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Max Wilco posted:What was wrong with New California? The writing is terrible and completely unreflexive and the end inexplicably tries to tie into the base game that makes the whole thing dumber.
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# ? Mar 14, 2024 04:30 |
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# ? Apr 29, 2024 13:03 |
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Is New California the one ropekid did a stream for and basically avoided any of the writing by playing a psycho who killed everyone?
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# ? Mar 14, 2024 05:22 |
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Yep, that's the one. I tuned out of New California pretty quickly. It's not quite the same level of infamously bad as sometbing like the Frontier which gave us Rimmy's glorious "highlights" reel. https://www.youtube.com/watch?v=eqZPd29NcSQ
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# ? Mar 14, 2024 05:30 |
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Any TC that does not allow me to gently caress the deathclaws is not worth playing.
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# ? Mar 14, 2024 05:57 |
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Wonder how fallout london will compare to mods like NC or Frontier.
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# ? Mar 14, 2024 07:00 |
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It's not a total conversion, but the only quest mod I've liked is Autumn Leaves.
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# ? Mar 14, 2024 08:17 |
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What is is with new Vegas mods that all the writing tops out at fallout 3 level
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# ? Mar 14, 2024 08:32 |
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I mean it's not a great mystery, they are made by amateurs and there are no proper editors or design documentation. Maybe a better question is why does FO3 script falls to the level of free mods, lol
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# ? Mar 14, 2024 08:37 |
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The Bethesda modding community still has people that only mod for internet cred or to put things on their game dev resume, they destroy projects with their toxicity. People that mod for their own personal fulfillment might find it hard to work towards someone else's vision without also sharing that vision. It's part of why I don't volunteer for modding projects. Even with design documentation and editors there's little stopping someone from adding their sweaty foot fetish teen waifu long after they already contributed a huge amount of other content. The moment someone says the sweaty foot fetish teen waifu has to go, the creator will throw a shitfit and threaten to pull all their content, which by then includes part of the main quest and base stuff like meshes, textures, scripts, etc. that others use in their parts.
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# ? Mar 14, 2024 12:14 |
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Magmarashi posted:Well, the term 'cum dumpster' is tossed out at one point so that should clue you in to the level of writing you're getting to experience It was so nice of them to put your mother in the mod! Also, avoid Beyond Boulder Dome while we're talking about quest/worldspace mods. TrainWiz did a moderately-sized FNV mod which is fun, but it's also glitchy like all TW stuff. Arc Hammer posted:Yep, that's the one. What is Noctis doing in New Vegas? Looking for more Cup Noodles? Nobody Interesting posted:Any TC that does not allow me to gently caress the deathclaws is not worth playing. Buddy,
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# ? Mar 14, 2024 15:33 |
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2house2fly posted:Ok that makes it a near certainty that somewhere in the script is the phrase "cock carousel" Truly the Disco Elysium of mods
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# ? Mar 14, 2024 17:43 |
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That's a good username imo
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# ? Mar 14, 2024 18:05 |
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Nobody Interesting posted:That's a good username imo I can almost appreciate a phrase too stupid for an indie band name but stupid enough for an SA username almost
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# ? Mar 14, 2024 20:17 |
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Your Uncle Dracula posted:The writing is terrible and completely unreflexive and the end inexplicably tries to tie into the base game that makes the whole thing dumber. I guess I can just watch a playthrough of it on YouTube. steinrokkan posted:It's not a total conversion, but the only quest mod I've liked is Autumn Leaves. I remembered that mod today. Wasn't the deal with that mod that Bethesda more-or-less copied it or one of the quests from it into Far Harbor?
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# ? Mar 14, 2024 22:31 |
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The Mr Handy hotel murder mystery from Far Harbour got a lot of attention for being very similar to Autumn Leaves.
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# ? Mar 14, 2024 22:33 |
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Arc Hammer posted:The Mr Handy hotel murder mystery from Far Harbour got a lot of attention for being very similar to Autumn Leaves. I haven't played Autumn Leaves or Far Harbor, but that's what I remember being said. I recall (maybe incorrectly) that the mod author wasn't really bothered by it. - I mentioned that I was going to use the Viva New Vegas mod guide, but I was wondering if there was another mod list that builds off of it. The VNV guide has a page on mods to avoid, along with a bunch of alternatives that I thought about checking out, but I wanted to ask if anyone has or can point me towards a list of additional mods I can use without conflicts. Max Wilco fucked around with this message at 01:18 on Mar 15, 2024 |
# ? Mar 15, 2024 01:15 |
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He wasn't bothered by it and iirc didn't even think the mod and the quest were really that similar, he mainly was pointing out some similarities to try and get more attention to his mod (if you liked that you'll like this etc)
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# ? Mar 15, 2024 01:18 |
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Max Wilco posted:I mentioned that I was going to use the Viva New Vegas mod guide, but I was wondering if there was another mod list that builds off of it. The VNV guide has a page on mods to avoid, along with a bunch of alternatives that I thought about checking out, but I wanted to ask if anyone has or can point me towards a list of additional mods I can use without conflicts. Viva New Vegas itself used to be that bigger mod list but then it downsized to something more vanilla-plus. There's a Tale of Two Wastelands modlist that incorporates slightly more FNV content mods but of course, that requires installing TTW.
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# ? Mar 15, 2024 01:34 |
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There's also Blue Moon, made by the person who originally created Viva New Vegas. It's much more extensive, though I haven't tried it myself.
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# ? Mar 19, 2024 15:22 |
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Max Wilco posted:I mentioned that I was going to use the Viva New Vegas mod guide, but I was wondering if there was another mod list that builds off of it. The VNV guide has a page on mods to avoid, along with a bunch of alternatives that I thought about checking out, but I wanted to ask if anyone has or can point me towards a list of additional mods I can use without conflicts. I was going to suggest the Mojave Express Guide but unfortunately that's also going to be shelved soon. It should still be useful until at least the end of the month I think.
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# ? Mar 19, 2024 15:53 |
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Max Wilco posted:The VNV guide has a page on mods to avoid, along with a bunch of alternatives that I thought about checking out, but I wanted to ask if anyone has or can point me towards a list of additional mods I can use without conflicts. I feel like I'm the old man shaking his fist at the VNV guide cloud, but do want to point out that it's an extremely opinionated, though mostly well done guide that has somehow turned into a gospel for modern NV modding - and that last is a bit much. I would follow some, even most, of their recommendations but it's also worth keeping in mind there's a huge whiff of "purity in modding" to many of their suggestions. Massive, bloated mods like FOOK may no longer be in fashion due to how they approached modding back then, but people put in 1000s of combined hours with those mods and had fun with it. Project Nevada is handled well with alternatives today, but it used to be the bleeding edge of sound modding practices - gribbleswhatevertheirnameis is a very competent modder and that JIP came along and extended NVSE tech to new heights doesn't automatically invalidate all of that work if what it contains seems appealing to you. It's not a bad list, I agree with a lot of their recommendations - it's what I perceive as their aggressive pushing of "The Right Way To Do It" I find silly. The author has done a bunch of cool mods too - but they often reinvent older mods in a modern style, which I truly appreciate and use myself but also shows that same strain of "this is the right way to do things." DUST, as an example from the mods to avoid list, is a unique experience - I haven't kept up, maybe it's not any more - and here's the list on it: "DUST - Contains tons of errors of all kinds." Who gives a gently caress about errors if it plays and lets you complete a run with it if that's what you're looking for in that run? (Not endorsing DUST, that kind of thing never floated my boat.) E: Probably shouldn't have quoted your post, Max Wilxo. I wasn't responding to it, but rather that page of mods to avoid. Old men who shake fists at clouds make mistakes like that. To make up for that, have you checked out Stash Organizer? I suspect that by not being on the Nexus it's probably not in VNV. It's life changing in terms of loadout management, it's that good. v1ld fucked around with this message at 18:30 on Mar 19, 2024 |
# ? Mar 19, 2024 18:20 |
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Honestly it's gospel because qolore really knows what he's talking about. But I wonder why he stopped working on VNV and spun up Blue Moon instead. Nothing stops you using other guides or just throwing mods on willy nilly but honestly if there's this one guy who's main thing in life is teaching you how to mod FNV to the gills AND keep it stable I'd probably recommend listening to them
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# ? Mar 19, 2024 18:30 |
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That's the exact problem, though. You really don't need to know what you're talking about to write mods that 1000s of people can have 1000s of hours having fun with. qolore and their guides/discord would like to make that assertion, but I think it's loving wrong to say so and sort of impose this competency test on mods. Does it work? Is it fun? There, that's all you need. E: Sorry, with all this shaking of fists I'm stating things poorly. VNV is the guide I'd point people too as well - I just don't like all the right/wrong way to do things it contains is all. It's not a bad guide. v1ld fucked around with this message at 18:39 on Mar 19, 2024 |
# ? Mar 19, 2024 18:32 |
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The only time I actually beat New Vegas I did a lot of ad-hoc modding mid game, and that same playthrough I also beat Dead Money, Honest Hearts and Old World Blues. Lonesome Road hadn't been released yet when I did that. I had a perk mod that might have made science weapons overpowered.
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# ? Mar 19, 2024 18:45 |
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One of my runs was with FOOK - Project Nevada Convergence, as unholy a thing as could exist. It was fun, though riddled with errors and inconsistencies. EVE, the energy weapons overhaul, is infamously bad at messing around with everything and anything it feels like. My last run was focused on being minimal since I really wanted to focus on "vanilla jsawyer", if that makes sense, and not have a bunch of mods loving up ~the director's vision~ (choir of angels here). But man did I miss EVE that run because it's the only thing that does iron sights for energy weapons really well. There are some small mods that try to fix it for some limited weapons, but EVE does them all - along with a bunch of poo poo I didn't want in that run. But it's still a From a coding perspective, until JIP came along and seriously extended what could be done through NVSE - and I'm not up on most of that, just seen some of it peripherally - you were forced to use Bethesda's execrable scripting language. It's a really lovely lovely language as far as programming goes and actually forces you to write bad code - it's so inexpressive and lacking of any reasonable constructs, modern or ancient. So it's not surprising there's lovely code in older mods, they had no choice - but that doesn't make them bad mods, errors, warts and all.
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# ? Mar 19, 2024 18:55 |
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v1ld posted:Project Nevada is handled well with alternatives today, but it used to be the bleeding edge of sound modding practices - gribbleswhatevertheirnameis is a very competent modder and that JIP came along and extended NVSE tech to new heights doesn't automatically invalidate all of that work if what it contains seems appealing to you. I agree that they can have an grating attitude at times. But they're not wrong in that some older mods have problems, which can lead to for example crashing. In ye olden days, you'd install NVAC and pray that it prevents as many of the CTDs as it can. But it is possible to have a stable modded build that ~just works~. v1ld posted:you were forced to use Bethesda's execrable scripting language. It's a really lovely lovely language as far as programming goes and actually forces you to write bad code - it's so inexpressive and lacking of any reasonable constructs, modern or ancient. So it's not surprising there's lovely code in older mods, they had no choice - but that doesn't make them bad mods, errors, warts and all. Yeah, ObScript has problems, but it's shittiness is very overstated. Same goes for Papyrus for that matter. I mean, I can write lovely code with assembly that'll crash your computer. That doesn't make assembly inherently evil.
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# ? Mar 19, 2024 19:27 |
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v1ld posted:That's the exact problem, though. There's almost a level of theology to it, I guess exemplified by the fact that we can very easily refer to "gospels" and poo poo. Or I'm looking deep into it I dunno. I dunno if it's wrong or right to have the competency test. They're just mods; some of them make you a big dicked wolf lady, and some of them build on the foundations of the game and just make it better. But it's a poo poo engine with a poo poo scripting language, and it also happens to be a game that is beloved enough to attract some really very brilliant minds to it. The magic people have worked on this thing is amazing. Equally, though, people like my dad play it on the Xbox 360 and loving love it despite the issues. It's a good game with or without mods - it wouldn't have appeared on shelves if it wasn't. This cabal of people - jip, qolore, pushthewinbutton (except gently caress his "Jsawyer" mod) to name a few - know this game inside and out and I think they're worth listening to for that reason, and they've pushed the bar so high in modding that FNV is even a more stable game than it ever used to be; you can skip the entire content section of the mod guides and just use the stability tools and engine improvements and still get a better game. And gently caress - they've done this without reverse engineering (for the most part). Who knows what they'll achieve once OpenMW can actually run FNV in full (that is a long term goal of OpenMW). Use em or don't, hopefully no one makes you feel lovely for choosing one way or another (I am weirdly passionate about this - so I apologise if I've managed to do that), but this game is blessed with its own loving intelligentsia. Goddamn PhDs in FNV modding over here.
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# ? Mar 19, 2024 20:08 |
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Nobody Interesting posted:Use em or don't, hopefully no one makes you feel lovely for choosing one way or another (I am weirdly passionate about this - so I apologise if I've managed to do that), but this game is blessed with its own loving intelligentsia. Goddamn PhDs in FNV modding over here. Good post - I wasn't trying to be offensive either. The "do it this way" tone to their guides rubs me the wrong way, quite obviously, including the bits about The Way or whatever they call eschewing tooling and doing mod load orders by hand. I have the deep conviction, fervor and faith in my correctness of belief only those who oppose religion can have, it seems. Kind of like the tone you find in qolore's guides, really. Raygereio posted:Honestly, most of the issues is just poor code from modders who either didn't know what they were doing, or because some better ways of doing it weren't known at the time. Assembly isn't a bad analogy. It's that same lack of expressiveness that makes these Beth games - I find it hard to keep blaming Gamebryo - hard to write good code for. For example - and this is from memory as last I coded for FNV was 10 years ago - either NVSE or one of the JIP or other extensions to it added arrays, loops and, IIRC, simple list comprehensions to the language. This was a giant step up for writing code in it. The simplicity of the language gave you giant nested "if then if then if then elsif then" spaghetti code blocks that made it difficult to understand what was going and even more difficult to write good code. It lacked/lacks the ability to abstract functionality, etc. I was never motivated to write much scripting level mods in these engines as a consequence though I did make some simple scripting mods for my own use in FNV (the .gek file has the NVSE-improved scripting and it's still quite hard to read). I found it quite stifling and unfun to do. Unity games based on C# (Pillars, Pathfinder) or the CDPR games that use a Swift-like language make it much easier to write code and even good code. I find them more appealing to mod at the scripting layer as a consequence. (Do want to emphasize that "at the scripting layer" bit - Beth made modding everything else in the game easier than any of those games, which is the important bit.)
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# ? Mar 19, 2024 20:50 |
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Honestly I never really got intot rying mods until recently so following a guide helps me. I had a hard time installing viva new vegas so now I don't want to undo it and start all over again lol. Was there an attempt at a fan remake of Fallout 1/2 in the newer engines?
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# ? Mar 19, 2024 21:18 |
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There was a recent attempt to remake Fallout 2 as a Doom clone, but I don't think it was too serious
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# ? Mar 19, 2024 21:32 |
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steinrokkan posted:There was a recent attempt to remake Fallout 2 as a Doom clone, but I don't think it was too serious How about remake Fallout 2 as a Doom mod? This is Crusader assets but the theory is for sure there: https://www.youtube.com/watch?v=mUt8Z8mkI-g
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# ? Mar 19, 2024 22:51 |
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I'm surprised there isn't a more updated version of EVE. There was a mod out a year or so back that made energy weapons cast light on the environment, that was very nice for laser battles in the dark
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# ? Mar 20, 2024 03:45 |
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2house2fly posted:I'm surprised there isn't a more updated version of EVE. There was a mod out a year or so back that made energy weapons cast light on the environment, that was very nice for laser battles in the dark Yeah. EVE does what it sets out to do - change energy weapons into what the author thinks they should be - but having it be less flaky and intrusive would be great. I personally prefer a more minimal, vanilla approach - honestly, iron sights on all of them would fix 90% of what I'd want from the game. I wonder why they didn't put iron sights on most of the energy weapons. Was it time crunch or deliberate design?
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# ? Mar 20, 2024 12:49 |
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v1ld posted:I personally prefer a more minimal, vanilla approach - honestly, iron sights on all of them would fix 90% of what I'd want from the game. https://www.nexusmods.com/newvegas/mods/65052?tab=posts
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# ? Mar 20, 2024 12:57 |
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just play TTW and ignore the capital wasteland.
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# ? Mar 20, 2024 13:00 |
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Raygereio posted:You could maybe take just energy weapon meshes from this mod Interesting, I've used it but don't recall it putting iron sights on energy weapons. Thanks. I used this mod and I think one more that tweaked a couple of plasma weapons, not all: https://www.nexusmods.com/newvegas/mods/70790 Neither was perfect at the time and I had to muck around a bit as I recall and there were still issues.
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# ? Mar 20, 2024 14:27 |
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An excellent goon-made mod that won't make today's lists is Cirosan's Classic Overhaul. It's very modular, contrary to what you may expect from the word overhaul. I used it in its entirety and in part in many a run. As I recall it goes in the direction of FO 1&2 in emphasizing and giving bonuses/maluses based on SPECIAL. The companion overhaul is a gun take on it too if you find Boone killing any horizon pixels that moved eventually boring. Mod lists and Wabbajack are very good things, but they also tend to focus attention too much on the tastes of the few who do publish them. I've recently been considering a non-leveled run of TW3 and took a look at TW3EE Redux, the obvious choice. But searching beyond that shows a whole bunch of other interesting takes on the idea that don't get similar airtime. E: CCO's blurb: Modular overhaul for New Vegas, compatible with both Project Nevada and JSawyer. Includes new perks and traits, companion tweaks, formula changes, new mini-quests, and much more! v1ld fucked around with this message at 14:52 on Mar 20, 2024 |
# ? Mar 20, 2024 14:49 |
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Any good mods for Fallout 3? Since I'm not using Tale of Two Wastelands... Edit: I have been thinking of trying the "pure" jsawyer, as ropekid intended, but once again it would involved undoing viva new vegas and that was a pain to setup in the first place.
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# ? Mar 20, 2024 15:24 |
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MonsieurChoc posted:Any good mods for Fallout 3? Since I'm not using Tale of Two Wastelands... What are you looking for? If it's turning the game into a grimmer, more ~hardcore~ combat-based experience then FWE (Fallout Wanderer's Edition) will make it instantly so. A bunch of NV's improvements were foreshadowed by mods in FO3 - iron sights, weapon mods, etc. Don't remember the details, but there are some very good mods in that kind of gameplay vein for the game.
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# ? Mar 20, 2024 15:30 |
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# ? Apr 29, 2024 13:03 |
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MonsieurChoc posted:Any good mods for Fallout 3? Since I'm not using Tale of Two Wastelands... You should be able to set up a number of different modded versions in MO2, or perhaps using GOG's version of NV will allow you to get around that in a different manner. Having two copies of NV installed on your computer may seem silly, but if that's the only way to get it to work...
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# ? Mar 20, 2024 16:05 |