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So DarnUI seems to be having problems- VATS is totally shot. http://steamcommunity.com/sharedfiles/filedetails/?id=150705867 It said it was having problems with Project Nevada. Anyone know what's up?
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# ? Jun 5, 2013 17:08 |
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# ? May 10, 2024 04:57 |
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Are you using Unified Hud? http://newvegas.nexusmods.com/mods/38961/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D38961&pUp=1 I install Darn, Project Nevada, and then any other Hud mod. After that I run Unified Hud and everything works properly.
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# ? Jun 5, 2013 17:45 |
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Been trying that project brazil mod. It's nice at the start, but it (the story) feels like a YA novel set in the wrong universe.
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# ? Jun 5, 2013 18:25 |
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willjbish posted:Are you using Unified Hud? http://newvegas.nexusmods.com/mods/38961/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D38961&pUp=1 Doesn't seem to be working. I installed Nevada after DarnUI, but it's stuck before it in load order- is that a problem?
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# ? Jun 5, 2013 19:00 |
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Nah, The Nevada ESMs will always load before Darn. You tried uninstalling Darn and Nevada then reinstalling them and running Unified Hud? If that didn't work then I'm not sure what the problem could be. You could always try gopher's vids. The fist video deals with UI stuff. http://www.youtube.com/watch?v=I-3c1a9cLL8 http://www.youtube.com/watch?v=EGzt6rF7MYA&feature=plcp Sitting through 40 minutes of video to fix one problem may not be your thing.
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# ? Jun 5, 2013 19:33 |
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Is there a version of Sierra Madre on the Strip that isn't a giant piece of poo poo?
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# ? Jun 5, 2013 20:19 |
grack posted:Is there a version of Sierra Madre on the Strip that isn't a giant piece of poo poo? Other than this one? I haven't found any others, no.
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# ? Jun 5, 2013 20:51 |
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Cream-of-Plenty posted:Other than this one? I haven't found any others, no. Dammit. It's a cool idea, but if you try bringing a companion it crashes 100% of the time.
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# ? Jun 5, 2013 21:20 |
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Hey, does anybody know how the ST Robot Race works with the DLC? I'm interested in trying it out with the Chem Immunity rules but I'm worried the healing items will be hard to come by when I'm out in the Big Empty or beating through the Sierra Madre. The mod notes don't mention anything about the DLC one way or the other, so if anybody's been through that way lemme know.
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# ? Jun 6, 2013 02:11 |
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i am tim! posted:Hey, does anybody know how the ST Robot Race works with the DLC? I'm interested in trying it out with the Chem Immunity rules but I'm worried the healing items will be hard to come by when I'm out in the Big Empty or beating through the Sierra Madre. The mod notes don't mention anything about the DLC one way or the other, so if anybody's been through that way lemme know. The Sierra Madre was a huge pain in the rear end. I ended up having to turn off the Chemimmunity for that section because it got ridiculously difficult without any healing. The robot race is a hell of a lot of fun though, and I didn't have to disable the Chemimmunity for anything but Dead Money. Dead Money can go gently caress itself though.
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# ? Jun 6, 2013 03:01 |
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Dead Money is a huge pain in the rear end anyway, it's telling that there was a high rated mod to skip it entirely and just get the gear.
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# ? Jun 6, 2013 10:21 |
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i am tim! posted:Hey, does anybody know how the ST Robot Race works with the DLC? I'm interested in trying it out with the Chem Immunity rules but I'm worried the healing items will be hard to come by when I'm out in the Big Empty or beating through the Sierra Madre. The mod notes don't mention anything about the DLC one way or the other, so if anybody's been through that way lemme know. It's a blast and it works with all of them. Mowing down filthy humans with an LMG is great I've been wearing a ranger beret the whole time. Anyway, the mod also adds the healing items to the leveled lists, and they show up in the Big MT and other DLCs. You can also turn most scrap metal / broken mechanical parts into their equivalent healing item at any workbench. The only DLC giving me difficulty so far (surprise surprise) is Dead Money, but I've gotten halfway through it and the biggest issue is my lack of melee skill. Stim packs still work (but I don't know if that's an issue with the mod or something on my end) so that's been nice for Dead Money. It's a little immersion breaking when ghouls call you pink skin and stuff though.
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# ? Jun 6, 2013 10:27 |
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Moridin920 posted:It's a little immersion breaking when ghouls call you pink skin and stuff though. cis_eraser_420 fucked around with this message at 15:23 on Jun 6, 2013 |
# ? Jun 6, 2013 15:19 |
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Moridin920 posted:It's a little immersion breaking when ghouls call you pink skin and stuff though. Eh, I figured this and the scene with the Think Tank would be kinda funny, but I just pretend my character awkwardly blurts "I-AM-A-ROBOT" like the Robot Ghost of Christmas Past from the Future when it comes up. I'm going full on Energy Weapons so I'm a laser bot. Later on I plan on using the Auto Doc in OWB to drop Good Natured and pick up that trait that turns you into a big warbot. I figured that would look better than just bouncinga bout in Power Armor
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# ? Jun 6, 2013 22:07 |
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i am tim! posted:Eh, I figured this and the scene with the Think Tank would be kinda funny, but I just pretend my character awkwardly blurts "I-AM-A-ROBOT" like the Robot Ghost of Christmas Past from the Future when it comes up. Not really, the Warbot skin is pretty terrible and clips really badly. The best thing to do with the robot race is to couple it with RobCo certified. Being a robot who runs around with a small army of crudely assembled robots and E-DE and goes through the wasteland is amazing. Besides Zore fucked around with this message at 22:22 on Jun 6, 2013 |
# ? Jun 6, 2013 22:13 |
If people like the Robot Race, the same author's got a Super Mutant equivalent that's pretty cool. Still doesn't help that people are calling you "human" and "pink skin", but it's a nice novel change of pace from playing as a human.
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# ? Jun 6, 2013 23:21 |
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Zore posted:Not really, the Warbot skin is pretty terrible and clips really badly. I've thought about that, but as it is, ST Robot Race seems to be the mod that's starting to break my game's back. This run through is proving to be a bit more unstable than my previous ones! I'd worry RobCo Certified would bend my game over and just break it. THat said I'm otherwise COMPLETELY convinced that would be amazing and want to do just that. That's a shame about the warbot trait looking like crap. My end game plan involves lots of armor and a gatling laser, but I don't want my awesome robot self covered head to toe in power armor so I just look like Just Another Dude in Power Armor. I'll have to look around for something else that looks badass. Or just use the signature armor mod
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# ? Jun 6, 2013 23:38 |
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I wear power armor without the helmet. The T-51B looks like it was made for the robot's head, same green tint even. Then just a beret. I look like an NCR killing machine even though I work for House.
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# ? Jun 6, 2013 23:41 |
I don't know if this is the best topic for it, but: I played through Fallout 3 once after it was released, and didn't touch it again. Didn't do the DLC, missed a lot of stuff in the gameworld, didn't really play any quest mods. If I were to finish up the Fallout 3 content, would it be better to play it directly through 3, or does the New Vegas merge thing work better?
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# ? Jun 6, 2013 23:58 |
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SpitefulHammer posted:Dead Money is a huge pain in the rear end anyway, it's telling that there was a high rated mod to skip it entirely and just get the gear. Out of all the DLCs I like the gameplay in Dead Money the most. It's a pain in the rear end and writing kind of blows, but it's still better than the endless fetch quests of OWB and Honest Hearts. Lonesome Road was okay but way over the top.
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# ? Jun 7, 2013 01:11 |
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grack posted:Out of all the DLCs I like the gameplay in Dead Money the most. It's a pain in the rear end and writing kind of blows, but it's still better than the endless fetch quests of OWB and Honest Hearts. Lonesome Road was okay but way over the top. I've played HH and OWB but not Lonesome Road yet (Why I skip over most conversations about it, a lot of people here and in the NV thread seem to think since it's been out a while, no spoilers are needed. Which is ridiculous, really, when spoilers are still needed for FO1 & 2 with the amount of new people playing them) but I'm gonna have to disagree pretty strongly. I'm in the few that didn't mind Dead Money's gameplay, although I found the radios and the PINK FOG OF DEAAAATH kind of annoying. However, I think the writing is bloody fantastic. Moridin920 posted:Spoilers are needed for Fallout 1 + 2? News to me. There are a lot of people who haven't played them who are going to play them. There are plenty of people who have played them and not seen all the content and all the endings (Including me.) I think it's common courtesy to spoiler most things apart from poo poo you can't be on the internet for more than a month without knowing (AERIS DIES, MAN) TehGherkin fucked around with this message at 21:22 on Jun 7, 2013 |
# ? Jun 7, 2013 13:57 |
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Spoilers are needed for Fallout 1 + 2? News to me.
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# ? Jun 7, 2013 13:59 |
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NovaPolice posted:I don't know if this is the best topic for it, but: The new Vegas merge is apparently quite stable now, and honestly it's a lot more interesting with all the extra NV features. One thing is that you do need all the DLC to use it.
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# ? Jun 7, 2013 13:59 |
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The Cheshire Cat posted:The new Vegas merge is apparently quite stable now, and honestly it's a lot more interesting with all the extra NV features. One thing is that you do need all the DLC to use it. Can I install it onto an existing NV game and just take a train to the Capital Wasteland or do I have to start a brand new game? What's mod compatibility like? I want to shoot filthy humans as a robot in DC.
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# ? Jun 7, 2013 14:15 |
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Is there a weapon or a mod or something that detonates all the explosives a character is carrying? There's been a few times when I've gotten killed in a large group of enemies and wanted all my grenades and mines to go off as a final 'gently caress you'. Also I would use it on Powder Gangers.
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# ? Jun 7, 2013 14:32 |
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Moridin920 posted:Can I install it onto an existing NV game and just take a train to the Capital Wasteland or do I have to start a brand new game? You absolutely will need to start a new game and it's doubtful your old saves will work correctly at all. It starts you in fallout 3 though so it's easy enough to get started. Mod compatibility is very good: most new Vegas stuff works just as well in the capital wasteland as it does in NV. Their website also has instructions on how to import fallout 3 mods so you can use stuff like wasteland streetlights and such (it's best to not go too heavy on FO3 mods though). The only mods that might cause issues are weather mods, and really the only problems would be that tranquility lane and operation anchorage won't look right (but they'll still play fine). If you know how to script in the New Vegas GECK the fix is pretty easy too (you just have to add an exclusion for those zones in whatever script your weather mod uses).
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# ? Jun 7, 2013 15:32 |
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Any word on the effectiveness of this Auto Purge Cell Buffers mod? http://newvegas.nexusmods.com/mods/49319/ Edit: Checked comments. Oh. quote:Basically any mod that has it's own menu (not through MCM) this mod breaks almost entirely SplitSoul fucked around with this message at 16:49 on Jun 7, 2013 |
# ? Jun 7, 2013 16:42 |
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Any reason you need it? It is the same thing as typing pcb in the console, although this has been reported to reduce stability in some games.
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# ? Jun 7, 2013 17:13 |
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SplitSoul posted:Any word on the effectiveness of this Auto Purge Cell Buffers mod? If you don't have that problem, then I wouldn't bother with it. That said, I haven't tested this "ZAPCB", so I can't comment on it specifically. I use another auto-PCB mod. Raygereio fucked around with this message at 21:31 on Jun 7, 2013 |
# ? Jun 7, 2013 17:36 |
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I'm using a mod that adds smokable cigarettes both as an item to wear and a chem to use. The problem with this is the author has included cigarette withdrawal and while it may be entirely realistic that every hour to two hours I crave a cigarette (In real life, it's probably more often), in new vegas, time isn't scaled realistically, so every couple minutes I suffer cigarette withdrawal which is a hit to agility and my intelligence, as well as an annoying as hell little blurry effect. Would I be able to edit the mod to change it up? I'd like to make the withdrawal a hit to your charisma only, as I've found after a few hours without a smoke I'm a bit irritable but I'm not really sluggish or less intelligent, I'd also like to change the rate of withdrawal, if possible. If not I'm gonna remove it and just use the cosmetic cigarettes only someone else posted, because that sure is irritating. EDIT: Thanks, will do that before I next play TehGherkin fucked around with this message at 00:48 on Jun 8, 2013 |
# ? Jun 7, 2013 21:25 |
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TehGherkin posted:I'm using a mod that adds smokable cigarettes both as an item to wear and a chem to use. The problem with this is the author has included cigarette withdrawal and while it may be entirely realistic that every hour to two hours I crave a cigarette (In real life, it's probably more often), in new vegas, time isn't scaled realistically, so every couple minutes I suffer cigarette withdrawal which is a hit to agility and my intelligence, as well as an annoying as hell little blurry effect. I'm not sure how the rate of withdrawal works, but you should* be able to load up the mod in the GECK and edit the effects easily enough. Vanilla withdrawal effects are located under "Game Effects" then "Actor Effect." Sorting by the FormID (second column, you may need to widen it to see it) should put the cigarette withdrawal effect at or a near the top. From there you can open the effect, and see all the individual things that happen when suffering from it; just delete the aspects you don't want. *I think. Save a copy of the .esp before you make any changes in case this fucks your game up. Also, make a save in-game where you have NO addictions before trying to add in an edited .esp. If you already have the addiction when you load the game, you might be stuck with all the old effects.
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# ? Jun 7, 2013 22:22 |
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Can anyone recommend a mod with more cowboy guns? I love the sturdy caravan shotgun but would love to see a 12 gauge over/under.
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# ? Jun 8, 2013 19:22 |
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This got posted a while back and the armor was identified, but can someone tell me where that headset comes from? It's not Spice of Life like the armor unless I'm dumb and missed it.
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# ? Jun 8, 2013 19:26 |
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Looks like the one used for the Niner companion, and all that one indicates is "contact JackoO for the mesh" I have a question about interior lighting. I've been cycling through ENBs lately and the problem I'm finding is a lot of interior lighting is too directional (so you get really harsh relief shadows) and too dark. I'm wondering how easy is it to tweak interior lighting - or whether or not Interior Lighting Overhaul would help? It says "makes dark things darker!" which is sort of the opposite of my interest. Psion fucked around with this message at 19:58 on Jun 8, 2013 |
# ? Jun 8, 2013 19:53 |
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Psion posted:Looks like the one used for the Niner companion, and all that one indicates is "contact JackoO for the mesh" Thanks, looks like it comes from here and isn't its own thing but shouldn't be too hard to nifskope elsewhere. Psion posted:I'm wondering how easy is it to tweak interior lighting - or whether or not Interior Lighting Overhaul would help? It says "makes dark things darker!" which is sort of the opposite of my interest. I haven't used ILO for over a year but my experience last time was that it made many indoor environments prohibitively darker, like Ranger Andy's shack was just pitch black, so that definitely won't help. As for tweaking it, you'd have to go into the GECK and add light sources through there, but I've never done anything like that so I can't comment on how hard that is.
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# ? Jun 8, 2013 20:08 |
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GamingHyena posted:Can anyone recommend a mod with more cowboy guns? I love the sturdy caravan shotgun but would love to see a 12 gauge over/under. The Armory has just what you're looking for. Also, Milennia made a rad Mare's Leg which you can find on the Nexus. There's also this pack of guns made by some former Nexus modder who got banned which got reuploaded a while back and it has a few nice shotguns as well.
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# ? Jun 8, 2013 20:10 |
Psion posted:Looks like the one used for the Niner companion, and all that one indicates is "contact JackoO for the mesh" It might be possible to just open up ILO in FNVEdit (so that you have a convenient list of all of the cell lighting edits) and then change the values to brighten up the cells. Save and use the mod as if you had never tweaked it. It'd definitely be simpler than making your own plugin, especially since you just want to make poo poo brighter. It's been a long time since I played around with those values, so I can't really give extensive advice, but this would be the route I'd take.
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# ? Jun 8, 2013 23:36 |
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I'm doing a new playthrough on a fresh install on a new computer. I forgot how much of a pain installing a mod for a body type is. I just want some neat armor for my female character. First caveat is digging through NVNexus for something that isn't turbo-slut. Then I find out almost every armor needs Type 3 or Type 6 body.
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# ? Jun 9, 2013 17:51 |
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Floppychop posted:I'm doing a new playthrough on a fresh install on a new computer. http://fallout.wikia.com/wiki/Joshua_Graham%27s_armor
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# ? Jun 9, 2013 18:38 |
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# ? May 10, 2024 04:57 |
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Yeah, that armor is nice, but I'm thinking that just consoling it in would be a bit overkill. Character is level 6 now, and I'm still not giving a gently caress about damage wearing only the armored Vault 13 jumpsuit.
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# ? Jun 9, 2013 19:37 |