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SplitSoul posted:IIRC this problem is usually related to corrupt saves, but it might be something else. Try starting a new game, then load your save. Alternatively, do the same, but load an earlier one. What size is your save? I mainly rely on quick/autosaves so that might help thanks, will try CASM. Saves are 3.5mb for this run currently. I'm playing with far fewer mods than usual because generally I manage to break the game in terms of fun.
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# ? Dec 10, 2013 10:21 |
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# ? Jun 4, 2024 13:53 |
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Lotish posted:Hm. Making the perk is simple enough. Is there a way I could make a perk and connect it to an armor? code:
If you're familiar with geck scripting you might wonder "Why do I need to bother with that condition, can't I just use an OnUnEquip block to remove the perk like this? code:
You'll notice that I use Player as a target. Perks can only be added to the player. Other actor references are perfectly valid targets for AddPerk and the compiler won't complain, but ingame it won't work for non-player actors. If you want a follower to equip the armour, you can add the perk to the player's super-special (and completely undocumented) companion perklist. As for armour models: If you click on "Edit" next to Biped Model & World Model, you get a new window where you select a .nif (click Edit and you should get a window where you can select the file) and assign alternative texture. The problem is that you can't select files that are inside a BSA file. The simplest method is probably to just grab FNVEdit and copy the Biped Model, World Model and Icon entries from the vanilla armour that you want to copy over to your new armour.
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# ? Dec 10, 2013 10:41 |
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Heliosicle posted:I mainly rely on quick/autosaves so that might help thanks, will try CASM. Yeah, that poo poo is beyond broken in Gamebryo. Remember to disable it before you install CASM.
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# ? Dec 10, 2013 12:22 |
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Fair Bear Maiden posted:I like what I see in the screenshots mostly but I'm not sure if I'd want to use it in this state. It looks like some of the redone faces don't really capture the character of Obsidian's original work (as subpar as it might have been in places, Obsidian's character artist managed to do some decent things with the facegen they were given, in particular I really liked the King for example), and while the new Raider textures look good, I'm afraid it might get kind of old if *every* raider has a painted faced. And yeah I agree with the person who found them uncanny, the hi-res textures really bring out the deadness of the eyes.
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# ? Dec 10, 2013 14:25 |
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Woolie Wool posted:Also gently caress the guy who set the DT for Super Mutants in TTW. I HATE YOU! Enclave soldiers are FAR worse. To the point where I just ended up writing off the mod entirely.
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# ? Dec 10, 2013 14:53 |
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Well people in advanced power armor are the sort of thing you expect to be drat near bulletproof, since Brotherhood soldiers and the like were in New Vegas. But Super Mutants are there from the very beginning and have large areas of exposed flesh, while Enclave soldiers don't pop up until you're a good way through the main quest and have the best armor in the entire Fallout universe, which you can then pick up and wear to become a bulletproof god of destruction yourself. I'm going to the New Vegas side of TTW, I'll return to the Capitol Wasteland once I get the Ranger armor and some better guns. I'm sure This Machine will knock them down a peg or two. E: One thing I think would greatly improve the faces in New Vegas would be to make the eyes cross a little to converge on whatever the character is looking at (including the camera if you're in third person and swivel the camera around in front of your character). It would make them seem a bit more natural. E2: There's a mod for TTW that causes the Great Khans to steal your entire inventory on your first trip to New Vegas and the NV intro, and take it to Boulder City. If you're feeling really badass, there's even an option that puts the items in Jessup's inventory, which might make for a hell of a boss fight if you went to NV with Enclave gear. Woolie Wool fucked around with this message at 15:50 on Dec 10, 2013 |
# ? Dec 10, 2013 15:42 |
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Is TTW something you can add in to an existing NV playthrough or a mod that requires you start with a fresh game?
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# ? Dec 10, 2013 16:05 |
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Start fresh.
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# ? Dec 10, 2013 16:12 |
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You absolutely cannot load an old NV save because TTW assumes you're starting from the Fallout 3 intro in most of its scripts. For instance, the train between D.C. and the Mojave must be taken for the first time from the D.C. side to start the New Vegas campaign. It certainly has rough edges but it's a drat sight better than Fallout 3 and I wholeheartedly recommend it. Also the saved game system in FO3/NV really sucks. I wish there was a way to make it work like Dragon Age where each character has his/her own save game menu so you can easily manage multiple playthroughs. Woolie Wool fucked around with this message at 16:25 on Dec 10, 2013 |
# ? Dec 10, 2013 16:22 |
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Alright, so I'm playing New Vegas bounties, and got stuck on the part where you have to talk to Jasper in Freeside (I have FreesideOpen as well, and have made sure in my load order the FreesideOpen Patch for NVB and NVB are all in the right order). I can't find Jasper, but I do know the 'Movetoqt' trick to get to him. Only problem is that teleports me to another dimension that Freeside then seems permanently trapped in, and I don't know how to get back the old Freeside. Can anyone with NVB experience either help me find a workaround to this part, whether it's a character ID, or another console command to reset freeside to the normal dimension? EDIT: Fixed it by just re-entering Freeside through the East Gate. North Gate seeme to have no effect on it though, so East Gate is the only way to fix it. Crazy Joe Wilson fucked around with this message at 20:14 on Dec 10, 2013 |
# ? Dec 10, 2013 18:25 |
Snoop Radley posted:I agree with this: even with the limited facegen, I think Obsidian managed to give the characters' faces, well, character. I never really thought about it, but I must have formed a pretty firm image of how they're supposed to look, because the reaction I had to the screenshots reminded me of when a fave novel of yours finally gets adapted to a movie, and then the actors they pick look all wrong. Like, dammit, Cassie's supposed to have Brooke Shields eyebrows! Buuullshiiiiit I realize the ARGs were fake, but if there is any possibility of Fallout 4 existing in the future, one of the things I am most looking forward to is it using Skyrim's facegen system. It's funny how, a decade ago, customization consisted of swapping out prefab pieces (different hair styles, different face textures, etc.) to create one of a relatively limited combination of faces. They looked good, but there was a good chance you'd walk into a city and find a twin. Then Oblivion came along with a thousand different sliders and, after all the sellion tweaking and cheekbone adjusting, you still couldn't construct a convincing face to save your life. Here were all these options and they all resulted in the same potato-faced people. In a lot of ways, it was even worse than Morrowind. Fallout 3 and New Vegas improved on the mechanic, but the system was still flawed. Did the average player really want to have to meddle with 60 different settings to create something vaguely human looking, but still unique? Skyrim is nice because it gives you the ability to finely customize your player, but the most obvious options are prefab: Different styles of eyebrows, eyes, noses, mouths, hair, weight, etc. And in my opinion, they all look really great. It takes 2 minutes to build a unique, interesting, realistic player in Skyrim.
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# ? Dec 10, 2013 20:23 |
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I remember seeing a trailer for Sims 4 where character creation is clicking directly on the face and modifying what you want to modify. No screwing around with sliders, just like "eyebrows bigger? click and drag on eyebrows" Combine that with prefab options and I bet it'd be even faster than Skyrim. Making sure your behavior when a player clicks and drags on the cheekbones is expected and results in what the player wants will probably be tricky - lots of playtesting - but man, once you solve that issue, create a character in like 90 seconds. Get close with presets, tweak, hit go. Snoop Radley posted:the hi-res textures really bring out the deadness of the eyes. FCO has custom eye files in the fomod, so it's clearly replacing vanilla with something, but everything seems to be really ... low-key? Flat? I don't know. I'm wondering if there's another eye mod out there I can overwrite FCO's eye textures with to fix that issue. the solution is always more mods
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# ? Dec 10, 2013 21:26 |
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SplitSoul posted:Somebody fixed a boatload of collision meshes for clutter items so they don't hover in the air. God bless this mans heart Gamebryo is a terrible, terrible, terrible engine and its models don't flatter it. This man is a miracle worker.
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# ? Dec 11, 2013 02:09 |
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Considering the technology and resources the people of Fallout have to work with, there ought to be more horses. A lot more horses. Horses every-loving-where. Some modder needs to get on that.
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# ? Dec 11, 2013 02:15 |
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GrumpyDoctor posted:I've never even heard any new music coming out of in-game sources. I always assumed that the Pip-Boy radio was technically a different thing. I guess "the in-game sources are just too quiet" almost explains it, but I distinctly remember gambling long enough and hearing on the casino speakers the original tracklist looping through. The casino music is a different station (or just ambient music, I forget which), so you won't hear any new tracks there. But any radio object in the game world that's tuned to MMR or RNV will play those new tracks so long as there're [trackname]_mono.ogg files for them. There aren't all that many radios tuned to either station in the base game, even in places where it'd make sense, but because one of the mods I'm using tunes most of those radios to either MMR or RNV, the sudden change between say Big Iron being entirely audible, and Back in the Saddle Again being so quiet as to be almost silent was pretty noticeable. The tweaking I did totally worked, and ended up being quick enough that I did a couple super minor tuning adjustments to each track as I went along so they each sound very slightly more like they're coming out of a radio. Ernie Muppari fucked around with this message at 02:27 on Dec 11, 2013 |
# ? Dec 11, 2013 02:25 |
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Using CASM has fixed my save loading issues but I still keep getting endless loads on fast travelling. Goodsprings in particular is a place I'm going to have to run to if I ever need anything there - it crashes every time. Bummer, I really wanted to play FNV again.
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# ? Dec 11, 2013 02:36 |
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Heliosicle posted:Using CASM has fixed my save loading issues but I still keep getting endless loads on fast travelling. Goodsprings in particular is a place I'm going to have to run to if I ever need anything there - it crashes every time. Try entering an interior cell, type pcb into the console, wait 72 hours, save and then reload your game.
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# ? Dec 11, 2013 02:42 |
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Heliosicle posted:Using CASM has fixed my save loading issues but I still keep getting endless loads on fast travelling. Goodsprings in particular is a place I'm going to have to run to if I ever need anything there - it crashes every time. http://www.nexusmods.com/newvegas/mods/53635/ This has helped reduce crashes on fast travel. Every so often I still get one, but not nearly as often as I used to.
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# ? Dec 11, 2013 02:45 |
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Are there any good nifskope-in-NV tutorials out there or anything? I sorta want to try my hand at fitting/tweaking an armor but this program makes my brain hurt. or plugins I need or something or I dunno I am missing something inbetween "download nifskope" to "use it in NV" so far I have figured out how to change and fix a broken texture path. H...hooray?
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# ? Dec 11, 2013 02:49 |
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Tonight I learned that the quick throw grenade/mine from Project Nevada is quick enough for me to re-equip my signature weapon, and have any kills gained from those explosives count towards leveling up my gun. The game sees me getting the kill with the pistol, even if I just threw a mine at a pile of ghouls. My signature weapon is a modded up Plasma Pistol. I have Meltdown. Beeb fucked around with this message at 10:24 on Dec 11, 2013 |
# ? Dec 11, 2013 10:17 |
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Capn Beeb posted:http://www.nexusmods.com/newvegas/mods/53635/ Already running it, will try the pcb fix though. Also I was heading from novac to the legion camp to free the prisoners and got attacked by a group of 4 viper gang members all armed with grenade launchers, can't tell if its a bug or a feature. e: amazing, purge cell buffer worked, thanks! Heliosicle fucked around with this message at 11:37 on Dec 11, 2013 |
# ? Dec 11, 2013 11:29 |
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Capn Beeb posted:Tonight I learned that the quick throw grenade/mine from Project Nevada is quick enough for me to re-equip my signature weapon, and have any kills gained from those explosives count towards leveling up my gun. Wait, you can level up weapons in Project Nevada? I did not find that feature yet. I'm using the MF Hyperbreeder Alpha with all the recharger mods, and currently wrecking everything in my path with a rechargeable Gatling laser pistol.
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# ? Dec 11, 2013 13:34 |
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J.A.B.C. posted:Wait, you can level up weapons in Project Nevada? I did not find that feature yet.
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# ? Dec 11, 2013 13:37 |
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Capn Beeb posted:Tonight I learned that the quick throw grenade/mine from Project Nevada is quick enough for me to re-equip my signature weapon, and have any kills gained from those explosives count towards leveling up my gun. I've been considering re-rolling with the robot race and TTW and a couple other things even though I'm fifty-some hours in, and you're not helping me out here with all your talk of signature plasma weapons and Meltdown and all. I'm still digging around for a mod that removes corpses/piles of ash from the game world after a while. Like I said earlier, the bodies of the Powder Gangers are still laying around outside of the Prospector in Goodsprings. Anyone have any recommendations?
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# ? Dec 11, 2013 14:26 |
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CroatianAlzheimers posted:I'm still digging around for a mod that removes corpses/piles of ash from the game world after a while. Like I said earlier, the bodies of the Powder Gangers are still laying around outside of the Prospector in Goodsprings. Anyone have any recommendations? The bodies of the generic powder gangers should disapear on their when the cell resets. Cobb has the quest item flag though, so he'll stay. Open the console, right-click on Cobb's body and use "Disable", followed by "MarkForDelete". Ash and goopiles will stay forever though. This adds a script to ash and goopiles that removes. It should work retroactively for already existing piles, but if it doesn't use the "Disable" & "MarkForDelete" console commands again.
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# ? Dec 11, 2013 15:37 |
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Is there a way to have FNV4GB run Fallout New Vegas in a directory other than the Steam install directory? I had to make a second copy to preserve my old save when installing Tale of Two Wastelands, so I can only play the one without TTW when running FNV4GB even though TTW really needs the extra memory and keeps running into memory-related errors (grass turning into black polygons, crashing to desktop) after running for too long.Cream-of-Plenty posted:I realize the ARGs were fake, but if there is any possibility of Fallout 4 existing in the future, one of the things I am most looking forward to is it using Skyrim's facegen system. It's funny how, a decade ago, customization consisted of swapping out prefab pieces (different hair styles, different face textures, etc.) to create one of a relatively limited combination of faces. They looked good, but there was a good chance you'd walk into a city and find a twin. Has anyone recommended the Pip-Boy 2500 yet? It's like the Readius, only it's easy to install/uninstall and actually looks like it belongs in the Fallout universe (being based on the Fallout 1/2 Pip-Boy). There's also an arm-mounted version that doesn't require NVSE and is just a drop-in replacement for the original Pip-Boy model. And then you can combine it with the Revelation UI to get even more Fallout 1 nostalgia. And who doesn't want a vacuum-tube PDA? Woolie Wool fucked around with this message at 16:25 on Dec 11, 2013 |
# ? Dec 11, 2013 16:20 |
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CroatianAlzheimers posted:I've been considering re-rolling with the robot race and TTW and a couple other things even though I'm fifty-some hours in, and you're not helping me out here with all your talk of signature plasma weapons and Meltdown and all. Yeah, Beeb's posts always seem to exemplify a game that is balanced in the right places and goddamned insane in the right places.
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# ? Dec 11, 2013 20:57 |
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I just got Fallout NV Ultimate Edition off of the Fall Steam sale and decided to get a few mods. JE Sawyer and Nevada skies worked pretty good initially but I keep getting ground textures in the sky after entering and leaving one building. I have no idea why this is happening considering I put JE Sawyer at the end of the load order like it said and all the DLCs are in the right order. Archive invalidation is also activated on Fallout Mod Manager. Here's my load order: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm NevadaSkies.esm NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Blueberry Nights.esp jsawyer.esp Total active plugins: 14 Total plugins: 14 What's wrong with it? EDIT: I should clarify, all of these files are under SteamApps\Common\Fallout NV\Data and when I started the game I got notifications that Jsawyer and Nevada skies were working.
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# ? Dec 11, 2013 23:21 |
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How Rude posted:What's wrong with it?
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# ? Dec 11, 2013 23:26 |
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CroatianAlzheimers posted:I've been considering re-rolling with the robot race and TTW and a couple other things even though I'm fifty-some hours in, and you're not helping me out here with all your talk of signature plasma weapons and Meltdown and all. horse mans posted:Yeah, Beeb's posts always seem to exemplify a game that is balanced in the right places and goddamned insane in the right places. My zapper isn't turning on... bweeooom ah there we go zzzzzzzzap! ~*JAZZ HANDS*~ Now I am become I reloaded and used my plasma pistol afterwards. Checked signature weapon stats, had 72 kills to go for a level up. After that little mess, was down to 28. Took out nine in my first shot. Meltdown is just so insane I toggle it off and on with the console. It'd be neat if it was an ammo type you could craft, rather than a perk.
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# ? Dec 12, 2013 01:17 |
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I hope this doesn't get asked every few pages, but any recommendations for a more reserved enb series setting? I've tried a few, but they always seem to do crazy things to saturation and dump massive depth of field blur on the game. Some of them make for great looking screenshots, but are really weird to try to actually play with. I always end up going back the vanilla look.
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# ? Dec 12, 2013 01:34 |
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Enhanced Shaders is nice if you want a more subtle look, Blackout provides maximum eyecandy. If you don't like depth of field, open the enbseries.ini and set DepthOfField to false. I personally use Blackout but I can see why some people wouldn't like it. Before you install any ENB make sure the preset is made for your weather mod, or vanilla if you have no weather mod. Otherwise it will likely look incredibly ugly.
Woolie Wool fucked around with this message at 02:18 on Dec 12, 2013 |
# ? Dec 12, 2013 02:12 |
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Capn Beeb posted:PEWPEWPEW Hahahahahahaha. What weapon is that? It looks really cool. Also, where'd you get those glasses?
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# ? Dec 12, 2013 02:49 |
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CroatianAlzheimers posted:Hahahahahahaha. What weapon is that? It looks really cool. Also, where'd you get those glasses? Weapon is the Tesla Rifle Prototype from Project Nevada, glasses are from Sunglasses Shipment
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# ? Dec 12, 2013 03:28 |
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Ah, right on. I have both of those. I was using the Molly Millions glasses from that shipment, since my character's name is Moll, but now I'm just wearing a targeting monocle. I have PN too, so I'll keep an eye out for that tesla rifle. Does it come with the sight, or is that an add-on.
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# ? Dec 12, 2013 04:16 |
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Nope, it's basically a plasma sniper rifle! I think I found it upstairs in the Silver Rush
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# ? Dec 12, 2013 04:39 |
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So I'm almost done with my first modded playthrough using Project Nevada, and I'm thinking of adding just a few more mods for the next playthrough. Do the Signature Armor and Signature Weapon mods play nice with PN, and are they generally considered reasonably balanced and non-cheaty? I'm also interested in other suggestions on mods that play nice with PN, are well-balanced, and don't feel out of place compared to the vanilla game. I know there's some visual overhauls, but I'm not really too interested in anything that's purely visual. I know jsawyer is highly recommended, but I'm already pretty happy with the way PN tweaks things at the default level so I'm not in a hurry to mess with that. Sorry if this gets asked every other page vv
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# ? Dec 12, 2013 04:56 |
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Signature Armor is on;y really balanced if you wear something that is normally really lovely without mods. My TTW character currently wears a Pre-War Parkstroller Outfit which with the signature perks it's collected has 10 DT and 25 DR. You can't add additional DT to medium or heavy armor but with the game's best light armor (Gecko-Backed Reinforced Leather Armor, from Honest Hearts) you've basically got T-51b power armor with no perk requirements or agility/stealth penalties. With additional perks, including the Sub-Dermal armor implant, I pushed the DT of a character wearing Gecko-Backed Reinforced Leather Armor all the way to 34. If you have really high Sneak and Guns skill plus high PER and AGL, and wear light armor with a big stack of signature perks and you're level 20+ with stealth-related leveling perks (Silent Running etc.), you're basically an unstoppable ninja god who sneaks ridiculously quickly, is almost impossible to detect, and shoots like Annie Oakley with a rifle. But I suppose the game was broken in half the moment Old World Blues was released, which has some truly ridiculous perks (drink human blood to recover ALL of your health!). Woolie Wool fucked around with this message at 08:04 on Dec 12, 2013 |
# ? Dec 12, 2013 07:53 |
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Does anyone know of a good, comprehensive ammo reduction plugin? Puce Mooses seems to be split amongst a bunch of different plugins and doesn't touch things like the DLC vendors and GRA ammo. I'd make one myself but there seems to be a number of different ammo related levelled lists, so I don't know which ones to change.
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# ? Dec 12, 2013 10:54 |
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# ? Jun 4, 2024 13:53 |
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Capn Beeb posted:Meltdown death pictures. This is my first time using an Energy Weapons user, and I don't know why I haven't tried it before. Vigilant Recycler basically means I have a bottomless supply of optimized ammo, WMX means I can mod my AER14 laser rifle with a scope and damage enhancements, and Project Nevada turns it into a chargeable weapon, meaning I now have a sniper rifle/death star laser cannon that cuts swaths through my enemies with green laser death. Woolie Wool posted:But I suppose the game was broken in half the moment Old World Blues was released, which has some truly ridiculous perks (drink human blood to recover ALL of your health!). Old World Blues had a lot of high-powered stuff for pretty much any playstyle. It also nerfed cazadores. good or bad, take of that what you will.
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# ? Dec 12, 2013 10:56 |