Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Arc Hammer
Mar 4, 2013

Got any deathsticks?


Redesigned 2's Lore Trudy looks fine to me.

Adbot
ADBOT LOVES YOU

Nobody Interesting
Mar 29, 2013

One way, dead end... Street signs are such fitting metaphors for the human condition.


Arcsquad12 posted:



Redesigned 2's Lore Trudy looks fine to me.

I remember when I installed it Trudy looked odd. Maybe I somehow had two Trudy changing mods installed or something. Cass definitely looked a bit too strange.

Or maybe I have brainhurt and it wasn't NVR at all.

Anything's better than these pink faces, though.

Nobody Interesting fucked around with this message at 14:09 on Feb 19, 2014

Fair Bear Maiden
Jun 17, 2013
I don't really remember FNV Redesigned leaning towards attractive. Project Beauty for Fallout 3 tended to have that problem (and everyone would use it anyway because the vanilla faces were awful), but I think he mostly got better for F:NV. Granted, Dracomies still takes a lot of liberties, but at least the changes are well documented and there are a lot of versions of the mod offered for different tastes.

That said, I also don't think FCO* is as bad as some people here think :shrug:

* to be fair, I'm using it in tandem with Redesigned and after going over the faces I don't like with the GECK and FNVEdit, so that probably colors my perspective

Anime Schoolgirl
Nov 28, 2002

Naky posted:

Maybe some of us would like to see both. Maybe some of us are also extremely biased. :colbert:

Maybe some of us are waiting on deadbeats who themselves are waiting for even worse deadbeats :suicide:

Castomira
Feb 24, 2011

Fuck you Eva Marie, if you have to be right there next to all of my posts you don't even get to have red hair. You're a dryad now.
:froggonk:
Weird texture fuckery in my TTW game:


The top sniper rifle is the Reservist's Rifle with a TTWized version of UWWUT, and the bottom is the Tiger Siberian from a TTWized An Evening With Mister Manchester.

Something is making retextured sniper rifles look like this, and since as far as I can tell, the mesh is the exact same in bot F3 and FNV, I have no idea why it's happening. (It's only for the Sniper Rifle, too, as far as I can tell; ever other weapon in Puce Moose's mods and UWWUT looks fine.) Is this something I can manually fix in FNVedit? Or does it require actual expertise?

Rush Limbo
Sep 5, 2005

its with a full house
Ok so right now I'm on the process of adding more clothes/armor to the compilation I'm making. I'm adding in a few minor little tweaks that make sense, like having a tiny chest next to the bed in Goodsprings with your old courier clothes in etc.

Daniel Wyand in Primm also has a variant of the courier uniform you can pick up off him etc.

I'm making a few little tweaks to Companions. I was thinking of giving Boone a wearable set of dogtags etc

Are there any armours/clothes people would like to see me attempt to add? Please no immersion breaking stuff like ultra-futuristic body suits or MLP poo poo or whatever. I'm using Spice of Life, too, so suggestions might be already in there.

Gyshall
Feb 24, 2009

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

Nobody Interesting posted:

I thought FCO was doing it, but because FCO sucks I disabled that and there are still pink faces.

You probably need to set bloadfacegenheadegtfiles to 1 in your INI, which should fix that problem.

Capn Beeb posted:

Is there anything like Fallout Character Overhaul that doesn't have creepy results? All I really like in it is how it makes ghouls look :\

I've tried a few, but honestly, the default faces aren't bad. I would love to have higher res character models/hair/etc, but I can live without that.

Also, a question - any good fixes to Infinite Load Screens? Mostly happens around The Strip and Freeside when entering/leaving areas. Running ENBoost, NVAC, etc. Not a big deal, as I just need to kill the New Vegas process and then start it again.

Ddraig posted:

Ok so right now I'm on the process of adding more clothes/armor to the compilation I'm making. I'm adding in a few minor little tweaks that make sense, like having a tiny chest next to the bed in Goodsprings with your old courier clothes in etc.

Daniel Wyand in Primm also has a variant of the courier uniform you can pick up off him etc.

I'm making a few little tweaks to Companions. I was thinking of giving Boone a wearable set of dogtags etc

Are there any armours/clothes people would like to see me attempt to add? Please no immersion breaking stuff like ultra-futuristic body suits or MLP poo poo or whatever. I'm using Spice of Life, too, so suggestions might be already in there.

Cream of Plenty's Low Profile Armor and Hair mods would be sweet.

e: and swap Oven Cooking for Intuitive Realistic Cooking (which is better, has the Oven Cooking mod integrated)

Gyshall fucked around with this message at 16:08 on Feb 19, 2014

GODS NOT REAL
Sep 25, 2012

YOU STUPID BUNNIES
Not sure whether this is an issue with the vanilla game or whether some mods I've installed have broke it but I keep getting crashes in The Tops casino. Anyone know what's up? I didn't start having problems until I installed Weapons of the New Millenia. I uninstalled it and I still keep getting frequent crashes.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Castomira posted:

Weird texture fuckery in my TTW game:


The top sniper rifle is the Reservist's Rifle with a TTWized version of UWWUT, and the bottom is the Tiger Siberian from a TTWized An Evening With Mister Manchester.

Something is making retextured sniper rifles look like this, and since as far as I can tell, the mesh is the exact same in bot F3 and FNV, I have no idea why it's happening. (It's only for the Sniper Rifle, too, as far as I can tell; ever other weapon in Puce Moose's mods and UWWUT looks fine.) Is this something I can manually fix in FNVedit? Or does it require actual expertise?
It's been a long time since I messed with any of the textures on weapons, but each weapon has a 1st person and 3rd person texture. IIRC, I think that bug happens when the 1st person texture is assigned to the 3rd person model. I'm not confident in that answer, but I think it's something like that.

Rush Limbo
Sep 5, 2005

its with a full house

Gyshall posted:

You probably need to set bloadfacegenheadegtfiles to 1 in your INI, which should fix that problem.


I've tried a few, but honestly, the default faces aren't bad. I would love to have higher res character models/hair/etc, but I can live without that.

Also, a question - any good fixes to Infinite Load Screens? Mostly happens around The Strip and Freeside when entering/leaving areas. Running ENBoost, NVAC, etc. Not a big deal, as I just need to kill the New Vegas process and then start it again.


Cream of Plenty's Low Profile Armor and Hair mods would be sweet.

e: and swap Oven Cooking for Intuitive Realistic Cooking (which is better, has the Oven Cooking mod integrated)

Right now I'm working on the "Cosmetic Enhancements" part which includes armor, custom races (playable ones, NPC tweaks are handled by a different esp), clothing and such. I definitely want to include LPAM but I seem to remember when using it before that some of the armors included are already included in Fook (I think) so I'd probably have to modify it slightly to remove duplicates as the Fook versions are going to get priority. I'm also including TFH Rugged Race because why the hell not.

I'm going to try and see if I can add in Ling's as it seems to be the most popular/widely supported, but we'll see how that goes.

Right now there's a little box next to the bed in goodsprings that contains your old courier uniform, covered with blood. If you don't want to wander around with bloody clothes, you can clean it at a work bench with some detergent and some clean water.

Some of the armor I'm going to give to specific npcs. Like a hitman style dark suit is going to be given to the contract killer in the beyond the beef quest etc.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Gyshall posted:

You probably need to set bloadfacegenheadegtfiles to 1 in your INI, which should fix that problem.


I've tried a few, but honestly, the default faces aren't bad. I would love to have higher res character models/hair/etc, but I can live without that.

Also, a question - any good fixes to Infinite Load Screens? Mostly happens around The Strip and Freeside when entering/leaving areas. Running ENBoost, NVAC, etc. Not a big deal, as I just need to kill the New Vegas process and then start it again.


Cream of Plenty's Low Profile Armor and Hair mods would be sweet.

e: and swap Oven Cooking for Intuitive Realistic Cooking (which is better, has the Oven Cooking mod integrated)

Infinite load screens are almost always due to running out of memory. As was discovered in Skyrim, Bethesda's Gamebryo games suffer from sharing both normal RAM and video RAM together. So that means using detailed textures takes space from the game's memory, which is why you see those freezes during memory-intensive operations like loading a level. First, make sure you're running fnv4gb. Also, the new ENBoosts expand your video memory beyond 3.1 gigs, so that's a start. Look into removing texture mods or at least running them through that texture optimizer utility. A thing I use when I was desperate to make Skyrim more stable was a utility called Cleanmem which regularly purges your RAM. Some say it is a placebo and does nothing. I don't know, but both Skyrim's and NV's stability noticeably increased after installing it. See part 5 of this guide for details.

Nobody Interesting
Mar 29, 2013

One way, dead end... Street signs are such fitting metaphors for the human condition.


Gyshall posted:

You probably need to set bloadfacegenheadegtfiles to 1 in your INI, which should fix that problem.

I've done that, since before pink faces it was white faces on black bodies etc. Also am using Archive Invalidation by way of the Archive Invalidation Generator doohickey. Is Archive Invalidation Invalidated a better idea?

Rush Limbo
Sep 5, 2005

its with a full house
Another mod author who deserves to be better known:

Hopper31

He makes pretty loving cool concepts. Removable Robot Arms is amazing, and fits into the "Why did nobody think of this before?" category. Works really, really well with Robco Certified.

If you don't want to repair a robot, you can literally hack their arms off, fix them up with some scrap and turn them into functional weapons. He also has a sentry-bot companion that expands what Robco does slightly with a single robot type.

His latest mod, the Portable Turret is pretty drat cool too.

Gyshall
Feb 24, 2009

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

Cantorsdust posted:

Infinite load screens are almost always due to running out of memory. As was discovered in Skyrim, Bethesda's Gamebryo games suffer from sharing both normal RAM and video RAM together. So that means using detailed textures takes space from the game's memory, which is why you see those freezes during memory-intensive operations like loading a level. First, make sure you're running fnv4gb. Also, the new ENBoosts expand your video memory beyond 3.1 gigs, so that's a start. Look into removing texture mods or at least running them through that texture optimizer utility. A thing I use when I was desperate to make Skyrim more stable was a utility called Cleanmem which regularly purges your RAM. Some say it is a placebo and does nothing. I don't know, but both Skyrim's and NV's stability noticeably increased after installing it. See part 5 of this guide for details.

Thanks, I'm doing all of this (except the cleanmem snakeoil) and most likely just Gamebryo being poo poo. Oh well.

Nobody Interesting posted:

I've done that, since before pink faces it was white faces on black bodies etc. Also am using Archive Invalidation by way of the Archive Invalidation Generator doohickey. Is Archive Invalidation Invalidated a better idea?

Are you using a mod manager? FOMM and MO both have their own Archive Invalidation methods.

Nobody Interesting
Mar 29, 2013

One way, dead end... Street signs are such fitting metaphors for the human condition.


Gyshall posted:

Are you using a mod manager? FOMM and MO both have their own Archive Invalidation methods.

NMM, yeah. It didn't do poo poo. When I generated ArchiveInvalidation.txt properly, body mods and NMC's fully applied.

Castomira
Feb 24, 2011

Fuck you Eva Marie, if you have to be right there next to all of my posts you don't even get to have red hair. You're a dryad now.
:froggonk:

rope kid posted:

It's been a long time since I messed with any of the textures on weapons, but each weapon has a 1st person and 3rd person texture. IIRC, I think that bug happens when the 1st person texture is assigned to the 3rd person model. I'm not confident in that answer, but I think it's something like that.
Huh, interesting. Through what avenue then would I go about reassigning them? It's not something I've done before, but I'd like to try.

Edit: So I did some playing around, and figured out that Fallout 3 textures for the Sniper Rifle look totally different from Sniper Rifle textures in NV:


Even though the mesh doesn't seem to be any different, it seems to be mapped differently. On a hunch, I used FOMM to export the Sniper Rifle mesh from Fallout 3, renamed it to something unique, and moved it into \Meshes\weapons\2handrifle, then opened the mods in FNV Edit and manually changed the Model filename for the weapons to the renamed Fallout 3 mesh. Then I loaded up the mods to see what I had wrought.

Now, discarded, the weapons look exactly like they're supposed to:



But when I equip them:



They go back to being jacked up. Yeah, I'm out of ideas now.

Castomira fucked around with this message at 02:12 on Feb 20, 2014

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Naky posted:

Maybe some of us would like to see both. Maybe some of us are also extremely biased. :colbert:

no :colbert:

seriously though if Swag wants to do both that's awesome, but - especially if this ends up somewhere besides SA Games - Millenia support is gonna be wayyyyyyyyyy more popular. That's all I'm saying here, really.

SplitSoul
Dec 31, 2000

Ddraig posted:

Another mod author who deserves to be better known:

Hopper31

:lol: That AMR knockback mod is an instant install.

Rush Limbo
Sep 5, 2005

its with a full house
It would probably be very fun at the Dam.

I don't think the Rangers actually have the proper strength to wield an AMR so they might end up flinging themselves off the dam everytime they fire.

Antistar01
Oct 20, 2013

Castomira posted:

Weird texture fuckery in my TTW game:


The top sniper rifle is the Reservist's Rifle with a TTWized version of UWWUT, and the bottom is the Tiger Siberian from a TTWized An Evening With Mister Manchester.

Something is making retextured sniper rifles look like this, and since as far as I can tell, the mesh is the exact same in bot F3 and FNV, I have no idea why it's happening. (It's only for the Sniper Rifle, too, as far as I can tell; ever other weapon in Puce Moose's mods and UWWUT looks fine.) Is this something I can manually fix in FNVedit? Or does it require actual expertise?

Castomira posted:

Huh, interesting. Through what avenue then would I go about reassigning them? It's not something I've done before, but I'd like to try.

Edit: So I did some playing around, and figured out that Fallout 3 textures for the Sniper Rifle look totally different from Sniper Rifle textures in NV:


Even though the mesh doesn't seem to be any different, it seems to be mapped differently. On a hunch, I used FOMM to export the Sniper Rifle mesh from Fallout 3, renamed it to something unique, and moved it into \Meshes\weapons\2handrifle, then opened the mods in FNV Edit and manually changed the Model filename for the weapons to the renamed Fallout 3 mesh. Then I loaded up the mods to see what I had wrought.

Now, discarded, the weapons look exactly like they're supposed to:



But when I equip them:



They go back to being jacked up. Yeah, I'm out of ideas now.

I think I know more or less what's going on here, because I was messing around with it recently for WMX-WRP. It's actually a couple of things (probably), but both basically down to using WRP.

The textures you posted there aren't from FO3 or FNV themselves - they're from mods - but they do show the problem: WRP changes the UV-mapping for the Sniper Rifle, and the texture layout needs to match it. Those textures in your first shot were made for the original mapping, rather than Millenia's altered version from WRP.

Another problem is that the Sniper Rifle (and .44 Magnum Revolver) in WRP insist on using the textures from the game's bsa files rather than the replacer textures from WRP - but only for the 'third-person' models* (used any time the weapon is not currently equipped by the player). I have no idea why; I couldn't work it out. Something in the depths of their nif files, maybe. I included a workaround in a recent update to WMX-WRP that was just pointing the models at duplicates of the textures in a different location so they couldn't fall back on the bsa files... but then forgot to merge across a necessary accompanying change in WMX itself so I'll have to update that again sometime soon. :saddowns:


But for those two rifles specifically, you were on the right track. You just need to also point their 1stpersonstatic records at the mesh you extracted from the bsa file.


*There's actually a bit more to it but that's what it mostly boils down to.

CroatianAlzheimers
Jun 15, 2009

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


SplitSoul posted:

:lol: That AMR knockback mod is an instant install.

That and the throwable REPCONN rockets just went right into my load order.

Castomira
Feb 24, 2011

Fuck you Eva Marie, if you have to be right there next to all of my posts you don't even get to have red hair. You're a dryad now.
:froggonk:

Antistar01 posted:

But for those two rifles specifically, you were on the right track. You just need to also point their 1stpersonstatic records at the mesh you extracted from the bsa file.

*There's actually a bit more to it but that's what it mostly boils down to.
You're talking about this, right?



I can't seem to figure out how to change that value to the extracted mesh. When I try to put in the filepath, it says that it "is not a valid integer value." I probably have no idea what I'm doing, but it seems like it should be simple.

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.
This is going to be a quick update, so not too much pretentious bullshittery from me this time around. Have some pictures:





First picture is taken from under the canopy covering the new platform that forms a second floor over the ammo shelves. I realized that for my eventual CASE support, I'm going to need a lot of extra shelf space just for ammo, which this platform will fill the role for. For those that don't use CASE, this platform is going to be filled with radios, maps and everything else I can think of that would make it feel like this is where military operations (for both the Enclave and Rangers) were planned and supported from.

Second picture is looking down through the platform floor into the original ammo storage area. I'm still heavily experimenting with the lighting (which is why everything is so dark; most of the areas I've changed don't have any lighting yet), but I think I'm starting to get a feel for what I want. I'm really liking the look of under the canopies being relatively low lighting with harsh shadows, contrasting against the bright armory lights in uncovered areas.

Although now an outdated picture, I think this one I posted before kinda highlights what I'm talking about :



Also, all the canopy pieces you see, I had to make. The NCR tents they're based off of only have a few pieces available, and only in full walled meshes. I had to create custom modified corner, left, middle and right pieces, and do them in both walkthrough (high-hanging) and partial (low-hanging) versions. They look nice enough that I can actually see them being useful in other projects. Hopefully when all is done, someone will find a use for them in their own mod.

Antistar01
Oct 20, 2013

Castomira posted:

You're talking about this, right?



I can't seem to figure out how to change that value to the extracted mesh. When I try to put in the filepath, it says that it "is not a valid integer value." I probably have no idea what I'm doing, but it seems like it should be simple.

The field circled there points to the 1stpersonstatic record; it's separate to the weapon record. Ctrl-clicking on the field should take you to the record you're after; it's a shortcut.

Castomira
Feb 24, 2011

Fuck you Eva Marie, if you have to be right there next to all of my posts you don't even get to have red hair. You're a dryad now.
:froggonk:
Thanks; that worked for me. I finally have weapons that don't look like vomit.

Snoop Radley
Sep 26, 2011

Hail to the baby king. :3:
So I'd like to give Spice of Life a go but I don't know about the body replacement. The mod page says "any Type3/Type6" body will do for women, but this is the only one they linked. Apparently there are other options, though - you guys got a recommendation? I'd rather not get a nude one.

I'm hesitant about getting a body replacement because from browsing them I get the impression most of them are made by guys looking to inject some sex appeal to their wastelanders and make their arms all dainty and their armors fit snugly around their boobs. Makes me feel a little skeeved out. I don't want to add any of that nonsense into the rare game that's really good about avoiding that stuff.

Spice of Life looks so nice though. :saddowns:

CJacobs
Apr 17, 2011

Reach for the moon!
The body replacer has options to use the default clothes instead of being just naked.

Snoop Radley
Sep 26, 2011

Hail to the baby king. :3:
Ah yes, I noticed that. Sorry for being vague: I was asking if there were any other options than the one linked (because I like to browse), and then making a disclaimer that I'm not interested in any nude ones.

How well do these body replacements play with any non-Spice of Life custom clothing/armors I might want to download? I'm guessing there'd be some weirdness, much like there'll be weirdness if I try to use Spice of Life with default bodies.

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.
Very small LS update:

No pictures right now because I'm in the middle of fiddling around with things, but I have learned something very important today (something I should have realized earlier, having programmed such a system in some of my own software). Static objects are actual individual objects inside the GECK, but when a cell is loaded in the actual game, the engine compiles static objects into as few meshes as it possibly can. Generally any non-animated static objects that share the same material will be compiled into a singular mesh; this is an optimization that is necessary in all games, even games with very simple visuals. The problem with this is, static objects become completely immutable, hence the name. All you can do with them is enable or disable them.

This has proven to be a problem for me, as I've put together a lighting system that can be toggled. Using the machine shop as an example, you can toggle between all lights (very bright), incandescents only (bright with nice warm lighting), fluorescents only (bright with colder lighting), or all off. Being able to toggle off lights means needing to swap the light fixtures between their glow and non-glow variants. I actually wrote a nice script that can swap the positions of two references (and any references they're linked to in a reference chain), but as that doesn't work with statics, I need to find another method. Of course I can do what most people do and just overlap the two different meshes and disable/enable them as needed, but seeing as that system is completely unmaintainable, I'd rather just remove the option altogether and just leave one form of lighting that tries to compromise.

At least the actual lighting itself is very easy to turn on and off.

Rush Limbo
Sep 5, 2005

its with a full house

Snoop Radley posted:

Ah yes, I noticed that. Sorry for being vague: I was asking if there were any other options than the one linked (because I like to browse), and then making a disclaimer that I'm not interested in any nude ones.

How well do these body replacements play with any non-Spice of Life custom clothing/armors I might want to download? I'm guessing there'd be some weirdness, much like there'll be weirdness if I try to use Spice of Life with default bodies.

The biggest problem you'll likely find is that in any meshes where there's exposed skin might look a bit weird. That's about it. All armors will still work.

e: I'm also loving useless when it comes to using the geck. I'm going through it trying to correct minor clipping errors I find in game and trying to navigate via the render window is like pulling teeth for me. I'm so useless.

At least it's fairly easy to tweak other things, though.

Rush Limbo fucked around with this message at 12:54 on Feb 21, 2014

Hobo on Fire
Dec 4, 2008

Snoop Radley posted:

How well do these body replacements play with any non-Spice of Life custom clothing/armors I might want to download? I'm guessing there'd be some weirdness, much like there'll be weirdness if I try to use Spice of Life with default bodies.

The type 3 body and is variants (type 6 for example) is used as a base for pretty much every female armor on the nexus, everything from super skimpy bikini armor to surprisingly lore friendly versions of power armor. Their all more or less compatible with each other. As Ddraig already mentioned, if you don't use them all you'll really notice is some texture issues on exposed skin. A female character in raider armor might have the texture for her arms displayed over her stomach for example.

If this is a big deal for you, you may consider getting the texture but not the body mesh. In that scenario any custom armors will display correctly, but you'll have texture issues on stripped females - who will still have their skivvies on, as the underwear is a 3d mesh and not a texture. You may consider a few of the type 3 meshes to keep any of the skimpier vanilla outfits from looking strange, but wiping out and looting a fiend encampment won't result in a bunch of impossibly skinny dead naked supermodels scattered all over.

Male body replacers are a bit different, as the options don't have a common base. That said, the replacers really don't change any of the vanilla armors beyond making the textures work correctly, so going all out with one of them won't lead to anything too disturbing. Spice of life has options for the two big ones; Breeze is probably the better of the two for your case. Roberts makes every dude in the Mojave look like a Calvin Klein model.

Rush Limbo
Sep 5, 2005

its with a full house
The power armor is a bit of an odd case. On one hand, it is well done and makes it more "appropriate" for a female character, on the other hand Power Armor is supposed to be this huge, intimidating thing that completely hides whoever's inside it. If you can tell there's a woman in there, it's kind of not doing part of its job. Same thing with the Veteran Ranger stuff.

SeanBeansShako
Nov 20, 2009

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

Ddraig posted:

The biggest problem you'll likely find is that in any meshes where there's exposed skin might look a bit weird. That's about it. All armors will still work.

I like to think those Raiders/Freeside thug types just don't wash. They ain't bathed since 2275!

CroatianAlzheimers
Jun 15, 2009

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


SeanBeansShako posted:

I like to think those Raiders/Freeside thug types just don't wash. They ain't bathed since 2275!

A combination of that and weird tan lines explains a lot.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.
I imagine you need to buy like 300 bottles of purified water from The Kings fountain to have a proper bath in that place.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Are there any mods out there that fix having to re-hotkey weapons when leaving casinos?

The King of Swag
Nov 10, 2005

To escape the closure,
is to become the God of Swag.

Gyshall posted:

Are there any mods out there that fix having to re-hotkey weapons when leaving casinos?

Without extensively searching, I'm going to say no. Casino's take away your weapons, which remove them from hotkeys, and the scripting engine has no way of reassigning them back. This is why every sorting system you see in mods does the same thing; if you remove items from the player, there's no way to prevent destroying the hotkey settings. I was actually hoping NVSE has the functionality myself, but it doesn't, and it's something I hate when it happens.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Gyshall posted:

Are there any mods out there that fix having to re-hotkey weapons when leaving casinos?

No, but you can find mods that won't take your weapons away in the first place. I use Casino Bypass http://www.nexusmods.com/newvegas/mods/37862/

Rush Limbo
Sep 5, 2005

its with a full house
Yeah, it's really incredibly annoying.

On another note, is there anyone willing to test out a mod for me? I made it as a bit of a whim. It's a new perk, "Double Down", that you get at level 21 that unbans you from all casinos.

I'm a bit poo poo at scripting so I basically want an idea if: a) it works and b) if it can be improved in anyway

I created a custom icon for it so I'd also like some feedback on how it looks ingame.

The formid is 010013F4 (replace the first two digits with the load order reference, obviously)

https://dl.dropboxusercontent.com/u/5847454/Double%20Down.7z

Adbot
ADBOT LOVES YOU

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I will give it a shot the next time my game crashes :v:

I'm really pushing the engine to the max with texture mods + ENB + SMAA, ugrids up to 9 or whatever and just having a blast. Modded New Vegas Ultimate Edition = best open world rpg game ever???

also bummer about the casino thing, but so it goes. Running about 120+ mods (archives in MO, including textures etc) and gameplay has been pretty stable (only really crashing if I alt+tab) and just really enjoying all the content. Jsawyer leveling pace is awesome, even with Increased Wasteland Spawns, and I'm using DLC Weapon Integration and FO3 Weapon Restoration (instead of Project Nevada's Equipment module) and there are a ton of guns to shoot. Going to use Millenia's pack next playthrough, and the Unified Backpack Mod in the OP since I wasn't too happy with the backpacks in Project Nevada.

e: Also the Fallout 1 and 2 ambient music mod is amazing and I recommend it to everyone.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply