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Mosnar posted:I'm not a huge fan of ENB presets, yet still a huge fan of ENB itself. Especially with SweetFX. Is there any preset that isn't an overly contrasted mess and looks generally 'normal but better'?
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# ? Jun 11, 2015 13:32 |
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# ? May 28, 2024 14:45 |
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maev posted:Is there any preset that isn't an overly contrasted mess and looks generally 'normal but better'? Exactly my frustration. Phoneposting; screenshot later.
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# ? Jun 11, 2015 13:44 |
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The default ENB preset enabled Good Shadows (TM), some other effects, and removes the orange tint, which is good enough IMO. You won't be getting skyrim-quality ENB for New Vegas, and any preset out there usually has a ton of issues (bleeding around the edges of the image, transparency nonsense) or is just a pain in the rear end to get working. I use Realistic Wasteland Lighting (files only) + Realistic Wasteland Lighting (ENB esp) + the default ENB preset and it looks pretty good.
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# ? Jun 11, 2015 14:47 |
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Quick mod question. I downloaded this mod: http://www.nexusmods.com/newvegas/mods/47488/ Used the Project Nevada edition for the visors. The problem is the red/black outcast version of the armour (the one I like!) refuses to display the visor in first person once I exit and reload the game. The reskinned normal armour in the mod doesn't have this issue, nor do any other helmets I have. Any ideas on whats up? :edit: Fixed with copious use of FNVE maev fucked around with this message at 17:29 on Jun 11, 2015 |
# ? Jun 11, 2015 15:08 |
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Mosnar posted:Exactly my frustration. New TTW run, so I haven't hit the Mojave Wasteland yet. ENB .247 with SweetFX. Still tweaking. Days look ok. Not great, but ok. Interiors, not bad. It's not green. Nights need work.
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# ? Jun 11, 2015 15:36 |
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:edit: resolved
maev fucked around with this message at 17:28 on Jun 11, 2015 |
# ? Jun 11, 2015 15:59 |
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Project Nevada looks really cool and it changes many things, but I'm wondering what it DOESN'T change so there's no conflict with other stuff I assume PN doesn't change karma so I can use Color Me Evil, Perks/Traits so I can use Expanded Traits and locations so I can use NVInteriors Project/Custom houses/Roleplay-Start ? e: wooops should have read the OP frajaq fucked around with this message at 22:40 on Jun 11, 2015 |
# ? Jun 11, 2015 22:23 |
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Anybody have a link handy to that version of Lombard Station that somebody made last month that lets you use it as a travel point between the wastelands in TTW?
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# ? Jun 12, 2015 02:35 |
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I've installed the Secret Stash and the radio extender mod, and the songs play but there's often really long stretches of silence between songs. Did I gently caress something up or is it supposed to be like that
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# ? Jun 12, 2015 06:24 |
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I made a mod that adds a 9mm pistol with 10mm pistol stats that uses 10mm ammo. I want to set it up so it uses the WMX silencer mod, and I've set up the "mod info" tab on my new gun to be exactly the same as the 9mm pistol with fallout.esm and weaponmodsexpanded.esm loaded ahead of my file. When I load it in game, it doesn't work, and when I open the GECK again, it erased most of the changes I made. Has anyone else run into issues making weapon mods stick?
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# ? Jun 12, 2015 08:55 |
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WMX's main plugin isn't an esm, and that's why you're having that problem; the game itself doesn't care if masters are esps or esms, but the GECK does, for whatever reason. You'll need to either temporarily "esmify" WMX in FNVEdit, or use this fork of the GECK Power-up. Or just do it all in FNVEdit. Edit: Yep, and WMX doesn't use esms for anything, to be clear. vvvvvvvvvvvvvvvvvvv Antistar01 fucked around with this message at 11:11 on Jun 12, 2015 |
# ? Jun 12, 2015 09:47 |
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Antistar01 posted:WMX's main plugin isn't an esm, and that's why you're having that problem; the game itself doesn't care if masters are esps or esms, but the GECK does, for whatever reason. You'll need to either temporarily "esmify" WMX in FNVEdit, or use this fork of the GECK Power-up. Or just do it all in FNVEdit. sorry, I am loading the .esp, I just made a typo.
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# ? Jun 12, 2015 09:51 |
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Anyone had trouble with jsawyer, CCO, and Expanded traits producing duplicate traits? Some traits are listed multiple times and have three or four different versions. Some are just straight duplicates. Tried uninstalling expanded traits but I'm still getting the problem. Already sorted and did a merged patch multiple times. After trying to fix it for a while I thought, oh well, I'll just pick one and now my character has somehow acquired two different versions of the skilled trait, one that gives 20% less xp and and one that gives 30% less. Haven't played long so its not a huge deal, but I'd rather not have to take out those two mods because otherwise its pretty great and TOTW is amazing.
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# ? Jun 12, 2015 11:15 |
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Ohmygodsquad posted:Anyone had trouble with jsawyer, CCO, and Expanded traits producing duplicate traits? Some traits are listed multiple times and have three or four different versions. Some are just straight duplicates. Tried uninstalling expanded traits but I'm still getting the problem. Already sorted and did a merged patch multiple times. After trying to fix it for a while I thought, oh well, I'll just pick one and now my character has somehow acquired two different versions of the skilled trait, one that gives 20% less xp and and one that gives 30% less. Haven't played long so its not a huge deal, but I'd rather not have to take out those two mods because otherwise its pretty great and TOTW is amazing. CCO has patches for that. Probably Expanded traits doing it, you should probably just run JSawyer + CCO unless you feel like editing it in FNVEdit.
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# ? Jun 12, 2015 14:59 |
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Game stops responding when I try to leave Doc Mitchells house.posted:Mods I have installed; Any ideas?
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# ? Jun 12, 2015 17:50 |
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I AM BRAWW posted:Game stops responding when I try to leave Doc Mitchells house. post your load order
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# ? Jun 12, 2015 17:53 |
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Gyshall posted:post your load order http://pastebin.com/iT8myU3z I think something scrambled it. I did launch LOOT to get the game to actually launch. (Getting all of the WME/WMX/EVE/FOOK/PN patches from each side is a pain in the rear end)
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# ? Jun 12, 2015 17:55 |
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How do I fix the above? It also happens in game where the text is all jumbled. code:
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# ? Jun 13, 2015 03:29 |
warsow posted:
You've got DarnUI installed but you haven't edited the Fallout.INI to reflect the font changes DarnUI needs. If you have edited the Fallout.INI to reflect the changes, then something (possibly by trying to launch the game through Steam) caused those changes to be overwritten.
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# ? Jun 13, 2015 03:34 |
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There are 2 different inis that game uses depending on how you launch the game.quote:If using the launcher, edit Fallout_default.ini in the game dir to get these settings to stick. The launcher resets the ini to the values from this file. Backup the original first. One of them is bound to work.
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# ? Jun 13, 2015 03:38 |
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Oh, because it hasn't been said, I don't think the new DarnUI from the TTW work with iHUD. Not properly. Did I gently caress the installation or something?
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# ? Jun 13, 2015 03:40 |
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I AM BRAWW posted:Game stops responding when I try to leave Doc Mitchells house. Based on that list, I'd guess Electrocity. It's got a poor reputation for stability and bloat.
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# ? Jun 13, 2015 08:00 |
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Cream-of-Plenty posted:You've got DarnUI installed but you haven't edited the Fallout.INI to reflect the font changes DarnUI needs. Lord Lambeth posted:There are 2 different inis that game uses depending on how you launch the game. If you use Mod Organizer, you'll have to edit MO's own version of those files, otherwise it won't work. They can be found in /Mod Organizer/profiles/[profile name]. You can also edit them from within MO itself, or you can add an ini tweak to the mod. ThaumPenguin fucked around with this message at 17:06 on Jun 13, 2015 |
# ? Jun 13, 2015 17:04 |
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Question about TTW. Right now I just plan on loving around in FO3 stuff but if I later decide to actually go to NV and add a bunch of say, cut content or quest mods at that point is it more likely than not that I will gently caress my save? Should I pick out and install NV specific mods now before I even start a save file?
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# ? Jun 13, 2015 19:47 |
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Epi Lepi posted:Question about TTW. Right now I just plan on loving around in FO3 stuff but if I later decide to actually go to NV and add a bunch of say, cut content or quest mods at that point is it more likely than not that I will gently caress my save? Should I pick out and install NV specific mods now before I even start a save file?
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# ? Jun 13, 2015 19:52 |
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ThaumPenguin posted:If you use Mod Organizer, you'll have to edit MO's own version of those files, otherwise it won't work. They can be found in /Mod Organizer/profiles/[profile name]. This was it! Thanks for the heads up.
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# ? Jun 13, 2015 22:42 |
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Why is this also a thing? Let's turn ED-E into a waifu!quote:Her clothes are removable. Just like a Barbie or Ken doll! So feel free to play dress up. And he just updated it like two weeks ago.
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# ? Jun 13, 2015 22:51 |
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Missing Name posted:Why is this also a thing? Let's turn ED-E into a waifu! I didn't know BioWare made mods.
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# ? Jun 13, 2015 22:54 |
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Missing Name posted:Why is this also a thing? Let's turn ED-E into a waifu! oh good, maybe they finally patched it
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# ? Jun 13, 2015 23:21 |
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Missing Name posted:Why is this also a thing? Let's turn ED-E into a waifu! Does the fembot open its mouth and play ED-Es western theme when it spots enemies? Does it fire lasers out of it's eyes/nipples?
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# ? Jun 14, 2015 00:00 |
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The new LOOT interface is absolutely bizarre - feels like I'm using an android app in an emulator. In fact I'm pretty sure that's exactly what it is. No real complaints and it certainly looks nicer than your average windows app but all those icons and overflow menus feel mighty incongruous. Also I followed the Fear and Loathing guide which took me hours, fired up the game and was handily reminded that New Vegas has always and will always look and play super ropey no matter how many mods you layer on top of it. Removed the enhanced camera mod and the clunk is slightly less but definitely omnipresent, especially coming from Witcher 3. Think I'll persevere with it though; I feel like playing through the game again and finally getting to do Lonesome Road.
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# ? Jun 14, 2015 00:34 |
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So what mod do people here prefer for weapon modifications when it comes to guns, WMX or WME?
ThaumPenguin fucked around with this message at 01:50 on Jun 14, 2015 |
# ? Jun 14, 2015 01:43 |
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ThaumPenguin posted:So what mod do people here prefer for weapon modifications when it comes to guns, WMX or WME? why not both
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# ? Jun 14, 2015 07:23 |
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Really hyped for 3 to go on sale so I can finally begin my Tale of Two Wastelands run. I think I'm gonna have to keep my load order pretty bare bones since I'm running ToTW, but what are some good mods that are compatible? Is Jsawyer compatible?
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# ? Jun 14, 2015 07:28 |
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ThaumPenguin posted:So what mod do people here prefer for weapon modifications when it comes to guns, WMX or WME? I AM BRAWW posted:why not both Because you can't use both at the same time; even the Convergence patch only works by removing overlapping content. Specifically the ranged weapon mods from WMX, because if it was the other way around and it removed the overlapping content from WME, there'd be nothing of WME left. For my part, I can say with complete impartiality that WMX is the best at everything and you should totally use it.
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# ? Jun 14, 2015 11:21 |
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I AM BRAWW posted:why not both That's actually what I'm doing, I'm running Convergence, but as Antistar01, creator of WMX posted above, you lose out on every non-melee and unarmed WMX modification when you use Convergence. Because of that I was hoping that WME's ranged weapon modifications were the better ones as I didn't want to be missing out. I'm going to guess that I am missing out, seeing how much more popular WMX is in both downloads and endorsements. Antistar01 posted:Because you can't use both at the same time; even the Convergence patch only works by removing overlapping content. Specifically the ranged weapon mods from WMX, because if it was the other way around and it removed the overlapping content from WME, there'd be nothing of WME left. If you don't mind me asking, how did the WMX-WME combo come about? I've read that it had something to do with energy weapons and EVE, but I didn't really get the full gist if it.
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# ? Jun 14, 2015 12:55 |
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ThaumPenguin posted:If you don't mind me asking, how did the WMX-WME combo come about? I've read that it had something to do with energy weapons and EVE, but I didn't really get the full gist if it. Sorry, I can't remember if he said why he wanted to make the Convergence patch; I just gave him permission when he asked.
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# ? Jun 14, 2015 14:10 |
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I use both, but ya you have to edit WMX and that's not something a beginner should try. If you want mods for melee and ranged get WMX if you don't care for melee then WME is probably the better option.
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# ? Jun 14, 2015 17:03 |
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Sergeant_Crunch posted:Really hyped for 3 to go on sale so I can finally begin my Tale of Two Wastelands run. I think I'm gonna have to keep my load order pretty bare bones since I'm running ToTW, but what are some good mods that are compatible? Is Jsawyer compatible? https://taleoftwowastelands.com/content/faq#whatfnvmodswork More important to take note of what NOT to try using, otherwise it seems like you can use whatever else. Don't know about JSawyer. My TTW load order is still pretty hefty http://pastebin.com/765EAmDd
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# ? Jun 14, 2015 17:22 |
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# ? May 28, 2024 14:45 |
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Just finished NV for the first time after 62 hours played. Used a wide selection of visual upgrades, but nothing that really affected content or game-play (except Project Nevada). Any suggestions for a run of new mods for a second play through? I'm thinking something with more missions, JESawyer mod and some other things.
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# ? Jun 14, 2015 20:48 |