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Nobody Interesting posted:Sounds like you want Colour Me Evil. I have it installed, but it doesn't do anything in the Capital Wasteland part of TTW. Not a huge deal after I worked it back down to neutral. I just sell some schmuck into slavery whenever I tip into good. Getting back down to neutral was the tough part.
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# ? Mar 29, 2014 13:13 |
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# ? May 17, 2024 05:05 |
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Floppychop posted:I have it installed, but it doesn't do anything in the Capital Wasteland part of TTW. Ah right, I don't know how TTW handles mods - if it even does. Maybe you could install an equivalent FO3 mod? Or FNVEdit that poo poo and see if you can work with it.
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# ? Mar 29, 2014 13:16 |
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I'm interested in a music mod that changes the ambient music up a bit. I feel like the indoor exploration tunes are too like ... busy? There's too much going on, and they're kind of loud and sometimes brash. I'm also not really satisfied with the outdoor musics, especially when you get close to a NCR army camp and you get the military-ish music going on. Anyone know of a good (great) ambient music mod?
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# ? Mar 29, 2014 13:29 |
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Oh, that reminds me, pipboy images too!myself from another page posted:So As I'm actually working on ARMS now (Hopefully v1.0 will be out sometime next week), I'd like to ask the thread for a bit of totally unnecessary help. If one of you guys wanted to make some little models/textures for any and all new calibers, that'd be tit's awesome. In the interim I'm just going to use the .308/40mm ammo can things. Some sort of little object for hull plastic and brass would be great too, but I'll probably use the little box thing that game uses for primer boxes and poo poo.
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# ? Mar 29, 2014 17:22 |
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Nobody Interesting posted:Ah right, I don't know how TTW handles mods - if it even does. Maybe you could install an equivalent FO3 mod? Or FNVEdit that poo poo and see if you can work with it. TTW handles FNV mods without issue, but obviously mods changing the worldspace only affect the FNV half. FO3 mods can be converted to work in TTW with an automated script.
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# ? Mar 29, 2014 23:30 |
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For the people having issues with music, did you teleport out of OWB without using the transportalponder? I know it activates/deactivates radio stations depending on if you are going to or leaving the big MT.
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# ? Mar 30, 2014 00:39 |
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King Doom posted:For the people having issues with music, did you teleport out of OWB without using the transportalponder? I know it activates/deactivates radio stations depending on if you are going to or leaving the big MT. Nope, just loaded in and it stopped working.
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# ? Mar 30, 2014 00:44 |
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King Doom posted:For the people having issues with music, did you teleport out of OWB without using the transportalponder? I know it activates/deactivates radio stations depending on if you are going to or leaving the big MT. I haven't even touched any of the DLC yet.
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# ? Mar 30, 2014 02:04 |
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Crimson Harvest posted:I'm interested in a music mod that changes the ambient music up a bit. I feel like the indoor exploration tunes are too like ... busy? There's too much going on, and they're kind of loud and sometimes brash. I'm also not really satisfied with the outdoor musics, especially when you get close to a NCR army camp and you get the military-ish music going on. Digital Nightmare might be what you're looking for. It replaces the all-over-the-place exploration themes with really desolate-sounding music. I'd also recommend Fallout 1 & 2 Ambient Music if you're a fan of the original Fallouts. I'm not sure if it replaces the dungeon exploration themes but It's still a refreshing change, though. And if you don't mind using a radio station, Existence 2-0 from the OP supplies suprisingly relaxing industrial songs along with stories and anecdotes from a psychopathic A.I.
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# ? Mar 30, 2014 03:05 |
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Is it possible to have hardware AA on with ENB? I've read somewhere that not really and hours of me trying seems to indicate that's the case. I managed to enable sparse grid AA in Nvidia Inspector but it didn't do much. ENB's built-in "EnableEdgeAA" also does jack poo poo. GPU is GTX 760.
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# ? Mar 30, 2014 12:02 |
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Hell yeah GTX 760 bros unite From the NVidia control panel you can select FalloutNV.exe or whatever it is and force up to I believe 8x superampling as well as AF. You can do the same on AMD cards through CCC. It usually works but sometimes it just kinda doesn't apply to the game which is a weird issue with ENB. The whole wrapper is kinda sloppily hacked together but when it works it works pretty well.
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# ? Mar 30, 2014 12:18 |
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There we go, supersampling works perfectly. Thanks!
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# ? Mar 30, 2014 12:33 |
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I'm trying to make CCO and jsawyer work together and everything looks fine, except the enemy DT is off the chain. I'm putting 20 gauge shells into armored Powder Gangers at point blank range and they lose like one pip of health. Any ideas?
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# ? Mar 30, 2014 15:12 |
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physeter posted:I'm trying to make CCO and jsawyer work together and everything looks fine, except the enemy DT is off the chain. I'm putting 20 gauge shells into armored Powder Gangers at point blank range and they lose like one pip of health. Any ideas? Buckshot doesn't do a lot against armored people, buddy. That's why Shotgun Surgeon is a perk.
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# ? Mar 30, 2014 23:18 |
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Can someone tell me why my game freezes up at the main menu when I am using both Armory and Armor Collection mod? Here is my Load Order code:
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# ? Mar 31, 2014 21:17 |
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Supeerme posted:Can someone tell me why my game freezes up at the main menu when I am using both Armory and Armor Collection mod? The freeze at main menu is somewhere in your load order is a bad formID. The only way I know how to find the issue is to use FNVEdit's check for errors function. You also should be using a merged patch.
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# ? Mar 31, 2014 21:28 |
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Once I found the FormId errors do I just delete them from the FNVEdit or the GECK?
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# ? Mar 31, 2014 22:21 |
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Supeerme posted:Once I found the FormId errors do I just delete them from the FNVEdit or the GECK? I would just use FNVEdit to remove them.
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# ? Mar 31, 2014 22:31 |
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Ok I just did that and the game is still freezing up on me. is there anything else I'm suppose to fix? This is my first time on modding fallout stuff.
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# ? Mar 31, 2014 22:32 |
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You're running the CaliberX patch without having CaliberX installed it appears. edit: ps. don't use caliberx, it's poo poo. Naky fucked around with this message at 22:38 on Mar 31, 2014 |
# ? Mar 31, 2014 22:34 |
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I'm not even using it, it came with the Armory patch 2.9.
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# ? Mar 31, 2014 22:40 |
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Hmm yeah I just saw the 0 next to it. FNVEdit doesn't report any missing masters in the side window?
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# ? Mar 31, 2014 22:44 |
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Nope. I just removed them from my list as they are not going to work with my expertise. Maybe someone else can fix them up or something.
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# ? Mar 31, 2014 22:49 |
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Crimson Harvest posted:I'm interested in a music mod that changes the ambient music up a bit. I feel like the indoor exploration tunes are too like ... busy? There's too much going on, and they're kind of loud and sometimes brash. Real talk, the track that plays in Doc Mitchell's house at the very beginning is bizarre and terrible, literally one of the most tonally depressing and inappropriate songs I've ever heard used in a game. I mean, by itself I guess it's an ok piece, but the song itself sounds like it was originally used during an emotional climax in like Silent Hill or something--definitely not the right introduction to a rootin' tootin' cowboy post-apocalyptic video game. https://www.youtube.com/watch?v=EzfL1b43CQo Nika fucked around with this message at 03:21 on Apr 1, 2014 |
# ? Apr 1, 2014 03:19 |
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Nika posted:Real talk, the track that plays in Doc Mitchell's house at the very beginning is bizarre and terrible, literally one of the most tonally depressing and inappropriate songs I've ever heard used in a game. I've never really listened to this song, but I actually really like it. I admit it doesn't suit Doc Mitchell's house, though. It might btter suit Nipton, or when you've killed off a faction head like Mr. House or Caesar.
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# ? Apr 1, 2014 03:32 |
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Are there any issues running Millenia's Weapon Retextures with a full FOOK-PN convergence setup? Wanted to know before I downloaded it and tried installing it.
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# ? Apr 1, 2014 08:50 |
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Doctor Shitfaced posted:Are there any issues running Millenia's Weapon Retextures with a full FOOK-PN convergence setup? Wanted to know before I downloaded it and tried installing it. I'm fairly certain that you can't use millenia's weapon retextures with the FOOK-PN convergence. Some of the textures on guns get messed up.
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# ? Apr 1, 2014 08:56 |
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Thanks for the music mod links. I loved Existence 2.0 in F3, I didn't know it got ported.
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# ? Apr 1, 2014 09:30 |
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Doctor Shitfaced posted:Are there any issues running Millenia's Weapon Retextures with a full FOOK-PN convergence setup? Wanted to know before I downloaded it and tried installing it. The Weapon Retexture Project? It's included in FOOK 1.13, and is actually required for FOOK-PN-Convergence
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# ? Apr 1, 2014 15:32 |
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Oh! That's cool. I haven't noticed any of the retextured weapons since I've only been using stuff from The Armory in my playthrough.
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# ? Apr 2, 2014 00:34 |
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So I'm thinking of heading into the DLCs for the first time pretty soon with my current character (around level 14). Is there anything I should know? I'm fairly sure the order is Dead Money, Honest Hearts, Old World Blues, Lonesome Road, but does my level or the order matter? I know Lonesome Road was the one built up to, so it should come last, but is the order important for the rest? Also, completely unrelated: I'm probably going to follow this up with a pacifist run. Is that something I can play by ear, or are there limitations in choices that lead to things like 'only a bisexual male siding with Yes Man can actually manage a pacifist run'? Basically I want to know if there are certain things I'd definitely have to angle for/avoid if I'm doing a pacifist run, but I'd prefer no spoilers. Cleretic fucked around with this message at 07:14 on Apr 2, 2014 |
# ? Apr 2, 2014 07:12 |
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Cleretic posted:So I'm thinking of heading into the DLCs for the first time pretty soon with my current character (around level 14). Is there anything I should know?
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# ? Apr 2, 2014 07:15 |
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Cleretic posted:So I'm thinking of heading into the DLCs for the first time pretty soon with my current character (around level 14). Is there anything I should know? Dead Money takes all your inventory, so skill up/be prepared to use things other than what you specialized in. You're going to have to "rough it" for a bit.
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# ? Apr 2, 2014 07:17 |
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Flagrant Abuse posted:Be prepared to hate Dead Money's bullet sponge enemies. or just like cripple their arm and kill them instantly, whatever floats your boat really
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# ? Apr 2, 2014 07:24 |
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Cleretic posted:So I'm thinking of heading into the DLCs for the first time pretty soon with my current character (around level 14). Is there anything I should know? Less than you would think. Lonesome Road should wait until you've backed out of the Point of No Return prompt (you'll recognize it pretty fast when you see it) and done all the other DLC, Dead Money and Old World Blues change their tones radically depending on the order you visit them in, and Honest Hearts can go just about anywhere. Release order is certainly not a bad order, though. Some would disagree and say that you can at least go the first bit of Lonesome Road early because of what it gives you, but I'll leave that to others to explain. Yeah, Lonesome Road is the one DLC that you can come back from before you're done with it, and return to later. Specifically for Honest Hearts: Check your targets carefully until you reach a settlement. quote:Also, completely unrelated: I'm probably going to follow this up with a pacifist run. Learn to live with disappointment. No matter your ending, no matter how much of the killing you put on the shoulders of your companions, one way or the other you are going to have some serious story-mandated blood on your hands. This isn't avoidable even if you excuse non-combat kills and non-human kills. dont be mean to me fucked around with this message at 07:29 on Apr 2, 2014 |
# ? Apr 2, 2014 07:25 |
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Sir Unimaginative posted:Learn to live with disappointment. No matter your ending, no matter how much of the killing you put on the shoulders of your companions, one way or the other you are going to have some serious story-mandated blood on your hands. This isn't avoidable even if you excuse non-combat kills and non-human kills. It's mostly just an excuse to finally use all those social-based stats and perks I neglect. I always see those Speech and Barter checks, but I never bother actually going for them because I don't use those stats. The only non-combat options I ever really manage to score are Science-based ones.
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# ? Apr 2, 2014 08:58 |
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Cleretic posted:So I'm thinking of heading into the DLCs for the first time pretty soon with my current character (around level 14). Is there anything I should know? Your items are confiscated from you at the start, but go to the bunker naked and with 0 weight. Try not to hoard stuff while you're there, and if you're planning on keeping any items you find there, make sure that they're low weight. You'll thank me later.
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# ? Apr 2, 2014 11:43 |
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I'm thinking about trying the Fook/PN Convergence everyone keeps talking about. How playable is PN with a controller? I'm used to PN with a mouse/keyboard. Also is AWOP worth it? I hear mixed opinions about it, but saw the Convergence author made a balance and change patch. And finally, will the New Vegas Uncut mods be compatible with this whole mess?
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# ? Apr 3, 2014 19:27 |
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Okay, I've tried as much as I can, but I just can't find a solution. So I'm turning to you guys. My game isn't playing any music. In-world radios play just fine, but ambient music or trying to listen to the Pip-Boy radio gets me nothing. If I listen to Radio New Vegas or the DLC stations I can get stuff like Mr. New Vegas' news breaks, but he'll cut to a song and I'll just get dead silence for a couple minutes before he comes back. I also get this horrible constant clicking sound when (I presume) the game tries to switch non-existent tracks partway through. I can at least avoid that part by just switching to Mojave Music Radio, but I still get complete dead silence otherwise, and it's started to really annoy me. I should note that I've validated the game cache and installed the K-Lite codec pack, which were both suggested through Google searches, but haven't had any success. Can anyone provide any other suggestions?
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# ? Apr 4, 2014 13:28 |
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# ? May 17, 2024 05:05 |
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I still want to blame your codecs. But I'd uninstall K-Lite and try CCCP. Otherwise, perhaps a different d3d9 audio dll might do the trick?
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# ? Apr 4, 2014 15:51 |