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I posted this in the main NV thread, but got no answers, so I'll just ask this here instead:PBJ posted:So I've noticed that in my latest playthrough that a dense layer of fog now obscures anything in the distance. For example:
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# ? Aug 11, 2013 02:30 |
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# ? May 25, 2024 03:02 |
PBJ posted:I posted this in the main NV thread, but got no answers, so I'll just ask this here instead: I don't know what else you're running with. A weather mod, maybe? If all you did was install ENB and tweak some settings, and now you can't see over the hill, I'd say there's a good chance that it has to do with ENB.
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# ? Aug 11, 2013 02:37 |
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CJacobs posted:From my personal experience I'd have to say 'not very'. Because of the weird scaling, certain enemies on the FO3 side are nigh invincible at high levels unless you've got super high powered guns. I don't think you have to start the game from a new character but I'm sure the mod page says whether you do or not somewhere. It's prone to crashing and BIG RED TRIANGLES EVERYWHERE errors as well. For some people it functions completely normally with no errors. For me, it functioned with a whole lot of errors. It certainly does work, but how well it works is up for debate. Weird. When did you last play with it? Most reports I've seen on 4chan/facepunch/nexus report that it's no more crashy than normal NV and nobody really mentioned anything about missing meshes. You sure it installed right on your end if you got them?
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# ? Aug 11, 2013 02:45 |
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I honestly think I might have just installed it wrong somehow.
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# ? Aug 11, 2013 02:50 |
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I don't want to get ahead of myself posting stuff but dusk is starting to shape up.
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# ? Aug 11, 2013 03:33 |
Upmarket Mango posted:I don't want to get ahead of myself posting stuff but dusk is starting to shape up. Looking good, looking good. Have you touched nights yet?
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# ? Aug 11, 2013 03:37 |
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Cream-of-Plenty posted:Looking good, looking good. Have you touched nights yet? I have but not much yet. Evenings still need a little bit of work yet but once they're done I'm going to move onto nights.
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# ? Aug 11, 2013 03:45 |
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PBJ posted:I posted this in the main NV thread, but got no answers, so I'll just ask this here instead: That kind of reminds me of the Hidden Valley sandstorm effect. It's not that, is it?
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# ? Aug 11, 2013 04:06 |
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Sensenmann posted:Does Tales from the Burning Sands play nice with AWOP? Can't download and test for myself since the Nexus servers are broken. Again. As much as it pains me to say it, AWOP is really bloated and unbalanced, and it really doesn't play nice with other mods without a compatibility patch. I'd really just recommend uninstalling it and moving on. If you want more poo poo to shoot at, fine, but don't use it expecting deep gameplay. It's really a shame, since Fallout mods are really lacking in the 'dungeon' department. The closest you can get is FNV Interiors or Monster Wars.
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# ? Aug 11, 2013 05:28 |
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Reason posted:How well does a Tale of Two Wastelands work? I'm thinking of picking up Fallout complete so that I can use it, but if its really janky and weird I don't want to, will I be able to use my current FO:NV character? Do they scale well? TTW is designed to start as a new game (using the Vault 101 intro sequence instead of Doc Mitchel's) but I believe it can be used from an existing save. The red triangle errors previously mentioned mean missing meshes, which make me think CJacobs install might not have put the Fallout 3 .BSA archives in the right place. When I played it, the Vault 101 sequence was pretty glitchy, but as soon as I made it into the Capitol Wasteland, it was no worse than any other modded New Vegas setup, and smoother than I ever got Fallout 3 running.
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# ? Aug 11, 2013 08:23 |
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Upmarket Mango posted:I have but not much yet. Evenings still need a little bit of work yet but once they're done I'm going to move onto nights. If you make it so I can see further than 5 feet in front of me during the night, I'll try it.
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# ? Aug 11, 2013 10:08 |
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Reason posted:How well does a Tale of Two Wastelands work? I'm thinking of picking up Fallout complete so that I can use it, but if its really janky and weird I don't want to, will I be able to use my current FO:NV character? Do they scale well? I installed it last week to screw around with, and I used my existing level 22 save. In New Vegas, there's very little that can pose a challenge to me. Maybe Deathclaws. Everything else dies the second I put a bullet in them. The first enemy I met in the Capital Wasteland was a Super Mutant Master. It took more firepower to bring down than the Deathclaw Matriarch. It's also worth noting that if you use a New Vegas save, there is absolutely no way you will be able to do anything regarding the Fallout 3 main quest. Also this is neither here nor there, but the TTW forums are completely insane and full of people who want to force you to literally walk every step between the Mojave and the Capital Wasteland. The currently existing train method "breaks immersion" you see.
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# ? Aug 11, 2013 11:11 |
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SourceElement posted:Also this is neither here nor there, but the TTW forums are completely insane and full of people who want to force you to literally walk every step between the Mojave and the Capital Wasteland. The currently existing train method "breaks immersion" you see. According to google, that's a mere 32 days non-stop, if it was scaled so you could walk that far in in the same number of in game days, that's just be what, 60 hours? (I can't remember how long a day is, about 2 hours I want to say?)
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# ? Aug 11, 2013 11:42 |
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Reason posted:How well does a Tale of Two Wastelands work? I'm thinking of picking up Fallout complete so that I can use it, but if its really janky and weird I don't want to, will I be able to use my current FO:NV character? Do they scale well? Sadly, TTW seems to be the only way I can play FO3 on my Windows 7 PC. The vanilla game consistently crashes for me during the run from Chevy Chase North to the GNR building.
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# ? Aug 11, 2013 16:01 |
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Skwirl posted:According to google, that's a mere 32 days non-stop, if it was scaled so you could walk that far in in the same number of in game days, that's just be what, 60 hours? (I can't remember how long a day is, about 2 hours I want to say?) 48 minutes. So it would only take about 27 real time hours. Much more acceptable.
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# ? Aug 11, 2013 18:41 |
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Does anyone know what could cause my screenshots to come out looking vertically stretched? I've tried editing the .ini file, making sure the game is played in my default resolution but every screenshot comes out stretched with Fraps. The game itself seems fine when playing, but as soon as I screenshot, people end up looking a bit long faced. I don't have this problem with any other games and Fraps, just New Vegas.
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# ? Aug 11, 2013 23:20 |
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Here's a thing that's been bugging me with The Hero race that I use: See how the eyes aim up? It looks super weird in game. Compared to another mod race: Little bulbous and weird looking, but the eyes are pointed forward. How do I change the eye orientation on the first race so my dude doesn't look completely out of his head when I take his glasses off?
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# ? Aug 11, 2013 23:41 |
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Just recently caught up with the thread, and was wondering if I could get recommendations for or against Real-Time Settlers, and, if against, advice on where or whether I should keep looking for a better town management mod. Easy compatibility with Project Nevada, jsawyer, and CCO a plus.
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# ? Aug 12, 2013 04:25 |
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Ogianres posted:Just recently caught up with the thread, and was wondering if I could get recommendations for or against Real-Time Settlers, and, if against, advice on where or whether I should keep looking for a better town management mod. Easy compatibility with Project Nevada, jsawyer, and CCO a plus. Aside from the mod that let's you rebuild the Bison Casino in Primm, I haven't heard of any other mods that resemble this, you should try it out and give us a trip report.
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# ? Aug 12, 2013 06:20 |
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Ogianres posted:Just recently caught up with the thread, and was wondering if I could get recommendations for or against Real-Time Settlers, and, if against, advice on where or whether I should keep looking for a better town management mod. Easy compatibility with Project Nevada, jsawyer, and CCO a plus. Real Time Settler is really the only mod of it's kind I can think of. It's a bit rough, but it's generally good and even goes pretty well with Wasteland Defense. I also don't recall any issues with PN or jsawyer, though I've never used CCO. Though I've heard it also causes some huge save bloat, but I don't think I've ever experienced it. That is unless RTS was the cause of my three minute long loading times that made me abandon that run, and not all the little pointless cosmetic mods I packed haphazardly into a single esp with nvplugin. On an unrelated note, I've just been wanting to say this, a very very long time ago someone posted a screenshot of a guy in the Nevada Skies comments who asked why there's a hacking cheat in the mod, and I'm the guy who made that comment before I had an account here. I just wanted to say this because I thought it was kind of cool that someone noticed my comment there. Okay, thanks.
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# ? Aug 12, 2013 09:28 |
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Anyone know the command to change the "people killed" number? Been trying to go for "wasteland saind" (CCO perk obtained by not killing any person till level 20), managed to get to 10 and all of a sudden i wake up with 1 killed person out of nowhere (as far as i can recall) and my last non CASM save is way too far back to load. I'd much rather give myself a second shot at this by cheating than simply cheating my way to an extra SPECIAL stat :< edit: Also i've no idea why the game keeps setting resolution to 1280x1024 every time i exit instead of keeping it at 800x600. Anyone have a clue as to why this happens? uaciaut fucked around with this message at 15:48 on Aug 12, 2013 |
# ? Aug 12, 2013 14:30 |
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uaciaut posted:edit: Also i've no idea why the game keeps setting resolution to 1280x1024 every time i exit instead of keeping it at 800x600. Anyone have a clue as to why this happens? Sounds like an fallout.ini problem
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# ? Aug 12, 2013 16:02 |
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Kumaton posted:As much as it pains me to say it, AWOP is really bloated and unbalanced, and it really doesn't play nice with other mods without a compatibility patch. I'd really just recommend uninstalling it and moving on. If you want more poo poo to shoot at, fine, but don't use it expecting deep gameplay. It's really a shame, since Fallout mods are really lacking in the 'dungeon' department. The closest you can get is FNV Interiors or Monster Wars. I like AWOP for the reasons you mentioned. More dungeons and poo poo to gently caress up. It has some odd, if not stupid stuff but it pleases my explorer/murder needs. Guess I'll just finish this run with AWOP and do the next with Tales instead. I'll check out FNV Interiors as well, thanks.
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# ? Aug 12, 2013 17:34 |
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I'd like AWOP more if using it in combination with jsaywer didn't suddenly turns enemies like the powder gangers into people who can survive many shots to the head from a goddamn Taurus.
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# ? Aug 12, 2013 17:42 |
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So it turns out having the 173 enb is causing this: The second the steam overlay popped up to saw 'Screenshot saved', the very same overlay that usually corrupts the hell out of my ENB, it fixed itself. Only while the overlay was up, though. Hell, pressing shift+f12 to disable the enb effects doesn't do anything. Anybody have any ideas, or am I boned in any interior area?
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# ? Aug 13, 2013 08:43 |
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Hotwire posted:So it turns out having the 173 enb is causing this: Are you referring to v0.173 of ENBSeries itself? Because FNV is up to 0.194. If you're on 0.194 and it's just a particular preset, I got nothing. (I don't think you have to match your ENB core to the version the preset was built for, if that's what's going on. I'm running a 173 preset on 194 and not having any problems other than the 'God drat that laser pistol is bright' specular issue)
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# ? Aug 13, 2013 08:57 |
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Kugyou no Tenshi posted:(I don't think you have to match your ENB core to the version the preset was built for, if that's what's going on. I'm running a 173 preset on 194 and not having any problems other than the 'God drat that laser pistol is bright' specular issue) ~*I wear my sunglasses at night, because jesus christ*~
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# ? Aug 13, 2013 09:02 |
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Ogianres posted:Just recently caught up with the thread, and was wondering if I could get recommendations for or against Real-Time Settlers, and, if against, advice on where or whether I should keep looking for a better town management mod. Easy compatibility with Project Nevada, jsawyer, and CCO a plus. I think it's a blast, I played the poo poo out of the Fallout 3 version and still do. It's the only town management mod I'm aware of, and is honestly a pretty good one. The translation is a little awkward sometimes, but gameplay-wise I have no problems with it. It really gave Fallout a new lease on life for me, I spent more time in my last playthrough building a huge technologically-advanced wealthy city than I did playing the normal game. It can kind of break balance a bit in the late game, though, because once you've got a workshop built and enough resources you can have your workers build literally anything you blueprint - and there's an option you can toggle that allows you to blueprint armor and weapons, so you can do things like equip your entire defense force with T-51b Power Armor and A-321's Plasma Rifle or whatever. If you're the kind of person that likes to sperg out about decoration, I'd recommend getting the Feng Shui mod as well, because it lets you place items in the world and pose them and poo poo like that. I stick a bunch of shelves in my marketplace and use Feng Shui to stock them with items, for example, just because it feels weird to have your 'market' be an entirely empty, barren room with a single, small, empty counter and a cash register.
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# ? Aug 13, 2013 20:35 |
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Capn Beeb posted:~*I wear my sunglasses at night, because jesus christ*~ Is there a simple fix for this? Like, will EVE unfuck the whole thing where a Laser Pistol will glare out the entire screen, for example? Or do I have to learn NifScope or whatever and fix it myself because no one's released a specularity fix for anything other than that one backpack or whatever? (I really want to put that Laser Pistol I'm not using on that mannequin in Lombard, but holy drat I go blind if I look at it.) I kinda wish Lombard would sort/use my brass/hull plastic, too. But that's just a minor thing. Kugyou no Tenshi fucked around with this message at 21:59 on Aug 13, 2013 |
# ? Aug 13, 2013 21:56 |
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Can I just thank rope kid for adding the Bent Tin Can = Tin Can! recipe into his mod? Because it's just so drat silly that the Courier can't whack those drat things straight in the base game despite being able to make just about anything out of 2+ other things with enough Survival.
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# ? Aug 14, 2013 01:02 |
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Is that where the recipe came from? It's pretty fantastic and I thought Lonesome Road had given me it.
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# ? Aug 14, 2013 01:11 |
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I wonder if Project Brazil is compatible with RFCW. Given that RFCW was a lot more lenient with traveling back and forth between wastelands and allowed you to start wherever the hell you wanted. With certain patches, it was even kind of stable and some of the missing meshes could be fixed. Also I may just be irritated at some of the decisions made by the TTW team. I don't recall Enclave of Super Mutants being completely over the top in RFCW, I could start in the Mojave, and travel was as easy as using a sewer grate. Immersive it's not, but it's drat convenient. Still, if I got that monstrosity running (somehow I doubt it, at least not with any sort of stability), that's three wastelands. I still have both 4AE and 5.1AE in my downloads folder, along with various patches, so I might try to get it running at some point.
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# ? Aug 14, 2013 01:20 |
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Capn Beeb posted:Here's a thing that's been bugging me with The Hero race that I use: It's nice to see the residents of Innsmouth thriving so far from home.
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# ? Aug 14, 2013 01:53 |
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Reivax posted:It's nice to see the residents of Innsmouth thriving so far from home. Haha, no poo poo. I fixed it by reinstalling the race mod and tanking my 100+ hour save game in the process. :gamebryo:
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# ? Aug 14, 2013 02:08 |
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Kugyou no Tenshi posted:I kinda wish Lombard would sort/use my brass/hull plastic, too. But that's just a minor thing. I really love Lombard but it really, really needs someone talented to come in and bash out an upgrade version. Unfortunately that's not me, despite my attempts at picking up the GECK. Fix the sorting/crafting to take advantage of all the GRA weapons, pop the weapon walls to display uniques and some of the special weapons from DLC (all weapon walls at all times) and maybe punch the lighting up a bit since ENBs make it a bit dark. oh and fix CapnBeeb's perpetual problem with the satchel charge sorting I remember Omnicarus pointed out how there's even a part of the weapon wall - I think there's a flag on it right now, by the armor lockers, which is ready to pop open into another room. A wonderful room full of unique weapons, possibly? like I swear this doesn't seem complicated, it's just so far beyond my (limited) GECK capabilities I just sort of open it up and tap on some things and then google GECK wikis and then get distracted and go play a game instead
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# ? Aug 14, 2013 02:13 |
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Psion posted:I really love Lombard but it really, really needs someone talented to come in and bash out an upgrade version. Unfortunately that's not me, despite my attempts at picking up the GECK. Fix the sorting/crafting to take advantage of all the GRA weapons, pop the weapon walls to display uniques and some of the special weapons from DLC (all weapon walls at all times) and maybe punch the lighting up a bit since ENBs make it a bit dark. The GRA weapons and Ammo are factored into the latest version of Lombard, although the logic applied to some of the weapons boggles my mind (the Bozar is a unique Light Machine Gun?) Uniques take precedence on the walls over standard weapons, GRA uniques trump vanilla uniques, iirc. The flag hides an unused door that could have potentially lead to another room; someone would just have had to make the room. Omnicarus put it there so anybody wanting to expand the station would have a place to start from without having to move a bunch of stuff around. I have no problem making worldspaces in the GECK, but anything that requires Quests (like talking NPCs) or Scripts (Lombard... pretty much the whole place) goes right over my head. I tried fiddling with Lombard Station myself, but since it was made using a seperate .ESP patch for each of the DLCs, I had to merge everything together in FNVedit (which was kind of a pain in the rear end by itself) just to do simple things like putting in a few containers for stealthboys and repair kits... that I had to manually place the objects into in game because I don't "get" the scripts to make the sorters do it automatically. Omnicarus did a really great job making Lombard to begin with, but as far as making it "modder friendly" I think he really over-estimated the abilities of the people who would want to do anything with it. Oh, by the way.. Kugyou no Tenshi posted:I kinda wish Lombard would sort/use my brass/hull plastic, too. But that's just a minor thing. Those weren't factored into Lombard because they come from Gtab's ammo mod (or Spooky's improved version of it) In theory, you would just have to find the script that places the lead/primers etc. in their boxes, and add the brass and plastic to whatever list it uses. Unless the script only identifies the lead, in which case you would have to change it to a custom formlist that contains the lead, brass and plastic... I'm pretty sure I tried doing this at some point and gave up. Memory is a little fuzzy, I haven't played with Lombard for a while, since I realized I was spending more time hoofing it between traders trying to fill the ammo shelves than I was on any quests. Like, I was basing what weapon I would carry based on what ammunition I could pack without dipping into the boxes on the shelves. Never enough 5mm... always need more 5mm.
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# ? Aug 14, 2013 03:20 |
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So is New Vegas Interiors stable? It seems like every time I enable it, I can't transition cells at all.
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# ? Aug 14, 2013 03:54 |
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He put that spot there as a future Armory support room. While that's a pipe dream, I'd totally be down for someone to make a Millenia weapon pack display room in there too
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# ? Aug 14, 2013 04:04 |
PrinceRandom posted:So is New Vegas Interiors stable? On the two PCs I had it installed on, it was fine.
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# ? Aug 14, 2013 04:09 |
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# ? May 25, 2024 03:02 |
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Cream-of-Plenty posted:On the two PCs I had it installed on, it was fine. Ugh. So I have Better New Vegas or EVE left I think.
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# ? Aug 14, 2013 04:32 |