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rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Arcsquad12 posted:

Cass looked fine in the base game. She's the one I'd tweak the least.
Just a minor tweak (possible NWS): http://i55.tinypic.com/mn2b2r.jpg

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SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
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.

Fair Bear Maiden
Jun 17, 2013

rope kid posted:

Just a minor tweak (possible NWS): http://i55.tinypic.com/mn2b2r.jpg

Thank God modders fixed that for you, Obsidian. :smug:

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

Fair Bear Maiden posted:

Thank God modders fixed that for you, Obsidian. :smug:

"Right, who needs tits next then? Okay, lets give some to Mr House. Why not..."

Fair Bear Maiden
Jun 17, 2013

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 :psyduck:

Fair Bear Maiden fucked around with this message at 17:28 on Jan 30, 2014

Beeb
Jun 29, 2003
Probation
Can't post for 26 days!

SeanBeansShako posted:

"Right, who needs tits next then? Okay, lets give some to Mr House. Why not..."



:getin:

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...



What the hell is that? Concept art?

Beeb
Jun 29, 2003
Probation
Can't post for 26 days!
I believe so, yes. Welcome to The Strip, we have such sights to show you :unsmigghh:

Fair Bear Maiden
Jun 17, 2013

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.

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


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?

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
They should have brought out sinister Mr House after you bring back the chip. I kind of want that modded in now.

KittyEmpress
Dec 30, 2012

Jam Buddies

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.

Jack B Nimble
Dec 25, 2007


Soiled Meat
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.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

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'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.

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

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Man gently caress modding Fallout 3, what a piece of trash that engine is.

New version of WMX? New playthrough. :getin:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Gyshall posted:

Man gently caress modding Fallout 3, what a piece of trash that engine is.

New version of WMX? New playthrough. :getin:

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.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.
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:
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
CompanionInfAmmo.esm
Inventory Access.esm
AWorldOfPain(Preview).esm
More Perks.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
Tales from the Burning Sands.esm
oHUD.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
NVEC Complete + NVCE.esm
TTW_AnchorageCustomization.esp
TTW_SuperMutantRebalance.esp
TTW_StashPackOptions.esp
TTW_NoKarmaDCFollowers.esp
TTW_Bobbleheads.esp
TTW_MoreCookingItems.esp
Reload Speed Game Start Fix.esp
DarNifiedUINV.esp
CASM.esp
The Mod Configuration Menu.esp
Lucky 38 Suite Expansion.esp
UHNV.esp
UHNV-Dead Money.esp
UHNV-Honest Hearts.esp
UHNV-OWB.esp
UHNV-Lonesome Road.esp
UHNV-Brighter Lighting.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
NV_STTraitsandPerks - NVSE.esp
BoostedSkills.esp
CompanionInfAmmoOptional.esp
CompanionInfAmmoCheat.esp
gambling.esp
Powered Power Armor.esp
Jump Fall Fixer.esp
WMXUE.esp
WMXUE-PN.esp
Night Brightness Adjuster.esp
Lombard Station.esp
Lombard Station - Dead Money.esp
Lombard Station - Gun Runners' Arsenal.esp
Lombard Station - Honest Hearts.esp
Lombard Station - Lonesome Road.esp
Lombard Station - Old World Blues.esp
WMXUE-CouriersStash.esp
WMXUE-AWOP.esp
wmx-ttw-unified.esp
Project Nevada - TTW.esp
no karma loss for stealing.esp
TTW_CompanionWheelFixesForReal.esp
citadel_fix-for_v2-4a.esp
NRN-AutoRepair.esp
TTW - Fellout.esp
PNxEO MCMScriptFixes.esp
Tales-NVECComplete+NVCE-ScriptPatch.esp
ttw_-_nvec_nvce_pn_mega_patch_0.esp
NVLevelCapByDandysWithHPAnd1LPP.esp
Easy Unlocking and Easy Hacking.esp
Portable Tent.esp
DynamicNightVision.esp
bottomless4is100tweak.esp
merged patch.esp

Total active plugins: 83
Total plugins: 102
I'll go through it one by one:

  • Fallout New Vegas Ultimate Edition
  • Fallout 3 GOTY, run through TTW's simple installer
  • TTW
  • Starter packs from NV
  • Companion Infinite Ammo, which lets your companion have infinite ammo on any weapon you give him/her.
  • Inventory Access came with some other mod, don't know which.
  • A World of Pain: adds extra locations/dungeons across New Vegas.
  • More Perks: required a bit of tinkering to get it to work with NVEC, instructions on NVEC's page.
  • Project Nevada: rebalancing, cyberware, sprinting, dynamic crosshairs, a grenade hotkey, and more.
  • Project Nevada Patches
  • Project Nevada Extra Options
  • Tales from the Burning Sands: more of Puce Moose's excellent quests
  • oHUD: unified version of adjustable hud, which lets you move around the hud elements (health, ammo, compass, etc), immersive hud, which turns off your hud and only shows it during triggers that you set (like pulling out your gun, combat starting, etc), and extra hud, which adds options like an in-game clock and extra stats on your hud. Compatible with DarnUI, MCM, and unified HUD.
  • NVEC Complete + NVCE: a whole host of quality of life improvements, including my favorites like Signature Weapons/Armors and EVE
  • More TTW optional plugins
  • A reload speed fix plugin
  • DarnUI
  • CASM
  • MCM
  • A lucky 38 suite house mod
  • UHNV, a very nice house mod
  • More Project Nevada stuff
  • NV ST Traits and Perks, another perk mod
  • Boosted Skills, which adds small bonuses as skills increase over level 100
  • More Companion Infinite Ammo stuff
  • A mod to remove gambling limits at casinos
  • Powered Power Armor, which adds a series of upgrades to power armor, unique power armors to the game, and a new power armor crafting/breakdown/repair system
  • Jump Fall came with PPA above
  • WMX Ultimate Edition, a collection of WMX plus various addons for it that overhaul the weapon addon system
  • Lombard Station, another house mod (noticing a theme here?)
  • 2 more WMX UE plugins, then
  • WMX-TTW unified is the first TTW specific mod patch which makes WMX work with Fallout 3 content
  • Project Nevada TTW makes Project Nevada work with fallout 3 content and is provided on the project nevada page
  • no karma loss for stealing does exactly what it says
  • 2 more TTW hotfixes
  • No Repair Needed, added after I hit max reliable level on my signature weapon and max durable level on my signature armor, repairs both every five minutes so i'm no longer dealing with it
  • Fellout for TTW, combining Fellout NV and Fellout for FO3
  • a project nevada extra options mcm menu fix
  • a Tales of the Burning Sands/NVEC compatability patch
  • possibly the most important patch, the TTW+NVEC+NVCE+PN mega patch, combining all of these major modifications together
  • a level cap unlocker that resets your level to 49 every time you hit 50 for unlimited leveling (also 1 perk per level so I can take advantage of my new perk mods!)
  • easy unlocking and easy hacking added after hitting lockpick 100 and science 100 and I was tired of playing minigames
  • Portable Tent, THE ULTIMATE HOUSING MOD, slightly modified by me to add a chemistry set to the tent for compatibility with NVEC
  • Dynamic Night Vision, slightly modified by me to adjust for Fellout's significantly darker nights. very smooth mod overall that adjusts night vision enhancement based on the time of day.
  • another personal tweak mod that changes the Signature Weapon's script to give you 100% of your bullets back after you get bottomless level 4 instead of 90%
  • a merged patch for them all

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:
  • several Fallout 3 vanilla bugs, including an almost perpetually stuck Liberty Prime in the ending sequence (had to console him to fix him)
  • DON'T TAKE MYSTERIOUS STRANGER / MISS FORTUNE PERKS. You'll get stuck in VATS at random.

Jack B Nimble
Dec 25, 2007


Soiled Meat

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.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
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

Fair Bear Maiden
Jun 17, 2013

Cantorsdust posted:

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:

:words:

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:

Delerion
Sep 8, 2008

unf unf unf
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 :confused:

How 'good' is NVEC? it just seems to add a bunch of stuff but i already have enough weapons with armory addon.

Fair Bear Maiden
Jun 17, 2013
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 :confused:

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

GrizzlyCow
May 30, 2011
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?

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

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;

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 :confused:

How 'good' is NVEC? it just seems to add a bunch of stuff but i already have enough weapons with armory addon.

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

Fair Bear Maiden
Jun 17, 2013

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.

Red_October_7000
Jun 22, 2009
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.

Naky
May 30, 2001

Resident Crackhead
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.

Red_October_7000
Jun 22, 2009

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.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
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?

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Psion posted:

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?

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.

thebardyspoon
Jun 30, 2005
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.

Renditious
Sep 25, 2012

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

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
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?

Antistar01
Oct 20, 2013
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.

Rush Limbo
Sep 5, 2005

its with a full house
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! :3:

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
Will they cause issues like that awful Freeside redone mod? save game corruption issues?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

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.

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?

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.

Rush Limbo
Sep 5, 2005

its with a full house

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.

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Hobo on Fire
Dec 4, 2008

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.

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