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Ariong
Jun 25, 2012

Get bashed, platonist!

FNV Nexus says...



FMM says...



What do?

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Arc Hammer
Mar 4, 2013

Got any deathsticks?
Switch to mod organizer

Ariong
Jun 25, 2012

Get bashed, platonist!

OK, I just went with FOMM because it was first in the OP.

EDIT: Nope I'm still getting the same issue, and I've clicked the button that says "Associate with 'Download with Manager' links".

Ariong fucked around with this message at 04:57 on Aug 5, 2017

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Did you check windows settings

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
FOMM doesnt have nexus download linking at all. Mod Organizer and Nexus Mod Manager do. I believe there are some quirks to using MO with FNV that have been mentioned before, though.

You could just download manually and install, the integration is nice but unless you're installing 235 mods....oh wait I forgot what thread I'm in.

Psion fucked around with this message at 16:16 on Aug 5, 2017

Ariong
Jun 25, 2012

Get bashed, platonist!

Yeah I'll just use the Install from Archive option.

JawKnee
Mar 24, 2007





You'll take the ride to leave this town along that yellow line
hail satan

Ariong
Jun 25, 2012

Get bashed, platonist!

Okay, new problem! Well, one problem and one thing that may be a problem.

The thing that may be a problem is that LOOT only seems to detect the mods that are not installed via Mod Organizer, so I fear it isn't very effective.



The thing that is definitely a problem is that when I try to run the game through NVSE with NVAC enabled, the text is invisible.


When I run it with NVAC disabled, or without NVSE, the game crashes as soon as the main menu loads. Does anyone have any idea what's going on here?

JawKnee posted:

hail satan

Anyone else?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Ariong posted:

The thing that may be a problem is that LOOT only seems to detect the mods that are not installed via Mod Organizer, so I fear it isn't very effective.
Anyone else?

You have to launch loot through MO in order for it to see those mods. MO uses a virtual file system and without running all your tools through MO, they never know all that stuff exists.

look for something called Configure Executables and tell MO about your loot setup. You'll also have to tell MO about your NVSE executable so you can - you guessed it - run the game through MO.

basically once you go MO you never, ever leave. whether you want to or not. :v:

Ariong
Jun 25, 2012

Get bashed, platonist!

Psion posted:

You have to launch loot through MO in order for it to see those mods. MO uses a virtual file system and without running all your tools through MO, they never know all that stuff exists.

look for something called Configure Executables and tell MO about your loot setup. You'll also have to tell MO about your NVSE executable so you can - you guessed it - run the game through MO.

basically once you go MO you never, ever leave. whether you want to or not. :v:

Ah, I should have figured. MO automatically detected LOOT, and I did the drat thing. However, it didn't solve the invisible text problem.

I already knew about running NVSE through MO and set that up.

Ariong
Jun 25, 2012

Get bashed, platonist!

Upon further inspection, it appears that the text is only missing when I launch the game through Mod Organizer. What could explain that?

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Have you tried a clean save with no mods?

CFox
Nov 9, 2005
Sounds like either .ini edits or archieve invalidation.

Ariong
Jun 25, 2012

Get bashed, platonist!

Arcsquad12 posted:

Have you tried a clean save with no mods?

When I deactivate all mods and run the game through MO, it crashes. When I have NVAC activated and launch the game through MO, the text is invisible. When I launch the game without MO, it works fine. So Whatever the problem is, I know I haven't damaged the base files of the game somehow.

delta534
Sep 2, 2011

Ariong posted:

When I deactivate all mods and run the game through MO, it crashes. When I have NVAC activated and launch the game through MO, the text is invisible. When I launch the game without MO, it works fine. So Whatever the problem is, I know I haven't damaged the base files of the game somehow.

Based on what I can recall of obscure startup issues, I want to say it's some sort of UI mod mess. Start by removing the menu folder in overwrite then try to launch without mods through MO. Then post what's in the left hand pane of MO.

Ariong
Jun 25, 2012

Get bashed, platonist!

delta534 posted:

Based on what I can recall of obscure startup issues, I want to say it's some sort of UI mod mess. Start by removing the menu folder in overwrite then try to launch without mods through MO. Then post what's in the left hand pane of MO.

The overwrite folder is empty.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
http://www.nexusmods.com/newvegas/mods/63635/

Classic Adobe Buildings in the Mojave. Neat looking mod that adds NCR stonework to the Mojave. Makes a nice divide between the junky old ruins and the occupied and new buildings. Plus, the NCR has been building concrete bunkers along the colorado, so they're building new buildings anyways, thus pleasing immersive canon lore friendly grogs.

Fair Bear Maiden
Jun 17, 2013
It's a cool mod, but having no LOD makes it very BLAH for me. Still a cool effort, especially because it creates a much starker distinction between old and new stuff and recaptures some of the 1 and 2 aesthetic.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Isn't there an FNVLODGen? I never got into LOD generation when playing NV so I don't know if that's a viable option.

Ariong posted:

When I deactivate all mods and run the game through MO, it crashes. When I have NVAC activated and launch the game through MO, the text is invisible. When I launch the game without MO, it works fine. So Whatever the problem is, I know I haven't damaged the base files of the game somehow.

Those mods require INI edits, which you've done, right? That's why it runs fine without MO? because...

CFox posted:

Sounds like either .ini edits or archieve invalidation.

if you're about to guess "did you know MO has its own copies of your INI files so editing the ones in the game directory doesn't help," ... yeeeep. That's my guess; there's an INI editor button in MO and you'll want to copy and paste your INI edits. I'm gonna go ahead and tell you now also: Each MO profile has its own INIs. Just be aware if/when you start running multiple profiles.

Initial MO setup sucks, no way around it, but soon. soon you will be free.

Psion fucked around with this message at 17:35 on Aug 14, 2017

Crindee
Nov 16, 2005

LOOK LIKE EMERIL
Not exactly new but I haven't seen it posted before, someone made a pretty well done mod that converts the Legion into Nazis and the NCR into the Soviets.

Even if you don't download it's worth it for the comments. Pretty much exactly what you'd expect.

Air Skwirl
May 13, 2007

Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed shitposting.

Crindee posted:

Not exactly new but I haven't seen it posted before, someone made a pretty well done mod that converts the Legion into Nazis and the NCR into the Soviets.

Even if you don't download it's worth it for the comments. Pretty much exactly what you'd expect.

I'm sure this will be a thoughtful discussion:
"The fact you believe 6 million people were killed shows your IQ kid. And it makes sense you are a commie too"

Doc Hawkins
Jun 15, 2010

Dashing? But I'm not even moving!


Checks out: anyone with a 6 million IQ would have to be communist.

Fair Bear Maiden
Jun 17, 2013
So, apparently the Tales of Two Wastelands guys are considering re-implementing the Big Guns skill by default into the mod. That seems like a bad decision to me, but the rationale seems to be that there are enough weapons to be covered by the skill between the two games and that more skills = more builds = more roleplaying, plus the skill was in Fallout 3.

Zeerust
May 1, 2008

They must have guessed, once or twice - guessed and refused to believe - that everything, always, collectively, had been moving toward that purified shape latent in the sky, that shape of no surprise, no second chance, no return.
Do the SPECIAL-boosting implants implemented through Project Nevada still count for the purposes of qualifying for perks?

e: and does the Razor Nail implant affect all attacks with unarmed weapons, or just bare-handed attacks?

Air Skwirl
May 13, 2007

Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed shitposting.

Fair Bear Maiden posted:

So, apparently the Tales of Two Wastelands guys are considering re-implementing the Big Guns skill by default into the mod. That seems like a bad decision to me, but the rationale seems to be that there are enough weapons to be covered by the skill between the two games and that more skills = more builds = more roleplaying, plus the skill was in Fallout 3.

I liked Ropekid's idea of getting rid of the energy weapon skill and just making the top tier weapons in each other skill an energy weapon.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

That sounds like an awful idea but I kinda really hate energy weapons in general

Roobanguy
May 31, 2011

Skwirl posted:

I liked Ropekid's idea of getting rid of the energy weapon skill and just making the top tier weapons in each other skill an energy weapon.

yeah, i remember his idea kinda being like how fallout 4 ended up doing their skills. only 2 gun weapons skills, automatic weapons and semi automatic weapons, with the idea that eventually you'll move away from ballistic guns into energy weapons in those categories.

fallout 4 didn't really do the last part though.

Air Skwirl
May 13, 2007

Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed shitposting.

watho posted:

That sounds like an awful idea but I kinda really hate energy weapons in general

The only build I beat the game on was an energy weapon build. High Science too, running around in lab coat and space helmet.

If energy weapons are in the game it makes sense that they should be better than real guns,otherwise why the gently caress would anyone make them?

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
Yeah I never really got why energy weapons were their own thing. You aim and you pull the trigger, maybe the recoil is different but if you can fire a rifle well you can fire a plasma rifle well. I don't see why the military in the Fallout universe wouldn't weight them to be equivalent to standard firearms.

But then, I also kind of think that energy weapon repair should've been tied to Science instead of general Repair.

e: Also the game is science fiction, but I always felt like it was more appropriate to use guns and explosives in a Wild West setting so I never really did an energy weapon build in my 5+ playthroughs of New Vegas.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

King Vidiot posted:

Yeah I never really got why energy weapons were their own thing. You aim and you pull the trigger, maybe the recoil is different but if you can fire a rifle well you can fire a plasma rifle well. I don't see why the military in the Fallout universe wouldn't weight them to be equivalent to standard firearms.

But then, I also kind of think that energy weapon repair should've been tied to Science instead of general Repair.

Sounds like you need to make a mod

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

gotta feel sad for everybody who made a cowboy and didn't say "yes" the first time they equipped an RCW

Roobanguy
May 31, 2011

there should have been a lever action laser rifle

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
Nevermind energy weapons, nevermind firearms, my go to weapon every run is the classic GRA chainsaw. :getin:

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
You've got to specialise in Energy Weapons or you won't get the most bang for your buck out of Pew Pew

Philippe
Aug 9, 2013

(she/her)
I use Two-Step Goodbye. With The Right To Bear Arms, it's just lying in the Boulder City railway station.

CFox
Nov 9, 2005
Knock Knock is so good I have to force myself not to use it.

Philippe
Aug 9, 2013

(she/her)
The two handed melee weapon VATS attack is really silly, too. Twirling around like a ballerina is great.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

I once juggled a deathclaw by twirling around with the knock knock twice. The second attack teleported me to where it was landing and I hit it up in the air before it hit the ground.

doodlebugs
Feb 18, 2015

by Lowtax
Does anyone know how to get the stealth boys to work properly with the Fallout Wanderers edition? They last an hour at minimum and I'm trying to get them to work as they did in the vanilla version.

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Philippe
Aug 9, 2013

(she/her)
You're a Nightkin now, sorry.

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