|
MariusLecter posted:Did a full read through of Viva New Vegas and at the section where they say to avoid Monster Mod and IWS. The final time I used IWS I had to rush directly to Forlorn Hope whenever I was in the general area, because the mod would consistently spawn a bunch of cazadors in the middle of the camp. I ended up just keeping the enemy spawner feature toggled off whenever I was anywhere near the southeast. Also doesn't the save bloat get really bad?
|
# ? Nov 1, 2020 10:34 |
|
|
# ? Jun 8, 2024 09:27 |
|
ThaumPenguin posted:The final time I used IWS I had to rush directly to Forlorn Hope whenever I was in the general area, because the mod would consistently spawn a bunch of cazadors in the middle of the camp. Most likely, but I pushed on through full playthroughs before with both running. Even with AWOP but that was fun once, never again cause it's just tedious now. What I really want to do is recreate a condition from a few years back when Lombard Station would have an army of ghouls protecting the entrance. That was, no joke, a lot of fun for me.
|
# ? Nov 1, 2020 10:39 |
|
If you want more action in the wasteland you might want to check out these mods, all of which increase enemy variety, quantity and spawn points, but do so in a much cleaner way than older mods: Mojave Wildlife Mojave Raiders The Living Desert I believe they're all already included in VNV by default.
|
# ? Nov 1, 2020 11:27 |
|
Thanks. I had already updated my version of Living Desert the other day. Wild Life mod with FO3+No Chance Spawns seems good tho. And raiders always seem under represented. e; Really liking these Colt and Ruger revolvers https://www.nexusmods.com/newvegas/mods/70207 See one in action in the mp4 i posted above. MariusLecter fucked around with this message at 15:04 on Nov 1, 2020 |
# ? Nov 1, 2020 13:17 |
|
https://www.youtube.com/watch?v=vVUJj_nRxt8 https://www.nexusmods.com/newvegas/mods/70204 Fancy stuff for the 10th anniversary.
|
# ? Nov 1, 2020 19:34 |
|
Personally, a lot of those changes are for the worse. The old textures aren't perfect but they have character and ironically more definition than the new ones give them. The death claws are also a lot less freaky with the new textures, and most of the armor looks washed out and less vibrant.
|
# ? Nov 1, 2020 21:25 |
|
Ssssssssssssssssssssand lizard.
|
# ? Nov 1, 2020 21:53 |
|
DoubleNegative posted:Personally, a lot of those changes are for the worse. The old textures aren't perfect but they have character and ironically more definition than the new ones give them. The death claws are also a lot less freaky with the new textures, and most of the armor looks washed out and less vibrant. The armours look like Fallout 4 versions. The creature changes are pretty hideous in my opinion, especially the deathclaws which are awful. I'd use the metal armour though because I hate the default
|
# ? Nov 1, 2020 23:31 |
|
I like the Gecko but not the deathclaws. But Upgrades from the Commonwealth has the fantastic Fallout 4 Deathclaw model so I use that instead.
|
# ? Nov 1, 2020 23:36 |
|
Welp I'm locked inside my house again. Time to boot up the game, go for a new character with a gimmick I never did before, give up right after primm, press the "new game" button and recreate my NCR/independant survivalist with a hunting shotgun for the 1612836th time.
|
# ? Nov 2, 2020 00:08 |
|
That video is a great example of an issue that plagues a vast amount of texture mods: loss of implied detail. While the default textures are blurry, they convey this sense of depth and detail, wear-and-tear, hints of reflections etc. Meanwhile you've got the modded textures, whose graphical fidelity is certainly higher, but aesthetically they lose something. They feel overly flat and clean. They look nice when you're zooming in on them, but if you put the vanilla and modded textures next to each other and observe them from a distance, the defaults will often appear to be higher-quality. This is not about all texture mods, there are plenty out there that beat the vanilla textures in both aesthetics and graphical fidelity. The various aMidianborn texture mods for FNV and Skyrim are my favorite examples of this. Also I have to admit I giggled in surprise when I saw the deathclaw retex, the human skull motif was just a bit too much for me. It also unnecessarily anthropomorphicizes the face, which has the consequence of making the face seem somewhat flatter when viewed from the front. That said I thought the geckos were nice! ThaumPenguin fucked around with this message at 00:30 on Nov 2, 2020 |
# ? Nov 2, 2020 00:26 |
|
I'll stick with vanilla Deathclaws and MonsterMod's Nukaclaw, Radclaw, Kazaclaw, Cyberclaw, etc.
|
# ? Nov 2, 2020 00:46 |
|
Oh poo poo I forgot to install Monster Mod before. Anyone have experience with the "lore edition" that's on the nexus?
|
# ? Nov 2, 2020 01:18 |
|
Arcsquad12 posted:https://www.youtube.com/watch?v=vVUJj_nRxt8 Most that isnt really for me but I definitely like the NCR trooper armor redesign. Meshes looking a lot less bulky while still retaining the intended look of the armor
|
# ? Nov 2, 2020 01:42 |
|
I'm currently doing a TTW playthrough using this guide, plus a few extra mods. It's been annoyingly unstable; freezing up every hour or so. I went into FNVEdit to see if any of the mods I added were conflicting with the others in a bad way, but nope. Here's my load order: code:
Cross-Section fucked around with this message at 02:33 on Nov 2, 2020 |
# ? Nov 2, 2020 02:30 |
|
Someone finally fixed that bug where the West Pump Station wasn't filled with piss
|
# ? Nov 2, 2020 03:28 |
|
Hahaha wouldn't it be funny if someone installed that as a joke hahaha.
|
# ? Nov 2, 2020 03:37 |
|
2house2fly posted:Oh poo poo I forgot to install Monster Mod before. Anyone have experience with the "lore edition" that's on the nexus? Didn't realize Monster Mod Wasteland Edition wasn't on Nexus anymore. Monster Mod Additions does some work to rename monster mod stuff to be lorefriendly-er but I can see how a Xenomorph from the Alien franchise renamed to Evolved Wanamingo might not cut it for you. From the Lore Edition mod description it seems fine if you're into LORE FRIENDLY content. And from the posts page about said mod... quote:I'm getting odd creatures labelled as Deathclaws, like a werewolf and a little shelled creature with spikes for front legs, ect.. quote:It seems to have a lot of errors in leveled lists and references based on FNVEdit. quote:This doesnt appear to be too lore friendly? Ive encountered gecko deathclaws, gigantic wolves, pumas, etc etc. Ive even encountered a Snork from the stalker games (it was renamed to "feral ghoul crawler") quote:Any chance of a version that fixes the levelled lists, too? I'm not keen on a Giant Mutated Wolf wandering through Goodsprings and annihilating Sunny Smiles before I even finish Back in the Saddle. You might want to pass on this for now. Track the mod to see how the author updates this.
|
# ? Nov 2, 2020 03:55 |
|
Gaius Marius posted:Hahaha wouldn't it be funny if someone installed that as a joke hahaha. quote:MO2 is probably the worst mod manager to use for this. I would recommend extracting to your data folder manually, using FOMM, Wrye Bash, or NMM. Not sure why you're having trouble with Vortex though as it is better than MO2 in every way. No thanks.
|
# ? Nov 2, 2020 04:09 |
|
ropekid go on twitter and make this canon ty
|
# ? Nov 2, 2020 04:28 |
|
Dare you enter my magical realm?
|
# ? Nov 2, 2020 05:02 |
|
MariusLecter posted:No thanks. gently caress. Does anyone have any recs for a piss fetish mod that supports mo2? Serious replies only!
|
# ? Nov 2, 2020 05:09 |
|
Has anyone any experience with the hideously named Immersive Hit Reactions? The concept is really neat, but I wonder if it wouldn't make combat against single targets trivial by letting you almost stunlock them.
|
# ? Nov 2, 2020 08:45 |
|
Fair Bear Maiden posted:Has anyone any experience with the hideously named Immersive Hit Reactions? quote:Additionally this mod has been specifically made compatible with Live Dismemberment. This is a pretty strong selling point for me. I'm gonna give it a shot. e; Good news! MariusLecter fucked around with this message at 10:51 on Nov 2, 2020 |
# ? Nov 2, 2020 09:35 |
|
I've done some testing with it so far and yeah, it's pretty cool, especially when mixed with Ragdoll. Only thing that I think I'm a little skeptical of is the way it affects the players. I've lowered the animation time in the ini but it still feels pretty disorienting.
|
# ? Nov 2, 2020 12:06 |
I tried it but was not a fan of the constant NPC knock down. Felt too cheap for me, I really should have just tweaked the chance down with the set but I was trying a whole bunch of new mods at the time and was too lazy.
|
|
# ? Nov 2, 2020 15:46 |
|
Does anyone have a link to whatever the latest version of Lombard Station is?
|
# ? Nov 2, 2020 16:34 |
|
CroatianAlzheimers posted:Does anyone have a link to whatever the latest version of Lombard Station is? https://www.mediafire.com/file/k8424fu0q3f9egk/Lombard_Station_Final_Release.fomod/file e; Bonus: Flip the bird! MariusLecter fucked around with this message at 18:05 on Nov 2, 2020 |
# ? Nov 2, 2020 17:59 |
|
MariusLecter posted:https://www.mediafire.com/file/k8424fu0q3f9egk/Lombard_Station_Final_Release.fomod/file Grazie You're a good man, and thorough. I'm doing a clean install for the first time in two-ish years using VNV as my guide, but I still need my Lombard Station, my 1897 shotgun, and (hopefully) my duds from Spice of Life. I'm also finally, after all these years, ditching Project Nevada and going with JSawyer. I know PN is a disaster, but it's always been my kind of disaster. Time for something new, I guess.
|
# ? Nov 2, 2020 18:53 |
|
Anyone know if there’s a Viva New Vegas-like guide for Fallout 3? I’m finally switching over to MO2 and am trying to get solid “base” installs of F3, NV, and F4 going. F4 and New Vegas are mostly done. Also, any good Reshade presets out there for Fallout 3 and New Vegas? I’m mostly interested in stuff like god rays and some good ambient occlusion. Maybe even some bokeh depth of field.
|
# ? Nov 2, 2020 19:30 |
|
chaosapiant posted:Anyone know if there’s a Viva New Vegas-like guide for Fallout 3? I’m finally switching over to MO2 and am trying to get solid “base” installs of F3, NV, and F4 going. F4 and New Vegas are mostly done. Unless something has changed Fallout 3 is still a pain in the rear end to get running now and the simplest solution is to use TTW which has a guide done by the same person: https://thebestoftimes.github.io/
|
# ? Nov 2, 2020 20:20 |
|
Electric Phantasm posted:Unless something has changed Fallout 3 is still a pain in the rear end to get running now and the simplest solution is to use TTW which has a guide done by the same person: Fallout 3 is easy to get running, there’s a small INI tweak that needs to be made and it works fine in Windows 10. TTW is a way more difficult method of getting F3 to run.
|
# ? Nov 2, 2020 22:46 |
|
I love Lombard Station, but it really starts to lag at the end of a really long and thorough playthrough. I'm not sure if it's just because it's displaying hundreds of ammo boxes or something else, but at the end of my most recent playthrough it was a coin flip if going in would have it "merely" chugging or actually running at 1 frame every 10-15 seconds. Reloading would fix it for the most part, but I kind of worry that it's not good for completionist runs.
|
# ? Nov 2, 2020 23:09 |
|
DoubleNegative posted:I love Lombard Station, but it really starts to lag at the end of a really long and thorough playthrough. I'm not sure if it's just because it's displaying hundreds of ammo boxes or something else, but at the end of my most recent playthrough it was a coin flip if going in would have it "merely" chugging or actually running at 1 frame every 10-15 seconds. Reloading would fix it for the most part, but I kind of worry that it's not good for completionist runs. I've found that if you keep only the display weapons in the weapon walls it runs okay. I tend to fill the place up with food and ammo and it's fine. A while back a goon was reworking it and it looked really good, but he let it go. Too bad, too. I liked his changes.
|
# ? Nov 2, 2020 23:16 |
|
ThaumPenguin posted:Also doesn't the save bloat get really bad? I'm pretty sure IWS killed my save the last time I used it. Eventually going outdoors would crash the game and I had to give up on the playthrough.
|
# ? Nov 2, 2020 23:20 |
|
The road to Primm is hell.
|
# ? Nov 3, 2020 11:13 |
|
So, I'm working through Viva New Vegas and I notice that it doesn't suggest and/or care for the Jsawyer mod. What's the reasoning here? Is there any reason I shouldn't use JSawyer along with YUP?
|
# ? Nov 3, 2020 18:16 |
|
CroatianAlzheimers posted:So, I'm working through Viva New Vegas and I notice that it doesn't suggest and/or care for the Jsawyer mod. What's the reasoning here? Is there any reason I shouldn't use JSawyer along with YUP? VNV uses JSawyer Ultimate Edition (first mod in VNV's Gameplay module), an unofficial fanmade version that seeks to expand on the original plugin. It's built for compatibility, which is helpful when you've got a big install like VNV's. I personally like it, but I know there are several people here who don't (particularly because of the name, which I understand). IIRC classic JSawyer overwrites many of the edits YUP makes, while JSawyer Ultimate has them built in for compatibility's sake. ThaumPenguin fucked around with this message at 18:29 on Nov 3, 2020 |
# ? Nov 3, 2020 18:27 |
|
So JSawyer Ultimate has all the same stuff as JSawyer plus the optional expanded stuff?
|
# ? Nov 3, 2020 18:39 |
|
|
# ? Jun 8, 2024 09:27 |
|
There's a pretty thorough changelog on the Nexus. The basics is that yes, it's JSawyer but modular and more comprehensive, although for some reason it also includes the .22 LR restoration for the Varmint Rifle that I had to mod out with FNVEdit (it's not super-hard, and most people probably won't care tbh).
|
# ? Nov 3, 2020 18:45 |