|
Psion posted:So, maybe I missed this but Naky, Millenia - how often do you put easter egg guns in releases? Because I saw the RU-556 one the other day and Duplet, Raging Bull, PPSh-41, RU-556, SKS (Tindle release), SVT (Tindle release) all have easter eggs or extras off the top of my head. Maybe one or two others? I also placed a few weapons in areas as references or jokes. Things like the Mare's Leg sitting on the chopping board in the kitchen, or the M14's location or the fact that every shotgun we've released has been on or around the surgery area.
|
# ? Jan 31, 2015 01:10 |
|
|
# ? May 10, 2024 16:40 |
|
BurritoJustice posted:Can anyone say some words on bashed vs merged patches? In my last spout of FNV modding I exclusively used bashed patches as I have been using them since Oblivion when they were necessary, but everyone seems to use merged patches for FNV as a de facto choice. I can handle myself making bashed patches, but it'd almost be nice not having to gently caress around getting Wrye and all the associated python dependencies if there is no benefit over just getting FNVEdit. Bash tags allow for selective overrides so you can pick and choose what goes in the bashed patch independent of load order. You can do even more in FNVEdit, but have to do it manually. I use Bash because once you've set stuff up, you can recreate the patch very easily.
|
# ? Jan 31, 2015 03:42 |
|
MO, Fallout 4GB, NVSE and ENB - how do I make these all work.
|
# ? Jan 31, 2015 04:43 |
|
Gyshall posted:MO, Fallout 4GB, NVSE and ENB - how do I make these all work. Use the 4gb loader that supports NVSE, it's on the Nexus. Add the 4gb loader to the MO run list and the run command the flag to use some alternate filename for the exe (eg. "-laaexe .FalloutMO.exe"). Put ENB stuff in regular FNV directory. I know this setup to work from personal experience.
|
# ? Jan 31, 2015 04:58 |
|
can you use all those and get borderless fullscreen windowed?
|
# ? Jan 31, 2015 05:04 |
|
Gyshall posted:can you use all those and get borderless fullscreen windowed? I use this: http://www.nexusmods.com/newvegas/mods/41381/ It's janky but it works. You launch this and it should just detect everything. If it seems like it isn't working, give it a minute.
|
# ? Jan 31, 2015 05:13 |
|
Gyshall posted:MO, Fallout 4GB, NVSE and ENB - how do I make these all work. EssArrBee's guide has a setup section for using MO with New Vegas: http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Setting_up_Mod_Organizer
|
# ? Jan 31, 2015 05:46 |
|
MJ12 posted:Also, does anyone have a spawn increaser that's Tale of Two Wastelands compatible and increases spawns by like, 50-100% instead of the 3+ times I often see in other spawn increasers because that tends to lead to hilarity and constant crashes? Echoing the request for this (the 50-100% part anyways). I want to try a permadeath run, but vanilla is too easy, Very Hard just makes everything a bullet sponge, and Increased Wasteland Spawns' lowest settings still give you 20-30 enemies in places like Primm.
|
# ? Jan 31, 2015 06:41 |
|
Holy poo poo does anyone know how many waves of god drat hobos I have to kill in that one New Vegas Killer mission? I just brought enough bullets to kill the target and a dozen or so guards, not like the population of the strip + freeside.
|
# ? Jan 31, 2015 07:45 |
|
I did this and it looks gorgeous thanks. altho im not sure whether the waster overhaul part was a stealth troll as ringo having cloud strife hair was a bit of a shocker :P
|
# ? Jan 31, 2015 07:59 |
|
Bob NewSCART posted:I go up to his room with him and then viciously murder him with a pool cue. Then rob his entire apartment https://www.youtube.com/watch?v=yAbRzjRRLds Also, since this is basically the fallout thread for the newer games: I am an NCR stooge. What do I do with Mr House. I am thinking of just leaving him be because, well, he's not really hosed with the NCR that much.
|
# ? Jan 31, 2015 12:59 |
|
If you want the NCR ending you don't have a choice. You don't necessarily have to kill him but the alternative way of dealing with House is, in my estimation, a bona fide dick move.
|
# ? Jan 31, 2015 13:19 |
|
Sir Unimaginative posted:If you want the NCR ending you don't have a choice. You don't necessarily have to kill him but the alternative way of dealing with House is, in my estimation, a bona fide dick move. It's more awkward than dickish, in my opinion. You fight your way to Mister House's inner chamber, take him out of his medical tube, tell him why you're doing it, and instead of killing him you... put him back to die of exposure.
|
# ? Jan 31, 2015 13:55 |
|
/\/\/\ I think they were talking about removing the cerebral connection You are free to ignore him until the NCR mission givers force you to deal with him Ahundredbux fucked around with this message at 14:01 on Jan 31, 2015 |
# ? Jan 31, 2015 13:55 |
|
Cheston posted:Echoing the request for this (the 50-100% part anyways). I want to try a permadeath run, but vanilla is too easy, Very Hard just makes everything a bullet sponge, and Increased Wasteland Spawns' lowest settings still give you 20-30 enemies in places like Primm. There are settings for Increased Wasteland Spawns that allow this. At the lowest settings it barely does anything at all, certainly not spawning 30 dudes.
|
# ? Jan 31, 2015 15:33 |
|
Sion posted:https://www.youtube.com/watch?v=yAbRzjRRLds This thread is still active if you want a general FNV thread, btw.
|
# ? Jan 31, 2015 19:53 |
|
SolidSnakesBandana posted:There are settings for Increased Wasteland Spawns that allow this. At the lowest settings it barely does anything at all, certainly not spawning 30 dudes. Which settings do this? It seems like "Maximum References" is the most important, but I can't figure out/google what the "vanilla" setting would be. **Hadn't considered setting it to 0, it seems much more mild now. Cheston fucked around with this message at 07:33 on Feb 1, 2015 |
# ? Feb 1, 2015 07:27 |
|
I would think that Maximum Per Faction Spawn would be what's causing 30 dudes to spawn at Primm. If you set everything to 1, you would probably get what you wanted. Obviously turn off Feral Ghoul Rampage and Active Spawning.
|
# ? Feb 1, 2015 08:25 |
|
I seem to remember IWS adding a note to your Pip-Boy that tells you what its various MCM settings do; including some recommendations.
|
# ? Feb 1, 2015 08:47 |
|
Fair Bear Maiden posted:IIRC the perks that give more damage against female characters are raised to 15% and the perks that give damage against male characters are lowered to 5% to account for the fact that there are more male than female enemies. JSawyer made that change, noticed it afterwards, thanks. Another oddity - both mods (CCO and JSawyer) should change the "Ninja Perk" : JSawyer: Ninja now adds 15% to Critical Hit Chance with Melee/Unarmed (instead of multiplying by 1.15). Prereq allows Melee Weapons or Unarmed to qualify. CCO: The Melee Weapons requirement for the Ninja perk has been removed. I still haven't hit level 20 to pick the perk itself but when i hover over it on level-up the text is exactly the same as in vanilla (still requires 80 sneak AND 80 melee without any mention of a unarmed alternative) Same goes for Super Slam - JSawyer makes the perk need either melee or unarmed, CCO removes the melee requirement component altogether, text in my moded game is same as in vanilla. Slayer still has an unarmed requirement in my game despite BOTH CCO and JSawyer changing the setting to melee or unarmed. The only perk which has actually changed from vanilla in my game (at least description-wise) is Piercing Strike - it actually says it needs either unarmed or melee. Is this a text-only bug - i.e. the settings are changed but the text didn't update properly or not? Has anyone else ran into this problem before? edit: I also can't examine the New Vegas Clinic auto-doc to get the inoculations or the other perk for some reason D: uaciaut fucked around with this message at 13:05 on Feb 1, 2015 |
# ? Feb 1, 2015 12:34 |
|
SolidSnakesBandana posted:I would think that Maximum Per Faction Spawn would be what's causing 30 dudes to spawn at Primm. If you set everything to 1, you would probably get what you wanted. Obviously turn off Feral Ghoul Rampage and Active Spawning. I can't set Maximum Per Faction Spawn to anything less than 8, it's the lowest setting on the slider Might just be me, though?
|
# ? Feb 1, 2015 12:44 |
|
Does anyone know if the console in Lombard Station with the notes about the underground fusion reactor actually does anything? I can't seem to get it to do anything. I really want it to do something. satsui no thankyou posted:I did this and it looks gorgeous thanks. altho im not sure whether the waster overhaul part was a stealth troll as ringo having cloud strife hair was a bit of a shocker :P Yeah, the occasional anime hairs are pretty annoying, but I pretty much just grabbed a popular overhaul that wasn't FCO at random, and there seems to be just a few of them overall. Zodium fucked around with this message at 14:26 on Feb 1, 2015 |
# ? Feb 1, 2015 14:12 |
|
Zodium posted:Does anyone know if the console in Lombard Station with the notes about the underground fusion reactor actually does anything? I can't seem to get it to do anything. Nope. Though it'd be cool if I could set the place to blow, destroying everything stored in there and blocking off the area for good when I'm done with a playthrough.
|
# ? Feb 1, 2015 14:27 |
|
I'm getting the infamous "derp eyes" with the irises over to one side using Fallout Character Overhaul, but only for vanilla eye colors. I'm using it conjunction with the "Project Mikoto" hair mod because FCO has a patch for that and not Ling's Coiffures. I've tried replacing all eye assets in /meshes and /textures with FCO's multiple times but I haven't been able to fix this.
|
# ? Feb 1, 2015 17:28 |
|
I forgot who it was that was working on that Lombard Station expansion, has there been any more word on that?
|
# ? Feb 1, 2015 17:31 |
|
Davoren posted:I forgot who it was that was working on that Lombard Station expansion, has there been any more word on that? King of Swag and last I talked to him about it he was rather frustrated at the lack of functions he needed put in NVSE that already exist in other script extenders or something. I was getting the drift that he wasn't going to continue it until they were. He released all the code he did so far though, I believe. I've got him on Steam so I hit him up every once in a while and see what's what.
|
# ? Feb 1, 2015 19:26 |
|
I really like the music in the Mysterious Broadcast Extended mod, but the station itself seems to be quite buggy and frequently just goes dead for long periods of time. I have tried several mods that are meant to fix the station (apparently the dead air thing is a vanilla bug), but it persists. Does anyone have a good understanding of what's wrong with the station compared to the others?
|
# ? Feb 1, 2015 19:29 |
|
Sorry to bother you all again. I thought I finally had everything like how I wanted to, but now DarnifiedUI doesn't work any more on a recent fresh installation. I use DarnifiedUI, Onehud, Project Nevada, and that one plugin that goes into the NVSE folder. I replaced the font settings in the .ini file and stuff and followed these steps from http://www.nexusmods.com/newvegas/mods/44757 1. Activate Darnified UI or any other UI overhaul mod such as MTUI. 2. Activate Project Nevada 3. Activate Mod Configuration Menu (MCM) 4. Activate all other HUD altering mods (see above list). 5. Activate One HUD (oHUD) *. Doing this as soon as I activate MCM Project nevada starts working, and the restart after that everything breaks, If I do not follow these steps every BUT Darnified works. I can live without darnified if somebody can point me to an easy way to make the default font and HUD less gigantic really. code:
|
# ? Feb 1, 2015 20:04 |
|
Can you straight up replace a weapon's model with a different weapon. There is a really nice looking M1903 Springfield that is not in leveled lists. There is a lovely looking one that is. I'd like to make the lovely looking one look like the nice one so I can keep its leveled list functionality.
|
# ? Feb 2, 2015 07:56 |
|
I noticed that Lombard Station doesn't sort any dlc ammo like the Red Glare rockets or the .45 ACP, is this intended? I have all the dlc .esps enabled. edit: nvm, I'm a dumbass, wrong esp order grate deceiver fucked around with this message at 12:41 on Feb 2, 2015 |
# ? Feb 2, 2015 11:02 |
|
Woolie Wool posted:Can you straight up replace a weapon's model with a different weapon. There is a really nice looking M1903 Springfield that is not in leveled lists. There is a lovely looking one that is. I'd like to make the lovely looking one look like the nice one so I can keep its leveled list functionality. Yes. Depending on what you're changing to and from, you may need to change other things too - like what animations it uses - but it doesn't sound like you'll need to.
|
# ? Feb 2, 2015 12:31 |
|
Seashell Salesman posted:Holy poo poo does anyone know how many waves of god drat hobos I have to kill in that one New Vegas Killer mission? I just brought enough bullets to kill the target and a dozen or so guards, not like the population of the strip + freeside. A whole lot. It's similar to the waves of ghouls in The Inheritance if you've played that. It took me like 20 minutes sitting in my stealth field and putting my subsonic .22 to the back of their heads.
|
# ? Feb 2, 2015 15:53 |
|
Cheston posted:I can't set Maximum Per Faction Spawn to anything less than 8, it's the lowest setting on the slider Sorry, my mistake, I didn't check it before I said that I just assumed it would go down to 1. In that case, yeah, that 8 means that potentially (but not every time) 8 powder gangers or are spawning per one, or whatever. Not what you want at all. If you can figure out a way to lower that, you will have what you seek.
|
# ? Feb 2, 2015 16:24 |
|
KingShiro posted:A whole lot. It's similar to the waves of ghouls in The Inheritance if you've played that. It took me like 20 minutes sitting in my stealth field and putting my subsonic .22 to the back of their heads. I'm not sure if it's because of some other mod I have installed, but I don't think a single one of the enemies Bobby Bass told me to kill with the .22 actually died from one .22 sneak crit. Some died to a katana sneak crit, and some to an anti-materiel sneak crit, most were so bullet spongy it took follow-ups.
|
# ? Feb 2, 2015 18:14 |
|
SolidSnakesBandana posted:Sorry, my mistake, I didn't check it before I said that I just assumed it would go down to 1. In that case, yeah, that 8 means that potentially (but not every time) 8 powder gangers or are spawning per one, or whatever. Not what you want at all. If you can figure out a way to lower that, you will have what you seek. Not quite; the 'Max faction spawns' setting sets the maximum number of actors that will be spawned per faction in a cell - hence the name. You're thinking of 'Max spawn per creature/npc'. Here's the Pip-Boy note I mentioned earlier, explaining the settings: quote:Welcome to IWS 9.8!
|
# ? Feb 2, 2015 22:10 |
|
Is there any way to change the color of the loading screen tips, the translucent pause screen overlay, and the Mod Configuration Menu? I've set up a Fallout 3 style UI for Tale of Two Wastelands and those three things are the only bits of amber remaining. Speaking of Tale of Two Wastelands, does anyone else think the new DC train station for 2.7 is worse than the old one? I think it's really overdesigned, it's huge and has two sprawling dungeons and a large outdoor area connected to it and a quest to turn the power back on, and it's full of ghouls and super mutants. The old one was creepy as hell, an extremely dark, completely trashed station you can just sort of wander into without taking some big detour, and it was deserted and almost completely silent. It was small, straightforward, and functional, but also gave me some serious heebie-jeebies the first time.
|
# ? Feb 3, 2015 03:50 |
|
Does anyone know what cause Sortamatic to just stop working altogether? I have never had any issues with it before, and then this latest game I had both Afterschool Special and Mobile Truck Base installed at the same time. I didn't intend to use MTB, just left it on by accident. Several times the Sortomatic in the Afterschool Special house stopped working (items all going to homeless container and unable to use CMS terminal) and I managed to get it working by loading earlier CASM saves, so I decided to stop using it and move to the MTB (since I normally use MTB and have had zero issues with its sortomatic integration before). Well, now my MTB sortomatic is just dead. I can't use either of the controls nor can I open the container options with sneak-activate. Any idea what's going on here? e: I seem to have fixed it by restarting my game again after entering the MTB. Hopefully it doesn't break again. This ordeal definitely made me appreciate how little bullshit there is with the MTB :3 Seashell Salesman fucked around with this message at 06:42 on Feb 4, 2015 |
# ? Feb 4, 2015 06:27 |
|
Zedd posted:Hud issues Are you using uHud as well? oHud is just more features unless gopher changed everything in the past few months.
|
# ? Feb 5, 2015 19:03 |
|
Seriously, perk issues aside, does anyone have any clue on how to interact with the New Vegas Clinic Autodoc with Cirosan's mod. Apparently CCO is supposed to let me use it (for inocculations) or ride if (if INT is low enough), but trying to interact with it just gives me the vanilla game text that there are no interchangeable parts (probably reffering to Caesar's quest).
|
# ? Feb 5, 2015 19:46 |
|
|
# ? May 10, 2024 16:40 |
|
Gyshall posted:can you use all those and get borderless fullscreen windowed? I actually just realized today that you can force it on with ENB now. In your enblocal.ini just set ForceBorderless=true under [WINDOW]. So far I've tried Windowed Borderless Gaming and Game Companion and neither worked for me (maybe an 8.1 problem, don't know) so I was pretty happy to find out ENB can do this on its own. The one hiccup seems to be that my game will crash on startup if I click inside the window before it gets to the loading screen, but this happens because of windowed mode and changing that ENB setting above has no effect on that.
|
# ? Feb 6, 2015 05:09 |