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uaciaut posted:I wouldn't want game breaking weapons to begin with, from what you're saying the guns you guys make seem fairly balanced and i'd definitely like to try them all out, probably gonna wait for the pack. Shame there isn't any decent mid-late game weapon that uses .357 ammo, la longue carabine and lucky get outclassed in every way by other weapons. Try the signature weapons mod in the OP. It's balanced well enough by default not to be stupidly powerful, but it'll let you do stuff like running Lucky for the entire game. I personally use the Signature Weapons mod with a mod called I Love Glocks. Running around using a Glock 31 for the entire game is awesome.
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# ? Aug 28, 2013 02:49 |
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# ? May 26, 2024 18:32 |
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Cirosan, i seem to also be having a problem with your Perk Rebalance mod - the OWB part at least, it's not affecting my Brainless/Heartless/Spineless perks (as in i still get str bonus from spineless, etc); checked the load order, nothing affecting perks is found after the Perk Rebalance modules, any clue as to why this might happen?
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# ? Aug 28, 2013 08:02 |
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Are there any mods that add new monsters in the vein of Monster Mod, but don't turn FNV into a crashy piece of poo poo? I really would like something more to fight than just coyotes and feral ghouls, but since Monster Mod seemed to not play nice whenever I loaded a cell...
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# ? Aug 28, 2013 08:37 |
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JackMackerel posted:Are there any mods that add new monsters in the vein of Monster Mod, but don't turn FNV into a crashy piece of poo poo? I really would like something more to fight than just coyotes and feral ghouls, but since Monster Mod seemed to not play nice whenever I loaded a cell... IWS makes everything more common; spawning in the eastern city area usually has a big fight with the NCR and Fiends, the Legion and NCR clash more often; it really spiced the game up for me.
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# ? Aug 28, 2013 13:48 |
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I have two suggestions for "more dudes to shoot". DFB Random Encounters adds encounters back to the game, including patrols and other poo poo (this was a feature in Fallout 3 which was awesome.) Increased Wasteland Spawns also does just that, I like to run it on the absolute minimum specs. Also, CoP, Yukichigai Unofficial Patch looks to be a fantastic and lightweight bug fixing mod. This is the guy who did Fallout 3 weapon restoration, as well as Shifter/Biomod for Deus Ex (I forget which one, exactly.) I'm going to use this in my new playthrough instead of NVEC/Mission Mojave/whatever. Check out the change log to see what exactly it fixes - between this and JSawyer, I'm pretty excited to have as bug free of a New Vegas as possible.
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# ? Aug 28, 2013 15:02 |
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Mock and Droll posted:Are there any ENB presets for this that are widely accepted as 'good'? Especially if there's any people can suggest that aren't too harsh on performance. I've just built a new computer, and want to make this game just a touch more vibrant. Lone Wanderer's pretty nice. http://newvegas.nexusmods.com/mods/50327/
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# ? Aug 29, 2013 03:44 |
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I installed the Western Sky mod and then uninstalled it (I guess? I just unpatched everything. The mod comes with no install/uninstall directions.) but now it seems like the nights are still really dark. I figured maybe the weather cycle has to reset so I rested several days and fast traveled but no dice. Any ideas? e: also for the Lone Wanderer suggestion-- is it really that complicated to install? The description made my head hurt.
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# ? Aug 30, 2013 23:59 |
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Thinking about playing New Vegas again. I see Tales of Two Wasteland has finally got updated after it just died last year so I want to try that over searching random website for the old Capital Wasteland mod. But I want to know if Ropekid's mod works for it?
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# ? Aug 31, 2013 20:31 |
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JackMackerel posted:Are there any mods that add new monsters in the vein of Monster Mod, but don't turn FNV into a crashy piece of poo poo? I really would like something more to fight than just coyotes and feral ghouls, but since Monster Mod seemed to not play nice whenever I loaded a cell... The original momod was awesome but added some really powerful critters and caused a lot of stability problems, especially when ghoul swarms appeared. There is a new version on nexus with a different name since the original fell afoul of nexus moderators deciding it had stolen content and must be purged. The new version just adds a bunch of (in my opinion) really badly modified existing critters that really don't fit the game.
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# ? Aug 31, 2013 21:10 |
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King Doom posted:The original momod was awesome but added some really powerful critters and caused a lot of stability problems, especially when ghoul swarms appeared. There is a new version on nexus with a different name since the original fell afoul of nexus moderators deciding it had stolen content and must be purged. The new version just adds a bunch of (in my opinion) really badly modified existing critters that really don't fit the game. Shame nobody did a mod like the similar one a person made for Skyrim where it removes the 'non-lore friendly' ones and readjust the names if needed.
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# ? Aug 31, 2013 21:13 |
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King Doom posted:The original momod was awesome but added some really powerful critters and caused a lot of stability problems, especially when ghoul swarms appeared. There is a new version on nexus with a different name since the original fell afoul of nexus moderators deciding it had stolen content and must be purged. The new version just adds a bunch of (in my opinion) really badly modified existing critters that really don't fit the game. MoMod did have stolen content from Borderlands in it though, as well as some other content used without permission or credit despite being asked to remove it. It kind of got what it deserved.
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# ? Aug 31, 2013 21:32 |
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It had a ton of models from STALKER, too. But yeah, it was terribly balanced, just totally stupid. Like, you step out of Goodsprings and there are a number of janky-looking giant tarantulas that move twice as fast as you can and are on par with late-game FO3 enemies in terms of the amount of punishment they can take and dish out. It had the humorous effect of doing for the southern road through Nipton what deathclaws do for the northern route straight to New Vegas.
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# ? Aug 31, 2013 22:17 |
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I installed the Darnified UI and I really like it... except for one problem. The text is too large for many text boxes. This is especially annoying with item overlays when picking items up, because the weight and value fields are partially overwritten by "WG" and "VAL" respectively, and sometimes the description. Is this a problem with Darinified UI or with my installation of it? v v v Thanks! I knew it was probably me being dumb, I probably just clicked on the screenshots and then scrolled right down to the download link, ignoring everything between like an illiterate idiot. pun pundit fucked around with this message at 22:45 on Aug 31, 2013 |
# ? Aug 31, 2013 22:35 |
pun pundit posted:I installed the Darnified UI and I really like it... except for one problem. The text is too large for many text boxes. This is especially annoying with item overlays when picking items up, because the weight and value fields are partially overwritten by "WG" and "VAL" respectively, and sometimes the description. Is this a problem with Darinified UI or with my installation of it? You need to edit the [fonts] section of your .ini correctly. I haven't looked at the readme for a long time, but the DarnifiedUI link in the OP has what you need to edit as step 1 in the install instructions.
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# ? Aug 31, 2013 22:39 |
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pun pundit posted:I installed the Darnified UI and I really like it... except for one problem. The text is too large for many text boxes.
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# ? Aug 31, 2013 22:39 |
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I have a question about the Lings mod. I want to use it to get a certain hair from it that was actually normal looking. But how do I know it only putting the hair in my playable character status only. I rather not have a bunch of random characters getting terrible looking anime hairs.
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# ? Sep 1, 2013 04:21 |
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I had this same "bug" when using Lings with NVEC; my solution (which, granted, won't even apply if you're not using NVEC) is to untick the compatibility patch for the two in the mod manager. Didn't have any issues after that. Thing is, the main version of the mod shouldn't even have the NPC hairs enabled; you have to download an optional file from the same page if you wanna see them. Somehow, the compatibility patch re-enabled them. e: modding.txt Cross-Section fucked around with this message at 05:22 on Sep 1, 2013 |
# ? Sep 1, 2013 05:14 |
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That sure adds a lot to Moore's characterization, though.
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# ? Sep 1, 2013 13:25 |
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Does the PN weapon rebalance make the Laser Rifle way OP? I'm playing through the game on Hard/Hardcore with a Laser Rifle, 9 Luck, 25 Energy Weapons, and I'm just destroying all the regular enemies I come across in the Mojave. My plan was to drag a follower around to do all the killing and the Laser Rifle was just so I could entertain myself plinking while someone else does the work.
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# ? Sep 1, 2013 20:36 |
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I'm having a weird issue with textures, or cells, or something. Here's a mild example: Out in the world there will occasionally be weird splotches of darker hues. When I move they're gone, and when I stop I can see them only from certain angles. There have been other strange happenings - occasionally a desert shrub will be replaced with a series of 2D tan rectangles shuffled together, though the effect only occurs for a few seconds. More bizarre is the fact that at certain points large portions of the world will become transparent - the effect is sort of like noclipping down through the Z-axis, all the objects in the cell become semi-transparent but the ground is replaced by silvery patterns. It happened once while I was inside the Nipton town hall and the .357 revolver I was carrying became partially transparent as well - the barrel of the gun became translucent and all 6 bullets could be clearly seen through the chamber. Both of these effects are temporary and only seen in certain places from certain perspectives, and don't occur when moving. here's my load order if anyone has a clue what the issue might be. quote:[X] FalloutNV.esm Also FOMM won't recognize NVSE when it loads, I have to redirect it to the same game folder every time I start it. w/e.
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# ? Sep 1, 2013 21:14 |
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Also the expanded trait mods are fun but really old. When I start a game there are three different variants of Skilled. I took One-Handed and I don't know if actually has any effect but I've used it as an opportunity to change up the clear gun progression that all my gun-using characters have stuck with through my games.
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# ? Sep 1, 2013 21:18 |
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I haven't played New Vegas in a while, so I thought it was as good a time as any to delete everything and start over! I've just gotten into using Mod Organizer for Skyrim though, and I was wondering if there was a way to make it play nice with Fallout, seeing as how the file structures for mods are pretty similar. Edit: Ah I see, don't know if you can manage both programs from one instance of the program, but setting up another folder just for FNV works. Davoren fucked around with this message at 02:56 on Sep 2, 2013 |
# ? Sep 2, 2013 02:28 |
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Alright, I finally got my laptop back and am looking to play New Vegas again. Looking through the first couple pages of this thread, I've found two main mods that make the Strip one huge area rather than having all those lovely gates break everything up. There's New Vegas Restoration and The Strip Open. Has anyone used both of these mods before, and if so, which one is is better? I'm kind of pulled toward the first one, but the new gates into New Vegas is kind of off-putting.
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# ? Sep 2, 2013 02:34 |
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The PN radiation rebalance makes Vault 34 a very interesting experience. Went in there wearing Power Armor and carrying a shitload of RadAway, found a shitload of RadAway in there almost straight away, left there with zero RadAway and critical radtiation poisoning (plus I basically had to just grab the pulse weapon and run, no time for anything else, and I've done it a bunch of times so I know exactly where to go in what order).
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# ? Sep 2, 2013 03:02 |
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Seashell Salesman posted:The PN radiation rebalance makes Vault 34 a very interesting experience. Went in there wearing Power Armor and carrying a shitload of RadAway, found a shitload of RadAway in there almost straight away, left there with zero RadAway and critical radtiation poisoning (plus I basically had to just grab the pulse weapon and run, no time for anything else, and I've done it a bunch of times so I know exactly where to go in what order). Yeah, that was fun for me too. I've found that the coolest parts of PN are randomly stumbling across new stuff and new armor/guns/implants where there didn't used to be any. No spoilers but definitely visit Nellis and Vault 11 has a neat surprise in it (aside from it's awesome quest). PN really does make the game so much more fun, when I played it on 360 I did a legion and NCR playthrough and that's it, barely touched a lot of stuff. With PN (and other mods) it changes the game enough that it's almost like playing something else.
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# ? Sep 2, 2013 08:15 |
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Basic Chunnel, are you using ENB? Those sound like bugs I experienced when using it, no matter the version or set up.
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# ? Sep 2, 2013 09:07 |
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Yeah I am. That's probably it. And I haven't noticed any difference at all, really.
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# ? Sep 2, 2013 09:44 |
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Crazy Joe Wilson posted:There's New Vegas Restoration and The Strip Open. Has anyone used both of these mods before, and if so, which one is is better? I'm kind of pulled toward the first one, but the new gates into New Vegas is kind of off-putting. Tip: Bethesda's Gamebryo isn't a really efficient engine and these sort of mods place a lot of extra strain on the engine that can lead to stuttering, slowdown, crashing and freezing if your system can't handle it. You also can't uninstal them properly from an ongoing playthrough. So test things first before comitting to a playthrough.
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# ? Sep 2, 2013 09:58 |
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Basic Chunnel posted:Yeah I am. That's probably it. And I haven't noticed any difference at all, really. Some ENB configurations are amazing, but unfortunately it's still a buggy hack with a lot of problems. In case you are using an ATI card though, try to turn ForceNVidiaCard or whatever the option was in the ENB ini to 1. Supposedly that fixes a bunch of problems, though I never managed to make it work, personally.
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# ? Sep 2, 2013 13:48 |
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tehinternet posted:Yeah, that was fun for me too. I don't know if I found this Vault 11 surprise or not. Does it require going into the suicide chamber?
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# ? Sep 2, 2013 18:20 |
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Raygereio posted:I prefer The Strip Open: it just merges the three Strip cells into one area, nothing more. New Vegas Restoration adds a whole bunch of crap that doesn't really fit in my opinion. Yeah, that's what I figured, thanks for the input. Second question, using the FOMM from Nexus, I installed Nevada Skies Vanilla with it. The description says to download both the Vanilla 7-1 version and the data files as well, but in FOMM it only allows one to be active at a time. Was it enough to download them both and just have Vanilla be active? I've been running around in the game a bit, rain storms are taking place, but there's some red lines coming onto the screen that're kind of annoying. Any idea to get rid of them (Already put NS as far down as could be allowed)?
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# ? Sep 2, 2013 20:10 |
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Seashell Salesman posted:I don't know if I found this Vault 11 surprise or not. Does it require going into the suicide chamber? Yeah. It's in there on the right room of the chamber. It comes in two pieces.
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# ? Sep 2, 2013 20:37 |
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tehinternet posted:Yeah. It's in there on the right room of the chamber. It comes in two pieces. Oh nice. Does it still require the special training?
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# ? Sep 3, 2013 01:53 |
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Is Project Nevada compatible with JIP selective-fire? I've got it being installed in the NMM (I don't know how to install mods with FOMM) and it asking me if I want to overwrite something on the HUD that's in use by JIP and I'm not sure I do.
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# ? Sep 3, 2013 05:01 |
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Seashell Salesman posted:Oh nice. Does it still require the special training? I don't know. I had. already visited the Crashed Vertibird and gotten the training manual; I've been sticking with advanced recon armor though, it's awesome.
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# ? Sep 3, 2013 05:35 |
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Does critical damage ignore DT or is that a myth?
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# ? Sep 3, 2013 12:15 |
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Rinkles posted:Does critical damage ignore DT or is that a myth?
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# ? Sep 3, 2013 12:35 |
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Raygereio posted:Pretty sure that's incorrect. The vault wiki has this formula for damage, which seemed fairly accurate when I tested it. Thought so, thanks.
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# ? Sep 3, 2013 12:41 |
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Does anybody know how to get any ENBSeries for New Vegas working on Windows 8 with NVSE and FNV4gb.exe? For some reason I can't get it working when running from FNV4gb.exe but it works fine when I run nvse_loader.exe instead.
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# ? Sep 3, 2013 13:13 |
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# ? May 26, 2024 18:32 |
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Mr. Fortitude posted:Does anybody know how to get any ENBSeries for New Vegas working on Windows 8 with NVSE and FNV4gb.exe? For some reason I can't get it working when running from FNV4gb.exe but it works fine when I run nvse_loader.exe instead. Using the latest version of FNV4gb.exe, you have to install the injector version of ENB and add -extradll enbseries.dll as a launch option to FNV4gb for it to work. The easy method of doing this is creating a shortcut to FNV4gb.exe and putting -extradll enbseries.dll as part of the target.
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# ? Sep 3, 2013 16:30 |