|
Arcsquad12 posted:Cass looked fine in the base game. She's the one I'd tweak the least.
|
# ? Jan 30, 2014 16:47 |
|
|
# ? May 27, 2024 20:13 |
I'd kind of go the opposite of that example of tweaking Cass. I like to think of her as the Deadwood Calamity Jane for Fallout.
|
|
# ? Jan 30, 2014 16:49 |
|
rope kid posted:Just a minor tweak (possible NWS): http://i55.tinypic.com/mn2b2r.jpg Thank God modders fixed that for you, Obsidian.
|
# ? Jan 30, 2014 17:08 |
Fair Bear Maiden posted:Thank God modders fixed that for you, Obsidian. "Right, who needs tits next then? Okay, lets give some to Mr House. Why not..."
|
|
# ? Jan 30, 2014 17:10 |
|
SeanBeansShako posted:"Right, who needs tits next then? Okay, lets give some to Mr House. Why not..." Fallout: New Vegas - Molerats were just the beginning (Modding Thread) EDIT: Serious question: does someone have any idea why FNVEdit decided it wants to load Project Nevada - Equipment before Core when it's placed after Core in the load order? Every single time this leads to a critical error because it can't find its master, but I don't have any idea how to solve given the load order is right Fair Bear Maiden fucked around with this message at 17:28 on Jan 30, 2014 |
# ? Jan 30, 2014 17:13 |
|
SeanBeansShako posted:"Right, who needs tits next then? Okay, lets give some to Mr House. Why not..."
|
# ? Jan 30, 2014 22:41 |
|
What the hell is that? Concept art?
|
# ? Jan 31, 2014 03:07 |
|
I believe so, yes. Welcome to The Strip, we have such sights to show you
|
# ? Jan 31, 2014 03:17 |
|
CroatianAlzheimers posted:What the hell is that? Concept art? They used that image for Mr. House's screen for a while (you can still see it in Making Of videos) before deciding it was too creepy/Mr. House wouldn't smile. EDIT: The actual concept art for Mr. House's penthouse is really cool, on the other hand.
|
# ? Jan 31, 2014 08:18 |
|
gently caress, man. I would have preferred that to what we got. That penthouse is amazing. Also, Beeb, you ever get that trench gun finished?
|
# ? Jan 31, 2014 09:13 |
They should have brought out sinister Mr House after you bring back the chip. I kind of want that modded in now.
|
|
# ? Jan 31, 2014 15:18 |
|
I remember there was a mod out that gave you an item that let you teleport companions to you, but I can't remember what mod that was, and with how often I seem to lose my companions I could use it. I couldn't find it by searching 'companion' on Nexus.
|
# ? Feb 1, 2014 22:00 |
|
Has anyone played the Requiem mod for Skyrim? It's a difficulty overhaul that makes the entire game punishing, unintuitive, and generally makes the game feel like a sandbox dark souls. Anyway, are there any mods for New Vegas like that? I've got J Sawyers New Vegas mod but I'd call it more of a tweak than an overhaul. I'd like something that disables fast travel, increases enemy difficulty and number, and generally makes all supplies way scarcer. I've tried cranking the difficulty way way up but then I get annoyed at hitscan weapons - in fact maybe what I want can't exist in a game that uses so many of them. But what are the most recommended difficulty mods around here? I checked the OP but the mods there mostly seem to be aimed towards content not difficulty.
|
# ? Feb 1, 2014 23:10 |
Jack B Nimble posted:Has anyone played the Requiem mod for Skyrim? It's a difficulty overhaul that makes the entire game punishing, unintuitive, and generally makes the game feel like a sandbox dark souls. Anyway, are there any mods for New Vegas like that? I've got J Sawyers New Vegas mod but I'd call it more of a tweak than an overhaul. I'm familiar with Skyrim's Requiem, and nothing comprehensive like that exists for New Vegas. What I ended up having to do was install a "core" of JSawyer, CCO's mods, and some of the Puce Moose Tweak and Balance plugins (he has a number of reduced loot/chems/world items and tougher economy mods that serve as a good template). PMT's mods are piecemeal and frequently customizable via console commands from within the game. He's got readmes that will instruct you on how to tweak specific plugin scripts. For example, his "reduced world items" plugin readme outlines how to change the script so that it goes from randomly eliminating a default of ~60% of certain loot, to randomly eliminating a number of your choosing. The combination of those three does a lot to make character building more meaningful and loot rarer. Then I opened up my load order in FNVEdit so I could see which parts of the mods overlapped and make further changes. For example, let's say PMT or JSawyer had a loot list with a rarity of "50"--I'd generally increase the rarity to 80 or 85, so that you'd find a given item only about 15% of the time, rather than 50%. I also used JSawyer to host some personal changes to drug effects and withdrawals so that drugs required a little more forethought than before (for example, some drugs make you dopey and sleepy, others make you very hungry, others hurt your charisma and concentration, etc.). While NPCs were pretty tough, robots and monsters were still pretty easy, so I tweaked "Creatures Give You Hell" and "Rise of the Machines" (both of which had given pretty absurd boosts to their HP and DT) so that they weren't as crazy, but were still a lot tougher than by default. Modifying those mods in FNVEdit gave me a convenient list to work off of, which is mostly why I decided to edit preexisting mods instead of making my own plugins. That took care of the bulk of the "overhaul", but there were a lot of little things that were addressed by installing one-off mods. "Manual Reload" makes you have to reload your gun, even if you put it back in your inventory. You don't want to get attacked and pull out a gun just to realize you've spent the last 20 minutes walking around with it unloaded!) "Tuckered Out" implements a fatigue system that introduces ideas like: Running up hills will rapidly exhaust you and cause you to start eating away at your AP; falls from great heights can knock your weapon out of your hands and injure/kill you much easier than by default, endurance/bed rest/leg condition is really important to maneuvering the Mojave, etc. "JIP - Fast Travel Anywhere" still allows you to fast travel, but your trips will be interrupted by random encounters along the way. The further you travel, the more frequent these encounter will be (you might want to look into the mod, since my brief summary can't really do it justice). "Real Time Entry Skills" redoes the lockpicking/hacking minigame so it's not so gamey--you hold a key to pick/hack in realtime, you can pick/hack outside of your skill (but skill + luck influence the likelihood of success) critical failures can make things a lot more difficult for you, and certain explosives can be used to breach locks. "More Realistic Aiming" is an MCM-compatible mod that makes aiming more realistic by introducing a variety of factors on iron sight "jitter", like exhaustion, dehydration, weapon skill, strength, stance, etc. Project Nevada - Core is another MCM-compatible plugin that adds stuff like dynamic crosshairs, slower backpedaling, grenade hotkey, etc. that complements everything else nicely. Anyway, I've installed a number of other mods (WME, GRA - The Right to Bear Arms, etc.) but the aforementioned mods serve as the bulk of my overhaul. Unfortunately, like I already said, there's no real comprehensive "one-click" overhaul that will make the New Vegas into the game you're looking for. Hopefully I gave a decent outline for the sort of mods you could be looking at, though. You're definitely going to have to crack open a few of these in GECK/FNVEdit/TESSnip in order to tweak them to your personal tastes, too. Cream-of-Plenty fucked around with this message at 23:49 on Feb 1, 2014 |
|
# ? Feb 1, 2014 23:43 |
|
Man gently caress modding Fallout 3, what a piece of trash that engine is. New version of WMX? New playthrough.
|
# ? Feb 2, 2014 02:07 |
Gyshall posted:Man gently caress modding Fallout 3, what a piece of trash that engine is. Fallout 3 periodically piques my interest (like Oblivion, of which I have a fully-modded install sitting on an external hard drive, ready to be dragged/dropped and used). But, just like Oblivion, I start thinking about what I'll do when I finally get things going...and I end up thinking, "Why not just play a modded New Vegas/Skyrim instead?" At least FO3 has the advantage of being playable within New Vegas via TTW. Oblivion's just going to sit and gather dust forever.
|
|
# ? Feb 2, 2014 02:41 |
|
Yeah I was about to say, don't mod Fallout 3, mod TTW in New Vegas. By the way, running New Vegas with TTW has been absolutely great. My load order: code:
I also had to manually fix TTW 2.4's sound files according to this post. Non .esps include NVSE and Fallout 4GB. NVSE Plugins include New Vegas Anti Crash and New Vegas Stutter Remover with bReplaceHeap set to 1. I've literally had only 1 crash in over 50 hours of playing. Problems I've found with my setup:
|
# ? Feb 2, 2014 03:41 |
|
Cream-of-Plenty posted:I'm familiar with Skyrim's Requiem, and nothing comprehensive like that exists for New Vegas. I really appreciate the effort post. I'll keep that in mind for when I'm feeling more ambitious. You've saved me a lot of fruitless googling for something that doesn't exist.
|
# ? Feb 2, 2014 03:48 |
|
I'm having a bit of trouble with the Weapon Animation Replacements, because I want to install The Armory gun mod. Do I install just the Rifle Animation Pack, or the Pistol one too? e:Nvm figured it out!~ buglord fucked around with this message at 06:03 on Feb 2, 2014 |
# ? Feb 2, 2014 05:59 |
|
Cantorsdust posted:Yeah I was about to say, don't mod Fallout 3, mod TTW in New Vegas. Yeah, I've just recently installed TTW and I was surprised at how stable it is right off the bat. It works really, really well, and the team has even provided a simple script for mod conversion from FO3 to TTW, so I could get the setup I wanted in no time. Only thing that disappointed me is that I had to install Rebalance to use their Project Nevada patch, but so far it seems to be playing well with the rest of my mod combination (which also includes CCO and jsawyer, so it's a bit of a clusterfuck of rebalancing). Now I'm tempted to install a patched Mart's Mutant Mod and see how that goes.. Obligatory screenshot with Vurt's Flora Overhaul (nice, but like all Vurt's mods full of LOD problems) and ENB:
|
# ? Feb 2, 2014 09:55 |
|
I'm playing ttw and im quite a bit into the game right now, i stumbled onto NVEC just now and got a couple questions about it; Does it require a new game to work? TTW forums say you're better off not using nvec at all with ttw, despite posts indicating the opposite in that its working just fine? They're also saying the eve ttw patch is 'horribly broken' and i dont see any issues with it How 'good' is NVEC? it just seems to add a bunch of stuff but i already have enough weapons with armory addon.
|
# ? Feb 3, 2014 11:27 |
|
Apparently NVEC alters a lot of Fallout 3 records that weren't needed in Fallout: New Vegas, and that doesn't play well with A Tale of Two Wastelands. I wouldn't use it anyway, if only because it received some pretty awful feedback from goons. Yukichigai's patch focuses exclusively on bugfixes and shouldn't give any problems with ATTW. I don't know what they're talking about when they talk about the EVE patch though, it works like a charm with me and I actually had a lot of problems with EVE in the past EDIT: Okay, I checked, and there a few minor bugs with robots: you can't engage in conversation with the scripted Mr. Gutsies (e.g. Cerberus in the Underworld) and Securitrons don't seem to use their laser weapons. All of that shouldn't be too difficult to fix in NVEdit, though. Fair Bear Maiden fucked around with this message at 11:58 on Feb 3, 2014 |
# ? Feb 3, 2014 11:37 |
|
NVEC Complete Compatibility Patch and NVEC Enhancements Compatibility. They're both in beta, so be careful. You're better off with YUP like Fair Bear Maiden said. When I was playing New Vegas, I never thought NVEC was too bad. Or bad at all. You might be confusing it with Mission Mojave Ultimate Edition which recycled a lot of FormIDs?
|
# ? Feb 3, 2014 17:59 |
|
Delerion posted:I'm playing ttw and im quite a bit into the game right now, i stumbled onto NVEC just now and got a couple questions about it; So I'm using NVEC with TTW without any problems. That said, I've read all the warnings you have as well. NVEC itself is a combination of minor bug fix patches and gameplay enhancements like Signature Armor and Signature Weapons. If you have the patience to download and install them all seperately or want to pick and choose, go for it. The mod list for NVEC is pretty long and can be found here for bugfixes and here for enhancements. And of course you'll need the TTW NVEC compatibility patch
|
# ? Feb 3, 2014 18:24 |
|
GrizzlyCow posted:You might be confusing it with Mission Mojave Ultimate Edition which recycled a lot of FormIDs? Possibly, although, checking the "bugfixes" list reveals they added stuff like an appearance-altering mod there, so I still wouldn't really recommend it for people looking for a straight bugfix. Glad to know it isn't terrible like I thought it was, though! Back to EVE TTW, I just did a quick edit of it with FNVEdit and everything seems to work fine now. Not going to upload it because I put it near the end of my load order and made changes to its record that forced me to add a bunch of masters to it, but it really shouldn't be too difficult to fix most of the stuff manually. Man, though, EVE sure is full of dirty/unnecessary edits.
|
# ? Feb 3, 2014 18:36 |
|
Welp, I've got a bit of a problem with my mods, and it's driving me nuts. I've got "The Armory" mod from the OP, as well as its CalibreX patch. Problem is, a few of the guns in it don't seem to be working correctly, and I can't for the life of me understand why. The really problematic ones are the ones meant to use .45 ammo. They all seem to want either .45+P, or something called ".45 Auto", which only shows up in rare handfuls on dudes who spawn with these weapons. They won't use the regular ammo that the Honest Hearts .45 guns use (i.e. the various "Lead" loadings, the regular and HP stuff). Thing is, I've used the GECK to open the CalibreX patch and change the references that these guns use from a list ".45ACP" to the same list that the HH guns are using, but this doesn't work. This, unfortunately, is about the extent of my FNV modding skills. I get that the ".45 Auto" is what the bare base game calls it, so I think something is interacting wrongly between the various patches that alter the .45 ammo, including the HH CalibreX patch, the Armory HH patch, and so on. Two others that are weird are the SKS Simonov, which doesn't seem to have the right animation set (It sort of sticks to the outside of the player's wrist and doesn't do anything) and the AMT Automag III, which doesn't use any ammo at all despite having an ammo reference set in the GECK. I know the changes I make to the individual files are sticking, I've successfully changed two shotguns to use 12ga ammo instead of 20, and the changes are there when I open the files back up in the GECK, but in-game, nothing changes.
|
# ? Feb 4, 2014 22:44 |
|
The CaliberX patch is more or less unsupported. It's just an esp that a fan of the mod made for others to use as well. As for the SKS and Automag, I'm not sure. I'd say that I'd look into it but I think I'm more or less done with TA these days.
|
# ? Feb 4, 2014 23:56 |
|
Naky posted:The CaliberX patch is more or less unsupported. It's just an esp that a fan of the mod made for others to use as well. As for the SKS and Automag, I'm not sure. I'd say that I'd look into it but I think I'm more or less done with TA these days. I think I've got it nailed down... I went back in to the CalibreX patch and changed the references back to the mod .45ACP list after I mucked about with the load order. I think it's a load order issue, since so many things gently caress with the .45 caliber ammo I guess they were just happening in the wrong order. We'll see how this works out.
|
# ? Feb 5, 2014 00:22 |
|
I swear I've asked this before but I checked my post history in this thread ... anyway: what's the best way to get a bulk export of all active item IDs not in FalloutNV.esm or quickly find mod item IDs in GECK or whatever? I've got a series of mods all of which add some guns here, or some armor there, or this that and the other thing all over the map. I'd rather just console myself the ones I want and treat the rest as lucky surprises. But how do I get ID#s in a reasonable fashion?
|
# ? Feb 5, 2014 05:53 |
|
Psion posted:I swear I've asked this before but I checked my post history in this thread ... anyway: You want to open up the mod in FNVEdit. Use the same load order there as you do in game and the IDs will match.
|
# ? Feb 5, 2014 06:00 |
|
I just upgraded my PC and bought F:NV in the Steam sale so I can finally play my favourite game of all time the way it's supposed to be played. Going to download all/most of the mods in the OP and start playing but after that I'd like to play F3 again with the stuff from New Vegas. So people were talking about that mod that puts F3 into F:NV, just going to ask if that's what I'd be looking for. I want to just play F3 with all of the weapons and the SPECIAL system changed/replaced to how they were in F:NV and preferably the companions/enemies changed to be more like that as well. Is that something that can be done? Don't really need to be able to go between the two areas or anything either.
|
# ? Feb 6, 2014 01:05 |
|
thebardyspoon posted:I just upgraded my PC and bought F:NV in the Steam sale so I can finally play my favourite game of all time the way it's supposed to be played. Going to download all/most of the mods in the OP and start playing but after that I'd like to play F3 again with the stuff from New Vegas. So people were talking about that mod that puts F3 into F:NV, just going to ask if that's what I'd be looking for. I want to just play F3 with all of the weapons and the SPECIAL system changed/replaced to how they were in F:NV and preferably the companions/enemies changed to be more like that as well. Is that something that can be done? Don't really need to be able to go between the two areas or anything either. Pretty much, yes. With Tales of Two Wastelands, you start in FO3 in the vault, and go through the normal FO3 storyline, using FNV's mechanics. Going into FNV is optional, as you reach the Mojave via a special train station in downtown DC, so if you don't want to start FNV and just play FO3 alone, you just don't take the train. With regards to FO3, if you want to use the DLCs, you'll probably need to download a few hotfix patches from the TTW forums, since they're a little wonky in TTW, and if you want to use FO3 mods, there's a conversion script you'll need to run to make them compatible with TTW. Some of the more involved mods probably won't work well if at all, such as the overhaul mods, but you can install FNV mods like Project Nevada to replace them, if that interests you. Edit: That being said, the combination of FNV's DT system and FO3's focus on DR causes supermutants and Enclave soldiers to be more then a little bullet spongy. And the weapons are from FNV / converted to work with FNV's sytems, but the unique weapons will still be in their respective wastelands, of course. Renditious fucked around with this message at 03:16 on Feb 6, 2014 |
# ? Feb 6, 2014 03:11 |
|
Conveniently, there are mods which rebalance the TTW DR/DT issue. It's mods all the way down. Cantorsdust posted:You want to open up the mod in FNVEdit. Use the same load order there as you do in game and the IDs will match. Thanks, I'll do that. I'm due to update my merged patch anyway, seems like a good time to do that also.
|
# ? Feb 6, 2014 18:32 |
|
What is the preferred way to install FOMOD poo poo that MO can't handle? Mostly interested in the major OHUD/UHUD/MCM stuff. I tried with NMM but that is a bonified piece of poo poo and kept crashing every time I'd install a mod (manually or otherwise), and hosed up my data folder. Basically, I'd like to install NVSE + Darn + Project Nevada + DLC support, Extra Options, Weapon Mod Menu, MCM, and OHUD/UHUD and then continue modding with MO using the installed mods as my "Base". Any ideas? Just use FOMM?
|
# ? Feb 6, 2014 20:45 |
|
Probably just use FOMM, yeah. I have had some trouble with NMM, but not as much as you, by the sound of it. I've only had one mod that NMM completely choked on (Pelinor's Selective Fire, from memory). Certain others with scripted installers also made it crash on the first attempt, but then starting NMM back up and trying again worked. Never had any problems with installing standard, no-FOMOD-scripting mods though.
|
# ? Feb 7, 2014 03:49 |
|
There's a cool little series of mods called the Reborn series. It's basically mini-overhauls of Goodsprings, Primm and Novac. They basically add a bit of life to three areas. Goodsprings in particular has had a bit of major overhaul, making it actually look like a bustling little town. It's got a perimeter wire fence, extra water towers, a few extra npcs, more trees, green patches etc. Novac is a little trading stop with fences, a new mini-quest based on the Repconn building nearby, etc. Primm has a few new areas, like a cafe, bar and a few extra convicts to make it a bit more challenging as Primm is a bit of a cakewalk by the time you get to it. They're compatible with pretty much anything. Plus there's doggies!
|
# ? Feb 7, 2014 17:49 |
Will they cause issues like that awful Freeside redone mod? save game corruption issues?
|
|
# ? Feb 7, 2014 17:52 |
|
Gyshall posted:What is the preferred way to install FOMOD poo poo that MO can't handle? Mostly interested in the major OHUD/UHUD/MCM stuff. I tried with NMM but that is a bonified piece of poo poo and kept crashing every time I'd install a mod (manually or otherwise), and hosed up my data folder. FOMM or extract them and install manually for the ones it won't handle - things you know for certain you're never removing aren't going to be a problem if they sit in the data directory. I don't think FOMM handled my NVSE/Darn/OHUD installs, I know it doesn't do ENB, so you sorta mix and match programs as needed.
|
# ? Feb 7, 2014 18:52 |
|
SeanBeansShako posted:Will they cause issues like that awful Freeside redone mod? save game corruption issues? Probably not. They're very well made. The guy who made them really knows what he's doing. The little touches are what makes them, like a little working camp near the Goodsprings source that shows some guy has been fixing it up. The only issue I found is that Sunny got stuck for a couple of seconds on a new tree because she's an idiot.
|
# ? Feb 7, 2014 19:11 |
|
|
# ? May 27, 2024 20:13 |
|
Ddraig posted:The only issue I found is that Sunny got stuck for a couple of seconds on a new tree because she's an idiot. That's a navmesh issue, not a problem with the NPC. Sounds like the modder forget to delete a red triangle after adding the tree.
|
# ? Feb 7, 2014 20:53 |