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Gyshall posted:Is there a mod that allows you to repair vanilla weapons with their GRA counterparts? Or should that already happen and I just have too many mods to notice? I don't know about the cross-repairing thing off the top of my head; it's never actually come up for me. WMX-GRA doesn't remove the GRA tags because of the confusion that would result in, but apart from that it sort of does what you're after itself. Some weapon mods work on both vanilla and GRA weapons, and others can be 'converted' from vanilla/WMX to GRA (and vice-versa), if they're similar enough.
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# ? Feb 28, 2014 03:21 |
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# ? May 17, 2024 14:57 |
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CroatianAlzheimers posted:gently caress yes! Actual sinks. No more sucking out of that sewer main! The living area looks really great, man. I can't wait. Honest Hearts adds the coffee recipe to the campfire recipe list; Project Nevada (I believe) adds a perk that allows you to use any regular coffee machine (which are normally static and not usable) to brew a cup of black coffee, with less resources than it takes to brew at the campfire. That said, the coffee machine and coffee urn are static objects and just there for decoration, and if I'm right about PN, that's unlikely to change, as it'll add the functionality if you use it.
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# ? Feb 28, 2014 03:23 |
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Nobody Interesting posted:The pink faces returned after installing a few new mods, but disabling and re-enabling archive invalidation in NMM fixed that. Good trick to know. Don't use Nevada skies. URWLNV is better and comes with a really good looking ENB, if that is your thing. Antistar01 posted:I don't know about the cross-repairing thing off the top of my head; it's never actually come up for me. Thanks - I started poking around in FNVEdit, since nothing I wanted did this. I'm going to just rename all the (GRA) stuff to MkII or something along those lines. Also get rid of the Mad Bomber tags, cause I don't need no 'cheevos. Already using WMX, so no worries. ps antistar when u gonna finish Clockwork dawg?!? Gyshall fucked around with this message at 04:03 on Feb 28, 2014 |
# ? Feb 28, 2014 04:01 |
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Fereydun posted:The phrase "VATS dicks" without being related to groin shots is truly sorely disappointing. It sort of is, just a different kind of "groin shot." The thing is, if there was a dick present (because the person who ported the armor to Roberts used the nude version as the base) VATS seemed to want to put that dick front and goddamn center on my screen, both in targeting and killcam. The Lobotomite and White Legs armors were really bad for this. "VATS loves the D" is what I'm getting at.
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# ? Feb 28, 2014 06:25 |
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At last, vindication for never using VATS in my playthroughs.
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# ? Feb 28, 2014 06:31 |
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Berke Negri posted:At last, vindication for never using VATS in my playthroughs. How the hell do you manage to shoot bloatflies, then?
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# ? Feb 28, 2014 06:37 |
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Cantorsdust posted:How the hell do you manage to shoot bloatflies, then? You line up your sights with them and fire? I never use VATS either unless I'm about to change cells, and know that there's a hostile waiting for me on the other side. Other than that though, all ranged combat is done down the sights.
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# ? Feb 28, 2014 06:52 |
Fereydun posted:The phrase "VATS dicks" without being related to groin shots is truly sorely disappointing. VATS dicks are the inevitable evolution of Mole Rat Boobs.
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# ? Feb 28, 2014 07:29 |
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Gyshall posted:ps antistar when u gonna finish Clockwork dawg?!? Urrgh... when I stop getting distracted by other projects - like the recent update to WMX, and this tileset for Cataclysm Dark Days Ahead. CDDA has really got its hooks into me - and I normally don't like roguelikes! I'd really recommend it to people who like Fallout, actually; it's a post-apocalyptic roguelike, basically. Clockwork though... my motivation for it goes up and down over time; forcing myself to work on it when there's something else I'm dying to work on instead doesn't really result in much getting done.
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# ? Feb 28, 2014 12:44 |
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Haha yeah modding the Gamebryo based games is a slog sometimes. I have been working on and off on a Skyrim overhaul for the past year and a half and get to the point where motivation is non existent. Going to check out Cataclysm though.
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# ? Feb 28, 2014 16:38 |
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I'm sorry I forgot your name, but towards the bit who was doing that huge mod compilation with PN/FOOK; how's that coming along, and what's the ETA on it?
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# ? Feb 28, 2014 16:49 |
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Kumaton posted:I'm sorry I forgot your name, but towards the bit who was doing that huge mod compilation with PN/FOOK; how's that coming along, and what's the ETA on it? Right now I'm merging some of the scripts together in the GECK which is a bit of a pain in the rear end. Right now I'm adding some elements of CCO to it. Stuff like the perks, companion development (mini-quests that give the companions extra perks etc) and such. My concern right now is that I might have made Cass a bit too good. I mean, she's already one of the better companions, but now in addition to Whiskey Rose, she can also drink whiskey herself which increases her attack speed/DT when she drinks whiskey/moonshine and you can do an additional quest to give her a much better shotgun. At least now she can drink too much whiskey and get a slight debuff if she overdoes it.
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# ? Feb 28, 2014 17:17 |
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Alright, while I was looking at mods today, I saw some I'm curious about: Are the Factions Reloaded or Real Time Settler mods any good?
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# ? Mar 1, 2014 04:27 |
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Factions Reloaded is pretty good but it's quite buggy/incomplete and can be pretty straining on your system. I'd say the worst aspect of them are the Followers one because the voice acting is rather dodgy and I'm a stickler for that sort of thing.
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# ? Mar 1, 2014 04:32 |
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Lotish posted:Alright, while I was looking at mods today, I saw some I'm curious about : Are the Factions Reloaded or Real Time Settler mods any good? Factions Reloaded - no.
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# ? Mar 1, 2014 04:43 |
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Oh, and should I get both New Vegas Bounties mods or just the first one? I noticed to make the second work you need both the first and a separate .esm.
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# ? Mar 1, 2014 04:54 |
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I'm going to go against the grain and not recommend them. They're rather badly written, the references are glaringly obvious and immersion breaking, and the second one is full of the most ridiculous bullet sponge monster closet encounters I've ever seen. I hope you like fighting 50+ super mutants with buffed up stats that will attack you relentlessly before you even get to the person you're trying to kill. I think the most ridiculous one I've encountered is in another one of his mods, "The Inheritance", where there's one segment where so many feral ghouls come at you from infinitely respawning spawners that I literally got bored killing stuff.
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# ? Mar 1, 2014 05:03 |
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Fereydun posted:The phrase "VATS dicks" without being related to groin shots is truly sorely disappointing. Somebody must make a mod that adds groin attacks to VATS. Successful hits are instant death.
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# ? Mar 1, 2014 06:26 |
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Arcsquad12 posted:Somebody must make a mod that adds groin attacks to VATS. Successful hits are instant death. That'd unfortunately require re-exporting the mesh for every creature, person and outfit you wanted to give a targetable groin - plus various other things that may or may not be possible to make the game support it. Still, if anyone out there was to put that much effort into groin-related modding... they'd probably be at Lover's Lab. Of course you don't really want to go there, though.
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# ? Mar 1, 2014 12:39 |
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The King of Swag posted:Honest Hearts adds the coffee recipe to the campfire recipe list; Project Nevada (I believe) adds a perk that allows you to use any regular coffee machine (which are normally static and not usable) to brew a cup of black coffee, with less resources than it takes to brew at the campfire. That said, the coffee machine and coffee urn are static objects and just there for decoration, and if I'm right about PN, that's unlikely to change, as it'll add the functionality if you use it. Active Wasteland has an option to use coffee makers, too.
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# ? Mar 1, 2014 14:21 |
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Fereydun posted:The phrase "VATS dicks" without being related to groin shots is truly sorely disappointing. I mean technically it DOES refer to groin shots. ...just, groin shots of the pictorial variety.
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# ? Mar 1, 2014 15:09 |
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Anyone know how safe it is to install The New Bison Steve mod after you've already cleared Primm? I keep finding new drat mods every time I go to launch the game and that one looks great.
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# ? Mar 1, 2014 17:28 |
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Nobody Interesting posted:Anyone know how safe it is to install The New Bison Steve mod after you've already cleared Primm? I keep finding new drat mods every time I go to launch the game and that one looks great. Should be fine. It's very well made and should cause no problems if you've already cleared Primm.
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# ? Mar 1, 2014 17:32 |
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Nobody Interesting posted:Anyone know how safe it is to install The New Bison Steve mod after you've already cleared Primm? I keep finding new drat mods every time I go to launch the game and that one looks great. I installed it well after I cleared Primm, and it worked just fine. It really is a cool mod.
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# ? Mar 1, 2014 18:58 |
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Jolly good. Actually a little bit amazed at how stable everything is, my loadorder is getting pretty crazy. Still a little bit disappointed in rePopulated Wasteland though. I wonder how trivial it would be to patch in non-generic AI for the new NPCs? Edit: And now I get to Freeside I discover a few things off about Francine... Where's her shirt at and why is she suddenly a patriot? Still, at least her head isn't triangular. Incidentally - holy poo poo, Freeside Open. Crashed once but otherwise it's performing nicely and just wow. Nobody Interesting fucked around with this message at 23:10 on Mar 1, 2014 |
# ? Mar 1, 2014 23:02 |
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Lotish posted:Oh, and should I get both New Vegas Bounties mods or just the first one? I noticed to make the second work you need both the first and a separate .esm. Honestly, get both. New Vegas bounties is a really solid pair of mods.
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# ? Mar 2, 2014 01:15 |
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Nobody Interesting posted:Jolly good. Actually a little bit amazed at how stable everything is, my loadorder is getting pretty crazy. If youre using something that alters vanilla clothing, thats likely what it is. Shes normally wearing one of the pre-war business suits. If theres something that alters that, thats likely it.
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# ? Mar 2, 2014 01:57 |
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After many months of being too lazy to re-assemble my choice of mods to play this game again, I've decided I'll finally get it done and get back into the Mojave. I have only one question before I begin: I use Mod Organizer extensively for Skyrim, and I'd like to know if it's as up-to-snuff for New Vegas. I know it's listed in the OP, but I wonder if any of you have first-hand experience using it, and if there are any issues I should know about. Thanks, cowboys!
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# ? Mar 2, 2014 03:29 |
For simple plug in and play sort of mods it is fine, but it is much easier to go the manual old school FOMM route for the bigger dogs.
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# ? Mar 2, 2014 03:36 |
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http://www.nexusmods.com/newvegas/mods/55154/
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# ? Mar 2, 2014 03:55 |
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FCO has really come on leaps and bounds.
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# ? Mar 2, 2014 04:04 |
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Coughing Hobo posted:After many months of being too lazy to re-assemble my choice of mods to play this game again, I've decided I'll finally get it done and get back into the Mojave. I have only one question before I begin: I use Mod Organizer extensively for Skyrim, and I'd like to know if it's as up-to-snuff for New Vegas. I know it's listed in the OP, but I wonder if any of you have first-hand experience using it, and if there are any issues I should know about. First use FOMM to install Project Nevada and any interface changing mods you might want, like Darnified UI. Then start MO and go from there. Here are the mods I've installed with FOMM: Everything else, Mod Organizer should handle. This is, unironically, how the FCO characters look to me.
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# ? Mar 2, 2014 04:20 |
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Gyshall posted:First use FOMM to install Project Nevada and any interface changing mods you might want, like Darnified UI. Then start MO and go from there. This is basically the response I figured I'd get. That's easily workable, thanks!
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# ? Mar 2, 2014 04:41 |
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I've run into an issue I've had when playing the original Lombard Station, as well as a handful of other player homes that have item displays: with even moderately packed items, the ray intersection that is used to detect what item you currently have the crosshair over, is dodgy. If you have fully stocked display shelves, the game has problems identifying what item the crosshair is over, until you've taken enough of the surrounding items, that you regain the ability to take it specifically. In other words, if you have several columns of an item sitting on a shelf, you will have no trouble taking the first couple (or few) items out of a single column, but then you'll be unable to take any more out of that column, until you take some out of the columns next to it. I've spent all day experimenting with different types (and quality) of collision meshes for display items, including custom, more detailed collision meshes for some items that had particularly sloppy meshes. What I've found is that none of that matters, and that only items with generated geometric shapes (by setting the havok collision mesh option from an explicit mesh to a primitive; examples would be cylinder, cube, etc.) don't suffer from this issue. Which leads me to believe that the collision mesh is used as the final check for the ray intersection, but that the bounding box of the model is used as a quick culling method. The collision mesh is always guaranteed to be enclosed by the bounding box (because that's what it is), and checking a ray intersection with the bounding box is a very cheap way of avoiding a more expensive check against the collision mesh. It also explains why items with primitive collisions don't suffer from the problem, because the primitive is just as cheap to check as the bounding box, which means the bounding box check is likely not performed. I believe the problem itself stems from this initial bounding-box cull. What I believe is happening is that even though an item would pass the collision mesh ray intersection check, it's failing the bounding box check, because the bounding box of other items are partially overlaying the object, depending on the angle you try to take it from; that overlaying object then fails the collision mesh check, because you aren't actually putting the crosshair directly over its collision mesh, so the effect is the same as if you didn't have the crosshair over any object. I see three options here: 1) Leave it as is; the problem will never prevent you from taking all the items of a type if that's what you want to do, it's just that you might need to alternate what columns you take them out of, if you want to take more than several at a time. 2) Spread everything way out; as I mentioned, the problem surfaces with even moderately packed items, so you need to really spread items apart to prevent it from showing up. This unfortunately means that you can fit fewer different types of items into a display. 3) Reduce the number of items per type, and spread everything way out, just less than in option 2. This is essentially just option 2, except you get to keep more different types of items, at the cost of having a lot fewer of any given type. Here's two pictures showing a small section of both the kitchen and medical display shelves. To give you an idea of what I'm talking about, there are two columns of whiskey bottles in the kitchen display, and 6 columns of Stimpack's in the medical display. So the question for you folks is, what would you like to see me do? Personally, I think the displays look bitching as they are, and they'll be much less impressive if I take option 2 or 3. I also see the problem as annoying, but relatively minor, as it never prevents you from taking all the items, just from taking them all out of the same column without taking some out of the columns next to it. I'm not going to generate actual pictures of what it would look like (because that's a lot of extra work), but to give you an idea of what option 2 and 3 would be like; option 2 would give the same impression of a well-stocked shelf (as option 1), but with much less variety. Option 3 would retain the variety (of option 1), but look more sparse and poorly stocked. Using option 2 and the medical shelf as an example: the regular stimpaks would have to be separated enough that they'd cross the entire shelf they're on (or possibly even wider apart), and the auto-inject stimpaks would either need to be eliminated from the displays, or moved to another shelf if there was room. Option 3 for the same items would probably see both the stimpaks and auto-inject stimpaks reduced to just a handful each, but they'd both get to stay on the same shelf. P.S. Some items, especially in the medical displays, need extra work for custom texturing, as a lot of them share the same models, and some (like the stimpaks) look weird in their default form, because things that should be lit up (like the digital gauge on the auto-inject stimpak) aren't. You can see a good example on the top shelf; three different healing items that all use the same model, that I had to make (admittedly very minor) changes to the textures to distinguish them. The King of Swag fucked around with this message at 13:10 on Mar 2, 2014 |
# ? Mar 2, 2014 13:05 |
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Leave it as is. It's only a minor inconvenience, and those displays look great.
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# ? Mar 2, 2014 17:19 |
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Don't see any problem with those Oblivion screenshots.
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# ? Mar 2, 2014 18:11 |
Ouch, that title.
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# ? Mar 2, 2014 18:31 |
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As a work around, include another option(s) to take gear. Give an access panel to let us open the storage container wholesale like the weapon walls. Alternatively, a terminal (since that seems to look like a dispenser) to let us take X amount of a given item. Or a quickselect button to give us 10 of each healing item, ideally customizable in or out of game. (Take twenty stimpacks, five super stimpacks, 5 Doctor's bags, 5 of each chem, etc.
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# ? Mar 2, 2014 18:32 |
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Made it to meeting the legion before quitting on this game. One of the worst games I've ever played.
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# ? Mar 2, 2014 18:48 |
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# ? May 17, 2024 14:57 |
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Hobo on Fire posted:Leave it as is. It's only a minor inconvenience, and those displays look great. Agreed. I love how they look and I don't really care about taking from the display shelves, especially if there's a container where I can just grab from what I need.
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# ? Mar 2, 2014 19:30 |