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Mosnar posted:Because. :: After I removed myself from the faction the NCR did not attack me or Cross. I gave Cross Enclave Tesla armor during Take it Back to replace her T-45d suit, did you give Veronica Brotherhood armor?
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# ? Feb 10, 2015 18:55 |
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# ? May 22, 2024 11:25 |
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watho posted:Is there a mod that makes damage numbers pop into the air when damaging enemies kinda like in Botderlands or would it be hard to make? I investigated this a while back and I don't think there's any efficient or even accurate way to implement it. The only callbacks you can get in scripts are for people getting hit (only gives attacker and target, not damage) and people getting killed (also only gives attacker and target). Even if you wanted to monitor everyone's health (say, just enemies within some range), their visible health at any given time is interpolated between what it was last tick and what it should be, so I don't think you could even get an accurate idea of damage dealt by comparing health values. If you were willing to drill deep into how you can hook into the engine using native code, like NVSE does, then maybe you could work something out.
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# ? Feb 10, 2015 20:29 |
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Woolie Wool posted:After I removed myself from the faction the NCR did not attack me or Cross. I gave Cross Enclave Tesla armor during Take it Back to replace her T-45d suit, did you give Veronica Brotherhood armor? Hell, possibly. I've been feeding my horrible addiction to FO3/FONV for quite some time now .. I really need to get a weather mod: Off to mangle my install with Nevada Skies!
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# ? Feb 10, 2015 21:33 |
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Mosnar posted:Hell, possibly. I've been feeding my horrible addiction to FO3/FONV for quite some time now .. What are you using for the weapon models? I've got the New Vegas guns looking better but I haven't bothered with FO3 stuff yet.
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# ? Feb 10, 2015 21:35 |
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Use URWL if you're using TTW, it doesn't have that horrible fallout rain that kills you in two minutes.
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# ? Feb 10, 2015 21:43 |
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Zedd posted:I feel like I post a new issue here ever other day , but this one really puzzles me: Zedd posted:I can save right in front of the "enter lombard station" entrance, cell buffer command did not help. Psion posted:That one sounds familiar, but I'm not completely sure. Going back a few hours to saves post-DM but before I moved over all my loot to Lombard have no issues. Saves with Dead Money loot being stored in Lombard crash my game. I'll try to narrow it down further, my suspects are the gunwall (since I googled around and had people have issues with that thing) or storing too much in the base.
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# ? Feb 10, 2015 21:48 |
Seashell Salesman posted:I investigated this a while back and I don't think there's any efficient or even accurate way to implement it. The only callbacks you can get in scripts are for people getting hit (only gives attacker and target, not damage) and people getting killed (also only gives attacker and target). I don't care too much about accuracy, just want to see numbers flying everywhere but it does seem like a bit too much work for what it's worth.
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# ? Feb 10, 2015 21:58 |
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keyboard vomit posted:What are you using for the weapon models? I've got the New Vegas guns looking better but I haven't bothered with FO3 stuff yet. Here's all the stuff in my load order that affects weapons (in any way). ENB plus SFX make some improvements too, of course. I likely don't need to have both Weapons of the New Millenia Store and LITE active at the same time, I haven't been back to Goodsprings since I installed to see if the cheat cabinet is there. Most likely suspects: Arenovalis Textures and Weapons of the New Millenia. Also: Will check out URWL, WW! AWorldOfPain(Preview).esm Weapons.of.the.New.Millenia.esm CASM with MCM.esp The Mod Configuration Menu.esp EVE FNV - ALL DLC.esp gunrunners_in_the_capital_wasteland.esp The Weapon Mod Menu.esp WeaponModsExpanded.esp Weapons.of.the.New.Millenia.Store.esp WMX-ArenovalisTextures.esp WMX-DLCMerged.esp AWOPDeadMoney.esp AWOP-IMPACT-WMX.esp WMX-AWOP.esp WMX-ModernWeapons.esp AWOP - EVE AllDLC.esp WMX-EVE-AllDLCMerged.esp gunrunners_in_the_capital_wasteland_1.1.esp WMX-POPMerged.esp Weapons.of.the.New.Millenia.Store.LITE.esp weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
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# ? Feb 10, 2015 22:02 |
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Gyshall posted:Also I'm working on a Project Nevada Core + Jsawyer + EVE + IMPACT + WMX megapatch (with YUP changes forwarded) for New Vegas that I think I'll make compatible with TTW once all is said and done. If there is any interest I'll upload here. Basically keeps WMX's mod changes for anything Jsawyer conflicts with, but keeps JSawyer's stats where applicable it also removes all (GRA) tags because they always annoyed me to no end. You gotta be careful with removing the (GRA) tags - especially when using WMX - because thanks to the duplicate weapons added by GRA, it can get pretty confusing without the tags. It's the reason I advise people not to use MMUE at the same time as WMX; I occasionally get people complaining that "I've got this Assault Carbine/Anti-Materiel Rifle/etc and this weapon mod for it, but I can't apply it!", when what they've actually got is the standard version of the weapon and a weapon mod for the GRA version (or vice-versa), they just can't tell because the (GRA) tags have been removed. I guess instead of (GRA) you could name the weapons/mods '[weapon name] mk. 1' - or 'mod 1' or whatever sounds suitably gunnish.
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# ? Feb 10, 2015 22:17 |
A much better mod would be either removing all the (GRA) weapons and mods and adding the mods to the regular list, or removing all of the standard weapons and replacing them on leveled lists and hand-placed loot with (GRA) weapons and removing the tag so it integrates. But I'm not versed enough in modding to know how that would all work.
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# ? Feb 10, 2015 23:10 |
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I feel like an idiot for not knowing about Weapons of the New Millennia and installing a whole shitload of his mods individually. I can't switch because the old weapons have different formids.
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# ? Feb 10, 2015 23:45 |
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A regular merged esp of all the invididual releases will work just fine if you don't mind missing out on the bug fixes, feature improvements, and other updates that WNM includes. We basically ignore the stand alone releases the moment they disappear from the hot files. Managing 50+ mods as well as WNM would eat up a ridiculous amount of my free time that I don't feel like giving up.
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# ? Feb 11, 2015 00:39 |
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Those improvements are the only reason I would switch.
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# ? Feb 11, 2015 00:43 |
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chitoryu12 posted:A much better mod would be either removing all the (GRA) weapons and mods and adding the mods to the regular list, or removing all of the standard weapons and replacing them on leveled lists and hand-placed loot with (GRA) weapons and removing the tag so it integrates. But I'm not versed enough in modding to know how that would all work. I had to put a lot of thought into how I was going to do WMX-GRA, as GRA's implementation sort of threw a spanner in the works. It is a little different in the context of WMX, since it means you no longer have things like GRA versions of weapons having weapon mods and the vanilla versions having none. With WMX, the vanilla and GRA versions of weapons have different weapon mods, for the most part. So if I were to try to 'merge' things, I'd be taking things away from the player, which I'm not a fan of. There were also issues like how would I handle removing a weapon/mod that the player character already had in a save, and what if someone is using other mods that assume that those items are there - or even require them to be there? I decided on leaving everything in, including the GRA tags (though I made those less intrusive on the weapon mods) - and tried to make things a bit more reasonable by adding those workbench conversion recipes. It was the most elegant solution I could come up with that didn't involve taking features/content away from the player.
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# ? Feb 11, 2015 02:22 |
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I found a fix that should undo the Remnants hostility caused by attacking Enclave with the TTW reputation mod. At least it works with Arcade Gannon, I haven't tried other members. 1. Make sure TTW Reputations is active in your load order. 2. Note the position of TTW Reputations in said load order. 3. Start up the game, and in the console type "setreputation xx0017e8 0 0", with xx being the load order position of TTW Reputations. This will remove all Enclave infamy. 4. Save your game. Exit. 5. Disable TTW Reputations to make sure this bug does not trigger again.
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# ? Feb 11, 2015 06:34 |
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I keep forgetting things I solved like two years ago Third person bug where, when you fire a gun, your character suddenly points 90 degrees straight down/straight up? How do you fix that one again?
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# ? Feb 11, 2015 09:22 |
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Gyshall posted:Use EssArrBee's guide, and then follow Adonis. What I did was use MO to make a new profile from my working EssArrBee's guide and then install TTW over top of it. Maybe I'm really dumb, but I don't really know where to begin with the Adonis guide. EssArrBee's I can follow perfectly well (only downloading NMCs on my current 56KB/s connection is holding me up), but the Adonis guide is just a big jumble of random plugin names to me. I don't know what I should be adding or removing or changing from my EssArrBees install, or if I should have done the F3 guide as well and used that for TTW. If you could help that'd be awesome!
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# ? Feb 11, 2015 12:28 |
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Psion posted:I keep forgetting things I solved like two years ago From memory that can be caused by mashing together replacement animation files from different sources that don't play nicely together. (Animations related to the weapon type in question, obviously.)
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# ? Feb 11, 2015 12:57 |
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Okay what the hell just happened to my MO. Why is there that weird greyed out category thing? I cannot delete it, and I cannot move the mods out of it. This is making using my MO really loving annoying. I did nothing to create it, it just appeared randomly after I installed the PocoBueno fomod. Edit: a forums upgrade to whoever can fix this poo poo I've spent too long modding this drat game to spend time trawling through forums for this. BurritoJustice fucked around with this message at 13:23 on Feb 11, 2015 |
# ? Feb 11, 2015 13:02 |
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BurritoJustice posted:Okay what the hell just happened to my MO. Check the sorting options down here, you might have set them to be sorted by category or something. Happened to me once. By default they should be like the ones in the screenshot. ThaumPenguin fucked around with this message at 16:23 on Feb 11, 2015 |
# ? Feb 11, 2015 15:09 |
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ThaumPenguin posted:Check the sorting options down here, you might have set them to be sorted by category or something. Happened to me once. The solution was as simple as I thought it would be, but that fixed it. I shouldn't mod past 12 at night. What forums upgrade would you prefer?
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# ? Feb 12, 2015 00:10 |
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Capn Beeb posted:
I want a mod that changes the plot to a wrestling storyline and adds a few wrestling rings around the map, with an unarmed overhaul and a bunch of wrestling gear you can equip.
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# ? Feb 12, 2015 00:33 |
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Antistar01 posted:From memory that can be caused by mashing together replacement animation files from different sources that don't play nicely together. (Animations related to the weapon type in question, obviously.) My anim folder is a giant mishmash of stuff, I'll reinstall WAR tonight and at least get that on the top of the pile of crap. It's a Millenia weapon and they suggest WAR, so it should be OK. Thanks! HORMELCHILI posted:I want a mod that changes the plot to a wrestling storyline and adds a few wrestling rings around the map, with an unarmed overhaul and a bunch of wrestling gear you can equip. well, if you want a boxing mod that exists but I think the Bethesda game engine would die if you tried to animate wrestling.
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# ? Feb 12, 2015 01:11 |
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I'm replaying Russell and The Inheritance right now, and the first time I played them I didn't really read any of the journals I found (in fact I didn't even find the areas of the respective mods where the logs were located, the first time I played them). That is some heavy, poignant poo poo. The fairly long story of the two soldiers stationed in the armory falling in love and then one of them dying of a brain tumor was so unnecessary to the area/plot but so good on its own.
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# ? Feb 12, 2015 04:40 |
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BurritoJustice posted:The solution was as simple as I thought it would be, but that fixed it. I shouldn't mod past 12 at night. What forums upgrade would you prefer? Platinum would be pretty great, I'm generally fond of having a search function. Good luck with the rest of your modding ThaumPenguin fucked around with this message at 12:44 on Feb 12, 2015 |
# ? Feb 12, 2015 12:35 |
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I visited the Fort, conversed with Caesar, and left, and had to give up the Platinum Chip before leaving. If I come back with Boone and kill everybody, can I loot the Platinum Chip from Benny, Caesar, or one of the dead legionaries?
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# ? Feb 13, 2015 20:47 |
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BurritoJustice posted:I shouldn't mod past 12 at night. This really should be in the OP or something. Badness happens when you mod at night.
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# ? Feb 13, 2015 21:28 |
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Woolie Wool posted:I visited the Fort, conversed with Caesar, and left, and had to give up the Platinum Chip before leaving. If I come back with Boone and kill everybody, can I loot the Platinum Chip from Benny, Caesar, or one of the dead legionaries? Probably. New Vegas is surprisingly sturdy when it comes to the main questline, as long as you don't mess around too much with installing and uninstalling overhauls in the middle of a playthrough. Capn Beeb posted:
That really depends on how much caffeine/sugar is in your body at the time. Some of my best modding have been done at night. Of course, based on what I've posted in this thread, that isn't saying much.
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# ? Feb 13, 2015 21:37 |
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What's your guys preferred mod manager and essential mods for a play through?
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# ? Feb 14, 2015 02:18 |
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Bob NewSCART posted:What's your guys preferred mod manager and essential mods for a play through? Essential: FNVEdit, Wrye Flash, FOMM, NVSE, DarnUI, CASM (remember to disable all default auto-saving), MCM, NVAC, FNV4GB (Win8 version), NVC Recommended: NMC, Ojo Bueno, Wasteland Clothing Hi-res, Book of Water, JSawyer, IWS, Nevada Skies or Project Reality, Improved LOD, Improved LOD Noise, Signature Armor, Signature Weapons, WRP, WMM, WAR, FCO, WFO, Tailor Maid, Satchels, WMX, Precision Collision, MG NCR, LPAM, The Armory, EBT Fixes/Restoration: Outside Bets, Pacer's Gambit, A Thorny Situation, A Van Graff Scorned, A Koch and Bohr Story, Rotface to Riches
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# ? Feb 14, 2015 02:34 |
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Seashell Salesman posted:I'm replaying Russell and The Inheritance right now, and the first time I played them I didn't really read any of the journals I found (in fact I didn't even find the areas of the respective mods where the logs were located, the first time I played them). That is some heavy, poignant poo poo. The fairly long story of the two soldiers stationed in the armory falling in love and then one of them dying of a brain tumor was so unnecessary to the area/plot but so good on its own. How many folk have not discovered the hidden doors in Repconn?
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# ? Feb 14, 2015 02:42 |
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Mosnar posted:How many folk have not discovered the hidden doors in Repconn? Repconn HQ? The doors with the killer robots behind them? I think IWS makes them open every time I go there now for every playthrough
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# ? Feb 14, 2015 02:43 |
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ThaumPenguin posted:Probably. New Vegas is surprisingly sturdy when it comes to the main questline, as long as you don't mess around too much with installing and uninstalling overhauls in the middle of a playthrough. Do you have an email I could send the plat to? Trying to figure this out and I'll be damned if I won't follow up on my late night offer.
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# ? Feb 14, 2015 02:51 |
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BurritoJustice posted:Do you have an email I could send the plat to? Trying to figure this out and I'll be damned if I won't follow up on my late night offer. Sure, it's thaumpenguin ~at~ gmail.com. ThaumPenguin fucked around with this message at 12:54 on Feb 14, 2015 |
# ? Feb 14, 2015 11:07 |
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JawKnee posted:Repconn HQ? The doors with the killer robots behind them? I think IWS makes them open every time I go there now for every playthrough No. Nothing behind them ..see the note after First (main) floor: http://fallout.wikia.com/wiki/REPCONN_headquarters Blew me away to stumble across them. Thought I'd really found something, just some XP.
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# ? Feb 14, 2015 14:08 |
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OKAY. I want to try and install a Tale of Two Wastelands. I went into my New Vegas instance of Mod Manager and deleted some mods that were listed as incompatible with TTW. I'm currently installing TTW. I'm a little confused about how I use Fallout 3 Mods - will TTW pick up any mods I had installed for FO3 in my F03 instance of Mod Manager, or do I now install all Fallout 3 mods through the Fallout New Vegas instance of Mod Manager, and only Fallout 3 mods that have been converted??? Also, if the answer is the latter, how hard is it to convert Fallout 3 mods? Specifically ones that add NPCs to the Capital Wasteland. I was using NPCs Travel, Wasteland Travellers, Crowded Cities, and Brotherhood Patrols. EDIT: Welp, so much for that. An error occurs when trying to install TTW in Mod Organizer, and I really don't want to re-do everything from scratch in another Mod Organizing program. Oh well. Chris Christie fucked around with this message at 16:05 on Feb 14, 2015 |
# ? Feb 14, 2015 15:47 |
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I'm using TTW in Mod Organizer, it's been a long time since I actually installed it but I'll help if I can.
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# ? Feb 14, 2015 16:15 |
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I don't know if this is a mod issue or I am just bad at this game. I am trying the infiltration quest in Old World Blues and no matter what I do I get spotted straight away as soon as I try anything.
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# ? Feb 14, 2015 16:16 |
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oneof27 posted:I don't know if this is a mod issue or I am just bad at this game. I am trying the infiltration quest in Old World Blues and no matter what I do I get spotted straight away as soon as I try anything. Smug answer: You're supposed to hit Ctrl to start sneaking. Semi-serious answer: Post your load order and we'll see.
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# ? Feb 14, 2015 16:37 |
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# ? May 22, 2024 11:25 |
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Bob NewSCART posted:What's your guys preferred mod manager?
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# ? Feb 14, 2015 16:44 |