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Lord Lambeth posted:Hey, this guy called LegionaryH released a couple of cool looking (lore friendly) companion mods earlier this week. Joshua Graham, Vulpes Inculta, and House Securitron, the latter of which apparently acts as both a questgiver and companion. I'm gonna give them a whirl, since they claim to be implemented well. House Securitron looks pretty cool, might try it out once I get around to fix my very broken New Vegas install.
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# ¿ Sep 6, 2014 21:47 |
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# ¿ May 2, 2024 05:55 |
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Has anyone here tried The Rockwell Descent/Pursuit or Tales From the Burning Sands? I want some extra quests in this playthrough and those seemed to rank somewhat high on the Nexus.
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# ¿ Sep 12, 2014 14:06 |
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Mortimer posted:Burning Sands is pretty good, haven't tried Rockwell Descent Thanks, gonna try it out. --- Well this is new: This suddenly started happening when I started the game via MO, no idea why, but I assume it has something to do with all the mods I'm messing around with. The game still runs normally, despite the error message, so I'm not really sure about the implications of this. Should I just ignore it? EDIT: The text translates to something like: "Cannot complete action as the file is already open in FalloutNV. Close the file and try again." ThaumPenguin fucked around with this message at 15:16 on Sep 12, 2014 |
# ¿ Sep 12, 2014 14:52 |
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So I started a new game using the Alternate Start Mod and it gave me a Anti-Materiel Rifle with 96 bullets. What should I do with this?
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# ¿ Sep 13, 2014 23:48 |
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Zeron posted:Uninstall that mod and post a bad review(and then get banned )? Well, I did select the random loadout option.
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# ¿ Sep 14, 2014 00:05 |
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So are there any mods that add more sensible haircuts? I haven't been able to find any that aren't max anime or whatever.
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# ¿ Sep 15, 2014 21:40 |
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Nash is looking quite a bit paler than usual. ThaumPenguin fucked around with this message at 23:53 on Sep 15, 2014 |
# ¿ Sep 15, 2014 23:04 |
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Naky posted:He was probably changed to match his voice actor I never really felt like his voice didn't "fit" him or whatever, but what I almost found weirder is the color of his hair. You'd think it would be graying at his age, but no, his bright blonde hair majestically lights up the entire casino. Did he color his hair, and if so, where the hell did he find someone selling haircoloring products? ThaumPenguin fucked around with this message at 11:28 on Sep 16, 2014 |
# ¿ Sep 16, 2014 07:39 |
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Is there any way of turning off Wrye Bash's automatic Load Order sorter? It keeps getting things wrong and that bugs me. EDIT: The Wrye Bash wiki says: The Wrye Bash Wiki posted:
Anyone have an idea of how to do that? I can't find an options menu and I feel dumb because of it. ThaumPenguin fucked around with this message at 14:18 on Sep 19, 2014 |
# ¿ Sep 19, 2014 14:13 |
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Agents are GO! posted:Right Click on an empty area in the file list. Not on a file, but in the list area. If you have a long mod list there might only be a small sliver where you can do this. Thanks! That fixed it, I think.
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# ¿ Sep 19, 2014 14:39 |
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Tried messing with my load order to fix some issues with replaced weapons still appearing in-game. It didn't work. EDIT: Wait now it does. I guess it was an archive invalidation issue. EDIT2: And now it doesn't. What the hell. EDIT3: Now the game doesn't start at all. Gonna try reverting to the old load order. EDIT4: Didn't work, and I'm now getting this image again: There's something else weird with profiles.txt too: What the hell is going on? EDIT5: Oh God my body is missing. This was taken in third person mode. I literally have no body, the "camera" or whatever is just lying on the floor: That's a really nice floor texture, though. EDIT6: Wow, I just keep loving things up, god drat. Now I need to reinstall all of my UI mods. Got the game to work properly, but I can't load my old saves Seems like I'll have to start a new game again. ThaumPenguin fucked around with this message at 00:46 on Sep 20, 2014 |
# ¿ Sep 19, 2014 16:15 |
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God drat it, I've started a new game after messing with my load order, but I'm still getting weapons with the "(replaced)" tag, how do I avoid this? I'm using the FOOK-PN-Convergence mod and Roleplayer's Alternative Start, plus some other stuff.
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# ¿ Sep 20, 2014 12:26 |
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Raygereio posted:What do you mean with "(replaced)" tag? I mean that they have "(replaced)" after their name. I think it has something to do with WME or FOOK, though I'm not sure. Gonna check FNVEDIT, though. EDIT: I rewatched Gopher's video on FNVEDIT and have now found out how to use it with the Convergence mod, so I think I might be able to fix this. Thanks! ThaumPenguin fucked around with this message at 13:30 on Sep 20, 2014 |
# ¿ Sep 20, 2014 13:19 |
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SolidSnakesBandana posted:Would like to just say I use Convergence and I've never seen anything with (replaced) after it. It can be done! Something tells me this problem is a bit special: According to FNVEDIT, The "(Replaced)" weapons are the ones which Convergence will use, no matter what. I'm pretty sure it's not supposed to be that way, so I'm gonna try downloading the convergence files again and see if they're different. EDIT: Nope, still the same. Looking at the values for the Chinese Pistol, it seems like the name is the only thing different. Should I just ignore it and pretend everything's alright? Or should I try and rename them? EDIT2: I think it's supposed to use the ones from Project Nevada - WME, but it doesn't want to, yet the load order is correct. Should I try and move it after FOOK-PN-WME-WMX-EVE Convergence.esp and see if that works? ThaumPenguin fucked around with this message at 18:34 on Sep 20, 2014 |
# ¿ Sep 20, 2014 17:43 |
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SplitSoul posted:You can just drag and drop the desired name to the slot on the far right. I did that originally, but FNVEDIT freaked out a bit about it, so I wasn't sure whether to go through with it. But there's not really any other alternative, so I might as well try.
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# ¿ Sep 20, 2014 19:38 |
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Raygereio posted:If it's the pop up that says "Hey, you're about to make an edit to a plugin. Are you sure you want to do this?", then you can just click through it and make your edit, since you're obviously sure that you want to make said edit. Nah, it went red, aka "unresolved conflict", so I was a bit unsure about doing it.
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# ¿ Sep 20, 2014 22:11 |
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SolidSnakesBandana posted:Personally I would do as little deviating as possible from his instructions. Post your load order! I'll compare it with mine and with the instructions and see if I find anything weird. Here it is. I'm aware that it's all sorts of bloated, but I'm planning to remove or merge the smaller plugins: Load Order posted:FalloutNV.esm All of them are active at the moment. Originally I loaded the convergence-related plugins earlier than any other mods, but I thought that might have caused some issues, so I decided to move them last instead. ThaumPenguin fucked around with this message at 00:25 on Sep 21, 2014 |
# ¿ Sep 21, 2014 00:15 |
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Mortimer posted:jesus christ you have WME, WMX, PN, FOOK, AWOP, and Momod, and jsawyer Compatibility patches are beautiful things. This pretty much happens every time I decide to replay a Bethesda game; I can't play Oblivion without trying to install FCOM + Better cities and what-not. It always ends in tears.
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# ¿ Sep 21, 2014 09:46 |
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HELLO SIR, CAN I INTEREST YOU IN SOME OF THESE FINE WARES I need to disable some of these mods. Plugin meter is currently at 162.
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# ¿ Sep 21, 2014 12:40 |
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Yeah, I probably went a bit overboard with the modding.SolidSnakesBandana posted:I don't think there's really anyone that can help you with this. You need to make some decisions about what is actually important and worth keeping. For instance, right away I would suggest getting rid of any and all quest mods. They are all garbage. So that means AWOP and the SomeGuy series. Remove any new companions because they are also garbage. I'm probably gonna get rid of AWOP, as I wasn't all that impressed with the three dungeons or so that I tried, but I'm gonna keep Someguy's stuff for now, as I've really enjoyed Afterschool Special [EDIT: Afterschool Special was not made by Someguy]. Russel, as well as the Bounty mods seem pretty well made too from what I've seen, so I want to check them out. SolidSnakesBandana posted:MonsterMod is also garbage, though I haven't used the Rebalanced Leveled List or whatever. Overall though the quality of the mod is very, very low. Can't really disagree with you there. I added the Rebalanced Leveled List mod after being attacked by several 2.5 meter tall geckos armed with bumper swords while trying to save Barton Thorn's "girlfriend" at level 3. Also, I've encountered at least 2 enemy types that the mod maker "borrowed" from STALKER (Snorks and Izloms) before even getting to Primm. The Snorks behaved exactly like coyotes, to the point of spawning together with them in a pack. The rebalanced list seems to fix the problem with really powerful enemies spawning where they shouldn't, which makes the mod more enjoyable. SolidSnakesBandana posted:New Vegas Redesigned 3 requires new body mods and stuff right? That poo poo is just bad news all around. If you must, get New Vegas Redesigned 2 which doesn't require such things. NVR3 only requires some of FCO's files, which is another face mod. It doesn't require anything other than that, but after doing some stuff with FNVEdit yesterday, I found out that it actually messes with quite a few more things than I thought. That, plus the "voice matching" of people like Johnson Nash and the whole "SLUT" thing makes me kinda apprehensive about using it, but I kinda want to try it out just to see it with my own eyes. Here's Nash, for reference: SolidSnakesBandana posted:Lighting Overhaul. Why? Because some sperg says it looks better now? These only cause problems and the difference they make is negligible. I like it SolidSnakesBandana posted:The last 40 or so mods I'm not even familiar with. But I'm willing to bet money they are total poo poo. They probably are, and I'm gonna find out exactly how poo poo they are! SolidSnakesBandana posted:All those mods and you don't even have the best house, Lombard Station. Nope, but I might get either that or the underground one, though I remember seeing some complaints about it here. SolidSnakesBandana posted:Anyway that's just a start. Here's my load order. This one actually works and doesn't crash. Doesn't seem to dissimilar to mine, you know, save for the massive amount of extra nonsense in mine. SolidSnakesBandana posted:My criteria for mods is they actually have to improve the game in some way, or make up for something the game is missing. Just adding mods because they sound cool is a really, really terrible idea. Especially since New Vegas is such a good game without mods, a lot of the mods end up making the game worse and by proxy sours your opinion of the game as a whole. Seems like a decent philosophy, considering "this seems cool" was the reason I installed Momod. GrizzlyCow posted:Learning to use Mod Organizer with FOMM-Fork and other New Vegas tools. Really, just give SRB's guide a look for how to integrate everything into MO and such. It's a pain in the rear end to setup initially, but the benefits are pretty drat good. I've been using Mod Organizer with FOMM-FORK for a while. It's pretty much the only reason for why the game runs at all. I actually used SRB's guide as a reference throughout my latest modding adventures. I think it was some flavor mods suggested by it that originally ended up pushing me over the plugin limit. Mr. Crow posted:As ThaumPenguin has shown us, you can't just fart a bunch of mods into /data/ and expect it to work. That's why it went into MO instead But yeah, installing this many mods is a terrible idea. I'm gonna go scrub my modlist a bit and see what I can come up with. ThaumPenguin fucked around with this message at 19:51 on Sep 22, 2014 |
# ¿ Sep 21, 2014 19:44 |
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"Finally my load order seem to be in order, now just to take a quick check in-game to see if anyth-" God Dammit. Do anyone know what could be causing this? This is my current load order: ThaumPenguin's Load Order posted:FalloutNV.esm The Merged Patch does not have a leveled item list, so I don't know why Alternate Start is giving me these supposedly "(replaced)" guns.
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# ¿ Sep 24, 2014 17:33 |
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Mortimer posted:your last 100 posts in this topic have been mod errors, have you considered not posting your hilariously huge load order and just taking out >50% of what you're running? Well, yes I know FNV is a good game without mods, and I've done playthroughs without mods. I play with mods because I want to make a good game better. I assume you're in this thread for the same reason. My problem is that I have a slight issue with moderation when it comes to these things, so I tend to end up with a somewhat bloated load order whenever I try. For example, I removed about 50 plugins, and then went straight back to adding more, in the form of IWS and Lombard Station, which on their own add another 13 plugins. Psion posted:I'm just gonna go ahead and say Convergence is probably at fault. It's dumb to try and stack that many mods together and you won't even notice when you actually play the game. Strip it all out and use either WMX or WME, not both, not FOOK, none of that nonsense. That's probably it, but I haven't really found anyone else with that issue, so I assume it's something on my end. I don't have any mods that should interfere with it, and according to FNVEDIT, it's the Convergence Mods themselves that add the weapons with "(replaced)" in their name, as seen here. Infinity Gaia posted:I actually happened to have a similar thing happen to me, but only on a single gun for no apparent reason. Play a little further and try picking up a random gun, I think this bug just affects items seen before the mods got applied or something. Convergence does weird poo poo like that. Honestly, Convergence seems less fun the more I try to mod with it. I'm considering scrapping it, like Psion suggested, and just going with Project Nevada and WMX instead.
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# ¿ Sep 24, 2014 19:23 |
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Sensenmann posted:First of all, you didn't read the Redesigned 3 description. FCO is a mandatory install but the esm/esps for it should be deactivated after installation to avoid issues. At least that was the case last time I checked. I did read the description, where it was recommended that they were deactivated, though it was not mandatory. I kept it on as I really liked how the mod companion Niner looked like with his FCO patch, though that patch seem to function despite FCOMaster.esm being disabled. However, I can see that the NVR3 description has now been reworded to "STRONGLY recommended to disable any and all .esp files with the words "FCO" in them", which makes it sound a lot less optional than it used to. I'm going to listen to the mod man and do so, though I'm gonna miss Niner's FCO face. Sensenmann posted:Next, you are using JIP Companions and some UnlimitedCompanions.esp. The latter is completely redundant since JIP has an option for that. Yeah, I remembered seeing the option to activate unlimited companions somewhere in the Mod Menu on a test game a few weeks ago, but I couldn't remember what mod had the option, or if it even actually happened, so I activated UnlimitedCompanions.esp just in case, and planned to disable it if I ever found the correct menu. Thanks for telling me! Saves me a lot of menu-trawling. Sensenmann posted:If you are using the latest MoMod, 10.b I think, the rebalanced levelled mod is likely to poo poo on your game at some point since it's been made for 10 and incompatible with 10.b. If you insist on using MoMod, get the Wasteland editon and use its plugins with MoMod. http://www.nexusmods.com/newvegas/mods/42136/ Ok, thanks for the advice. Considered trying Wasteland edition out before, but wasn't too sure about the Boss battles. Sensenmann posted:And finally, use a Bashed Patch. Wrye Bash/Flash is superior to FNVEdit when it comes to levelled lists and patch merging, so get to it asap. And to avoid confusion, simply read this: I've been hearing arguments for both tools, and have tried both of them in the last few weeks, but most of my experience with Wrye Bash comes from my Oblivion days, so I'm pretty rusty at it. I like FNVEDIT so far, but I might look more into Wrye Bash again. Thanks for all the advice, though! RiffRaff1138 posted:The thing is, there are certain weapons (mostly a bunch of Fallout 3 weapons) that both FOOK and Project Nevada add to the game. The Convergence mod is supposed to remove the PN versions of those weapons from all inventories and leveled lists, and only use the FOOK versions. It can't remove the weapons' data from PN, and there's other weapons and armors unique to PN, so it can't leave out the Equipment module. So, they just remove all in-game access to the duplicate weapons, dummying them out basically. Yeah, I thought that might be the case, but I dismissed it because I thought PN's weapons wouldn't "make it into the game" if everything worked correctly. I'll try what you suggested, might just be the Alternate Start mod throwing otherwise unavailable weapons at me. Thanks for the suggestion! Gyshall posted:Yeah and I can see a problem here: The Convergence mod requires all those other mods, save for the last one, in that order. It is essentially a giant compatibility patch between FOOK, PN, WMX, WME, and EVE, as well as AWOP if you're feeling frisky. I probably shouldn't be using DLC Weapon Integration - WMX though, as I believe most of the guns in Convergence use WME mods, while only the melee weapons and maybe unarmed stuff gets to use WMX. I remember seeing the author of WMX being disappointed about that somewhere. Hell, it might have been in this thread. Psion posted:That's the other thing - going from zero to 150 in one swoop is going to drive you insane. Even if you manage to get Convergence working right (and a lot of people have) it's critical to start slowly, test, and build up any mod order. Knowing that one of five mods is causing you grief is a lot easier than a list of 150 and not knowing what the gently caress. I can definitely agree with that. Whenever I decide to replay a Bethesda game I inevitably end up trawling through Nexusmods or wherever to find the best mods so I can create "the perfect experience". It all inevitably crashes down, but I never learn. Psion posted:whenever I rebuild a big mod list, most of my time is spent reading readmes and taking notes to make sure I do compatibility and dependencies right. Then, sorcery. I tend to check out the Readme of whatever mod new mod I've downloaded, and when it comes to doing impossibly massive installs I tend to keep them up as a reference guide at all times. I still mess up though, but MO has made it much easier to fix fuckups. I don't miss the Nexus Mod Manager one bit. But yeah, sorcery is pretty much always involved. ThaumPenguin fucked around with this message at 22:08 on Sep 24, 2014 |
# ¿ Sep 24, 2014 21:52 |
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LoonShia posted:Fallout New Vegas: Mo' mods, mo' problems. Best summary of the last three pages.
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# ¿ Sep 24, 2014 22:10 |
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So New Vegas Redesigned 3 has been hidden on the nexus, because the modder is "Working on a new version." Seems like a bit of a strange decision, but ok.
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# ¿ Oct 17, 2014 21:31 |
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CJacobs posted:Hopefully New Vegas Redesigned 4 contains less unintentional racism. Yup, here's Johnson Nash, which I posted here a few weeks ago:
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# ¿ Oct 17, 2014 21:43 |
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Naky posted:It's not strange. I've been told that he and Drumber, the author of Fallout Character Overhaul, had a falling out or something and he now has to yank FCO's resources out of NVR3. Just what I've been told, don't know if that's actually true. Well he did diss Drumber's face meshes quite a bit, so I can't say that sounds too surprising.
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# ¿ Oct 17, 2014 23:01 |
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CJacobs posted:http://www.nexusmods.com/newvegas/mods/56312/ Seems like it still requires FCO, so I'm not sure what's different yet. EDIT: Found a changelog in the comments: Dracomies posted:Version 2.8 There's also this: Dracomies posted:If I could do one thing, I wanted to thank everyone here. ThaumPenguin fucked around with this message at 12:13 on Oct 21, 2014 |
# ¿ Oct 21, 2014 12:08 |
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MariusLecter posted:This music mod is pretty interesting, http://www.nexusmods.com/newvegas/mods/57216/ I really wish these weren't replacers, they're pretty good, but I like the original soundtrack as well.
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# ¿ Oct 21, 2014 21:01 |
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So what texture packs do people here prefer? My current setup is NMC medium with Poco Bueno overwriting parts of it.
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# ¿ Oct 23, 2014 16:54 |
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Whelp, I managed to gently caress my game up again somehow. I retrieved the Platinum Chip from Benny, but Vulpes never showed up. Neither did Alerio. I've been messing around with console commands trying to make it work, but I can't talk to the "incognito" version of Vulpes I spawned, the camera just zooms in on his face for a second. Alerio just asks the default "What do you need?" line. Resetting the quest doesn't work either. I think it might have something to do with the fact that I originally played the game with the Caesar's New Regime mod mod, but I ended up uninstalling it pretty early on as I preferred the vanilla "Evil Football Team" look. Also, it changed Vulpes Inculta's headdress into a bear because of course it did. I also tried out New Vegas Restoration, which turns The Strip into a single area and cleans up all the junk lying around, but it messed up one of Niner's quests so I uninstalled it and rolled back to a save from before I got to the Strip. No idea if this messed anything up. The only other mention I've found of this bug is this forum post from way back in 2011. The fixes suggested there didn't work for me, just ended up with the same results as before.
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# ¿ Oct 31, 2014 00:29 |
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potaties posted:What's the best way to get jsawyer, EVE, and WMX to play nice together with regards to GRA stuff? Depending on the load order, jsawyer will remove the GRA suffix from things like Laser Pistols, which can then access WMX's mods no matter what, but stores still stock GRA mods that can't be used. Sometimes WMX's weapon mods doesn't even show on the Weapon Mod Menu at all. Sometimes weapons still retain the GRA suffix and can't use any of WMX's mods. I think I'm losing track of what these mods are applying to what anymore. I'm playing with all of them using the Jsawyer compatibility patch for the PN-FOOK-WME-WMX-EVE Convergence mod, but I don't know if there's one for just those three. ThaumPenguin fucked around with this message at 00:53 on Oct 31, 2014 |
# ¿ Oct 31, 2014 00:50 |
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Raygereio posted:This was probably the cause of your problem. You could try these console commands outside The Tops: Ended up with the same result as before, Vulpes shows up, but it just does that standard zooming thing, and after that he just stands around with this smug look on his face: Look at him, he knows he's doing something wrong, the bastard. Also, he has a really weird face. --- Probably going to mess with my mods a bit and try to load from some earlier saves, starting with the one from before I killed Benny. I really don't want to start a new game
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# ¿ Oct 31, 2014 01:18 |
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Agreed posted:I can't get WME to work with Project Nevada, EVE, WMR, AWOP, MoMod, IWS, and ... uh... some other major overhauls that don't apparently conflict, too. But the problem seems to be the way the DLC expansion conflicts with, well, almost all the other DLC compatibility stuff (either individually or together). No amount of rearranging the load order helps, may just not be compatible I guess. Kind of a shame but I have so much stuff in the game already, I can probably deal with having to find the stock weapon mods if I can't always craft them. The rest doesn't even have any major conflicts at all after compatibility patches, though having all the stuff show up obv. requires a merged patch. Here are some patches between Project Nevada and EVE, WME, and WMX. Alternatively you could try FOOK - Project Nevada Convergence, which lets you use FOOK, PN, EVE, WME, WMX, and AWOP at the same time. There are also some compatibility patches there for some other mods.
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# ¿ Jan 11, 2015 19:32 |
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Oh God dammit Mod Organizer just loaded up with all the plugins deactivated and sorted in alphabetical order. Good thing I hadn't started my new playthrough yet. EDIT: LOOT isn't sorting them EDIT2: I went into plugins.txt and manually moved them. It didn't work either. What do I do? EDIT3: Ran the integrated version of LOOT again, got this: quote:15:02:03 [D] Cyclic interaction detected between plugins "FOOK - New Vegas.esm" and "FOOK - New Vegas.esm". ThaumPenguin fucked around with this message at 15:04 on Jan 14, 2015 |
# ¿ Jan 14, 2015 14:42 |
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Ok, so I disabled FOOK and now LOOT works and even displays the report properly! It hasn't done that since summer! What the hell. EDIT: Activated FOOK, now it broke again. Same error as last time. How the hell is FOOK breaking LOOT? EDIT2: Seems like I fixed it, though I'm still not sure what the problem was. EDIT3: Nope, FOOK still kills LOOT. Huh. ThaumPenguin fucked around with this message at 17:53 on Jan 14, 2015 |
# ¿ Jan 14, 2015 16:02 |
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Agents are GO! posted:Open "edit metadata" in LOOT, because I had that problem with LOOT when two different mods had "load after" entries for each other. It freaks LOOT out. See what the metadata for FOOK says. Thank you! I added some "load after" entries a few days ago, guess I got sloppy.
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# ¿ Jan 14, 2015 20:36 |
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JawKnee posted:
NVR3 doesn't touch Doc Mitchell, the author points him out as one of the well-designed characters that he didn't need to mess around with. Fallout Character Overhaul messes with Doc Mitchell though, so it's probably that. As for the albino black people, that might be because of an fallout.ini setting. Try changing bLoadFaceGenHeadEGTFiles=0 to 1. If it's already at 1 then you're probably haunted.
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# ¿ Jan 16, 2015 15:46 |
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Sion posted:I installed a ENB called Ruby and now some of my terrain is now see through. Like, I can see objects through it - it happened shortly after changing cells when movin' around outside. Anything like this happen to anyone else? The Steam overlay tends to cause some issues with ENBs, try disabling it and see what happens.
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# ¿ Jan 16, 2015 17:49 |
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# ¿ May 2, 2024 05:55 |
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Bob NewSCART posted:Any decent mods came out in the past 6 months to a year I guess? Kind of want to replay this again. fennesz posted:I was just wondering the same thing. I want to reinstall but instability and sheer laziness of finding all the mods I want is holding me back. Afterschool Special is pretty great. It's a quest mod where you refurbish the Goodsprings Schoolhouse into a player home. It has good voice acting and some neat scripting. I found it pretty fulfilling. House of Horrors is a spooky quest mod where you explore a haunted house. Has some pretty neat scripting. King of the Ring is a quest mod where you enter the world of professional boxing. Made by the dude behind New Vegas Bounties. Haven't played it myself. IMPACT is a mod that adds some more punch to guns or something. Expect lots of casings, bullet holes, and particle effects. Weapons of the New Millennia adds lots of high-quality, modern day guns. Not much more to say about it really. Vault 22 Flora Overhaul makes Vault 22 look really cool, at least that's what the screenshots tell me. New Vegas - Enhanced Camera, first person, now with legs! Also torso. Now you too can experience all the polygons that the vanilla New Vegas bodies do not have. My chest is so... angular. UIO - User Interface Organizer Like Unified Hud Project, but automatic! Makes pretty much every UI mod play nice. That's the ones I can remember off of the top of my head and also the Files of The Month page on the Nexus. There's probably some other good new mods out there, but I'm too tired to look for them right now. Might see if I can find some more tomorrow.
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# ¿ Jan 17, 2015 01:05 |