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RickVoid
Oct 21, 2010
Finally picked up a PC copy of this game thanks to the Steam sale, and was looking for some recommendations.

I'm already using nvse and FOMM to start the game, and I've got Project Nevada + the DLC patches running for it. I'm looking at adding WME, the Nevada patch so the two don't conflict, and the mod that adds crafting bench recipes for WME. Had a few questions about the mod.

I see that WMX comes bundled with the Weapon Mod Menu mod (so you can remove attached weapon mods), but WME doesn't mention it. If I want to use that I'll need to download that as well, correct? Does it have it's own compatability patch with Project Nevada, or is it good to go from the start? What should my load order look like, Project Nevada first and it's patches, then WME and it's patches, then crafting benches and the weapon mod menu?

Trying to keep the mod list lean while still giving me some fun things to play with.

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RickVoid
Oct 21, 2010

Fereydun posted:

I felt like makin' this since folks seemed interested in having the winterized wasteland in their game:

http://www.mediafire.com/download/szf02gis6mareu8/Winter+Wasteland+Stuff+%28except+URWLNV%29.rar

It's a combination of all the textures used and the ENB I use, which creates that kinda foggy look when combined with the URWLNV mod. I'd recommend backing up your textures folder since it's just a raw rear end series of texture replacers. An alternative to that is making a FOMOD out of the textures folder if you're using FOMM so you get an automatic backup of the files you're replacing.

You also need URWLNV from http://www.moddb.com/mods/urwlnv-ultimate-edition-v10-beta to get the weather- specifically, the "Snowy Weather" setting is what creates that kinda atmosphere that I really enjoy.

Without the snowy weather, it's gonna look like this:



With that weather enabled/locked it oughta look like this:



I honestly can't help with technical issues too much since I'm pretty inept at that stuff in general. But if there's anythin' wrong please feel free to give a shout since the only real testing I did with this was with the textures. I know the ENB stuff can be iffy for folks, but right now the configuration of the file locations and stuff is for FNV4GB since that's what I use.

edit: I would also recommend re-installing/installing Vurt's Wasteland Fauna Overhaul over the textures 'cause they're pretty dang great in comparison to the ones provided from the mods I use.

edit 2: Also, instead of usin' the ENB provided APEX works wonders too- it's just a matter of preference. APEX is less vibrant in the snow, but is also less foggy.

Now I want someone to add Wasteland Santa Claus to the game.

RickVoid
Oct 21, 2010
So I'm currently using Project Nevada (as my only mod), and I'm looking to add the following mods to my game:

Roleplay Start Mod
Signature Armor
Weapon Mods Expanded (WME)
Signature Weapons
GRA Right to Bear Arms

Is there anything I should know about any of these going in? I'm already planning to start with a new character, so that will be clean.

On WME/WMX, I've been waffling between them for a while, which is why I've just been rolling with Project Nevada alone. Does anyone have any opinions on the two, or know of a different one they prefer?

Also, I might be up for some additional location mods (new vaults, interiors, etc, nothing too exploity though). Is there anything not in the OP (or something in the OP that people really like) that you would recommend?

RickVoid
Oct 21, 2010
Did that looking over the two weapon mods, going with WMX. It just looks put together a bit better.

RickVoid
Oct 21, 2010
So Roleplay Starts is kinda crummy. The "quest" for your faction at the start isn't much. The Brotherhood of Steel one just has you click on a radio to "Report In" (which just lets you create your character), and then you open a locker and get some Brotherhood themed gear (Recon Armor, Plasma Rifle, Powerfist, and the courier six envelope.). You do start in Hidden Valley, but not in the actual bunker (which I guess I understand), but it would have been nice to at least talk to another drat Initiate before getting thrown out.

It's also kinda broken. I tried to do the NCR start, and it locked up the game. You can use the character creation thing as many times as you want, which was interesting since Logans Loophole disapeared the first time I used it and I was able to get three traits. Doesn't matter though, I deleted the drat thing.

Signature Armor and Weapon is great, although I just wish there was a better selection of gear in Goodsprings. I only got my 5.56 Pistol by chance, during the Powder Ganger attack (thank you WMX!), and that was after I'd already been working on a 10mm Pistol for a while.

GRA Right to Bear Arms is great. I've already got a bunch of mod blanks, now I just have to get to the drat machine. Enemies carrying around GRA versions of the weapons has been nice to see, now I'm just waiting for one of them to toss one of the GRA explosives at me and blow me to hell and back.

The only issue I have with WMX is that most of the mods you can build yourself are melee, very few are ranged. Which I guess makes a certain amount of sense, but still. Somewhat disapointing. Hopefully I'll be able to find a vendor with a bunch of mods that isn't that rear end in a top hat Chet!

RickVoid
Oct 21, 2010

Davin Valkri posted:

Laser RCW close enough for you?

Laser Thompson best Thompson.

RickVoid
Oct 21, 2010
Just finished the Deimos Quest Mod.

It's... It's not good. Well, I guess it's technically well presented for the most part, but it has a rather glaring issue:

From about the half-way point to the end, you have to run back and forth through an outside area that is hilariously irradiated. Like around 60 rads per second irradiated. This wouldn't be too bad except for the following:
- The game is helpful enough to give you what it calls a Reinforced Radiation Suit. Sounds pretty great, right? The modder somehow removed it's rad protection entirely. So... it's worthless.
- That's okay though, since you probably have another source of protection, right? Well, the mod starts under the Nipton Rest Stop, which is real drat close to the start of the game, so you probably don't have any anti-rad gear or items.
- But surely the modder put plenty of rad-x/away throughout the mod, so you can just pop a few of those and be fine, right? Nope. No he didn't.
- Okay, fine. But it's just a run there and back, right? No, it's a run there and back. And there and back. And there and back. And there and back.. Oh, and an escort quest to bring a robot from there, which if it gets destroyed, guess what?

Fortunately, I was (initially) mildly cheating with the portable cheat terminal. I had a space suit, and the MF Hyperbreeder Alpha, so I had some rad protection and an infinite ammo weapon, huge boons for tackling this mod. When I realized I would need a couple of rad-away, I accidentally dumped about 70 into my inventory. No big, I figured, I'll just remove them later.

I used them all.

And had to go back for more.

I sucked down over a hundred of the loving things. And that was with the max rad resist of 85% provided by my armor and Rad-X.

The mod does give you an Operation Anchorage style reward of a bunch of weapons and a unique energy weapon, but ugh...

RickVoid
Oct 21, 2010
gently caress that loving Robot. My second one, after successfully getting him in the bunker, turned around and walked his metal rear end back out, whereupon he was promptly killed by the newly respawned enemies.

My third one got inside, and then just stopped moving in the middle of the hallway at the top of the stairs. He didn't move again until after I had physically shoved his model onto the stairs.

About to work my way towards chapter one of Tales of the Burning Sands, I really hope it's better.

RickVoid
Oct 21, 2010
Trip Report, Tales of the Burning Sands Edition:

Do you like fetch quests?

RickVoid
Oct 21, 2010
It was a windows 7 thing, I have no idea how relevant it is now. The way it went is that having the game installed to program files meant that all the files would be automatically set to read-only, which is bad for all sorts of reasons, but specifically because it makes the changes you have to make to game files during the modding process... impossible.

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RickVoid
Oct 21, 2010

2house2fly posted:

I added a couple of sweet mods I've used before, made a bashed patch and a merged patch, loaded up the game... stuck on the title screen. Background cones up but no title or cursor. Well, clearly some mod is loving everything up. I disable the new mods and the bashed/merges patches, load up the game. Everything's fine. Re-enable one of the new mods, everything's fine. Re-enable two, everything's fine. And so on, until I've narrowed down the culprit, the file which was crashing the game at the title screen.

...the merged patch.


??????

FalloutModding.txt

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