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Kumaton posted:So I got 3 questions; Your second and third questions are literally answered on Your first one - MO for new vegas/fallout has some issues with INI/XML editing mods like Darn/Project Nevada. What I did was install FOMM, then install all my UI mods and Project Nevada, run uHUD then fire up MO and install everything else from there. e: new page Gyshall fucked around with this message at 20:50 on Feb 14, 2014 |
# ? Feb 14, 2014 20:33 |
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# ? Jun 8, 2024 08:48 |
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Gyshall posted:Dude, awesome, thank you. No problem - and it's cool to see a picture of the problem solved. Often when I help people out, the only indication I get that the problem is (possibly) solved is that they stop complaining that things are broken. Kumaton posted:So I got 3 questions; 1) Dunno, I don't use it. 2) Grab the WMX-WRP patch from the WMX Nexus page. 3) There's a WMX-WME merge? How would that even work? Edit: Beaten, sort of. I should refresh more often.
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# ? Feb 15, 2014 03:05 |
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Is it okay to ask for FO3 mod recommendations here since there appears to be no separate thread for that? I've been trying to get the new version of TTW to work on my computer for two weeks now without success, which sucks because the previous version worked just fine and was fun from what little I got to play. I'd still like to play FO3 but the vanilla game is kind of boring and I was wondering if there are good mods/tweaks that could mix it up, sort of like Project Nevada for NV. The Wanderer's Edition seemed interesting, but apparently that just turns the game into a ridiculously difficult slog.
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# ? Feb 15, 2014 10:02 |
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It's been years since I last dabbled into modding Fallout 3, but FWE is by the same team as Project Nevada and had similar customization options (though it was overall less elegant/modular). So, I'd suggest not worrying too much about difficulty, especially if you're not going to install Mart's Mutants Mod.
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# ? Feb 15, 2014 10:05 |
Snoop Radley posted:Is it okay to ask for FO3 mod recommendations here since there appears to be no separate thread for that? I've been trying to get the new version of TTW to work on my computer for two weeks now without success, which sucks because the previous version worked just fine and was fun from what little I got to play. FWE is pretty drat customizable, so you should be able to "soften" its mechanics up a lot. It's been a while since I've played it, but I seem to remember it being fairly forgiving if you wanted it to be. Failing that, you might want to check out FOOK, since the FO3 version is a lot more comprehensive than the NV version, and it's generally easier than FWE.
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# ? Feb 15, 2014 10:05 |
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Didn't realize FWE was made by the same people as PN - I think I'll look into it. I don't mind challenge, I just don't want the enemies to turn into bullet sponges or any cheap tricks like that.
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# ? Feb 15, 2014 13:10 |
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The King of Swag posted:Quick update on the Lombard Station Expanded stuff from a few hours ago. I'm super psyched about this. Will I be able to replace Lombard station from my current game and put yours in place of it?
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# ? Feb 15, 2014 13:17 |
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Snoop Radley posted:I just don't want the enemies to turn into bullet sponges or any cheap tricks like that. If you have archives, here's the old FO3 modding thread. Some recommendations: Fallout Wanderers Edition Mart's Mutant Mod: Adds more variety and has options to increase spawns. Weapon Mod Kits Fallout Interoperability Program: Compatibility patches for the above. Don't know if they're all still up-to-date though. Darnified UI
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# ? Feb 15, 2014 13:59 |
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I just tried modding fallout 3 and played until I realized how buggy and unstable the engine is compared to NV. TTW is much better (as long as you ignore the story in 3 )
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# ? Feb 15, 2014 15:08 |
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horse mans posted:I'm super psyched about this. Will I be able to replace Lombard station from my current game and put yours in place of it? Yes and No. Yes in that you can replace the original Lombard Station and keep playing the same save, but no in that you'll need to take some precautions first. If you were to replace Lombard Station.esp with my new esp, NV wouldn't recognize them as the same plugin, because they're not. My plugin is actually a whole new one that was developed by merging the original LS and all of its DLC extensions into a new plugin file. What that means is that the Lombard Station in your save would be gone, and replaced by my new Lombard Station, which is all exactly the same on the outside (and the method of accessing it is unchanged), but any stored items will be gone and you'll need to go through blasting the cave-in and getting the station key again (or using the console to do it all if you're lazy). So if you're going to keep playing the same save with Lombard Station Expanded, my suggestion is to empty out everything you have stored in it, save outside the station in the exterior cell, and then swap Lombard Station.esp with Lombard Station Expanded.esp. You'll then need to get the key from Jean's Sky Diving again and some dynamite to blast out the cave-in. You should be set from that point on. As for a progress update, here's where I stand right now:
So that's pretty much the entire sorting system in detail. Once the sorting system is done, I'm going to move onto fleshing out all the details (basically figure out where things need to go and then make them pretty), and then once that's done, I can move onto redesigning all the displays (weapon wall, ammo shelves, kitchen counter, etc.) since I'll know where they need to go at that point. Beyond that, I don't have any set plans and will need to play it by ear.
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# ? Feb 15, 2014 16:33 |
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You are doing god's Work, The King of Swag/
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# ? Feb 15, 2014 17:02 |
So I'm just casually reading the Fallout Bible again for the first time in years, and you know what'd be neat? If somebody redid the Jackals and Vipers in FNV to fit their old school styles they were originally planned with. Instead of just being some generic raider guys using generic types of armour.
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# ? Feb 15, 2014 17:10 |
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Right now I'm tweaking my load order and mod list. I've built it around Fook-PN-Convergence and I'm slowly adding in all the elements of NVEC that I think add to the game in a positive manner without being blatantly cheating or lore-breaking (I'm a sucker for a game's lore, to the point where the quest mods I've added I've edited to give the quests names consistent with the base game - so AWOP doesn't have "Frank's Quest" etc, the quests are named after blues/country/jazz songs from the 50s and earlier) Would there be any interest in this once I'm finished? It will be a very large compilation when I'm done. This is what I've added so far: http://pastebin.com/BhvxJgVr
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# ? Feb 15, 2014 17:19 |
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Ddraig posted:Right now I'm tweaking my load order and mod list. I've built it around Fook-PN-Convergence and I'm slowly adding in all the elements of NVEC that I think add to the game in a positive manner without being blatantly cheating or lore-breaking (I'm a sucker for a game's lore, to the point where the quest mods I've added I've edited to give the quests names consistent with the base game - so AWOP doesn't have "Frank's Quest" etc, the quests are named after blues/country/jazz songs from the 50s and earlier) You are singing my song; I use NVEC, but only because it's the only way I can fit all the mods I want in my load order, even if that means I have to put up with some dumb poo poo (which to be fair to the mod, there really isn't that much compared to a lot of other large compilations/mods). At a quick glance, the only major mod I see in there that I don't already use is FOOK, so if you're making everything work together and making it all more lore friendly (I'm a huge sucker for it too), I would love to use it.
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# ? Feb 15, 2014 17:32 |
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Yeah, I really like the idea of NVEC but I feel it adds some really stupid poo poo (like collectible NES stuff, which literally wouldn't exist or Behemoths which I think are making GBS threads over Fallout lore in a huge way) I've just tweaked ADAM a bit, since I combined all the plugins into one which caused some weirdness with duplicate items with different form-ids, but I've fixed that. Right now the only texture mods I have are Poco Bueno, the Book of Steel and the high-res Wasteland Clothing (aside from mods like CNR/ADAM and NCR Trooper Overhaul) as I feel the larger packs look a little too weird for my tastes, particularly as it's supposed to be the desert and some of the textures look way too clean for my tastes It's also a performance issue as one thing I really can't stand is stuttery games. I know the engine has a lot of those problems anyway, but texture packs like NMC make the problem way, way worse - even with the 4GB patch. e: STOP THE loving PRESSES HOLY poo poo http://www.nexusmods.com/newvegas/mods/55008/ Rush Limbo fucked around with this message at 17:51 on Feb 15, 2014 |
# ? Feb 15, 2014 17:38 |
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Sup dudes. What's happening? edit: Yep, it's finally out Naky fucked around with this message at 18:25 on Feb 15, 2014 |
# ? Feb 15, 2014 17:55 |
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what took u losers so long!!! Just kidding. Won't use it this playthrough, but next playthrough. Nice work ya'll.
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# ? Feb 15, 2014 20:04 |
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The King of Swag posted:Yes and No. Yes in that you can replace the original Lombard Station and keep playing the same save, but no in that you'll need to take some precautions first. If you were to replace Lombard Station.esp with my new esp, NV wouldn't recognize them as the same plugin, because they're not. My plugin is actually a whole new one that was developed by merging the original LS and all of its DLC extensions into a new plugin file. What that means is that the Lombard Station in your save would be gone, and replaced by my new Lombard Station, which is all exactly the same on the outside (and the method of accessing it is unchanged), but any stored items will be gone and you'll need to go through blasting the cave-in and getting the station key again (or using the console to do it all if you're lazy). Seriously take a look at the Portable Tent mod. They've implemented exactly what you're describing except for the item distribution system. You could steal their scripts straight up, probably.
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# ? Feb 15, 2014 21:38 |
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Cantorsdust posted:Seriously take a look at the Portable Tent mod. They've implemented exactly what you're describing except for the item distribution system. You could steal their scripts straight up, probably. That's the issue: I did look at it and they don't. I even mentioned the system they use directly in my post. Also, why would I need to steal their scripts, all of that is already done? Edit: What I mean to say is, yes, I have looked at it and I understand that it does have stocking and exclusion lists too, but while its end functionality is much the same, the UI for it is really clunky, requiring console commands just to find out what the list contents are. My biggest thing is end-user usability, so I've been pushing to better what I've seen elsewhere and in the case of the filtering lists, I (fortunately) found a solution. The King of Swag fucked around with this message at 22:23 on Feb 15, 2014 |
# ? Feb 15, 2014 22:03 |
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Kuno posted:Awhile ago someone (sorry I can't remember who) was talking about updating and expanding Lombard Station. Kugyou no Tenshi posted:That was me. Technical difficulties, medical difficulties, and spending the entirety of the last six weeks nearly bed-locked sick is what happened to it. I thought I'd be able to get back to it soon, but right now I'm not so sure. So unfortunately, it's on indefinite hold while I try to get my life sorted out and back to livable. Psion posted:Lombard is cursed Ok, I was reading back through this thread (I had like a year backlog of posts to read before I posted about the Lombard Station stuff) and I just ran across this. One of my uncles (I have a lot; my mom grew up in a big family) just died a couple of days ago Not that it's going to affect my work on this because I haven't seen him in 10 years and they're going to postpone his funeral and cremation until the end of the month, at which point we (being another uncle, my mom and me) need to take his ashes to the Grand Canyon and spread him out to the winds. I've also been limping around all day because I stepped on a huge tumbleweed seed (they're thorny) yesterday, and woke up to a normal looking foot, but one that's sore as hell. Yay for living in the Mojave and having moved into a house that had a tumbleweed farm growing in the backyard. I've long since cleared them all out and burned them, but the seeds remain.
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# ? Feb 16, 2014 00:13 |
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The King of Swag posted:That's the issue: I did look at it and they don't. I even mentioned the system they use directly in my post. Also, why would I need to steal their scripts, all of that is already done? Sorry, I was just trying to be helpful Sorry about your uncle. In any case, when the mod does come out, it's likely to be the best house mod out there, or at least the one with the most advanced sorting system.
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# ? Feb 16, 2014 03:35 |
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Cantorsdust posted:Sorry, I was just trying to be helpful Sorry about your uncle. In any case, when the mod does come out, it's likely to be the best house mod out there, or at least the one with the most advanced sorting system. No, I'm sorry if my post came off as hostile (which it did to me when reading it after posting, which is why I made the edit to try and clarify). It's just that at first, I read your post as if you were replying to me without actually having read what I wrote, which is a huge pet peeve of mine. It wasn't until after that I realized that wasn't the case, and that what you were saying was different than how I had interpreted it. So no worries.
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# ? Feb 16, 2014 03:53 |
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Anyone ever have a problem getting the 4GB patch to run through Mod Organizer, every time I try to run it it just doesn't.
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# ? Feb 16, 2014 05:20 |
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dbzfandiego posted:Anyone ever have a problem getting the 4GB patch to run through Mod Organizer, every time I try to run it it just doesn't. I got it to run by setting the folder New Vegas is installed in as not Read-Only. Has anyone used the outdated Project Nevada patch for the Stealth Suit re-haul? Does it still work with latest version? Also, can anyone report on using WMX with Project Nevada and FOOK? The compatibility patch for FOOK on WMX's page is outdated.
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# ? Feb 16, 2014 05:42 |
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Ddraig posted:Right now I'm tweaking my load order and mod list. I've built it around Fook-PN-Convergence and I'm slowly adding in all the elements of NVEC that I think add to the game in a positive manner without being blatantly cheating or lore-breaking (I'm a sucker for a game's lore, to the point where the quest mods I've added I've edited to give the quests names consistent with the base game - so AWOP doesn't have "Frank's Quest" etc, the quests are named after blues/country/jazz songs from the 50s and earlier) I'd also be interested. NVEC has a lot of nice features, but some of them go too far.
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# ? Feb 16, 2014 08:47 |
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This mod. yea or nay? http://www.nexusmods.com/newvegas/mods/40063/ It makes sense, but I'm guessing it would get kind of annoying for some companions. Though if Boone is knocked the gently caress out he really shouldn't be able to spot for you.
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# ? Feb 16, 2014 11:47 |
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Ddraig posted:This mod. yea or nay? I've used it before, it works as advertised and I liked it.
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# ? Feb 16, 2014 12:50 |
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Wilde Jagd posted:I got it to run by setting the folder New Vegas is installed in as not Read-Only. I cant get that to stick it always just reverts, any one know how to fix this?
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# ? Feb 16, 2014 16:40 |
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This is a common problem and here's the standard MS response:quote:Hi Vasonic,
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# ? Feb 16, 2014 17:47 |
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I've got another (I think) problem with Textures and WMX: I'm sure this is also a case of me not RTFMing the two mods. e: Oddly enough, that was caused by YUP. Hiding the Hunting Rifle meshes for YUP in MO did the trick. Gyshall fucked around with this message at 19:29 on Feb 16, 2014 |
# ? Feb 16, 2014 18:58 |
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Gyshall posted:I've got another (I think) problem with Textures and WMX: Yeah, WMX doesn't edit the Hunting Rifle; it already had the max of three weapon mods. That's sort of strange though; I also use WMX, WRP and YUP together but I don't have that problem.
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# ? Feb 17, 2014 00:12 |
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Lombard Station Expanded Update: Heuristic Sort is done; I was originally going to make this a very detailed update of exactly how the system works, but after 2 days of fiddling with it and fine-tuning the algorithm used, I still find it lackluster, but there's nothing more to be done about it. It actually works pretty drat well for containers that have a predefined item type preference. Armor and weapon lockers end up with pretty much exactly the items you would expect to find in them--pistols in the pistol case, light armor in the light armor case, etc. Keep in mind that this is all done using information polled from the items themselves, so any modded armor will still (mostly) end up in the correct locker and modded weapons in their respective cases, and containers with a stated purpose fill up with what you expect them to. But the heuristics system is essentially useless as far as containers with more ambivalent uses go, such as the "Armory Service Equipment" locker. Lockers like that exist to give the player a hint towards the type of stuff they should try storing there, but don't define any predefined item type, because they are ambivalent. What defines "Service Equipment" and a "Surplus Crate" is entirely up to the player to decide. Fortunately the standard sorting system is entirely built around that concept and whatever the player does decide belongs there, will be sorted there. But as far as the heuristic system goes, it's entirely useless in that scenario because it's unable to deduce what should go there. Sure, once the player throws a bunch of stuff into a crate, the heuristic system can kinda figure out some other stuff that might belong based on what's already there, but without the push that the predefined container preferences give it, it more likes to just find containers that already have a lot of a certain item type in them, and then just dump all your items of the same type into that container. For the hell of it, these are all the "preferred" item types that you can define on a container. They're actually all bit flags, so a container can define any combination of preferred types for itself, using bitwise operations (i.e. type_pistol | type_rifle would give you a value that contains both flags). code:
The King of Swag fucked around with this message at 06:08 on Feb 17, 2014 |
# ? Feb 17, 2014 06:05 |
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Swag, these posts are pretty rad. Maybe it's because I've used Lombard heavily and thus have context for them, but rad.
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# ? Feb 17, 2014 06:15 |
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Assuming you already have permission from Omnicarus, it would be interesting to see Lombard Station Expanded get put up on Nexus once it's all done and shiny. It would be cool to see it get the exposure it deserves after all this time, especially with all these new sorting algorithms and potentially an overhaul of the standard weapon wall system every author's been using.
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# ? Feb 17, 2014 06:37 |
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I'd love to have his blessing to put it up on Nexus, but I haven't seen Omnicarus post here in a long time. Edit: As for the weapon wall stuff; I have an idea that I'm going to try out tomorrow, and if it works, I'm going to be ecstatic because it'll frankly be fuckin' cool as beans. But I'm worried that the script block-type it would rely on won't work (like OnLoad; I don't give a poo poo what the GECK wiki says, it never activates regardless of what you attach the script to or how it's loaded). Double edit: Even if it does work, it's just going to be a proof of concept for when I do overhaul the displays. I still need to setup, move, redesign, etc. large portions of the station to fit in all the things I want to add (keep in mind that I'm trying to make the place feel as much like an abandoned, once self-sufficient military outpost as I can). The King of Swag fucked around with this message at 06:47 on Feb 17, 2014 |
# ? Feb 17, 2014 06:40 |
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Omni has PM capability, so one could PM him. Though I've talked with him enough in the past that I'm 99% sure he wouldn't mind posting it on Nexus so long as he was credited too. Co-authors would make sense, seeing how you're basically in the process of gutting every technical system behind the mod by now.
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# ? Feb 17, 2014 08:22 |
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"You got a pretty face boy... I'd like to wear it..." Fallout Character Overhaul keeps ctd a few seconds after showing the Bethesda screen... I've been up all loving night trying to figure out why and it's probably something blisteringly simple but I can't figure it out and so I feel it's time to let an expert professional goontech take a look. And in the mean time I'll go to bed and hopefully wake up with a beautiful solution to wipe away the oblivionesque misery I'll face (heh) if I can't get these faces to work. Failed solutions *uninstalled & re-dl FCO thinking something was corrupted. *moved FCO.esm to highest load (well... not top top, but after GNRA at top obviously) *cried & ate pizza ~dat NMM loadorder~ quote:GameMode=FalloutNV Thanks dudes! ---- Fnvedit: More traits moved up load order to fix conflict. Game now crashes a second later... Progress? Sure. OoohU fucked around with this message at 12:03 on Feb 17, 2014 |
# ? Feb 17, 2014 11:34 |
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CTDs when you're launching the game are usually because of a missing master. Have you tried booting that load order with FNVEdit? It should tell you what master hasn't been found. By the way, you shouldn't use all those esps for the radio mods, you're supposed to choose just the one with the number of songs you're interested in.
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# ? Feb 17, 2014 11:38 |
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Fair Bear Maiden posted:CTDs when you're launching the game are usually because of a missing master. Have you tried booting that load order with FNVEdit? It should tell you what master hasn't been found. I've never used FNVEdit before, mainly because I've always been put off by people mentioning how one can gently caress their games up. But I'll give it a go in a bit. Also yeah, I wont be playing with all of them. Just had them enabled to see that they're not the source of ctds. Without FCO installed/active it boots and runs fine.
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# ? Feb 17, 2014 11:46 |
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# ? Jun 8, 2024 08:48 |
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Man, an updated Lombard and an fetlled NVEC integrated into Convergance would be loving outstanding. I used to have about half of the mods in NVEC standalone but that really swells the load order. Especially for tiny mods like companion perks being distance limited. Which is a really cool tweak but takes space up. I've not got nv installed atm so I can't check how much of yuki's stuff is in NVEC because there was a goon doing a merge of that too.
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# ? Feb 17, 2014 11:56 |