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"newness" isn't always important, especially in PC gaming where older games can have conflicts with new OS. (And yet sometimes they don't, making it even more confusing)
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# ? Jan 4, 2014 04:03 |
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# ? May 27, 2024 02:07 |
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sector_corrector posted:Slightly off topic, but there's no convenient Fallout 3 thread (no surprise). I decided that after ragging on FO3 a lot, I haven't really given it another try recently, so I just reinstalled. I'm getting a weird thing where, no matter where I start, the game hangs after about 2 minutes of play. I just made some upgrades to my computer, so I'm not sure if it's that or if it's not having up to date drivers. Anyone else experienced something along these lines? Sounds like an UAC issue. Is Steam installed to program files?
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# ? Jan 4, 2014 05:02 |
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Horns posted:Sounds like an UAC issue. Is Steam installed to program files? Yep, default install file.
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# ? Jan 4, 2014 05:03 |
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Then that's likely the problem. FO3 really doesn't like Windows 7/Vista User Account Control. Hell, I couldn't even get to character creation when I had Steam installed to the default location on my old Win7 laptop. You've got two options: You can either turn off UAC, which you shouldn't do (and it may not work anyway). Or, move Steam outside of program files. So it's actually just one option. It's a pretty painless procedure, though. Just follow this: https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129
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# ? Jan 4, 2014 05:14 |
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habanero walrus posted:I actually really like MO and have been able to use it just fine. The only problem is that it makes installing UI mods a huge pain. I ended up installing them all through NMM, running uHUD, grabbing the files generated by uHUD, zipping them up, and installing them as a mod in MO. Sane people would probably just leave them installed through NMM, but I really wanted to keep my install folder clean for some autistic reason. While NMM won't run from MO, FOMM will. So add a launcher to MO for FOMM and activate/deactivate uHUD from there. This works fine. FOMM runs from MO because it's 32-bit - MO can't handle 64-bit programs. I posted a bug report on the Nexus requesting we be allowed to install NMM 32-bit, but that seems to have gone into the ether.
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# ? Jan 4, 2014 05:42 |
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Mage Ham posted:Is there anything I'm leaving out that would be considered obligatory and/or highly recommended? I want overall improvements without too complex a load-order, whence the current minimalist approach. Absolutely use CASM for save game convenience and consider using both the Stutter Remover and NVAC extensions for NVSE. Aside from that, it's all a matter of taste, CCO and Project Nevada are both pretty good and play well together, and they also have compatibility patches with jsawyer (well, CCO has, don't remember if Nevada Rebalance had one too), but they might make the game too fidgety for your tastes. Those are the only mods I'd think of as "essential/universally recommended".
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# ? Jan 4, 2014 09:17 |
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Fair Bear Maiden posted:Absolutely use CASM for save game convenience and consider using both the Stutter Remover and NVAC extensions for NVSE. Aside from that, it's all a matter of taste, CCO and Project Nevada are both pretty good and play well together, and they also have compatibility patches with jsawyer (well, CCO has, don't remember if Nevada Rebalance had one too), but they might make the game too fidgety for your tastes. Those are the only mods I'd think of as "essential/universally recommended". Good catch! Somehow I missed CASM in the OP, that looks incredibly useful. I'll probably go with one overhaul at a time and wait on the anti-stuttering mods until I find out if I experience any stuttering/crashes.
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# ? Jan 4, 2014 09:52 |
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Mage Ham posted:Thanks to everyone who offered advice re: MO/FOMM/etc.- it turned out the problem is that I'm an idiot and hadn't actually run the launcher first. After that, worked like a charm. The procedure I was talking about was for using OneHUD's ability to combine UI mods so they play nice together. Out of your list, the only mod you have that adds anything to the UI is Project Nevada, so it should be relatively painless to do the OneHUD. Just install Project Nevada, then OneHUD, then zip up the files added by OneHUD (this is going to be everything in /Data/menu, so just zip up the menu folder) and add them as a mod to Mod Organizer. Then just delete the installed files from NMM/FOMM. Since you asked for mods and we're talking about UI stuff, I would definitely recommend you pick up Darnified UI. It basically just makes the UI a bit more pc-friendly by fitting more stuff in the menus. I think it's basically essential. (If you do this, you'll need to add it to the whole OneHUD thing.)
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# ? Jan 4, 2014 11:39 |
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Ok, so I'm actually quite liking Niner as a companion. He seems to be rather melee focused, so I gave him a sledgehammer and he's wrecking stuff with it. One of his first quests involved him stealing some NCR uniforms, and playing a prank on the Mojave Outpost. Him bullshitting his way past is quite fun. He seems to keep a kevlar vest afterwards, which is a nice touch.
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# ? Jan 4, 2014 17:23 |
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The only problem with Niner is that his personal quest is being built in stages and as far as I know it isn't finished finished yet. The bits that are there all work really well though, it just seems like there's going to be a LOT more of them eventually.
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# ? Jan 4, 2014 18:34 |
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Yeah, that does seem to be a problem. Pretty much everything in there already is very good, though. It's quite nice to have a companion that is seemingly all about getting hosed up on drugs and having a good time, though. Plus with the FCO plugin he looks pretty drat good, too. Anyway, I'd like to throw out a recommendation for a "weather mod". It's pretty much what Fellout NV intended to do, but is very lightweight and as far as I can tell it actually applies to the DLCs aswell: FNV Realistic Wasteland Lighting It basically removes the filters various things have, making the day very vibrant and bright but the nights quite nice looking (I'd probably say this mod has the best looking night light settings I've seen - not so dark it becomes unplayable, but dark enough to add a sense of danger) It also has a plugin that re-enables the "green filter" for stylistic reasons around certain areas, notably Searchlight and the Lonesome Road areas. I think I actually prefer this to Fellout/NS/Project Reality as it does exactly what it intends to do, doesn't add in huge amounts of unnecessary stuff and is very, very performance friendly and doesn't deviate hugely from the vanilla game. Mojave Nights is also a good pairing with this, as it just updates the star/moon textures to be prettier.
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# ? Jan 4, 2014 18:48 |
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Mage Ham posted:Thanks to everyone who offered advice re: MO/FOMM/etc.- it turned out the problem is that I'm an idiot and hadn't actually run the launcher first. After that, worked like a charm. Sprint Mod lets you sprint, using your AP as fuel. It's pretty neat, especially if you're not keen on fast-travel. Easily configurable via The Mod Configuration Menu. Feels like a natural addition to the game. MTUI is a lightweight alternative to Darnified. Basically makes the text a bit smaller and some menus bigger. If you're into survival, the Portable Campsite is very, very useful. Keep in mind that the maker's made sure you can't use it indoors. If you're looking for a player-home that's not some bombastic mansion, torture dungeon or a fortified bunker, you can't go wrong with Novac Motel - The Couriers Room. I really like it - it's very appropriate for FONV. There's a poster on the wall which you're supposed to be able to change the art for. Doesn't work for me, though. My favorite mod of all time: Faster Pipboy Faster. Makes pulling up the Pipboy 4 times faster oh thank god thank you Other than mods, the New Vegas Configurator will help you set up the important bits in your .INI files - like your FOV for instance.
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# ? Jan 4, 2014 20:42 |
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Also worth noting, if you're getting Conelrad the latest update completely removes the host. I guess because she said a few specific things for the DC area, but they could have just removed those references or cut them out without removing the entire host. I feel it loses quite a lot without her.
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# ? Jan 4, 2014 20:45 |
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Fallout 3 will always crash after short bursts of time if you run it on a computer who's CPU has more than 2 cores, which is probably what's causing your problem. I'm on my phone at the moment but look up "fallout 3 multicore fix" to resolve it, it's a quick .ini edit.
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# ? Jan 4, 2014 22:53 |
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So I assume there's no short way to get BOSS to recognize unrecognized plugins? I'm fairly surprised at what it's not recognizing, especially the really common stuff like parts of Western Skies.
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# ? Jan 5, 2014 17:41 |
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Jerry Steinfeld posted:So I assume there's no short way to get BOSS to recognize unrecognized plugins? I'm fairly surprised at what it's not recognizing, especially the really common stuff like parts of Western Skies. You can define user rules in the GUI to make it sort plugins that it normally doesn't recognize.
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# ? Jan 5, 2014 18:29 |
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Head Hit Keyboard posted:You can define user rules in the GUI to make it sort plugins that it normally doesn't recognize.
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# ? Jan 5, 2014 18:49 |
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I read on ModDB that they're cutting the third installment of Project Brazil out due to some issues with the lore, and are going to tie everything up in the second. I'm actually pretty excited for when this project is complete, since it shows quite a lot of effort. I've actually put off playing the first installment because I was waiting for the whole thing to be completed. It doesn't really seem that far away now. From the site Project Brazil's page on ModDB on December 15th posted:We've begun our mass dialogue and quest overhaul, ensuring all of our design documents are fully implemented in GECK and ready to script. As part of this, we've also taken a hard look at our plot, our characters, and our overall direction, and decided on some important changes. The first of which is to cut out the Third Instalment, and instead focus on making the Second Instalment the best it can be.
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# ? Jan 5, 2014 19:18 |
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Say, there doesn't happen to be a mod that lets me toggle stuff from hardcore mode on/off through MCM or something does there? (and maybe tweak some elements?) I really like the idea of having to heal limbs with doctor bags/an actual doctor and worry about staying hydrated, but stuff like companions being able to die permanently sounds like a recipe for massive frustration.
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# ? Jan 5, 2014 20:52 |
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Ernie Muppari posted:Say, there doesn't happen to be a mod that lets me toggle stuff from hardcore mode on/off through MCM or something does there?
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# ? Jan 5, 2014 21:05 |
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Ernie Muppari posted:Say, there doesn't happen to be a mod that lets me toggle stuff from hardcore mode on/off through MCM or something does there? (and maybe tweak some elements?) I really like the idea of having to heal limbs with doctor bags/an actual doctor and worry about staying hydrated, but stuff like companions being able to die permanently sounds like a recipe for massive frustration. I think this one works for that: http://www.nexusmods.com/newvegas/mods/39157/
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# ? Jan 5, 2014 21:13 |
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Has anyone else had problems with Lombard Station becoming increasingly unstable? More than half the time I try to enter, especially if I've been playing for a while, the game crashes to desktop. It got so bad that I had to revert to an earlier save and lost some play time. The only thing I can think that's doing it is some of the extra weapon mods I have.
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# ? Jan 6, 2014 03:06 |
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CroatianAlzheimers posted:Has anyone else had problems with Lombard Station becoming increasingly unstable? More than half the time I try to enter, especially if I've been playing for a while, the game crashes to desktop. It got so bad that I had to revert to an earlier save and lost some play time. The only thing I can think that's doing it is some of the extra weapon mods I have. No problem with instability, but after 35 hours with this modded playthrough I still can't find where it's supposed to be.
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# ? Jan 6, 2014 08:53 |
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Fair Bear Maiden posted:No problem with instability, but after 35 hours with this modded playthrough I still can't find where it's supposed to be.
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# ? Jan 6, 2014 09:33 |
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Paracelsus posted:Have you been to Jean Sky Diving and picked up the holotape and key from the NCR trooper there? No, I completely missed those. It looks like the corpse fell underground in my game and only the helmet and the holotape were visible, which is why I didn't notice before I guess.
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# ? Jan 6, 2014 11:05 |
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Jerry Steinfeld posted:These are manual though, right? In that case, I'm a complete dummy when it comes to knowing the why and how of what mods should go before what. BOSS Userlist Manager will manage the override file for you (the file is called userlist.txt). This works across all the BOSS-supported games, so just download and use the Skyrim version for both FO games. You can apply it one of 4 operations to a mod: place it BEFORE/AFTER another mod, or place it at the TOP/BOTTOM of a group. That's enough to let you place the mod where you want it in your load order. You can also OVERRIDE a mod that's already being sorted by the masterlist and move it using the above rules. ^^^^ I had to console myself the key to Lombard the last time since it was nowhere to be found in that shack, though the dead soldier was there alright. v1ld fucked around with this message at 16:39 on Jan 6, 2014 |
# ? Jan 6, 2014 16:37 |
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Is there any mods that add in cold turkey chem withdrawal like in the original fallouts? As in, your withdrawal effects start off pretty bad but get less worse the longer you go without the drug until you eventually kick the habit? If not, how difficult would it be to make one?
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# ? Jan 6, 2014 17:29 |
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I'm normally not a huge fan of ENBs, but man, I'd like to reiterate that URLWNV combined with its own ENB looks really good: And for the goons who were concerned about the Fallout Character Overhaul faces because of squinty Hanlon.. sorry? And here's a couple of screenshots to showcase the modder's work. Here and there it's a bit lazy or strays too far from vanilla's characterization, but overhaul it's pretty good (though you probably would want to couple with New Vegas Redesigned for the faces he doesn't touch up): P.S. : Yeah, Benny is very far removed from vanilla, but I'll take this over potato-face.
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# ? Jan 7, 2014 17:51 |
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I'll try that ENB out, it looks great. The character overhaul, not so much.
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# ? Jan 7, 2014 19:05 |
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Having a proper ENB preset seemed to improve the FCO faces a lot, although Melissa still has purple-face.
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# ? Jan 7, 2014 19:27 |
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Are you sure you've got that installed right? The faces look way, way too chunky compared to what they should look like. Here's Cass vanilla vs FCO's version: It's a rather subtle improvement (I'm using a different body for Spice of Life so the neck seams are really hosed up on Cass, most others are fine) A few characters are off but I definitely think it's a massive improvement over virtually every other face mod out there, and way better than vanilla.
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# ? Jan 7, 2014 20:03 |
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Pretty sure they're installed right considering I used the FOMOD installer for the mod and it's just an esm, two esps and some mesh and texture data, so there's not much to screw up
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# ? Jan 7, 2014 20:08 |
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The Uncanny Valley is punching me in the face.
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# ? Jan 7, 2014 20:15 |
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Cass looks a little weird. It's still very much a work in progress and the author already said that Cass is being redone. Veronica looks way, way better but I don't have a screenshot at hand.
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# ? Jan 7, 2014 20:22 |
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Ddraig posted:Is there any mods that add in cold turkey chem withdrawal like in the original fallouts? All that would be pretty simple to do. However there are aspects to the addiction system that are hardcoded if I recall right, so you'd have to check if any of that works.
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# ? Jan 7, 2014 20:28 |
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For the FalloutNV 4gb NVSE thing, I keep getting an error: The instruction at 0x0f8557e7 referenced memory at 0x0f8557e7. The memory could not be read. Click on OK to terminate the program. Any idea wtf? On Win 8.1, but I'm using the win8 compatible one from the OP. Edit: setting it to win7 compatability mode now changes the error to Application load error. Still not seeing it output a log anywhere either. Falcon2001 fucked around with this message at 01:48 on Jan 8, 2014 |
# ? Jan 8, 2014 01:43 |
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So just when I bitch about not having a FOMOD script despite having the FOMOD artwork already done... Just a taste, I suppose. Thanks entirely to a random volunteer steered to me by the guy who has been doing the icons for Mill's weapons. With this, I now have at least some motivation to finish off the last niggling details and... sigh... force myself through the leveled lists esp as much as I really, really, really, really, really don't want to. And may yet still won't, hah. Oh, and add the 3 or 4 new unreleased weapons in too.
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# ? Jan 8, 2014 04:14 |
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Cass looked fine in the base game. She's the one I'd tweak the least.
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# ? Jan 8, 2014 04:19 |
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Is there a UI mod that just skips the PipBoy altogether in favor of just drawing the menu directly on the screen like SkyUI?
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# ? Jan 8, 2014 09:13 |
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# ? May 27, 2024 02:07 |
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I don't think that's even possible in the Fallout 3/New Vegas engine.
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# ? Jan 8, 2014 09:16 |