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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. Great job on the OP Cream-Of-Plenty!
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# ¿ Dec 28, 2010 01:43 |
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# ¿ Apr 28, 2024 09:14 |
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Even when a body replacer isn't nude, Nexus modders can't resist the urge to put loving massive dongs on people. Goddammit, Nexus.
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# ¿ Dec 30, 2010 09:02 |
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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).
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# ¿ Dec 31, 2010 11:36 |
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Terpfen posted:This actually bothers people?
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# ¿ Jan 1, 2011 12:54 |
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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. Completely unrelated: pancake.
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# ¿ Jan 2, 2011 21:10 |
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Vitriol posted:Do you like to carry a lot of stuff around?
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# ¿ Jan 4, 2011 19:45 |
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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. 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 |
# ¿ Jan 4, 2011 22:24 |
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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.
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# ¿ Jan 5, 2011 02:40 |
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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.
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# ¿ Jan 5, 2011 22:20 |
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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. 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. Horns fucked around with this message at 06:43 on Jan 8, 2011 |
# ¿ Jan 8, 2011 06:39 |
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Cream-of-Plenty posted:
That junk pipe rifle is pretty amazing. Wish there was more stuff like that and the junk laser pistol.
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# ¿ Jan 9, 2011 03:34 |
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Cream-of-Plenty posted:Hey, no problem. It gave me good practice. Just let me know if there are any significant issues with it.
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# ¿ Jan 9, 2011 04:35 |
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Cream-of-Plenty posted:I hosed up. The meshes need to be one directory deeper. - 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.
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# ¿ Jan 9, 2011 07:44 |
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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. 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. 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.
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# ¿ Jan 9, 2011 09:27 |
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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. 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).
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# ¿ Jan 10, 2011 01:53 |
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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.
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# ¿ Jan 10, 2011 03:25 |
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Vitriol posted:Now he just needs a three-eyed feline companion to replace Rex and a cigarette. Now if you'll excuse me, I have some nondescript drugs to inject directly into my right tear duct.
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# ¿ Jan 11, 2011 06:24 |
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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.
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# ¿ Jan 11, 2011 15:26 |
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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.
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# ¿ Jan 11, 2011 22:32 |
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Danger - Octopus! posted:You can murder the van graffs and get one. Or buy one there maybe. 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 |
# ¿ Jan 13, 2011 04:15 |
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SheepNameKiller posted:sweet lighting
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# ¿ Jan 13, 2011 05:16 |
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^^^ - 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 About Tailor Maid, is the Black version a stand-alone thing or do I need it and the 'Main' files?
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# ¿ Jan 13, 2011 08:57 |
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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.
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# ¿ Jan 14, 2011 04:14 |
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I think I've screwed something up because I don't actually have such a thing in my inventory. gently caress. 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 |
# ¿ Jan 14, 2011 04:53 |
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Naky posted:Grabbing the crossbow though I feel dirty having installed their chinese downloader app.
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# ¿ Jan 14, 2011 09:21 |
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Naky posted:http://www.mediafire.com/?mvv2mg8kn4f1t33
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# ¿ Jan 15, 2011 09:35 |
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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.
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# ¿ Jan 16, 2011 07:35 |
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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 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. quote:Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?
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# ¿ Jan 17, 2011 01:30 |
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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.
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# ¿ Jan 17, 2011 06:40 |
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Vitriol posted:Hey, its me, the annoying backpack guy! 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 |
# ¿ Jan 17, 2011 10:54 |
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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
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# ¿ Jan 17, 2011 14:41 |
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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. Click here for the full 1024x640 image.
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# ¿ Jan 18, 2011 17:09 |
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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.
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# ¿ Jan 18, 2011 20:51 |
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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
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# ¿ Jan 20, 2011 00:15 |
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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: 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.
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# ¿ Jan 20, 2011 01:09 |
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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?
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# ¿ Jan 20, 2011 05:24 |
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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.
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# ¿ Jan 23, 2011 02:47 |
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A Lamer posted:I found it. I found the mod that is everything wrong with the bethesda game modding community. 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.
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# ¿ Jan 27, 2011 04:18 |
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Minty posted:Seriously, these costumes aren't even that ridicu-
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# ¿ Jan 27, 2011 05:54 |
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# ¿ Apr 28, 2024 09:14 |
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Amstrad posted:Tentative list in roughly the order I intend to work on these: 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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# ¿ Jan 30, 2011 07:10 |