it doesn't need any updates.
|
# ? May 30, 2013 19:25 |
|
Raygereio posted:If a mod is simply finished (the modder implemented all of the features he wanted, elimated any bugs and - if necesary - updated it for the latest patch) it doesn't need any updates.
|
# ? May 30, 2013 19:37 |
|
I like Nevada Skies 6.3 non-UWRLRWLRLR. I think that's the version, anyway. But I had to fix a bunch of conflicts in FNVEdit to get it working correctly, though. The weathers work as they should, only thing is the night-to-day transition is a bit sudden.
|
# ? May 30, 2013 19:48 |
|
SplitSoul posted:I like Nevada Skies 6.3 non-UWRLRWLRLR. I think that's the version, anyway. But I had to fix a bunch of conflicts in FNVEdit to get it working correctly, though. The weathers work as they should, only thing is the night-to-day transition is a bit sudden. I'm not completely satisfied with any of the weather mods honestly. I use N Skies 6.3 vanilla as well. It all depends on your taste though. I really like how desolate and gray the world looks with Project Reality but it causes a noticeable performance hit for me whereas Nevada Skies and Fellout have almost no impact to frame rate.
|
# ? May 30, 2013 19:53 |
I think the worst problem with weather mods is the lack of a genuinely decent lighting system. Love or hate Skyrim's "Creation" engine, at least it can do shadows and allow modders to generate some pretty weather and environments. Most weather mods in Fallout give things a weird, flat lighting, or clear up the vista so you can see the jittering of low-resolution LOD textures. There's a part of me that really wishes New Vegas was built on the Creation engine so we could do away with the floaty controls and ugly lighting.
|
|
# ? May 30, 2013 20:41 |
|
I like Project Reality, never had problems with it. Using it and the "Washed Out Wasteland" part of the Flora Overhaul looks really cool.
|
# ? May 30, 2013 21:13 |
|
I also like project reality but I can see how it might cause performance issues. It used to cause me problems on my old machine unless I disabled heat haze.
|
# ? May 30, 2013 21:31 |
|
The Cheshire Cat posted:I also like project reality but I can see how it might cause performance issues. It used to cause me problems on my old machine unless I disabled heat haze. This. And there's reputedly a bug where it can toggle back on behind the scenes but doesn't show as such in the MCM menu. Toggling heat haze on and off periodically is a good thing. I haven't run newer Nevada Skies, but did run the URWL variant with settings taken from here on an underpowered laptop: http://newvegas.nexusmods.com/mods/40179. Looked pretty good on the whole. Cream-of-Plenty posted:I think the worst problem with weather mods is the lack of a genuinely decent lighting system. Love or hate Skyrim's "Creation" engine, at least it can do shadows and allow modders to generate some pretty weather and environments. Most weather mods in Fallout give things a weird, flat lighting, or clear up the vista so you can see the jittering of low-resolution LOD textures. There's a part of me that really wishes New Vegas was built on the Creation engine so we could do away with the floaty controls and ugly lighting. Agreed. Better lighting would improve weather a lot. The ENB guy has released a version for FO3/FNV that can do shadows to some extent. I haven't tried it, see thread here: http://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=1832. The Detailed Shadows code in ENB isn't anywhere near as expensive as the myriad other features present in it, so this is worth checking out for the shadows alone. I use an ENB present for Skyrim that has just Shadows and Ambient Occlusion enabled, all other post-processing is disabled, and use it along with Project Reality/Climates of Tamriel. The two work well together there. Link if someone wants to try the same for FNV.
|
# ? May 30, 2013 22:47 |
|
So, do many people have a particular preference with JSawyer vs. PN's Rebalance module? I'm considering starting a game using the latter after exclusively using the former, but I'm interested to know how the experience differs, since PN seems to be more about altering pure numbers whereas JSawyer gets right into the guts of the base game and shakes things up.
|
# ? May 30, 2013 23:44 |
|
v1ld posted:Agreed. Better lighting would improve weather a lot. One of the reasons I'm interested in Fallout 4 is just because so many of the "old engine" problems we get with New Vegas would be gone. What was already done on that engine is pretty impressive, but imagine how amazing the darker nights and interior lighting adjustments would be with proper lighting and shadows? Or weather that didn't have rain clip through the ceiling of any outdoor structures because you can't actually check if an area is shielded from the sky (or well, technically you could, but it would be horribly slow and probably unplayable if you tried to do it with every possible location rain could be falling).
|
# ? May 30, 2013 23:57 |
|
|
# ? May 24, 2024 14:48 |
|
Nelson Mandingo posted:But I did. Hmm thanks for the heads up though. I think there are three INIs you can edit that all have the section DarnUI tells you to paste in. Worst case do it to all of them. It'll stick eventually.
|
# ? May 31, 2013 00:49 |