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Horns
Nov 4, 2009

Brace posted:

Is Classic Fallout Weapons recommended? I don't really like the look of the textures but that could be just in the screenshots or something, someone sway me either way.
For the moment, I'd say no. There are a few gems in the bunch and it not being a replacer is major plus IMO, but it feels really incomplete in its current state. Some sounds aren't right, most weapons don't have animation and textures vary wildly in quality. It's still probably the best Big rear end Weapon Pack on Nexus right now, though.


Great job on the OP Cream-Of-Plenty!

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Horns
Nov 4, 2009
Even when a body replacer isn't nude, Nexus modders can't resist the urge to put loving massive dongs on people.



Goddammit, Nexus. :(

Horns
Nov 4, 2009
Great mod I didn't see mentioned in the OP: Pipboy Light Lantern Replacer.

Exactly what it sounds like, it replaces the Pipboy light with a little flickering lantern that hangs off your hip. Goes great with the Pipboy Readius (now your light won't mysteriously emanate from nowhere).

Horns
Nov 4, 2009

Terpfen posted:

This actually bothers people?
Probably, I dunno. I just like it because of the way the light from the lantern flickers.

Horns
Nov 4, 2009

Brace posted:

Also for the Project Beauty or whatever it's called for NV, both the ESP and ESM should go in and be checked correct? No instructions on the page.
Yup, just make sure the .esm comes before the .esp and is bunched up together with the other .esm's (but always after FalloutNV.esm).


Completely unrelated: pancake.

Horns
Nov 4, 2009

Vitriol posted:

Do you like to carry a lot of stuff around?

gently caress yeah. Loved the last one even though it was a little rough around the edges. Downloading now, will post later with thoughts and if I run into any problems.

Horns
Nov 4, 2009

Horns posted:

gently caress yeah. Loved the last one even though it was a little rough around the edges. Downloading now, will post later with thoughts and if I run into any problems.
So I came across a problem with textures:




Tried a few different things to fix it and nothing's working. Tried uninstalling/reinstalling, waiting 5 full days instead of 3 just to be safe, and fiddling with Archive Invalidation, all a bust. Suggestions?

VVVV EDIT: Did a bit more testing, and yeah, that's gotta be the issue since the only backpacks that have this problem are the ones added and/or altered by the integration patch. NCR General Issue m1/m2, NCR Special Issue and both Legion backpacks, specifically. The NCR General Issue m3/m4 packs work just fine though, hopefully that can help you figure out what's going on here because I really like the idea for this mod.

Horns fucked around with this message at 23:12 on Jan 4, 2011

Horns
Nov 4, 2009
The guy that put out the Gecko Hunting Rifle just put out another variation on it: The Proper Hunting Rifle, a hunting rifle not held together with string. Remade textures and meshes, and I kinda like that it isn't a replacer.

Horns
Nov 4, 2009

Cream-of-Plenty posted:

It *DOES* have nights darker than vanilla, but not to the ridiculous extent that FO3's Fellout does (inky, super-black). For the full darker-nights effect, you have to take the "Cataracted Eyes" perk that is offered at level-up (which sort of sucks, since it takes the place of a useful perk) in order to get the really darker nights.

Failing that, you could always merge Nevada Skies with another lighting overhaul (like Electro-City) and use the attached Darker Nights plugin to get those really, really black nights.
Be forewarned that Electro-City's Darker Nights .esp makes things ridiculously dark, WAY darker than Fellout, even to the point that you NEED a night-vision mod to get around at night. Without night-vision you're pretty much lost in a sea of inky blackness when the sun goes down. It compliments the new lights that Electro-City adds though, really makes them pop.

Horns
Nov 4, 2009
So I'm following the little guide in the OP for porting weapons for this gun and I can't even get past the first step. :saddowns:

The GECK keeps throwing up an "Invalid Directory" error every time I try to save a blank template. I've tried saving it in a dozen different places and get the same result every time. Google has been no help. The hell am I doing wrong?

Failing any kind of solution, could someone port it over for me? I figure it should be pretty painless since it doesn't need adjustments for iron sights and I don't care if it has the custom ammo the author made for it or not (any caliber is fine, but .308 would probably make the most sense).

EDIT:

ShadowMar posted:

I'm using this one at the moment and it works fine.

Edit: Does anyone know of any mods that add head bobbing to first person? It bugs me that the gun moves but your head stays perfectly still while running from horrible abominations.
This depth of field mod has an option for head bobbing. The rest can be disabled if bobbing is all you're after, though I think this is probably the best DOF mod on Nexus right now. It's not true dynamic DOF, but that also means it has less of a chance of murdering your framerate. I use it mainly for the motion blur.

Horns fucked around with this message at 06:43 on Jan 8, 2011

Horns
Nov 4, 2009

Cream-of-Plenty posted:




Alright, so as per Horns' request, I have ported over Nester's Vintorez Rifle from FO3 to New Vegas. The weapon can be found at Gun Runner's (it's sold as a Tier 3 weapon and is slightly more expensive than the Sniper Rifle) and has been added to Gun loot lists as well as the NPC Hunting and Sniper rifle list. It is triggered to spawn on NPCs around Level 12, as I imagine it can be fairly formidable in their hands.

HEY! If you're impatient, you can also summon yourself one by opening the console and typing player.additem xx000ade 1 (where the XX's are the mod index of the mod in your load order.)

The rifle is quietly added to the game, not by directly modifying levelled lists (this conflicts with other mods that do the same thing) but rather through a script and invisible quest.

For convenience sake, the weapon is chambered in .308 and does slightly (2 points) less damage than the Sniper Rifle. It has a 10-round magazine and is semi-automatic. It costs a few less AP points to shoot in VATS than the Sniper Rifle, as well. However, it IS silent by default, so you won't have to worry about tracking down weapon mods for it (there currently are none.)

It can be repaired by breaking down other Sniper Rifles.



DOWNLOAD
I can't thank you enough for this, it was one of my top 3 favorite mod weapons from FO3. I made a couple more attempts at doing it myself today (before I got online and saw you had already done all the work for me) and failed miserably. Thanks!

That junk pipe rifle is pretty amazing. Wish there was more stuff like that and the junk laser pistol.

Horns
Nov 4, 2009

Cream-of-Plenty posted:

Hey, no problem. It gave me good practice. Just let me know if there are any significant issues with it.
It wasn't showing up in the Gun Runner vendor list so I consoled it in and it gives me the big red !. Tried reactivating it multiple times and it's at the bottom of my load order so I don't know what the deal is.

Horns
Nov 4, 2009

Cream-of-Plenty posted:

I hosed up. The meshes need to be one directory deeper.

The file is currently: data \ meshes \ 2handrifle

It needs to be: data \ meshes \ weapons \ 2handrifle

Sorry, just caught that. Fixing and reuploading it now.




EDIT: Okay, I fixed the directory structure. It's easy enough to fix if you already downloaded and installed the mod, but otherwise this should be a clean, fixed version.

DOWNLOAD
Thanks, but I've come across a bunch of other issues:

- Doesn't recognize anything but standard .308 ammo. It just won't use anything else, all other kinds of .308 ammo is grayed out in my inventory. This might be because I'm using Classic Fallout Weapons, which alters the ammo crafting list a little, but CFW only adds new ammo types and it's never given me a problem before with any other mods that only add one gun.

- Something's wrong with the scope textures, or at least the gun isn't using the scope textures in its data folder. I just get a red ! when trying to zoom in.

- Gun has no firing noise at all. I know it's supposed to be a silenced weapon, but the only noise it gives off when firing is the bullet impact noise if I'm standing really close to whatever I'm shooting. If I'm firing into the sky or at something more then 10 yards away, the gun makes no noise whatsoever. Reload sounds are working fine, though.

I'm really sorry that this is quickly turning into a much bigger pain in the rear end than I thought it would be. :(

Horns
Nov 4, 2009

Cream-of-Plenty posted:

Hah, man I must be really terrible at this. The funny thing is, the sounds I gave it were all stock sounds (it used the silenced .22 smg firing sounds, and sniper sounds for reloading, plus generic pick-up/put-down noises) so I'm not sure why it is suddenly deciding those are no good.

I'll take a poke at the copy I've got and see where things might have gone wrong, since this is still a learning process for me. In the meantime, the mod was bundled with scope textures, so my best advice is to open the .esp up in GECK and redirect all of the files on your side.
Well holy poo poo, I think I may have fixed it. Took a bit of fumbling and trial & error, but everything seems to be working.

Ammo was set to Ammo308, changed it to AmmoList308. All .308 ammo is usable now.

Not sure why the sound wasn't working. I switched it to a different sound for all three firing options and then picked the same silenced .22 sounds it was pointed at to begin with, and now it's working. :iiam: I'd prefer a firing sound that's a little more... substantial is the word I'm looking for I guess, but it'll do until I can find a custom silenced sound I like (and figure out how to use it).

Moved the scope .nif that was with the original mod into my data/meshes folder and then chose it under the scope target .nif in the art and sound tab. Tested it out and then came to the realization that this wasn't such a hot idea after all because the original's positioning felt a little wonky, so I switched to using the scope texture from this SVD mod. It's a little rough looking, but at least the center of the scope is right now.

100% working after all that. It's no longer in the level lists because I replaced the .esp, but that's not a huge deal.

I wouldn't have been able to do any of this without you getting the ball rolling, so thank you again.

Horns
Nov 4, 2009

Naky posted:

I had a wee bit of fun with Feng Shui today in an effort to display all my custom weapons. I did my pistols. The one not hanging on my wall is my current sidearm of choice.


Click here for the full 1360x768 image.


Gun porn indeed.
Welp, looks like it's time to install Feng Shui. This kind of makes me sad because I know I'm going to end up playing home dress-up more than actually playing the game now.

Also, I want that gun in the lower left something fierce. What is that, a Makarov PM? Where'd you get it? Would go really well with the Spetsnaz armor I'm using and be a perfect holdout weapon (or at least better than anything else I've found until someone makes a Derringer).

Horns
Nov 4, 2009
Hahahaha, looks like I chose to install Feng Shui at the right time. So I go straight to my underground hideout's armory the second I start up the game with Feng Shui and right when I walk in Raul for some reason clips into the heavy/energy weapons racks. This makes the physics on all the gun props flip out and nearly every weapon on all the racks besides the melee one just go loving FLYING across the room. It looks like a drat tornado just ripped through my armory. Way to go, Raul.

Horns
Nov 4, 2009

Vitriol posted:

Now he just needs a three-eyed feline companion to replace Rex and a cigarette.
Make Veronica about 7 feet tall and give her long blond hair, then give Cass short black hair and a spider tattoo on her rear end. Combine that with an unlimited companions mod and the posse will be complete.

Now if you'll excuse me, I have some nondescript drugs to inject directly into my right tear duct.

Horns
Nov 4, 2009
How would I go about giving certain ammo types and/or weapons tracers? I love my Vintorez, but using it at extreme range is a pain in the rear end because it has some crazy bullet drop and it's tough landing successive shots on targets when I can't see where the bullets are dropping to. The range finder on the scope texture is actually pretty useful (albeit not very realistic), but tracers would be much, MUCH better.

Horns
Nov 4, 2009
Couple of interesting new mods:

Malignant AW50f - New .50MG sniper rifle based on the Accuracy International AW50. Weapon itself looks pretty drat good, has working animations, comes with a new ammo type schematic, and has a very minor mini-quest attached in obtaining it.

Fire Axe Retexture - Very nice new textures for the fire axe. Now it kinda looks like something a crazed killer in some trashy 80's slasher flick might use.

Horns
Nov 4, 2009

Danger - Octopus! posted:

You can murder the van graffs and get one. Or buy one there maybe.

Are there any mods for sniper laser/plasma rifles?
There's the CCCP Sniper Gauss. Haven't used it personally because I haven't done an energy weapons run yet, but it looks pretty nice. Sort of a weird amalgam of the sniper rifle, Gauss rifle, and 12.7mm SMG.



EDIT: Another one, this is a Gauss replacer: Gauss and EM Rifles. Barrel appears to be ripped from STALKER, I think the handle and stock are from one of the Gauss weapons in the Classic Fallout Weapons pack.



AND ANOTHER: Gauss Sniper. Basically a Gauss barrel sandwiched between the two ends of a sniper rifle. A little rough and modder's resource only at the moment, though.

Horns fucked around with this message at 04:23 on Jan 13, 2011

Horns
Nov 4, 2009

SheepNameKiller posted:

sweet lighting
That actually looks pretty great, better than what I've managed to get to. What combination of mods/load order are you using?

Horns
Nov 4, 2009
^^^ - Wow, that looks great for a WIP. If it's indicative of the quality and style of the rest of the armor in the pack you're working on, I'm really looking forward to seeing the complete set.

Capn Beeb posted:

Too bad setting your player scale to 10 does not also up the size of your projectiles :(
Falling damage doesn't scale with player size either. I had to learn the hard way in FO3 that if you jump straight up while scaled to 10, the game doesn't think you're falling 2 feet when you come back down, it thinks you're falling 20 feet and every bone in your character's body will shatter the second you hit the ground.

About Tailor Maid, is the Black version a stand-alone thing or do I need it and the 'Main' files?

Horns
Nov 4, 2009

SheepNameKiller posted:

Somewhere near the bottom of your load order you should have this and in this order, load order is really important in this case since some of these mods overlap. Highways and Byways is optional of course.

LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp
URWLNV.esp (http://www.newvegasnexus.com/downloads/file.php?id=35570)
Electro-City - Completed Workorders.esp
Electro-City - Highways and Byways.esp
Electro-City - Emittance.esp
URWLNV Darker Night.esp (http://www.newvegasnexus.com/downloads/file.php?id=35315)

Once you get in game you select emittance level MED, which is actually very important to getting the desired look. And don't forget to disable the nevada skies weather patterns so that it doesn't bug out URWL.
Thanks, things are looking better already. I'm confused about the emmitance level MED thing, though. Where do I change that? I've been using Electro-City since the first version and I can't recall ever seeing this option.

Horns
Nov 4, 2009
I think I've screwed something up because I don't actually have such a thing in my inventory. gently caress. :ohdear:

EDIT: Figured out what the problem was - I didn't have the latest version of Electro-City. The one I had was v8b, one version before Emittance settings were put in. It's working now that everything's updated and it looks wonderful. I had to scale back the .ini tweaks because it was making my laptop chug, but I don't notice much of a difference in quality when the settings are halved and it doesn't affect performance anywhere near as greatly.

Horns fucked around with this message at 06:32 on Jan 14, 2011

Horns
Nov 4, 2009

Naky posted:

Grabbing the crossbow though I feel dirty having installed their chinese downloader app.
Is it any better than the crossbow that's already up on Nexus?

Horns
Nov 4, 2009

Naky posted:

http://www.mediafire.com/?mvv2mg8kn4f1t33

Benelli M3 separated from Ahztek's pack, though the settings are probably different between the two mods - I was in the middle of porting this before I found out that he already did and took his updated meshes/textures/iron sights. Location's in Goodspring's Gas Station. Do tell me if I messed up the file folder structure for the mod release or something like that, but it appears to work in my game thus far. As always, feel free to tweak it yourself in GECK if there's something you don't like.

edit: wow, this guy's total amateur hour - hardcoded texture locations that forces you to install your game in the same folder structure he uses? Jesus christ. I should do everyone a favour and port the whole mod over minus the replacer just to spite him.
I'm a little late on this, but an Ahztek repackage that didn't work as a replacer would be fantastic. Inexplicable replacement choices aside, there are some nice looking guns in it (I really like the energy weapons in particular, though most were ridiculously overpowered compared to what they were replacing), but the author's stubborn refusal to make a non-replacer version kills it for me.

Horns
Nov 4, 2009

Mister Bung posted:

Do you need both of these installed? I've only got Black on there but I haven't actually done anything with it yet.

Also Brace I'm pretty sure you hold down whatever CASM key you set and it should bring up the config menu
You can use both at the same time or just either one on its own, but there's a large disparity when it comes to the amount of content each has. Black just adds retextures of a few things that are in the regular version and has a couple outfits/accessories unique to it (the most evil looking poo poo, basically), but the lion's share of items is in the standard TM pack.

Horns
Nov 4, 2009

potaties posted:

No poo poo right? It's like every time I leave my computer to go sleep or work or some poo poo and everyone plans around it for their mod release schedule :mad:

Now I gotta decide between WME and WMX too :(
I've spent the last 3 or so hours fiddling with Imaginator and Electro-City to get my lighting just right. Once I was reasonably satisfied with the result I made the mistake of checking out this thread, saw Nevada Skies - URWLified, tried it out, and discovered that it gives me an even better result than all that tweaking in practically it's default state. This time it seriously took me about 15 minutes of messing around with the Imaginator to get something better than what those 3 hours of tinkering produced. :sigh:

WMX has me sold just for its hunting revolver not having a scope by default and the non-unique versions of That Gun and This Machine. It's a bit too late for me start using it with my current character, but as soon as this play-through is done I'm definitely switching over from WME.

Japanese Bug Fights posted:

How does WMX interact with Arenovalis' texture packs? I'd love to upgrade all guns ever, but I'd like them to stay pretty.
The author had this to say in the mod description about compatibility patches for retex packs and I'm pretty sure he's talking about Arenovalis' stuff:

quote:

Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?
A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases. Note that at the time of writing I am currently waiting on permission to make a compatibility patch for one set of particularly popular weapon retexes (and if you're reading this you probably know whose work I'm talking about). Please don't spam me with questions about it.

Horns
Nov 4, 2009
Goddamn, the WMX guy works fast: he's already got a compatibility patch up for Arenovalis' Caravan, Lever-Action and Single Shotgun retextures and has images uploaded for the Hunting Shotgun, Anti-Materiel Rifle and .44 Magnum. Wouldn't be surprised if a more comprehensive patch including the latter three is out very, very soon.

Horns
Nov 4, 2009

Vitriol posted:

Hey, its me, the annoying backpack guy!

I've actually got something good this time, I promise! Not requiring a different mod for mine to work, not using stuff spread all over, completely rebuilt from scratch, and greatly tweaked!

This is still work in progress, but if you just want to put backpacks into the game, all over the place, with NPC's wearing appropriate looking packs at appropriate times and places, this is probably good enough for you at this point.

Gone are the endless camo variants. This new hot version comes in a few variants, but if you like black, you are in luck! Also, if you enjoy the ambience of a good Legion armor, a grungy-looking vault hiking pack, NCR Military packs and their civilian knock-offs, the awesome new leather backpacks that just got released this week, and the charming styling of the Slave Pack, complete with a worldmodel, this will tickle your fancy!

anyway, here it is,

Please have a go at it, see what is broken, if you have any ideas or input on it, please let me know - and since I haven't yet got permission from everyone involved, (not that I anticipate this being an issue yet) please keep it here on the forums.

Now I am going to bed.
Awesome, I was actually going to suggest you use the new leather backpack. It's probably my favorite backpack mod to date and I love that it's included. Also glad to see you ditched all the superfluous camo packs. Never did care for any of those, looked too clean.

Will post with thoughts later and if there are any problems.

EDIT: Texture paths are working fine and the packs look great! The variety in the different NCR packs in particular are really nice. My only gripe is that the leather backpack doesn't have the mattress functionality of the original, but it's no big deal. I just reinstalled Portable Campsite for its bedroll to compensate.

Horns fucked around with this message at 14:11 on Jan 17, 2011

Horns
Nov 4, 2009
I now love Underground Hideout more than ever because I just discovered the secret compartment in the master bedroom and the sweet, sweet loot within. I've been dying for somebody to make a decent snub-nosed revolver and one's been sitting right under my nose for loving DAYS. I practically never use that room and it wasn't until I randomly wandered in to see if some recently completed quests had spawned any new props when for the first time one particularly odd detail about it caught my attention...

I then spent the next 20 minutes frantically searching the rest of the hideout to see if there were any other secrets tucked away in dark corners, which I'm sure is exactly the kind of reaction the author wanted to get out of people using his mod.

Underground Hideout is so awesome :swoon:

Horns
Nov 4, 2009

RagnarokAngel posted:

I love the rest of it but what is it with modders and making visors like that? That doesn't happen in real life that's what happens in a cartoon.
I always thought I was the only one annoyed by that. How many games have done visor view right? Metro 2033 is the only one that comes to mind:


Click here for the full 1024x640 image.

Horns
Nov 4, 2009

SheepNameKiller posted:

Project Nevada seems like it has at least one helmet that adds a similar effect - cracked glass in your field of view but no other limitations. You can see it at 0:29 in the below link, it's no where near as nice as Metro's of course.

http://www.youtube.com/watch?v=juMWKWR_BCo

The other ones are pretty horrible though IMO, so I doubt I'll keep that feature enabled for the one helmet that isn't an awful design choice.
Didn't notice that before, looks pretty sweet. There's still a bit too much of the visor edges showing up (and the fact that the edges recede when going into iron sights, which doesn't make any sense at all; does the courier have telescoping eyes?), but all they'd have to do is pull the camera in tighter and it would be just about right.

Horns
Nov 4, 2009
Starting a new play-through, thought I'd give XFO a try and was wondering what some of the other XFO users thought of this load order and what I might expect from the difficulty:

FalloutNV.esm
CaravanPack.esm
SCAV.esm
Advanced Recon Tech.esm
Primary Needs HUD.esm
Weapon Mod Expansion.esm
Tailor Maid Black Retex - NV.esp
w44Satchels - Lite.esp
Advanced Recon Tech.esp
Advanced Recon Gear.esp
IDreamOfElectricSheep.esp
IIWR 2.1.0.esp
UrgeWasterScarf.esp
TGsArmorCollectionVegas.esp
SpetsnazArmor.esp
WearGloves.esp
mac10.esp
hz_SVD.esp
DW1911.esp
AW50f.esp
Feng Shui NV.esp
Grave_Digger_v021.esp
UHNV.esp
UHNV-Performance-Patch.esp
Unified Backpack Mod.esp
PortableCampsite.esp
Weapon Mod Expansion.esp
XFO - 1aa - Accuracy Revamp - mild.esp
XFO - 1bb - Dmg - Non-Var - 2x.esp
XFO - 3ab - rarity - ammo - med.esp
XFO - 3bb - rarity - caps - med.esp
XFO - 3cb - rarity - meds - med.esp
XFO - 4b - Perks - Perk Every Level.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 5ea - Skills - Barter - Mild.esp
XFO - 6b - Pacing - Mild (No Cap).esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8b - Speed Increases.esp
XFO - 8c - Karma Rebalance.esp
XFO - 8d - Gore Changes.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9da - Enemies - NPC Healing - low.esp
ELECTRO-CITY - CompletedWorkorders.esp
ELECTRO-CITY - Highways and Byways.esp
Nevada Skies - URWLified.esp
ELECTRO-CITY - Darker Nights.esp
ELECTRO-CITY - Imaginator.esp

Total active plugins: 49
Total plugins: 51

Horns
Nov 4, 2009

Cream-of-Plenty posted:

The load order looks good to me. Your game shouldn't be too difficult, either since you seem to be using a lot of the "mild" and low settings, which aren't too far from vanilla (and the medium loot levels are pretty balanced). I've been running with this XFO load:


And can say that the game is challenging, but not impossibly so. My only advice is to stick to Normal difficulty and instead adjust your modules accordingly should something become too easy / difficult.

EDIT: Oh, by the way, I believe "XFO - 5b - Skills - SP Formula Rebalance.esp" is still broken. The author was under the impression that the default formula for skill points was something it isn't, and thus made his to be 10 + (1 x INT) plus 2x points for every point put into one of your three tag skills. Doing the math, this basically breaks the game since you can max out at least one of your skills by level 4. The module does remove the 100-point cap (it's 254 now) but it doesn't really make up for the fact that the game isn't scaled very well to handle characters running around with 250 in guns and lockpick, in my opinion.
Yeah, I've decided to switch the loot modifiers over to hard because I thought I was already finding too much stuff just looting around Goodsprings. Almost as much as I was finding in the vanilla game.

Also got rid of the skill balance. He should probably update his front page because he still lists it as recommended even though it sounds really broken.

Apprehensive about using the armor DT modifiers because I know I'm going to be using a lot of mod armors. How much of a difference is there between vanilla armor changed by the XFO module and armor added by mods that isn't affected? I'd hate to completely negate the rebalance with mod armor that was only slightly better than plain old leather armor in vanilla and now makes me a bullet-proof tank with XFO.

Horns
Nov 4, 2009
Goddamn, Cream. Thanks for the info. Going by your post and the stats of my mod armor, I think the most mild armor rebalance with just a bit of bleedthrough should prevent me from becoming an unkillable bullet sponge at least for now. I still have a bit of an early game advantage, but it's no more than what I'd get if I was using the pre-order bonus armor from the Caravan Pack, so it's no big deal.

So far I'm really pleased with XFO. Using the hard level loot rarity module for ammo doesn't make ammo frustratingly impossible to find, I'd actually say it's just about right. I like that it really forces me to be conservative with my shots and plan things out ahead of time. While the increased weapon sway was a little off-putting at first, it's become much more manageable with practice and gun skill. Sniping, even at this early stage in the game (I've barely even left Goodsprings), now feels a lot more rewarding.

One thing I did get rid of though is the gore module. Heads were still being decapitated way too often so I switched it out with Gore Tweaks. Now a head shot is an almost 100% guaranteed chance of exploding head meats, which is still too much, but I can't stand the goofy looking decapitations.


BTW, WME just recently got an update and I saw this in one of the new pics in the image section:



Anyone know what mod the mask/helmet in this pic came from?

Horns
Nov 4, 2009

A Lamer posted:

Since original FO3 weapons were brought up, does anyone use a mod to reimplement any of the FO3 craftable weapons, like the railway rifle and nuka grenade? There are a few, but I'd like to hear recommendations.


Interesting, I had the exact same thing happen to me, but I didn't realize there was even supposed to be a building there. I tried entering the dinosaur, which caused the game to crash. When I loaded back in, the building was there. I didn't disable electro-city.
Same thing happened to me on my recent play-through. The entire hotel area of Novac including the sign and fence surrounding it all was just gone, with the only hint that there should have been something there being some odd-colored ground textures. I figured it was an issue with World of Pain and Electro-City, because using EC on its own never have me any problems and I noticed I started getting a lot more CTDs when using both at the same time. Deactivated World of Pain and haven't had a problem since. Which is just as well, WOP is really cool and all, but its insane amounts of loot were kinda throwing off the balance of XFO and the low-level version doesn't have a working compatibility patch for WMX yet.

Horns
Nov 4, 2009

A Lamer posted:

I found it. I found the mod that is everything wrong with the bethesda game modding community.



http://www.newvegasnexus.com/downloads/file.php?id=39902
I'm with CaptainMcStabbin on this. It's dumb, sure, but not creepy and/or pathetic like mods that turn everything into anime children or animated prostitution.


Content:
Bunch of ports of guns from STALKER popped up, all from the same guy. They'd be amazing if they had working weapon mods or were added to leveled lists, but as they are they're fine additions. All appear to have working iron sights and reload animations:

PKM Light Machinegun - Honestly wouldn't mind seeing this as a replacer for the vanilla Light Machinegun. But it isn't, which is better.

Sig 550 - A decent addition to the somewhat lacking assault rifle lineup in NV.

SVD - While not quite as great as the SVD by HeroinZero due to the latter's working mods, still a pretty good looking gun.

Horns
Nov 4, 2009

Minty posted:

Seriously, these costumes aren't even that ridicu-


Click here for the full 954x1051 image.


oh
That's pretty :ughh:, but it's still nowhere near as creepy as animated blowjobs and prepubescent anime girls in stripper outfits.

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Horns
Nov 4, 2009

Amstrad posted:

Tentative list in roughly the order I intend to work on these:

Trench Spike (I can make this using existing assets so this'll be a quick one)
Cricket Bat
Claw Hammer
Tonfa/Nightstick
Jutte
Shaolin Spade
Kama
Scythe
Pick-axe
Mace
Kanabo
Sai
Shuriken
Power Drill

Further suggestions welcome.
Those all sound awesome and the trench spike pic you posted looks pretty great.

I'd love to see an Orbitoclast:


Held much in the same way as a push blade (when extracting it, anyway), this was the tool of choice for lobotomies back in the 50's and 60's. They'd actually jam this sucker in a patient's head through the eye socket to get at the frontal lobe of the brain. A quick jerk and suddenly the patient goes from raving psychopath to docile kitten. Or a vegetable. Often a corpse. Should be familiar to anyone that's watched Session 9 (probably NWS).

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