Lockback posted:Followed your advice, crashing still happens. Do you have the compatibility patch for Electro-City and IWS? I didn't see that in your load order.
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# ? Feb 5, 2011 21:57 |
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# ? May 25, 2024 05:46 |
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Lockback posted:Followed your advice, crashing still happens. Try disabling Electro city: Work orders. I find highways and byways to be very unstable. Cream-of-Plenty posted:Do you have the compatibility patch for Electro-City and IWS? I didn't see that in your load order. That's probably why it's unstable, I didn't even know about that. At any rate try disabling ECWO and see if that's the conflict.
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# ? Feb 5, 2011 21:59 |
Umph posted:Try disabling Electro city: Work orders. I find highways and byways to be very unstable. Actually Highways and Byways is a separate plugin, entirely. Electro-City: Work Orders.esp is the core module, and without it, you don't have the mod.
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# ? Feb 5, 2011 22:01 |
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myname_isdoug posted:I'm not sure if he actually comes from somewhere specific in the world, but he makes a beeline for you after you pick up a couple star caps, so it wasn't a "random encounter" in the sense I think you perceived it to be. So are there any actual random encounters in the game that can happen anywhere? As opposed to ones that are triggered. I thought FallOut 3 had a few, like I once read that the alien ship crashing would occur in certain sectors or such.
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# ? Feb 5, 2011 22:17 |
Magic posted:Huh, shame. Random things make players feel privileged that they occurred to them. I don't believe there are. I'm not even sure how difficult it would be to integrate a feature like this, considering we have FO3 as a template.
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# ? Feb 5, 2011 22:21 |
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Cream-of-Plenty posted:Do you have the compatibility patch for Electro-City and IWS? I didn't see that in your load order. Huh, I didn't even know about that. I've been hunting for it and I can't seem to find this patch. Have a link?
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# ? Feb 5, 2011 22:42 |
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Lockback posted:Huh, I didn't even know about that. I've been hunting for it and I can't seem to find this patch. Have a link? It should be in Electro City. It was when I got it, anyway.
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# ? Feb 5, 2011 22:58 |
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Cream-of-Plenty posted:Your electro-city and Nevada Skies - URWLified are probably screwing it up. Push them to the bottom of the load order as so: Other way around. Nevada Skies - URWLified goes after ELECTRO-CITY.
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# ? Feb 5, 2011 22:59 |
Lockback posted:Huh, I didn't even know about that. I've been hunting for it and I can't seem to find this patch. Have a link? Like Dickeye said, it's included with the Electro-City download. There's a compatibility plugin folder. That being said, I'm not sure if it'll fix your problem--the readme for the IWS compatibility patches is pretty barebones, and eludes to moving some of the IWS spawns away from areas where Electro-city makes changes. I'm not certain this is because those conflicts caused crashes, or because those conflicts led to poo poo-tons of Fiends spawning on top of Electro-City engineer camps. Terpfen posted:Other way around. Nevada Skies - URWLified goes after ELECTRO-CITY. No poo poo? If that's the case, I've been doing it wrong all along. Guess I got them mixed up. Are you sure? Cream-of-Plenty fucked around with this message at 23:03 on Feb 5, 2011 |
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# ? Feb 5, 2011 23:01 |
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Magic posted:Huh, shame. Random things make players feel privileged that they occurred to them. FO3 had a bunch of random encounters and a set list of places where they could happen. Every time you went to a trigger (I think only if that trigger hadn't been used yet, though I may be wrong) there was a chance of one of the encounters happening. They were mostly just things like Wastelanders fighting creatures and stuff like that, but there was also one which had an Alien Blaster and a bunch of ammo fall from the sky. Here's a list of them.
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# ? Feb 5, 2011 23:07 |
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"Cream-of-Plenty” posted:No poo poo? If that's the case, I've been doing it wrong all along. Guess I got them mixed up. Are you sure? Straight from the mod’s Nexus page: quote:Load Order Recommendations Edit: P.S. Do I get a Duke tag for setting this straight? Duke clearly appreciates having the proper lighting conditions in and around Vegas.
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# ? Feb 5, 2011 23:19 |
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Cream-of-Plenty posted:Like Dickeye said, it's included with the Electro-City download. There's a compatibility plugin folder. That being said, I'm not sure if it'll fix your problem--the readme for the IWS compatibility patches is pretty barebones, and eludes to moving some of the IWS spawns away from areas where Electro-city makes changes. I'm not certain this is because those conflicts caused crashes, or because those conflicts led to poo poo-tons of Fiends spawning on top of Electro-City engineer camps. I'll give this a go. Thanks!
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# ? Feb 5, 2011 23:23 |
Terpfen posted:Straight from the mod’s Nexus page: Well thanks for the heads up. I started using URWLified before it was really hashed out and had clear instructions on how it should be used. As for the Duke Tag, you must seek out His Dukeness, AxeManiac for such a privilege. I'm just a peon in that respect. Lockback posted:I'll give this a go. Thanks! Let me know if that fixes your problem. It's a good learning experience for the thread.
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# ? Feb 6, 2011 00:22 |
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Schubalts posted:Adblockers ahooooy. I was being too awesome with my ad-block technology Flashblock was intercepting it before adblock, so adblock wouldn't get to block it because it never detected it. If you allow flash from the Nexus suddenly adblock catches it and flashes for a second, then on to the file, bypassing the 30-second wait time.
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# ? Feb 6, 2011 03:24 |
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Cream-of-Plenty posted:
Bombed out again after like 8 or 9 minutes. Then I tried again and it crashed when I tried to save. I may try playing with CalibreX and Classic Fallout Weapons and see if that does it. I wasn't really having any trouble before I installed those.
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# ? Feb 6, 2011 03:54 |
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Lockback posted:Bombed out again after like 8 or 9 minutes. Then I tried again and it crashed when I tried to save. I had the same problem even with the compatibility patch and a proper load order. I was able to save again by disabling all parts of ELECTRO-CITY, loading my save, save, exit, and then enable ELECTRO-CITY again. Sadly this only worked for a few days and it started making GBS threads out again. Where are you saved at that it's crashing? Just curious because I had absolutely no problems until I got to 188 Trading Post.
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# ? Feb 6, 2011 04:08 |
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I'm getting close to the end of the initial testing for my pack and will be looking for a few more people for the final tweaking, minor bug catching, and feedback. If anyone's interested swing by my temp IRC chan on ircnet - #TheArmoryAlpha. If you don't have a good IRC client or don't want to bother with installing one and such, just grab ChatZilla for mozilla. Nice easy plugin with no installations.
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# ? Feb 6, 2011 04:10 |
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FadedReality posted:I had the same problem even with the compatibility patch and a proper load order. I was able to save again by disabling all parts of ELECTRO-CITY, loading my save, save, exit, and then enable ELECTRO-CITY again. Sadly this only worked for a few days and it started making GBS threads out again. Where are you saved at that it's crashing? Just curious because I had absolutely no problems until I got to 188 Trading Post. Whoa, holy crap, yeah thats where I am. I did the RP start and started in Freeside, so its been a fun game of dodging from locale to locale trying to push SouthWest to try and get to Goodpsrings. The frequency of crashing has gone up as I have gotten closer to the trading post. I'll try this.
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# ? Feb 6, 2011 04:39 |
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Have any of you had any problems with the 3GB enabler? Ever since I installed it, the title screen has been slowed to a crawl and I crash any time I try to enter a building. I uninstalled it, but I haven't found a way to reattach the game to steam (the enabler broke this).
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# ? Feb 6, 2011 04:39 |
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Bloody Pancreas posted:Have any of you had any problems with the 3GB enabler? Ever since I installed it, the title screen has been slowed to a crawl and I crash any time I try to enter a building. I uninstalled it, but I haven't found a way to reattach the game to steam (the enabler broke this). Check the intructions. There's a repairer, or you just put in the old .exe
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# ? Feb 6, 2011 04:53 |
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FadedReality posted:I had the same problem even with the compatibility patch and a proper load order. I was able to save again by disabling all parts of ELECTRO-CITY, loading my save, save, exit, and then enable ELECTRO-CITY again. Sadly this only worked for a few days and it started making GBS threads out again. Where are you saved at that it's crashing? Just curious because I had absolutely no problems until I got to 188 Trading Post. So yeah, that was exactly the problem. Did what you said and its stable again. Must be something amiss with the 188.
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# ? Feb 6, 2011 20:09 |
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Lockback posted:Whoa, holy crap, yeah thats where I am. I did the RP start and started in Freeside, so its been a fun game of dodging from locale to locale trying to push SouthWest to try and get to Goodpsrings. The frequency of crashing has gone up as I have gotten closer to the trading post. I'll try this. I liked the RP start but man, the game is really set up for you to be near Goodsprings at the beginning, I learned. You're like a delicate dandelion compared to everyone else. Also, don't be surprised but Doc Mitchell is glitched to gently caress when you finally get back. He kept telling me to sit down and begin the test and I couldn't get him to move on to his normal Doc mode.
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# ? Feb 6, 2011 20:34 |
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So are there any good weapon packs yet that look nice and are balanced for the game instead of being cheaty?
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# ? Feb 6, 2011 23:36 |
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Classic Fallout Weapons, Fallout 3 weapons restoration mod. You shouldn't run into anything overpowered and thanks to the style of the weapons they fit in nicely to new vegas. I'd also suggest taking a look at either Weapon Mod Expansion or Weapon Mods Expanded. They make it so each vanilla weapon supports more weapon mods and makes some weapon mods universal between weapons. Just don't mix the two, despite the easily confused names they are incompatible. Naky is also working on a big weapon pack that looks like it'll be pretty drat good. Edit: Amstrad is also making a melee/unarmed weapons pack if you're into that sort of thing. XENA I LOVE YOU fucked around with this message at 23:51 on Feb 6, 2011 |
# ? Feb 6, 2011 23:48 |
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Apocadall posted:So are there any good weapon packs yet that look nice and are balanced for the game instead of being cheaty? Classic Fallout Weapons - New Vegas is pretty good. It's not overpowered and adds some variety.
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# ? Feb 6, 2011 23:49 |
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SovietSteel posted:Naky is also working on a big weapon pack that looks like it'll be pretty drat good. The last bugfix update goes to the testers today... it may not have all the guns I wanted to release with, but I can always do that in an update. I was really trying hard to shoot for 100 guns and 50 melee, but at this point it's looking like about ~93-95 guns tops. There are a few that just aren't playing nice. edit: I'm still looking for a couple extra hands to look at this thing. A few of my testers seem to have gotten busy or otherwise disappeared so I'm fairly short-handed. Naky fucked around with this message at 00:03 on Feb 7, 2011 |
# ? Feb 6, 2011 23:57 |
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Naky posted:edit: I'm still looking for a couple extra hands to look at this thing. A few of my testers seem to have gotten busy or otherwise disappeared so I'm fairly short-handed. I can peek at it if you want.
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# ? Feb 7, 2011 00:31 |
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SovietSteel posted:I can peek at it if you want. Swing by our IRC chan then if you could then, #TheArmoryAlpha on ircnet and we'll get you hooked up. You're almost in time for the final update too.
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# ? Feb 7, 2011 00:33 |
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Lockback posted:Classic Fallout Weapons - New Vegas is pretty good. It's not overpowered and adds some variety. Well I was more meaning real weapons packs that are balanced with Fallout's weapons. Like an old worn and beaten M14 or stuff.
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# ? Feb 7, 2011 00:44 |
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I just can never muster up the motivation to do tons of playthroughs so I really try to tweak as I go to make a game as fun as possible the first time I run through it. Currently, the only content-ish mods I run are wasteland defense, classic fallout weapons, and WMX. I really want to add IWS but I currently already have massive problems with ammo. I literally am down to 1-2 reloads most of the time and really worry about running into 30 ghouls and blowing through my ammunition completely. I don't want to "cheat" ammo in either... Any suggestions on how to alleviate this?
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# ? Feb 7, 2011 04:22 |
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Buy more ammo? Don't use one gun?
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# ? Feb 7, 2011 05:12 |
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Mr. Crow posted:Buy more ammo? Don't use one gun? I try and carry one gun for each ammo type and I do fine. That's probably a tad excessive but with allies it's easy even if your Strength is low. Lot of times enemies in an area are all using the same gun so if thats not your ammo of choice youre kind of boned. Diversity is good.
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# ? Feb 7, 2011 05:15 |
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Mr. Crow posted:Buy more ammo? Don't use one gun? What interesting ideas I wish I had thought of them....
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# ? Feb 7, 2011 05:17 |
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wylker posted:I just can never muster up the motivation to do tons of playthroughs so I really try to tweak as I go to make a game as fun as possible the first time I run through it. Currently, the only content-ish mods I run are wasteland defense, classic fallout weapons, and WMX. I really want to add IWS but I currently already have massive problems with ammo. I literally am down to 1-2 reloads most of the time and really worry about running into 30 ghouls and blowing through my ammunition completely. I don't want to "cheat" ammo in either... Any suggestions on how to alleviate this? Use melee on things that use melee, used ranged on things that use ranged. This ensures you're never using ammo without getting it back, and to be honest ghouls are pretty easy to down with a super sledge. The only thing this isn't true for is cazadores and deathclaws, and maybe super sledge using mutants since they pack a bit of a punch. These three things shouldn't cripple your ammo as much as running into a ghoul pack guns blazing would, though. Wasting ghouls with guns is totally unnecessary since they all go down in about two swings with a super sledge.
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# ? Feb 7, 2011 05:31 |
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wylker posted:What interesting ideas I wish I had thought of them.... What else can I say? Play better? You don't want to "cheat" so I don't know what to suggest. You can make ammo but it's kind of self-defeating and easier to just sell excess ammo/buy new kinds. Take Scavenger (or whatever the ammo perk(s) are)? SheepNameKiller posted:Use melee on things that use melee, used ranged on things that use ranged. This ensures you're never using ammo without getting it back, and to be honest ghouls are pretty easy to down with a super sledge. Yes but you don't get the level of satisfaction out of mowing down hordes of ghouls with a mini-gun anywhere else.
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# ? Feb 7, 2011 05:34 |
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Lockback posted:Classic Fallout Weapons - New Vegas is pretty good. It's not overpowered and adds some variety. But it's not overpowered
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# ? Feb 7, 2011 05:35 |
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Mr. Crow posted:Yes but you don't get the level of satisfaction out of mowing down hordes of ghouls with a mini-gun anywhere else. I prefer my lever-action shotgun. It just looks badass, like every lever-action gun. New Vegas needs more lever-action guns. This derringer mod is pretty sweet, too.
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# ? Feb 7, 2011 06:35 |
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I've found a massive two-handed katana on the Nexus. This, combined with a "stealth recon duster" from the advanced assault recon mod (or whatever it's called) will make my character look like an anime.
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# ? Feb 7, 2011 06:48 |
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Apotheosis posted:I've found a massive two-handed katana on the Nexus. This, combined with a "stealth recon duster" from the advanced assault recon mod (or whatever it's called) will make my character look like an anime. But can you dual-wield two of them
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# ? Feb 7, 2011 08:38 |
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# ? May 25, 2024 05:46 |
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Good news, I just hadn't found the crimson caravan or the gun runners yet. I've had a ton of caps laying around and now have several thousand rounds for fun-time. Oh and I'll work on "playing better" too
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# ? Feb 7, 2011 13:18 |