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the 4gb patch just refuses to launch nvse or any mods. i have both the 4gb and nvse in my main steam new vegas directory, my mods are on a different hard drive and load if i use FOMM, but i don't think it runs the 4gb patch cause it crashes if i try to leave goodsprings basically
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# ? May 16, 2015 04:09 |
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# ? Jun 3, 2024 07:47 |
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So I really Iove jsawyer's mod, and I'm pretty far into a new playthrough, but I'm getting pretty drat close to that lvl.35 cap and I was wondering if it was possible to increase that cap to lvl.40.
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# ? May 16, 2015 22:55 |
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Totally, I used this mod.
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# ? May 16, 2015 23:00 |
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Did anyone else use the usable cigarette mod? I installed it as a ~character trait~ and gave myself nicotine addiction within minutes of leaving Doc Mitchell's house. And on a completely unrelated note, please read through the comments on the FNV sex animation thing for comedy.
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# ? May 16, 2015 23:17 |
Missing Name posted:Did anyone else use the usable cigarette mod? I installed it as a ~character trait~ and gave myself nicotine addiction within minutes of leaving Doc Mitchell's house. Yeah, I tend to always use it. It's really easy to get addicted, in part because you kinda start chain-smoking almost immediately when you decide that your character should smoke and cigarettes are so hilarious easy to find (one carton has 200 cigs). I liked the old Fallout 3 mod better, where packs had a random number of cigarettes still left in them instead of always being full.
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# ? May 16, 2015 23:25 |
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Shuffled the FNV4GB files around a bit and now they work, but only when I go to the directory and start it manually. If I try to launch FNV4GB from FOMM or NMM it still does the same crash, I'm guessing it's pointing at the wrong exe or something. Also, holy crap the train station to go from the Capital Wasteland to the Mojave is just the dumbest nonsense in TTW. The actual train is like four loading screens in to the new area, there are super mutants everywhere, and you need to buy a 500 cap ticket every time you want to travel between the capital and the mojave. The entire thing seems like worthless feature creep.
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# ? May 16, 2015 23:32 |
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TTW is basically an exercise in useless feature creep in general. The mod does exactly what it says it does (lets you go between the FO3 and NV game worlds), and absolutely anything past that is just fat that most people don't want. At first it was just a manhole you clicked on to go from one to the other, but they don't have the option to use that anymore since they put in the ~lore friendly~ way afaik, which sucks.
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# ? May 16, 2015 23:37 |
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TTW really isn't worth it anyway, since Fallout 3 in general is awful unless you really want to let your character have a supermutant and albino radscorpion shooting gallery.
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# ? May 17, 2015 00:02 |
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Yeah, I stopped using TTW after realizing I was bending all my efforts to getting back to Vegas anyway.
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# ? May 17, 2015 02:08 |
I wanted to do a full two-game run in character, building someone to roleplay as the Lone Wanderer who would then abandon the Capitol Wasteland after having every adventure possible in it and then moving on to the west coast to become the mythical Courier. I partially stopped because of major glitches with The Pitt and one of the mods I had turning all the trogs invisible, but also because I didn't play with the XP reducer and I was basically going to walk into New Vegas past level 20.
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# ? May 17, 2015 02:12 |
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My problem with TTW before even the feature creep set in is that the two games aesthetically don't match well when it comes to weather and ENB mods. Being in DC with the skies you see in Nevada just didn't feel right.
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# ? May 17, 2015 11:59 |
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Have any of you guys tried the DUST survival mod? I'm getting "insane" and it seems to be the reason my screen gets fuzzy to the point where I can't see poo poo. What's sanity, how do I restore apart from stealing/drinking and what's going on? Edit: Uninstalled again. Death by Cranes fucked around with this message at 20:13 on May 17, 2015 |
# ? May 17, 2015 17:11 |
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edit: gently caress me I fixed it. just needed to redo the archive invalidation PrinceRandom fucked around with this message at 02:52 on May 18, 2015 |
# ? May 18, 2015 01:24 |
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Okay, this isn't a mod issue because it's there whether I have mods installed or not but: I'm playing this on PC with a wired 360 controller and the rotate speed on the third person camera barely moves. Googling the problem turned up a mod that is supposed to fix the opposite problem. I downloaded that and edited it in GECK and made it move slightly fast but still impossibly slow. It doesn't seem to matter if I change the relevant value by 10 or 10,000, it's like there's a hard cap on the speed the camera. Is there any fix for it or what?
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# ? May 18, 2015 05:25 |
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For anyone using Classic Fallout Weapons by Linerunner - Has anyone encountered crash issues regarding certain weapons with ammo types? I've had several of the shotguns crash my game while using the basic ammo and a few of the pistols/submachine guns go apeshit when they use 9mm +p. The Gauss Pistol is also bugged out graphics wise, either completely dark or white hot.
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# ? May 18, 2015 08:37 |
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I remember Classic Fallout Weapons to be mostly garbage, and the bits that weren't garbage were done better by GRA or Millenia's mod.
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# ? May 18, 2015 08:54 |
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chitoryu12 posted:Yeah, I tend to always use it. It's really easy to get addicted, in part because you kinda start chain-smoking almost immediately when you decide that your character should smoke and cigarettes are so hilarious easy to find (one carton has 200 cigs). I use this: http://www.nexusmods.com/newvegas/mods/49677/ Mostly for the great VATS shots you get when you toss a stick of dynamite while smoking a cigar.
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# ? May 18, 2015 12:40 |
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http://www.nexusmods.com/newvegas/mods/42153/ only cig mod you need, goon made too
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# ? May 18, 2015 12:42 |
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Elliotw2 posted:I remember Classic Fallout Weapons to be mostly garbage, and the bits that weren't garbage were done better by GRA or Millenia's mod. Most of the classic weapons are just too weak compared to vanilla's. The M2 is an exception, but that's it.
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# ? May 18, 2015 14:24 |
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Plus, most of the CFW weapon models are honestly just plain ugly and unappealing to look at.
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# ? May 18, 2015 14:54 |
Ahundredbux posted:I use this: http://www.nexusmods.com/newvegas/mods/49677/ I think this is actually a port of the Fallout 3 mod I mentioned.
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# ? May 18, 2015 19:27 |
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Does the select fire mod work with Armory guns?
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# ? May 18, 2015 19:31 |
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PrinceRandom posted:Does the select fire mod work with Armory guns? Works with any weapon I have from all of my mods without any compatibility patches?
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# ? May 18, 2015 23:43 |
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So among a plethora of other weapon mods and the like I have the MNK Rhino Gauss Revolver, which is pretty slick looking; trouble is, I'm using Ammo Crafting Schematics and near as I can tell it is the culprit for why I can't craft any ammo for the MNK. More or less all the other various weaponry I've got is no problem, but they all also use pretty standard munitions--whereas the MNK introduces two new kinds of ammo just for itself. Any tips on how to implement other third-party ammunition to play nice with ACS?
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# ? May 19, 2015 00:09 |
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Huh, didn't know classics fallout weapons wasn't that popular around here. I got it mainly for the gauss weapons and a couple of the fallout tactics items like the m2 browning. Should I try millenials stuff next round?
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# ? May 19, 2015 06:09 |
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Wasn't there a mod that added a radio station using Atomic Platters? I think it may have been a Fallout 3 mod but haven't had much luck. I remember it distinctly for Doris Day's 'Tic Tic Tic' but I don't believe it's mixed in with the Conelrad station mod. Also, using Realistic Reload is there any possible way keep auto-reload? I love all the mechanics but manual reloading has really been knee-capping me because I am terrible at remembering it.
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# ? May 19, 2015 07:13 |
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Syrant posted:Wasn't there a mod that added a radio station using Atomic Platters? I think it may have been a Fallout 3 mod but haven't had much luck. I remember it distinctly for Doris Day's 'Tic Tic Tic' but I don't believe it's mixed in with the Conelrad station mod. CONELRAD Id like to use the select fire but I forgot that recoil doesn't exist. Is there something that adds some? Hopefully like select fire that applies to all guns even in mods PrinceRandom fucked around with this message at 07:39 on May 19, 2015 |
# ? May 19, 2015 07:36 |
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Project Nevada has a recoil option, it works pretty well.
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# ? May 19, 2015 07:43 |
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GaistHeidegger posted:So among a plethora of other weapon mods and the like I have the MNK Rhino Gauss Revolver, which is pretty slick looking; trouble is, I'm using Ammo Crafting Schematics and near as I can tell it is the culprit for why I can't craft any ammo for the MNK. More or less all the other various weaponry I've got is no problem, but they all also use pretty standard munitions--whereas the MNK introduces two new kinds of ammo just for itself. Any tips on how to implement other third-party ammunition to play nice with ACS? ACS doesn't (and couldn't even if I wanted to) stop crafting recipes from other mods showing up. (Unless I made an add-on or something that was specifically made to do so.) An ammo recipe from another mod won't show up in one of the new reloading bench categories added by ACS though (so it might be in a different category than what you're expecting if you're used to the way ACS does it), and I'm not really familiar with that MNK mod but from a brief look at the description it sounds like its recipes might be on the workbench rather than the reloading bench. LEGO Genetics posted:Huh, didn't know classics fallout weapons wasn't that popular around here. I got it mainly for the gauss weapons and a couple of the fallout tactics items like the m2 browning. Should I try millenials stuff next round? Millennia's stuff is great, and I have an M2 in the WMX-ModernWeapons add-on if you don't mind the WMX requirement. PrinceRandom posted:CONELRAD This one sounds good (name and choice of images notwithstanding), but I haven't tried it myself.
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# ? May 19, 2015 08:06 |
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Antistar01 posted:Millennia's stuff is great, and I have an M2 in the WMX-ModernWeapons add-on if you don't mind the WMX requirement. I'll give it a whirl. Oh yeah, the more I bugtest CFW, the more poo poo I find with graphical errors or stuff outright crashing I haven't found a single shotgun that won't crash the game yet, and some of the rifles clip through walls/characters while reloading. Some of the scripted events involving NPC's like the Van Graffs or the start of Honest Hearts or the Ultra-Lux don't trigger with the mod weapons. Edit: I found the cause of the crashes. It was Gtabs Improved Ammo Crafting from the OP that was causing it and not WMX as I had theorized. Now I'm trying to figure out how the hell Gtabs manages to make shotguns crash in CFW. LEGO Genetics fucked around with this message at 10:45 on May 19, 2015 |
# ? May 19, 2015 09:31 |
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Antistar01 posted:ACS doesn't (and couldn't even if I wanted to) stop crafting recipes from other mods showing up. (Unless I made an add-on or something that was specifically made to do so.) An ammo recipe from another mod won't show up in one of the new reloading bench categories added by ACS though (so it might be in a different category than what you're expecting if you're used to the way ACS does it), and I'm not really familiar with that MNK mod but from a brief look at the description it sounds like its recipes might be on the workbench rather than the reloading bench.
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# ? May 19, 2015 18:39 |
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LEGO Genetics posted:
IIRC an ammo added by it has a bizarre issue which will crash any 12Ga shotgun. Which one and why I have no idea anymore.
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# ? May 19, 2015 19:52 |
I guess we should get to work modding poo poo from Fury Road in by this point. It's just expected now.
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# ? May 19, 2015 19:57 |
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chitoryu12 posted:I guess we should get to work modding poo poo from Fury Road in by this point. It's just expected now. First order of business: double-neck flame guitar.
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# ? May 19, 2015 20:09 |
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Last mod lookout. Some nonsurvivalist not mall ninja clothes ?
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# ? May 19, 2015 21:48 |
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So this has been present all through my time playing the game set up almost entirely as STEP Project is written but I get these on some items. I really only seem to notice the issue when it comes to the item pictured but there could be more, these were just easiest to snap and post. It really doesn't bother me much but I was curious if anyone can figure out what it is. The lights there tend to move an make themselves more or less obvious with camera movement, I took these with the more noticeable sized ... lights.
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# ? May 19, 2015 22:33 |
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Are there any mods which remove muzzle flash from suppressed weapons?
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# ? May 20, 2015 03:42 |
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Missing Name posted:Are there any mods which remove muzzle flash from suppressed weapons? You can't change muzzleflashes via mods because the muzzleflash is based on the projectile type that's chosen for the weapon. I have a custom suppressed muzzleflash effect on weapons that are integrally silenced but otherwise you can't really do it. Maybe via scripting or something but I've never even heard of someone trying that project.
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# ? May 20, 2015 04:22 |
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delta534 posted:IIRC an ammo added by it has a bizarre issue which will crash any 12Ga shotgun. Which one and why I have no idea anymore. Also on a semi-related note in regards to ESMs, I think part of the reason why they cut proper junk ammo from the Dead Money DLC was because of how screwy various ESM files interact with one another if they have conflicts for the formlists of various ammos. IE Dead Money introducing Junk Rounds could horribly screw up things if said junk round filled formlist at all uses the same ammos modified by Gun Runners Arsenal. In order to actually make the two different ammo interactions work together, either a combined ESM with both added ammos would have to be created or a compatibility ESP would have to be made if you ever wanted to have extra ammo types from the DLCs and not cause bad things to happen. Dumpbuckets fucked around with this message at 08:28 on May 20, 2015 |
# ? May 20, 2015 07:38 |
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# ? Jun 3, 2024 07:47 |
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The game can handle modded ammo at the top of a form list, it's the only way to get the rock-it launcher in TTW not to crash, it's just the first ammo just needs to be properly filled in. Your basically correct with regards to junk ammo. The trait reset bug is more because there is not a remove all traits/perk function in the scripting language and they all have to be done manually. This get screwy when other mods add new traits and such.
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# ? May 20, 2015 08:06 |