|
Hey so I've been playing around with 'wasteland defense' (where you build your own fort) and I was wondering, do any of you use a safehouse mod in addition to wasteland defense? Like the 'Yangtze Bunker' mod looks like it has a fort build into it, and the 'Underground Hideout' mod looks to be in a pretty narrow area of land (not very much room above ground to build). Basically, all I really need is a way to spawn a storage container or two that are flagged 'non-owned' or whatever so I can safely store my junk somewhere in the fort. But a player house type mod that I could build around would be perfect. How difficult is it to create these mods? Could I potentialy create some sewer drain somewhere that links to a tiny generic room with a few lockers? Or does modding like that take a ton of effort? Anyway any suggestions would be appreciated. Ideally I'd like my storage area/house surrounded by my wasteland defense fort surrounded by my 'Real Time Settler' town and enough room to do it. The insane bastard deep inside of me thanks you. e; Naky posted:
Is that underground hideout?
|
# ¿ Jan 10, 2011 03:41 |
|
|
# ¿ May 20, 2024 10:10 |
|
Heti posted:The latest version of underground hideout has an item that lets you move the entrance so you can stick it wherever you want.
|
# ¿ Jan 10, 2011 05:09 |
|
Brace posted:Using URWL is seriously like playing a new game, it looks so much better then the original. I installed URWL, did the recommended changes in the .ini's. The games brighter during the day but the colors seem like, super saturated or something. My beret is like so red it's hurting my eyes. Did I do something wrong? The changes he reccomends are: quote:I also suggest you alter the lightfade and specular settings This is with brightness close to the lowest setting. Like this cow is ORANGE man. (it's worse in game, the cow is glowing super bright.) Any ideas? e; At night the game looks awesome though. Umph fucked around with this message at 08:22 on Jan 10, 2011 |
# ¿ Jan 10, 2011 07:55 |
|
A good question. I didn't launch the game until I followedN his steps. Not sure what the defaults are now. Ill have to try and find them tonnorow when I get on and see. I was googling specular and I guess that has to do with light reflecting, which might explain my glowing cow re- the .ini Oh hey it seems like he specifies the ini changes for the strip area. I haven't left novak hardly and he probably means for the nightime city lighting. Thats probably my problem. Umph fucked around with this message at 10:14 on Jan 10, 2011 |
# ¿ Jan 10, 2011 09:59 |
|
Ara posted:This is what my game looks like after installing URWLNV (I think, if that's a weather/lighting one). I have the glowing cow, too. I thought that that was just what the game looked like when you removed the orange filter on everything. It's only SUPER bright like that in big exposed areas. Hmm, well after I fiddle with it if it stays like that I may revert. Seems overkill maybe.
|
# ¿ Jan 10, 2011 10:21 |
|
Does anyone know of any place to find object lists with IDs? Like if I wanted to place a certain wall somewhere, one not included in wasteland Defense. I use "placeatme" right? Anyway, can't find object codes anywhere.
|
# ¿ Jan 11, 2011 06:36 |
|
Demerzel posted:That lighting does look nice, Fellout is great when there's no source of lighting around, and when it's sparse. code:
Umph fucked around with this message at 10:13 on Jan 13, 2011 |
# ¿ Jan 13, 2011 10:09 |
|
I have a weird question. I disabled a building and some other stuff that was in the way of the city I'm building, and now when I go inside a building a pop back out, when the game world reloads there's like a 'ghost' version of the stuff I disabled. It's like a super low rez version of the building I got rid of sitting there. If I enter a building far away it doesn't happen, only if I'm within a mile or so. Is there a way to stop the game engine from doing this? It effects saves and seems to not want to go away ever once created.
|
# ¿ Jan 13, 2011 19:32 |
|
SheepNameKiller posted:Talking purely out my rear end it sounds like you might've not fully disabled the building, maybe you left in the building's LOD or something. It's hard to say when you're not telling us how you disabled it. Umph fucked around with this message at 20:00 on Jan 13, 2011 |
# ¿ Jan 13, 2011 19:57 |
|
So my giant city made out of random pieces of garbage was going very well, but then Boone who was a bartender that I setRestrain decided to stretch from where his feet were to way over the horizon to I guess where he spawns after 5 days. So I have a giant speghetti boone terrorizing my trash city.
|
# ¿ Jan 15, 2011 04:18 |
|
gently caress you stupid jerks and your guns please care about my trash city.
|
# ¿ Jan 15, 2011 04:44 |
|
Is it possible to somehow export something made in game with placement mods to the Geck? Like can you copy a region altered in game with mods into the geck for scripting? I want to populate this area I made with scripted NPCs and maybe someday release a mod out of it, do I need to start from the ground up in the geck or is there anyway to copy it over?
|
# ¿ Jan 15, 2011 06:41 |
|
Mr. Carlisle posted:Dunno if this has been posted yet but the guy behind "Electro City" has come out with an expanded new tool called "The Imaginator" that allows you to have an inventory tool to change almost everything about how the visuals in New Vegas are presented. Contrast, color saturation, filters - it's basically got everything you need to fine tune the game to look how you want it to. This is a wonderful mod. Got my game looking perfect with one mod and it's all in game. The distance blur is especially nice, the game looks so much prettier now. A+++ The screen shots don't really do it justice, the lights POP and there's no over saturation or overkill darkness like I've always ended up with all the other lighting mods. Umph fucked around with this message at 09:24 on Jan 16, 2011 |
# ¿ Jan 16, 2011 09:19 |
|
Just want to say thanks for keeping the OP so up to date Creme!
|
# ¿ Jan 18, 2011 03:34 |
|
Is there a mod that filters out loot? Like I dont craft and I have way too many caps and ammo already ans im anal about my inventory.
|
# ¿ Jan 18, 2011 10:14 |
|
The GECK seems so intimidating to me. In the past I usually just start screwing with stuff and I can piece together how it works eventually. I was wanting to make a mod that radios in a platoon of robots if you go the usurp mr house route. But after an hour I can't even figure out why why the render window is all red. Anyone know why its doing that ? I pull up a region or cell or model and its just a red screen. I've tried google and the wiki btw. Anyway it just seems non intuitive I guess. Umph fucked around with this message at 10:28 on Jan 19, 2011 |
# ¿ Jan 19, 2011 10:24 |
|
Hey I opened this suit I got off the nexus in FNVEdit to lower the DT on it, and i was wondering, I see how to change DT and weight, but how do I change status effects? Like if I wanted to put a +5 stealth modifier on it, where is the field for that on FNVEit? Or isn't there one? I looked at other items that have staus effects on them, but couldn't find any of the stats listed in FNVedit. Thanks, I need help asap as this suit looks cool and I need it to walk around shooting things.
|
# ¿ Jan 29, 2011 04:24 |
|
Cream-of-Plenty posted:Yeah, like Brace said, you need to open the mod in GECK as an active file. Ideally, make it the only file you open beside the FalloutNV.esm and any masters the mod might require. From there, you can directly modify the object (DT, weight, value) under Object Window (ITEMS subdirectory for weapons and armor) or modify / create new enchantment effects under the GAME EFFECTS > OBJECT EFFECTS window. This has happened everytime I try to use the geck and I get discouraged. Thank you so much if you can help me. edit; setting no active file did not produce errors when i reloaded, but there are still no entries in the object window under items. Like I think when I open NewVegas.esm, in the object window there should be thousands of entries for me to start learning from, but there's hardly anything. The only object that appears is handful of random things like bobby pins and gas trapdummy. Umph fucked around with this message at 04:58 on Jan 29, 2011 |
# ¿ Jan 29, 2011 04:47 |
|
Cream-of-Plenty posted:Why is snazzy suit a master file in the first place? I didn't say anything about master file The only master file I see here is FalloutNV.esm. Thee must be one simple step I'm just not seeing in between loading .esms from the data menu and actually seeing any of that data. e; Like I think when I open NewVegas.esm, in the object window there should be thousands of entries for me to start learning from, but there's hardly anything. The only object that appears is handful of random things like bobby pins and gas trapdummy. Umph fucked around with this message at 05:05 on Jan 29, 2011 |
# ¿ Jan 29, 2011 05:01 |
|
Cream-of-Plenty posted:It opened up fine for me, so I'm not sure what would be the problem. Are you using the NV version of GECK? If you try using the FO3 version, you'll have issues like these. Have you ever been able to successfully open up an NV mod in GECK? No I have not. Maybe I am using the FO3 one, let me try and see if that's what's been wrong all this time. I try to get the dang thing to work like once a week. e; Welp yep its the Fo3 one. I got it from the NV site I could have sworn. Thanks man I bet i'll be able to figure it all our from here. Seriously thank you, I needed this 'ah ha' moment. e;; Hm the geck version on the wiki is fo3. Is the 1.5 update what changes it into the new vegas version? Umph fucked around with this message at 05:10 on Jan 29, 2011 |
# ¿ Jan 29, 2011 05:06 |
|
Oh well there's no link on the main page of the Geck wiki for the New Vegas version of the geck, only the fo3 version, and it doesn't say anything about a different version. I found it though, how loving irritating. Thanks again guys. e; Yeah it all works now. I've been wanting to make mods for like 5 months but I keep getting discouraged, as every tutorial I've ever tried didn't work because of that. Umph fucked around with this message at 05:19 on Jan 29, 2011 |
# ¿ Jan 29, 2011 05:15 |
|
One last question, how do I make a custom object effect to add to the drop down list? I can't seem to find it in the editor. e; Never mind i found it. Wheee I'm so glad this is working now. Can't wait to make my teddy bear backpack with rufee-inhalent dispenser and secret van base. Umph fucked around with this message at 05:30 on Jan 29, 2011 |
# ¿ Jan 29, 2011 05:27 |
|
Yay Thanks cream o plenty.
|
# ¿ Jan 29, 2011 05:54 |
|
Demerzel posted:Needs a Rolex pipboy and one less fingerless glove. What I really need is a tommy-gun mod. The one I tried from the nexus holsters weird.
|
# ¿ Jan 29, 2011 07:04 |
|
Naky posted:I ported one a long rear end time ago, but drat me if I can remember how it holsters. It is, however, not in my pack. I figured the one in 19th/20th injection is probably done better than my early port back when the game first came out. I will check it out, though I just grabbed a ton of armor mods so the mobster phase maybe over before it started. Oh and is your pack released? Umph fucked around with this message at 08:50 on Jan 29, 2011 |
# ¿ Jan 29, 2011 08:48 |
|
Is there a mod that has those eye screen things in it? Like tactical headgear type video screen thing?
|
# ¿ Jan 30, 2011 00:31 |
|
FadedReality posted:^^^
|
# ¿ Jan 30, 2011 02:27 |
|
I am essentially an adult male that plays with dolls And here's the fortress I built with RTS/Wasteland Defense. After running it through zombie apocalypse I'm down to 2 guards, one turret, and apparently a group of widows drinking their sorrows away.
|
# ¿ Jan 30, 2011 18:32 |
|
Is there a way to change how rifles are holstered? Like make it holster vertically as if it was slung over your shoulder, instead of magically stapled to your back diagonally? I can't find where that info is stored in the geck, or any mods that do it. Any ideas?
|
# ¿ Jan 30, 2011 22:32 |
|
Is there anyway to change the 'take all' button so it's different then the "how many to take" button? I have this one box that has like 500 items in it and many of them are stacked from dozens of armor/item mods. So whenever I quickly try to sort anything I have to click the item, then click to confirm the stack size. But when I try to quickly do it to get all of them items out I accidentally click 'take all' when the item isn't stacked, so I end up instantly 10,000 weight encumbered and have to start all over, or reload. This happens more then I would like to admit, and it's driving me loving batty.
|
# ¿ Jan 31, 2011 21:51 |
|
Umph posted:Is there anyway to change the 'take all' button so it's different then the "how many to take" button? I have this one box that has like 500 items in it and many of them are stacked from dozens of armor/item mods. So whenever I quickly try to sort anything I have to click the item, then click to confirm the stack size. But when I try to quickly do it to get all of them items out I accidentally click 'take all' when the item isn't stacked, so I end up instantly 10,000 weight encumbered and have to start all over, or reload. I figured it out by changing an xml file. If anyone else would like to change the confirm stack size to 'f' instead of 'a' to avoid accidentally taking everything, you can put this file (quantitymenu.xml) into your data/menus folder and it will work if you use the default UI. http://www.filedropper.com/quantitymenu
|
# ¿ Jan 31, 2011 22:09 |
|
I made a mod oh boy! http://www.newvegasnexus.com/downloads/file.php?id=40032
|
# ¿ Feb 1, 2011 08:36 |
|
potaties posted:I was nervous since it overwrote something from DarnifiedUI (I made a backup just in case) but it seems to work just fine. And man, what a great little mod it is! Thanks for this! Hey that's great! I'll mention it seems to work with Darnified in the thing.
|
# ¿ Feb 1, 2011 09:26 |
|
I can't even play the game anymore. All i do is mess with mods. I'm never going to finish. I seriously can't play longer then a half hour without going "you know what would be cool?" and then going and trying to make that happen for 3 hours untill i forget what i was even looking for but now I have a chainsaw gun and I'm an albino.
|
# ¿ Feb 4, 2011 20:26 |
|
Chronojam posted:Are you an African-American Albino? No I was using humorous fictional examples. Wait can I be that oh god. Also is there a chainsaw gun?
|
# ¿ Feb 4, 2011 20:30 |
|
Hobo on Fire posted:Rocket propelled chainsaws: Huh, I mist have seen these at some point subliminally.
|
# ¿ Feb 4, 2011 21:14 |
|
|
# ¿ May 20, 2024 10:10 |
|
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.
|
# ¿ Feb 5, 2011 21:59 |