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Capn Beeb posted:I really wish melee wasn't so clunky cause Can someone tell me what mods are at work here? The race, armor, and possibly even the visual mods? Playing as a Ghoul was something I always wanted to do.
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# ? Oct 1, 2014 05:39 |
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# ? Jun 6, 2024 08:45 |
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IMPACT is out, folks. http://www.nexusmods.com/newvegas/mods/57113/
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# ? Oct 1, 2014 15:28 |
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SplitSoul posted:IMPACT is out, folks. This is pretty cool.
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# ? Oct 1, 2014 19:29 |
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The problem with shooting in New Vegas isn't that it doesn't look good, it's that it doesn't feel good. Every automatic weapon has so high spreads that you'll miss 80% of your bullets outside point blank range and there isn't really any well controllable recoil either. Basically, it should work like CS, is what I'm saying.
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# ? Oct 1, 2014 21:16 |
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Smol posted:The problem with shooting in New Vegas isn't that it doesn't look good, it's that it doesn't feel good. Every automatic weapon has so high spreads that you'll miss 80% of your bullets outside point blank range and there isn't really any well controllable recoil either. Basically, it should work like CS, is what I'm saying. What is your character's guns skill? Not you the player, your character's. If they aren't good with guns you shouldn't be. It should most definitely NOT be like CS. let me tell you what an RPG is...
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# ? Oct 1, 2014 21:19 |
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Disabling autoaim completely also doubles your weapon spread so there's that as well
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# ? Oct 1, 2014 21:21 |
Mortimer posted:What is your character's guns skill? Not you the player, your character's. If they aren't good with guns you shouldn't be. It should most definitely NOT be like CS. This would be applicable if the game didn't also add iron sights and scopes and make combat real time and in a style typical to action games specifically to try and make fighting less like an RPG. Trying to incorporate traditions from modern FPS games while having bullets fly off-axis or even curve around enemies doesn't mesh.
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# ? Oct 1, 2014 21:37 |
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Mortimer posted:What is your character's guns skill? Not you the player, your character's. If they aren't good with guns you shouldn't be. It should most definitely NOT be like CS. Guns is always the first skill I max out. So 100 after a few levels. And I don't think me missing half of my shots is what makes a game a good RPG. Mass Effect is a good example of how the combat improved tremendously as soon as they made the guns shoot actually where you pointed at and tweaked the recoil and whatnot to make shooting more skill-based. Anime Schoolgirl posted:Disabling autoaim completely also doubles your weapon spread so there's that as well Wait, what? Disabling auto aim is the first thing I do when playing the game. Smol fucked around with this message at 22:07 on Oct 1, 2014 |
# ? Oct 1, 2014 21:57 |
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My issue is less hitting enemies, and more than you need like 9 bullets to drop some dude in shirtless raider armor. I had to mod the game with a custom Very Hard so enemies do x2 damage to me and I do something stupid like x6 to them just so I can feel like guns are dangerous and armor is helpful, but not a be-all end-all. (Drugs are the be-all end-all. Lots and lots of drugs.)
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# ? Oct 1, 2014 22:05 |
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Smol posted:Wait, what? So you pretty much have to halve the spread of every automatic weapon in the game in a patch to see what the intended weapon spread was (which is actually pretty small in most cases)
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# ? Oct 1, 2014 22:17 |
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Is there an existing mod that does that?
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# ? Oct 1, 2014 22:24 |
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SplitSoul posted:IMPACT is out, folks. Does this work with weapons added in by mods like the various Millenia guns?
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# ? Oct 1, 2014 22:25 |
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StandardVC10 posted:Does this work with weapons added in by mods like the various Millenia guns? Unless they use custom ammo or something I can't see why it wouldn't, but I haven't dug into the files yet.
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# ? Oct 1, 2014 23:35 |
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Yeah it should. IMPACT with the Destruction Overhaul I linked earlier is a pretty awesome shooting experience, by the way.
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# ? Oct 1, 2014 23:41 |
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Smol posted:Is there an existing mod that does that? No, but making an ESP override patch in FNVEdit with all the entries of automatic weapons with modified Min Spread values would sort that out fine.
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# ? Oct 1, 2014 23:45 |
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The author of Impact says F.E.A.R. was his inspiration, he nailed what he was going for.
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# ? Oct 2, 2014 00:23 |
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Naky posted:Yeah it should. IMPACT with the Destruction Overhaul I linked earlier is a pretty awesome shooting experience, by the way. Indoor battles are awesome with bottles and poo poo blowing up everywhere
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# ? Oct 2, 2014 14:25 |
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Does anyone know offhand if there's a NPC chatter mod like the Guard Dialogue Overhaul for Skyrim? Something that reduces or varies the NPC barks as you walk by them.
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# ? Oct 2, 2014 22:52 |
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posh spaz posted:Does anyone know offhand if there's a NPC chatter mod like the Guard Dialogue Overhaul for Skyrim? Something that reduces or varies the NPC barks as you walk by them. What, did you forget that the Mojave desert almost makes you wish for a nuclear winter?
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# ? Oct 3, 2014 17:50 |
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LoonShia posted:What, did you forget that the Mojave desert almost makes you wish for a nuclear winter? "Gee, sure is hot today" is at least something humans might say to strangers. That makes slightly more sense than constantly shouting "Ave, true to Caesar!" at me. I imagine living in Nazi Germany would've been annoying, what with all the "Heil Hitler!"s being bandied about.
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# ? Oct 3, 2014 18:01 |
posh spaz posted:Does anyone know offhand if there's a NPC chatter mod like the Guard Dialogue Overhaul for Skyrim? Something that reduces or varies the NPC barks as you walk by them. I swear there's one on the Nexus.
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# ? Oct 3, 2014 18:24 |
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Useful new mod: UIO - UI Organizer uses an NVSE plugin to scan for prefab hud xml files at game start time, removing the need for uHud. No more rerunning uHud after each install/uninstall of a hud mod. It's very cool to see so many great new mods for a 4 year old game.
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# ? Oct 11, 2014 06:13 |
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Firstborn posted:Can someone tell me what mods are at work here? The race, armor, and possibly even the visual mods? Playing as a Ghoul was something I always wanted to do. I think it's this ghoul race mod: http://www.nexusmods.com/newvegas/mods/35531/ Armor: http://www.nexusmods.com/newvegas/mods/55713/ I also use Onix ENB as well as the NMC texture packs in the OP. http://www.nexusmods.com/newvegas/mods/55318/
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# ? Oct 11, 2014 23:46 |
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I've hit a bit of a dead end. I tried installing a tale of two wastelands with FOMM, but the mod manager just stopped responding whenever I tried. Then I attempted to install it manually, and the game stops responding immediately whenever I launch it. I've tried disabling every other add-on and mod including all of the Fallout 3 files, and it still stops responding. Is there some sort of crash report I can access in order to figure out what I did wrong?
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# ? Oct 17, 2014 04:42 |
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Ariong posted:I've hit a bit of a dead end. I tried installing a tale of two wastelands with FOMM, but the mod manager just stopped responding whenever I tried. Then I attempted to install it manually, and the game stops responding immediately whenever I launch it. I've tried disabling every other add-on and mod including all of the Fallout 3 files, and it still stops responding. Is there some sort of crash report I can access in order to figure out what I did wrong? Is FOMM actually crashing after a while, or is it just windows saying "Program not responding"? While it's installing it doesn't respond to windows and will act like it's frozen, but it is installing the mod. It just takes a few minutes. If it's actually crashing at some point, that means you need a large address aware FOMM. Most recent FOMM can be found here e: clarified Garrand fucked around with this message at 05:14 on Oct 17, 2014 |
# ? Oct 17, 2014 05:06 |
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Should I uninstall the stuff I put in there manually before I do that, or will it just automatically merge and replace?
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# ? Oct 17, 2014 16:25 |
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Ariong posted:Should I uninstall the stuff I put in there manually before I do that, or will it just automatically merge and replace? I don't know exactly what FOMM does above and beyond just copying the files over, but most of it should just get overwritten by the installation of the mod. If you can, I would just delete the stuff out anyway, just in case, and let FOMM do its thing.
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# ? Oct 17, 2014 16:41 |
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I activated the main TTW files in FOMM, and was unable to activate the optional files, being told that I had to activate the main ones. The main ones now have a reactivate option, which don't seem to change anything even if I wait for it to load and start responding again.
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# ? Oct 17, 2014 19:13 |
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I've just installed the JE Sawyer mod and it's pretty great. My only issue is that I don't seem to be gaining any extra HP with each level. Is this part of the mod or an error?
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# ? Oct 17, 2014 19:13 |
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Ariong posted:I activated the main TTW files in FOMM, and was unable to activate the optional files, being told that I had to activate the main ones. The main ones now have a reactivate option, which don't seem to change anything even if I wait for it to load and start responding again. I vaguely remember having a problem like this before. In the primary FOMM window are all the TTW and Fallout 3 files boxes checked to load? I'm trying to remember if that was a cause or if I just ended up installing the optional files manually. Make sure TTW and the Fallout 3 files are checked to load and in the proper load order.
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# ? Oct 17, 2014 19:51 |
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Garrand posted:I vaguely remember having a problem like this before. In the primary FOMM window are all the TTW and Fallout 3 files boxes checked to load? I'm trying to remember if that was a cause or if I just ended up installing the optional files manually. Make sure TTW and the Fallout 3 files are checked to load and in the proper load order. They are not appearing in the main window, just the two in the package manager.
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# ? Oct 17, 2014 19:54 |
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Ariong posted:They are not appearing in the main window, just the two in the package manager. Oh, so the files aren't showing up in the load order window at all, even after activating? Unfortunately I don't have NV right in front of me to test. What version of FOMM are you using?
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# ? Oct 17, 2014 19:59 |
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13.21. Looks like the version listed on the nexus wasn't the most recent. I'll download that and try it.
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# ? Oct 17, 2014 20:01 |
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Ariong posted:13.21. Looks like the version listed on the nexus wasn't the most recent. I'll download that and try it. Yeah, give this a shot, I think the newer version solved that whole problem as well.
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# ? Oct 17, 2014 20:02 |
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Well, it's progress I guess. That website links here. I'm not sure where I can find the LegacySecurityPolicy attribute in order to change it to true.
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# ? Oct 17, 2014 20:16 |
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Ariong posted:
put this in a notepad file called fomm.exe.config in the folder with FOMM.exe code:
It only really started after I updated to .Net 4.5, but at this point I had lost my desire to play more New Vegas anyway. I can only hope someone has a better idea/solution.
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# ? Oct 17, 2014 20:25 |
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Garrand posted:put this in a notepad file called fomm.exe.config Do I keep it as a text document, or do I change the file name extension?
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# ? Oct 17, 2014 20:30 |
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Ariong posted:Do I keep it as a text document, or do I change the file name extension? change the extension If it crashes, change runtime to startup, so code:
Garrand fucked around with this message at 20:36 on Oct 17, 2014 |
# ? Oct 17, 2014 20:31 |
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"startup" causes it to crash immediately, "runtime" causes both fomm windows to stop responding, I believe until you force close it. Judging by the error message earlier, the problem lies with the .NET framework, which I know nothing about. oh well. Thanks for the help anyway, friend. I guess I'll have to choose between Fallout 3 and Fallout: New Vegas.
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# ? Oct 17, 2014 21:03 |
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# ? Jun 6, 2024 08:45 |
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Since this has gone above and beyond just getting a mod installed, you might be able to get help in the SHSC tech support forum
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# ? Oct 17, 2014 21:14 |