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bucketybuck
Apr 8, 2012
I'm not much of a modder so I'm hoping you guys might be able to answer a small question for me.

As background, I managed to get FOMM working and have Project Nevada selected, however when I load the game it tells me the NVSE isn't working. Now thats fine, I'm happy enough to just continue on with my game, like I say I'm not big into modding.

My question regards implants. I have found and collected various implants which I guess are from the Cyberware part of project Nevada. I have then found a doctors book and given it to the doc in Goodsrpings to teach him how to implant them. The problem is that when I then speak to the doc and ask him can he install an implant he says "sure", the screen fades black for a second and then...nothing. There are no further text options and I have no idea if he has just installed any or all of my implants?

My question is, has the problem with NVSE mucked up the docs ability to put the implants on, or have I missed something simple? If the problem is NVSE then thats cool, I'll just sell the things for loads of caps, but if I can fit them then thats good too!

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Antistar01
Oct 20, 2013
Alternatively you could just install NVSE and have everything work properly; it's pretty easy.

A lot of Project Nevada's features require NVSE.

bucketybuck
Apr 8, 2012

Antistar01 posted:

Alternatively you could just install NVSE and have everything work properly; it's pretty easy.

A lot of Project Nevada's features require NVSE.

I have installed NVSE, and have tried but I just can't get the drat thing to work.

Raygereio
Nov 12, 2012

bucketybuck posted:

I have installed NVSE, and have tried but I just can't get the drat thing to work.
Are you booting the game via nvse_loader.exe?

bucketybuck
Apr 8, 2012

Raygereio posted:

Are you booting the game via nvse_loader.exe?

Thanks for this, I'd previously been told to always boot the game through FOMM or none of the mods would work! I have started it through the loader now and everything seems to be working now!

Raygereio
Nov 12, 2012

bucketybuck posted:

Thanks for this, I'd previously been told to always boot the game through FOMM or none of the mods would work! I have started it through the loader now and everything seems to be working now!
FOMM should have a "launch game through SKSE" button that will also run nvse_loader.exe. But you can just run that executable directly instead.
Important tip: Always read the readme file and/or description page of mods and tools.

Raygereio fucked around with this message at 13:23 on Jun 1, 2014

ugh its Troika
May 2, 2009

by FactsAreUseless
NVBII has been pretty enjoyable so far-- I especially liked the nasty death trap in the entrance of that cave of Powder Gangers. Having multiple MFC Clusters fall on you, setting off lots of powder charges around you, is pretty rude.

AlternatePFG
Jun 19, 2012
Is there any way to get modded radio stations to work in the Capital Wasteland with the Tale of Two Wastelands mod?

delta534
Sep 2, 2011

AlternatePFG posted:

Is there any way to get modded radio stations to work in the Capital Wasteland with the Tale of Two Wastelands mod?

Yes it is, the challenge is getting to the object that you need to change. Using FNVEdit open up the radio station mod, find the talking activator for the radio station, use the referenced by tab to find the Reference that places it in the world somewhere and change the broadcast range type to everywhere.


If the station modifies one of the New Vegas stations, you will have to use the geck to modify the TTWFunction quest not to toggle the reference on worldspace swaps as well.

delta534 fucked around with this message at 20:22 on Jun 3, 2014

ugh its Troika
May 2, 2009

by FactsAreUseless
Finished NVBII. I definitely liked that final showdown in the middle of the street, especially since you can pass a speech check to make it one on one.

CroatianAlzheimers
Jun 15, 2009

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


Does anyone know how to get the food, water, sleep, etc. values from Imp's More Complex Needs to show up in the HUD? I can never remember.

Antistar01
Oct 20, 2013

CroatianAlzheimers posted:

Does anyone know how to get the food, water, sleep, etc. values from Imp's More Complex Needs to show up in the HUD? I can never remember.

Grab the 'IMCNNV Hud and Hotkeys' optional file from IMCN's Nexus page.

Talmonis
Jun 24, 2012
The fairy of forgiveness has removed your red text.
Hi folks, I'm wondering just how much modding the game can handle. Currently, I have FOMM and NVSE installed, along with Project Nevada and its expansions. I want to add FOOK, the Weapon modding stuff that is compatible with the convergence mods, Weather and quests if possible.

Here's the full list that I want to run:

Project Nevada
FOOK
Convergance mods for FOOK & PN
WMX
WME
Nevada Skies
ENBSeries Shaders
New Vegas Bounties
New Vegas Bounties 2
Russell
The Inheritance
The New Bison Steve Hotel and Lucky Casino

And any other suggestions, if these will run together.

delta534
Sep 2, 2011

Talmonis posted:

Hi folks, I'm wondering just how much modding the game can handle. Currently, I have FOMM and NVSE installed, along with Project Nevada and its expansions. I want to add FOOK, the Weapon modding stuff that is compatible with the convergence mods, Weather and quests if possible.

Here's the full list that I want to run:

Project Nevada
FOOK
Convergance mods for FOOK & PN
WMX
WME
Nevada Skies
ENBSeries Shaders
New Vegas Bounties
New Vegas Bounties 2
Russell
The Inheritance
The New Bison Steve Hotel and Lucky Casino

And any other suggestions, if these will run together.

The only issue I see is that without a patch WMX and WME will be an issue.

Talmonis
Jun 24, 2012
The fairy of forgiveness has removed your red text.

delta534 posted:

The only issue I see is that without a patch WMX and WME will be an issue.

As in working together, or with the quest mods?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I'm personally skeptical of running FOOK, PN, WMX, and WME together since even with a patch (there's some giant convergence mod patch thing, I think) it's a lot of duplication of records and purpose. I use PN and WMX together, but not all four.

Talmonis posted:

As in working together, or with the quest mods?

As in working together. They all tend to modify the same things, and unless you patch properly one overwrites the other, not "they coexist peacefully," and when a mod has half of itself overwritten by another, things can go badly.

Everything else will be fine. Especially everything else in your list including and below Nevada Skies, no problem.

Kuno
Nov 4, 2008
The convergence mod works pretty well.

Also it calls for having both WMX and WME in the 'full' version.

Speaking of which there was a goon working on making a patch for NVEC (with some of the bloat removed) with the FOOK-PN Convergence mod. Is that still happening at all? I was really looking forward to it

Antistar01
Oct 20, 2013
Yeah, that convergence patch only works by essentially ripping out huge chunks of WMX content; all the ranged weapons stuff, basically. So it's only really useful if you want the melee weapons stuff from WMX and the ranged weapons stuff from WME. I don't see the appeal, personally (but that's probably no surprise).

Trogdos!
Jul 11, 2009

A DRAGON POKEMAN
well technically a water/flying type
I don't like the vanilla sniper scope picture. Are there any mods to change it and are they compatible with other weapon mods? All I found was a mod to change marksman carbine to a non-scoped ACOG scope picture. Tia :)

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
WMX is the more superior and more better mod anyway, with better compatibility so it doesn't matter :colbert:

chitoryu12
Apr 24, 2014

Currently trying to identify which mod in my list is breaking text. At seemingly random moments it'll cause the OK button on a prompt (like an alert about DLC loading or such) to be slightly off-center and unclickable, forcing me to shut down the game from the Task Manager or Alt+F4. Or it'll cause my entire inventory in the looting menu to be squashed into a single line of text where nothing is clickable.

Normally you'd just click through and disable and enable mods selectively until you identify the bad egg. But it seems like there's little rhyme or reason to when it breaks; in one save, the inventory bug wouldn't come up when I was looting corpses but would come up when I tried to loot a nearby dead pack brahmin. Or looting would be fine, but trying to place a map marker resulted in the screen being locked permanently into an unclickable prompt to say yes or no. And most of the mods I have, I've used in the past with no problems.

Still not as bad as when Project Nevada told me that it couldn't detect its HUD extensions while we were still on the title screen, which couldn't be removed and thus made the game unplayable.

delta534
Sep 2, 2011

chitoryu12 posted:

Currently trying to identify which mod in my list is breaking text. At seemingly random moments it'll cause the OK button on a prompt (like an alert about DLC loading or such) to be slightly off-center and unclickable, forcing me to shut down the game from the Task Manager or Alt+F4. Or it'll cause my entire inventory in the looting menu to be squashed into a single line of text where nothing is clickable.

Normally you'd just click through and disable and enable mods selectively until you identify the bad egg. But it seems like there's little rhyme or reason to when it breaks; in one save, the inventory bug wouldn't come up when I was looting corpses but would come up when I tried to loot a nearby dead pack brahmin. Or looting would be fine, but trying to place a map marker resulted in the screen being locked permanently into an unclickable prompt to say yes or no. And most of the mods I have, I've used in the past with no problems.

Still not as bad as when Project Nevada told me that it couldn't detect its HUD extensions while we were still on the title screen, which couldn't be removed and thus made the game unplayable.

That sounds like a UI/HUD mod installed wrong. Which one I could not tell you, since my experience with bad UI/HUD mod installs have resulted in a crash.

Antistar01
Oct 20, 2013

Gyshall posted:

WMX is the more superior and more better mod anyway, with better compatibility so it doesn't matter :colbert:

Flattery will get you nowhere warm fuzzy feelings at least. :3:

chitoryu12
Apr 24, 2014

delta534 posted:

That sounds like a UI/HUD mod installed wrong. Which one I could not tell you, since my experience with bad UI/HUD mod installs have resulted in a crash.

The only mod I have installed that should affect the HUD at this point is Project Nevada; Powered Power Armor was installed, but I removed it when it caused the same problem.

Which is odd, because Project Nevada is problematic but it's never caused that specific problem before. I am considering replacing it with a set of mods that replicate some of its functionality, though, like the bullet time (I prefer it over VATS).

Raygereio
Nov 12, 2012

chitoryu12 posted:

Still not as bad as when Project Nevada told me that it couldn't detect its HUD extensions while we were still on the title screen, which couldn't be removed and thus made the game unplayable.
This means you either installed PN incorrectly and/or installed another mod that overwrote some hud files. My guess is that your current problem is related to that.

Be sure that you're using Archive Invalidated. Double check to see if you installed Project Nevada and any other mod you're using that have hud files (any mod with files that go under \Data\Menus) correctly acording their readme instructions. Also grab the Unified Hud Project and instal this last.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Yeah uHUD or oHUD or whatever solves a lot of issues. HUD mods are the most complicated to install right but I got DarnUI/unified HUD/PN working together ... eventually.

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.
The ohud/uhud (can't remember which one is the new version) readme tells you the correct installation order for pretty much any HUD mod you might want to use.

SpookyLizard
Feb 17, 2009
oHud adds a bunch of ui elements for some things, and enables you to customize those and the original hud elements. uHUd is basically a script from gopher (who made ohud) which lets you use a bunch of hud mods together seemlessly. He has a vague install order, but it should be able to detect and integrate your hud mods easily enough if it can detect them.

chitoryu12
Apr 24, 2014

Raygereio posted:

This means you either installed PN incorrectly and/or installed another mod that overwrote some hud files. My guess is that your current problem is related to that.

Be sure that you're using Archive Invalidated. Double check to see if you installed Project Nevada and any other mod you're using that have hud files (any mod with files that go under \Data\Menus) correctly acording their readme instructions. Also grab the Unified Hud Project and instal this last.

I definitely installed PN correctly, since I used FOMM to do it. I also double-checked on archive invalidation. It may have been Powered Power Armor (that's the only other mod on my list I can think of that would do anything with the UI), but they've always worked properly before.

Right now I'm finding a stable set of mods to use for a mod-based LP here, showing off the custom quests in particular. Among other things, I got the Monster Mod with a rebalancer so it actually meshes properly with the game instead of resulting in swarms of ultrapowerful custom mutants flooding the wastes. Before I had the rebalancer, traversing the Mojave basically consisted of pulling out your biggest gun and shooting everything that moved on instinct. Crossing the Ivanpah Race Track, I literally did not even notice what I was shooting beyond that it was close by and moving toward me. That's how bad the hordes are.

Turns out it's unbalanced because the creator set every custom monster to start spawning at level 1 instead of being properly on the leveled lists, set them to spawn 2 or 3 times as much as vanilla creatures with a 100% spawn chance in every potential location, and even removed some existing vanilla spawns and replaced them with his own stuff.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
My advice is to install Fallout NV, then use FOMM to install Project Nevada, Darn, and any major UI changing mods. Then fire up Mod Organizer and go from there.

chitoryu12
Apr 24, 2014

So far, I've confirmed that the Mod Configuration Menu tries to overwrite something in the Menu folder installed by Project Nevada.

I think I'll try the Mod Organizer later on. Right now I'm going to fire up a slightly lighter test game and go through all the content I plan on covering for the LP to make sure that there's nothing game-breaking.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I think you need MCM installed before PN, which might explain it.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
PN has its own version of MCM, and it'll (PN) ask you if you want to overwrite if it finds the full mod already there.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
You certainly do want to install MCM over PN, if you're using MO do that with FOMM instead.

Here are the mods I've installed with FOMM only:



After those install, I switch to MO and it works just fine. I'd also possibly install TTW before MO, although I haven't used it in a while.

Agents are GO!
Dec 29, 2004

I'm hoping to pick up FO3 on the next steam sale to use with Tale of Two Wastelands, but I have a question about the TTW installer. I know it takes a long time, but is it something I can start up and then, say, go to work, or am I going to need to click on a bunch of dialogue boxes?

delta534
Sep 2, 2011

Agents are GO! posted:

I'm hoping to pick up FO3 on the next steam sale to use with Tale of Two Wastelands, but I have a question about the TTW installer. I know it takes a long time, but is it something I can start up and then, say, go to work, or am I going to need to click on a bunch of dialogue boxes?

If your on windows 7 no or earlier no.

Agents are GO!
Dec 29, 2004

delta534 posted:

If your on windows 7 no or earlier no.

No I won't need to click dialogue boxes or no I can't just leave it to run?

CFox
Nov 9, 2005
I did it a few weeks ago and I don't remember having to click except to start the process and to complete the process. It seems like how long it takes depends entirely on your CPU (and maybe being installed to a SSD helps) so if you got something like an i5-2500 or above it shouldn't take but about 30 minutes.

Agents are GO!
Dec 29, 2004

CFox posted:

I did it a few weeks ago and I don't remember having to click except to start the process and to complete the process. It seems like how long it takes depends entirely on your CPU (and maybe being installed to a SSD helps) so if you got something like an i5-2500 or above it shouldn't take but about 30 minutes.

Ive got an older PC. so it'll probably take longer, but I can just leave it while I sleep or go to work or something...

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Apoplexy
Mar 9, 2003

by Shine
Hey, Goons. Got a quick request, for if anyone just happens to have it around somewhere: I am looking for DJMystro's Angel Park Remix patch that changes Angel Park 2 (I think and hope that it is for 2, anyway, as that's the only one I can find anywhere (on loving Fileplanet, of all things)) into a more sensible and interesting experience. I can't find it anywhere and am really hoping someone has it on hand, as I'd love to have everything put together before I start this play-through soon. Oh, and a tiny question: NVEC is what I'm using as the foundation of my New Vegas experience at the moment, and it has the two New Vegas Bounties mods integrated into it, but not Russell and The Inheritance. NVEC DOES have the patch for SomeguySeries.esm, but not info on whether or not it's needed to have all 4 of the Someguy Series mods installed, or just the 2 that aren't already integrated into NVEC. Anyone got any ideas on that one? I'm doing some searching, but reading the drat NexusMods comments section for any given mod is a pain in the loving rear end. Only loading, like, 10 or 20 at a time is just ridiculous when at least 95% of those comments are pure loving garbage some retarded 12-year-old vomited up.

edit: Nevermind on Angel Park Remix! Turns out one of the two sources of Angel Park 2 I stumbled upon was packed with 2, the 2a update, and Remix. Yay for that.

Apoplexy fucked around with this message at 21:13 on Jun 15, 2014

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