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Arivia
Mar 17, 2011

Ariong posted:

Hey! I hosed up!

I just relocated from one computer to the other, and in doing so I took the entire "Fallout New Vegas" common file from the last computer and put it in the common folder on this one. Now when I try to load my game I'm told that the save contains content which is no longer installed, and the whole thing crashes when I try to load it. I thought everything was contained within the "Fallout New Vegas" file. Where did I go wrong?

Installed: NVSE, NVAC, Project Nevada, YUP, New Vegas Tick Fix, FO4 Style loot menu (which never worked anyway!)

If you used a recent version of NMM or MO, the mods aren't actually stored in the New Vegas folder but instead in the mod organizer's folder and then are moved to the New Vegas folder at runtime.

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Arivia
Mar 17, 2011
How modular is jsawyer (or I guess JSUE) anyway? I’ve heard it recommended even for first time players (farthest I’ve been is Novac) and that makes sense since it’s gameplay mod changes by the literal game designer, but I’m not hot on the lowered level cap and carry weight in particular.

Arivia
Mar 17, 2011

Basic Chunnel posted:

At this point I don't play Bethsoft-style games unless I've more or less modded out at least some of the inventory considerations; for FNV I just mod out miscellaneous item weight. Still enough carry limit to affect loadout choices but not so onerous as to necessitate hauling trips to vendors. And it's been said before but JSUE is a cavalier appropriation of the JSawyer name and uses the original mod as a distant starting point. Play with JSawyer first before you decide to pour on whatever JSUE's author thinks makes for a good game.

As for level cap, there isn't one unless you choose Logan's Loophole as a trait. Which you should.

Huh? The change notes to jesawyer mention a level cap of 30.

And I mentioned JSUE because most of the thread seems to use that/suggest Viva Las Vegas for new players, which also uses that. And I frankly don’t care about Josh Sawyer’s feelings for personal reasons.

From watching a bunch of YouTube survival New Vegas/Fallout 4 the needs management is compelling but yeah 50 pound limit feels very painful for a basic load out.

Arivia
Mar 17, 2011

v1ld posted:

I'd play with jsawyer even for a first run. Whether you use JSUE comes down to compatibility with other mods really. So if you're doing a pretty straightforward vanilla++ first run, use it as is. But if you want a bunch of other mods that have moved to use JSUE as the mod to be compatible with, you're going to have to put in some work yourself to make that work.

It's very unfortunate the JSUE author took the path they did. It would have been better to made a mod that used jsawyer.esp as a dependency and layered compatibility/functionality over it - and used a very different name too.

The reduction of the level cap to 30 is not as painful as it may seem at first blush. You can fit in everything you really need perk-wise by then and even have a few perk slots to spare. It's a good choice.

E: The 50lb limit makes some perks relevant and modulates choice of weapon and ammo too. We're talking mods here so of course jettison all that if it seems burdensome haha, but I liked those changes personally and adjusted for it in my build.

jsawyer and Ghost Mode are probably my favorite overhaul mods and both do good things with inventory limitations.

30 levels is likely enough for a good build, yes. I don’t mind making choices, I’m just a completionist who hates hitting the level cap and XP being wasted. Speaking of, how effective are small guns in New Vegas? When I played Fallout 3 GOTY unmodded everything felt like it was leading to power armor and giant guns and I hated it. I like my hunting rifles.

Aren’t there some things JSUE fixes that jsawyer itself didn’t or couldn’t? Like the separate GRA and regular weapons, I remember someone in here mentioning.

Arivia
Mar 17, 2011

moot the hopple posted:

I think you would really like just the jsawyer base mod in this case. The changed level cap is actually level 34 (with the Lonesome Road level 50 perks such as "Just Lucky I'm Alive" being adjusted to level 34). Like you, I was initially bummed out about not having the extra perks that you'd get with a level 50 cap, but I've played several playthroughs with jsawyer now and felt like I was able to get everything I needed to define my build. Jswayer also adjusts the experience gain so everything progresses evenly. I'm also a completionist and I like having my progression time out as close to the end game as possible (you'll still hit the level cap before the end of the game if you plan on doing everything, but not as quickly and early as the base game).

Another good consequence of the lowered level cap is that enemies also don't have as much bloated HP due to level scaling. This was a huge problem in the DLC's particular. In the unmodded game, I remember being very frustrated in Old World Blues, having brought in my carry limit of ammunition and exhausting both that supply and all the ammo I could buy from The Sink on just a few enemies at the start because the enemies were sheer bullet sponges. I ended up having to make use of melee weapons and energy weapons that my build wasn't specced out for just to make it through. With jsawyer modded game, I went through it with Paciencia and Lucky and didn't struggle for lack of damage or ammo. So small guns remain perfectly viable if that's another one of your concerns.

That sounds pretty great yeah. If the lowered level cap in jsawyer keeps combat snappy instead of a drag (god broken steel), then I’ll go with that. One last question: SPECIAL builds in New Vegas seem extremely messed up, like everyone puts Charisma at 1 even though speech checks are super important. I guess it’s bugged or something? Is that fixed with jsawyer/JSUE/other recent mods or does everyone just lean into it?

Actually while I’m at it, any suggestions for player house mods? I remember there being some bunker mod that everyone used to like and was hell to get to in the NW. Does the unmodded game provide one like Skyrim or Fallout 3 do?

Arivia
Mar 17, 2011
I looked at the character build spreadsheet someone linked at one point and jeez there are a lot of perks I want, so I've settled on keeping jsawyer's level cap but doing a perk per level.

Arivia
Mar 17, 2011

Gaius Marius posted:

No one will believe me but I'm telling you. You want your weight limit lower not higher. Break the junk hoover mindset

I put it back down to 50 and added a mod that provides a 50 pound backpack buyable in goodsprings. compromise?

also goddamn mods can't help but slapfight about whether varmint rifles come in .22 or 5.56 can they, i look at that record (vnv and fallout new vegas's community seem allergic to just running bashed patches and using LOOT) and everything has their loving fingers in it

Arivia
Mar 17, 2011
viva las vegas has a couple hidden mods in one of its giant wrapups of tweaks that make everything in goodsprings faction owned, including random loot in mailboxes and everything in doc mitchell's house

nice, nice

Arivia
Mar 17, 2011

Pope Guilty posted:

I love VNV but once you get past the performance tweaks you start wandering into "why doesn't this game kick me in the junk when I load my game?" territory.

Luckily I hosed poo poo up bad enough that I’m just gonna have to reinstall from scratch and this time I’ll go over it in specific detail. Speaking of, I’m guessing there’s no replacements for the expanded crafting recipe menu mod VNV uses even though it’s super old and creaky?

Arivia
Mar 17, 2011

watho posted:

like i’ve made a mod that changes the flame weapons from energy to explosives because i personally think that makes more sense but i’m not gonna bake that into a random fix mod because i’m
convinced this is the way it should be played. at least with stevie and jsue it’s off by default now and just an option but there’s more

Yeah, in my case it was jsue and stevie fighting and then the equipment restoration project going in and really trying to force it to be .22. (even making it so sunny gave me .22 rounds after I'd fixed the varmint rifle itself, so I had to buy a .22 silenced pistol from chet to actually fire gun) idk, maybe i just drop the equipment restoration project, I don't need that stuff and ratslayer does look pretty good for my guns/cowboy build.

Pope Guilty posted:

Are you talking about JIP Improved Recipe Menu? I'm using it in my current playthrough and it's great.

Yes, it was freezing when I opened any crafting station and I looked at the comments and it's not been updated in ages and seems to have problems with mods adding a bunch of new recipes (like Mojave Arsenal, which I'd really like to use).

Anyway, I'll try a reinstall and see how things go this time.

Arivia
Mar 17, 2011
Okay, so a manual reinstall (minus some mods I really wasn't attached to like equipment restoration project and without some of the VNV stuff that I didn't want) ended up fixing everything. One odd thing though, originally opening a crafting station would freeze until I enabled JIP Improved Recipe Menu and put it at the very end of my load order. Something higher up ain't happy, I guess.

And I've now got a 5.56 varmint rifle with a night scope attached and can head to Primm!

One last question: how is FNVulkan working out for people? Is it worth using? I'm not using any ENB or ReShade or anything, just curious about the performance/stability benefits.

Arivia
Mar 17, 2011

Paul Revere 3000 posted:

Be sure to direct her to the secret chest full of caps and high level weapons in Quarry Junction.

I think this is a joke. I hope it’s a joke because I looked it up on the wiki and that’s a hellhole full of deathclaws.

Arivia
Mar 17, 2011
goddamn i just finished come fly with me for the first time, that's an incredibly well-written quest. all these little things from around novac just coming back to help you solve the big problems at Repconn.

Arivia
Mar 17, 2011

Basic Chunnel posted:

You can tell the team were learning the ropes of level design - REPCONN areas are overly large and simultaneously cluttered + empty (you also get this feeling in some of the casino, Westside, even Nellis AFB). It clicks with the Nightkin stealth approach but distends every other aspect of the quest.

yeah this is why i specified the writing, the repconn offices felt like a maze that i was scrounging for tiny bits and pieces of loot since i was immediately told everywhere really important to go in the quest itself.

Arivia
Mar 17, 2011
So on a semi-related question, when’s the best time to do the DLC in terms of storytelling? My understanding is that they’re fairly tightly linked to some stuff in the base game, and that all four should be played in the order of release to get the whole story. The ties I know I have to look at in the base game are Veronica’s companion quest (for backstory on Father Elijah in Dead Money), Wolfhorn Ranch (apparently this is Ulysses’ home) and ED-E’s companion quest (since she/he/it ties into Lonesome Road.) So my thinking is to do all four after getting to the strip and picking up Veronica for interacting with the Brotherhood, also being level 15 or so?

Completing Come Fly With Me is the farthest I’ve ever been, this is just bits and pieces I know from watching videos and seeing discussions here and there.

Arivia
Mar 17, 2011
Thanks for the advice everyone! Went to Helios One and met Ignacio, the Followers of the Apocalypse seem like pretty cool folks. This made the second log for ED-E pop so I had to sprint across the Mojave to enter the Old Mormon Fort before anything happened. Then when the Brotherhood called, the Follower lady didn't interject. Is that normal? Will she pipe up when I go to Repconn HQ to try and grab the logs?

e: fixed things with Boone, I put a space in the variable name because the kerning looked off on the fallout wiki.

Arivia fucked around with this message at 13:53 on Mar 7, 2022

Arivia
Mar 17, 2011

Roobanguy posted:

I think she calls you once you find one of the dead brotherhood patrols

Yep, as soon as I grabbed the tape off the brotherhood person in Repconn HQ she said hi. And now ED-E has a new laser! I do miss the old skin with the license plate though, I thought that was cute.

New question: how good are the non-SPECIAL implants? I started with 7 so I can get 7, and I got Luck and Intelligence already after getting tossed out of the Atomic Wrangler. There's a note on the wiki that the health regen one is possibly good for Dead Money, what about the duraplating one? I could skip Charisma obviously, and maybe skip Endurance itself, since that's already at 7. A bit worried about longtime cap income though, my mods are effectively making selling all the guns I come across pretty low-income, so I might be out of big sources after casinos, snowglobes, and eventually gold bars.

e: snowglobes give 2k not 1k like I thought and casinos are a LOT so I'm probably okay unless some quest is a giant cap sink somewhere.

Arivia fucked around with this message at 14:03 on Mar 8, 2022

Arivia
Mar 17, 2011

Taerkar posted:

The monocyte one is 1hp/10s recovery, which isn't really fantastic outside of helping you top off small HP losses, though it can be more useful in hardcore mode. The dermal implant is a straight +4 DT.

Personally I use the Cybernetics mod that spun off from Project Nevada. Adds in a bunch more implants that you can find or buy and removes the END limit, replacing it instead with a slot system (2x head/chest and 1 in each arm and limb) that you can double with different perks. You can also swap out implants at many doctors.

Thanks! I'm already thinking of a second playthrough with some different mods haha, I'll add that to the list.

Arivia
Mar 17, 2011
I’ve been using ammo boxes in my current run, it works pretty well, just as described on the tin.

Arivia
Mar 17, 2011
The extreme variation in quest lengths in this game is absurd. I spent most of an eight hour play session poking at the Brotherhood’s first quest and all the sub parts and places and setup, but I also knocked off a quest with some dude who hates Heck Gunderson inside of two minutes and three conversations.

Arivia
Mar 17, 2011
I have a new friend and its name is gauss rifle. A NCR patrol knocked off a Brotherhood procurer carrying one as I was on the way to the latter's safehouse, oh it's so wonderful.

Arivia
Mar 17, 2011

Discendo Vox posted:

The long ones are specifically intended to send you to other areas and encounter new things. See also Rose’s caravans.

And that's great, but Still in the Dark could have been 3 separate quests (collar + holotapes/scouts/air filtration) without detracting from that.

Arivia
Mar 17, 2011

watho posted:

same with the first part now that i think about it. if you come there with veronica you don’t get collared

Yeah and that was what I did. But neither of those means it can't be broken up into multiple pieces, or maybe have the individual parts be subquests given by McNamara, or whatever. I think Still in the Dark sticks out because there's so much of it and it's all over - the same structure is used for Volare! and GI Blues but Volare! has it be individual quests in the larger structure, and GI Blues is comparably small.

Arivia
Mar 17, 2011
Ah, Dogmeat's dead. The time honoured Fallout 3 rite of passage.

even in unmodded normal difficulty Fallout 3 Dogmeat is not essential. Instead you are supposed to take a high level post-game perk called Puppies! to get a new Child of Dogmeat just outside the starting vault whenever your previous one dies. I am making none of this up.

Arivia
Mar 17, 2011

Garrand posted:

I vaguely remember the dlc adding scaling making dogmeat and Fawkes basically unkillable later on anyway

yeah the scaling helps and puppies! fixes it

but it was literally the last dlc, fallout 3 had some weird fuckin problems

you like your dog? sorry your dog is dead. permanently. reload or live with it.

Arivia
Mar 17, 2011

Defiance Industries posted:

This game won "Best Writing" at the Game Developers Conference that year, proving that game designers are all stupid.

Bad writing. Bad writing never changes.

Arivia
Mar 17, 2011

Acebuckeye13 posted:

Yes. As part of their effort to make the world seem more lived in, Fallout 3 simulates the traders going from each settlement, so that you can meet them while they're going along their travels. Unfortunately, what this usually means is that when you get close enough to where the caravaners are roughly supposed to be, they spawn into the map, and will subsequently get murdered by whatever enemies also happened to spawn in the vicinity. It's ultimately a neat idea with fundamentally flawed execution.

It is also extremely likely for the quest givers and everyone at the Temple of the Union to die in a similar fashion. Specifically to of all things a giant albino radscorpion dropping from the sky in the middle of the Temple, it's nearly always exactly that.

Arivia
Mar 17, 2011

Rinkles posted:

Is it a bad idea to do Point Lookout "early" on? I imagine TTW plus the other mods significantly rebalance it.

The best F3 DLC to do early is Anchorage, since it's all virtual simulation and none of your own gear counts but you get XP and gear rewards. It has to be balanced for what the DLC provides inside itself (not by looting, it's mostly all loadouts and requisition.) Also it's all combat and is completely linear so you're not losing anything by doing it at any given level.

Point Lookout SHOULD be fine if TTW's level scaling likes you. Note that tickets are one way, so you'd have to buy another one to come back to the Capital Wasteland if you don't like it. Playing about 2/3rds - 3/4ths of the DLC makes the trip free both ways, though. (Reason why is spoilery.)

Arivia fucked around with this message at 17:42 on Mar 21, 2022

Arivia
Mar 17, 2011

Rinkles posted:

so i shouldn't except nv quality dlc from fo3. lookout is the good one, right?

lookout is good, i think the pitt's steel yard is the best single area in fallout 3 (and the rest ain't bad, especially for a New Vegas pro who's used to starting a DLC with nothing), and I think mothership zeta can be fun but you have to find a very specific part in the levelling curve for it to not suck and i have no idea where that would be for you (in the base game I'd estimate it's around 15 with maxed energy weapons and repair). broken steel is basically just a post-game boss segment with some fun extra bits. anchorage is painful.

and by anchorage being painful i mean the most control you have over the way the DLC works is a speedrunning trick where you jump over a trench instead of going through it to optimize your route to objectives in the second half. bethesda literally was trying to make fallout: call of duty edition.

Arivia fucked around with this message at 18:01 on Mar 21, 2022

Arivia
Mar 17, 2011
Just met Fisto for the first time. I CAN’T FEEL MY LEGS

Arivia
Mar 17, 2011
In the home stretch on finishing base New Vegas. Just got the outlying NCR camps to do - Forlorn Hope, Golf, retaking Nelson, etc - and then some extra bits of cleanup in and around New Vegas itself, mostly helping refugees with odds and ends. Then it’s time to die, die, and die again in the Sierra Madre!

Arivia
Mar 17, 2011

BoldFrankensteinMir posted:

If you haven't seen it yet, consider watching Treasure of the Sierra Madre with Humphrey Bogart before you get to that part. The DLC is full of smart little references to it (not the least of which are the Sierra Madre itself and its theater, the Tampico). It's also just a really really good movie.

does the movie contain ghost people

Arivia
Mar 17, 2011

BoldFrankensteinMir posted:

Not quite. But it does have this awesome tidbit about Bogey's character:

"Upon leaving one of his favoured New York haunts (The 21), Humphrey Bogart remarked to critic Archer Winston, 'Wait till you see me in my next picture, I play the worst poo poo you ever saw.'"

Dead Money's various ethical choices are some of my favorite in all of Fallout, they have meaningful repercussions and change how the other characters react to you and how the story unfolds, both at the Sierra Madre and back in the Mojave. It really does let you be "the worst poo poo you ever saw" and I love that.

Apparently it's available for streaming on Hulu, so I'll catch it before heading into the Sierra Nevada myself

Arivia
Mar 17, 2011

BaldDwarfOnPCP posted:

I installed the Mothership Zeta add-on with TTW.

Two consequences. Lost mah dog somewhere. Got so many particle accelerator hand cannons and heavy weapon wrecking machines that the game is a joke after.

Supermutants get headshot from range. Ammunition is plentiful on the ship. Just basically stopped playing after it stopped being a challenge.

It's basically typing "idkfa" but on Nexus.

This feels about right for Mothership Zeta original, honestly.

Arivia
Mar 17, 2011
Made it to the Sierra Madre. Everything hurts and the air is pain and oh god EVERYTHING is irradiated. EVERYTHING.

Arivia
Mar 17, 2011

CommissarMega posted:

It's great, isn't it? :allears: Seriously, it's one of my favourite DLCs period, not just for New Vegas.

Yeah actually I am really enjoying it. Still carrying around too much stuff (so much repair loot) but it's a lot of fun. The new companions are neat, it's fascinating how no one likes each other and all have good reasons to dislike each other. Dean didn't trust me to leave him alone safely to turn on the speakers, he demanded I set up the holograms. Christine and I are starting to figure each other out with pantomime and a lot of skill checks (wonder why her head's so hosed up, she did it to herself apparently), and God and I have a grudging truce as long as I promise to never pop Dog on him.

I loving hate gas bombs, though. Also I appreciate that there's just enough extra little attention paid for if you're doing it on hardcore, with the autodocs wiping sleep. Or just the little things in general - you want good food? Well nothing here drops radless food - even the cooked radroach steaks still damage you - but you can get some old irradiated crap out of the vending machines, combine it with the extremely rare lunchboxes, and there's a Caravan Lunch for you.

I'm aiming for 70 barter so I can get Pack Rat before starting Honest Hearts (gold bars weigh more, so it's not helpful now but will be very nice for the Zion trail limit). I'm at like 45 now, it'll possibly be rough, might be able to eke out two more levels with taking Christine and God to their spots, the Gala, and then everything inside the Sierra Madre proper.

Arivia
Mar 17, 2011
I made it out with all the gold bars! Hoofed it the long way around and literally tapped the elevator door at the very last moment. Sold most of them to the holographic vendors, now I've got like 20k pre-war money to invest in new implants in OWB. And a snazzy holorifle and everything.

Accidentally hosed up my NCR rep trying to show off the secret team-up with Elijah ending, but it's seriously whatever. I've done literally every other quest in the main game short of Finishing Touches so it just means I can go loud in the El Dorado Substation.

Don't have Pack Rat yet, so I'm hoping Finishing Touches is enough to get me to level 30 for the perk. If not I'll find a respawning super mutant location somewhere and grind out Vault 34's revenge with the Bozar.

e: Did a couple kill challenges to hit 30 and get Pack Rat, heading into Zion with the Holorifle, Cleansing Flame, Pew-Pew and the Gannon Family Armor. I should be alright.

Arivia fucked around with this message at 00:31 on Mar 31, 2022

Arivia
Mar 17, 2011
Honest Hearts was boring, except for the Survivalist, which was great. I honoured his efforts by fighting the White Legs and letting Salt-Upon-Wounds go. Next up is Old World Blues and I am very excited.

Arivia
Mar 17, 2011

CommissarMega posted:

Once again, it seems we're on the same page! :haw: 100% agree with you that Honest Hearts was dreadfully dull outside the main story. And you should be excited for OWB! Just a word of warning though- if you're running a stealthy build, it is greatly reduced in effectiveness in OWB, since the enemies there have some kind of perk that boosts their perception massively. Even Stealth Boys don't provide much of a benefit, so get ready to fight things out (most enemies are just normal people, nothing like the Ghost People though).

OWB was a lot of fun. I ended up going crit fishing Energy Weapons, so messing around with the LAER and the Sonic Emitter did pretty alright for most of the DLC. (I was trying to avoid using stuff I brought in as much as possible, with the exception of the Alien Blaster for the Legendary Bloatfly.)

Started on Lonesome Road, stopped for the night just heading into the collapsed tunnel. I'm not a fool, I kept my robot heart to make Tunnelers vaguely less terrifying.

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Arivia
Mar 17, 2011
Finished the game with a Yes Man ending, complete with kicking Oliver off the dam. It was a lot of fun, and lots of very good storytelling the whole way through. I'll definitely be back for House/NCR/Legion playthroughs at various points, and JSUE did an excellent job of keeping things from turning into bullet sponges even at level 35.

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