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Swartz posted:Playing through yet again with many mods, but I'm missing a mod that I'm hoping somebody has made (and I'm unable to find). I don't think so. The way vendors work in Gamebryo games is that their inventory sits in a hidden chest in the world, usually outside the boundaries, and that's where stuff you buy and sell goes to including your money. I think they do it this way specifically to prevent people from doing easy mode vendor killing for easier crafting/selling elsewhere/money grabbing. That being said, there could be a mod that changes that whole system but I don't think I've ever heard of it.
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# ¿ Feb 15, 2015 18:17 |
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# ¿ May 20, 2024 20:20 |
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If you like DUST, give Vicious Wastes by Slippy a look over too. It didn't get the exposure and attention DUST has but the author is very active in working on it and is highly concerned about compatibility.
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# ¿ Feb 16, 2015 22:48 |
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Swartz posted:Thanks, downloading now Actually, I tried to contact you via the old email address I used to contact you before but you never responded. I can definitely ask him and if your artist is creating his models with the normal baking process he might even be interested in texturing a couple of your original weapons like the AA-12 and such. But he only does weapons that use the modern normal baking process. I can't promise anything on either front but I can always ask. Either way, if you feel like releasing your weapons for FNV after your first release for STALKER, hit me up and I'll convert them for you with or without Mill's textures for you to release on Nexus.
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# ¿ Feb 16, 2015 23:36 |
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Magmarashi posted:I would seriously pay one of the talented weapon makers we have for a Reaper DMR from Planetside 2 or the Lawbringer MK II from Dredd Meh. You might be able to contract someone to make 'em. Those I work with don't really do commissions though.
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# ¿ Feb 17, 2015 05:32 |
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http://www.nexusmods.com/newvegas/mods/35262/ You're using this loader for the 4GB exe right? It's the one NVSE's website recommends.
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# ¿ Feb 18, 2015 00:56 |
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Woolie Wool posted:Someone converted the Bianchi LMG to Fallout New Vegas? I did, ages ago. For The Armory.
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# ¿ Feb 18, 2015 03:58 |
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Gamebryo isn't even really at fault. It's more of a graphical front end that Bethesda bought the source code to and forked off for their own purposes. The logic engine behind it is what everyone has an issue with over the games and it's what really didn't change much with Skyrim aside from a new scripting language and other minor improvements. Even the updates they did to the graphical side of things for Skyrim isn't half as impressive as the current non-Bethesda forked version of Gamebryo is capable of doing. Honestly, all of the tech programmers working for Bethesda are just incompetent and/or lazy. Same goes for their animation department. And art department. And writing. Okay, so the whole damned company is incompetent and lazy. How their games are so massively successful all these years must absolutely infuriate better studios with better and more technically sound games and game engines that don't do as well. There's a kind of sick injustice in the whole thing, really.
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# ¿ Feb 25, 2015 03:38 |
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For survival poo poo, check out Vicious Wastes on Nexus to see if it's what you're looking for. The author's quite active in working on it and is steadfast on making sure poo poo stays compatible with a wide range of mods via scripting, something a lot of the other survival/rebalance type mods don't do.
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# ¿ Mar 2, 2015 07:27 |
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Agents are GO! posted:Apparently, TrainWiz is working on a New Vegas mod. Anyone who posts in the Skyrim modding thread knows how much I love his Skyrim mods, so you'll understand that I am super goddamn excited. I converted the NCR RR train thing for him to use and rigged it up so it could, in theory, be animated at some point if someone had the knowledge and willingness to do it.
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# ¿ Mar 15, 2015 03:11 |
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Klaus88 posted:http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas Add that with most of the poo poo from this guy. Taurus' stuff should be the kind of stuff added to the OP. Most of his mods are great stuff and most importantly he covered the retexturing of most of the guns Millenia didn't want to do. He also retextured a lot of the vanilla enemies too.
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# ¿ Apr 9, 2015 00:56 |
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I believe you may have to regenerate the LOD files to correct it but I could be wrong.
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# ¿ Apr 12, 2015 06:41 |
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I believe the generator in Lombard was to open the door for the room (behind the flag) that would have had the weapon wall support for The Armory. Which then turned into Weapons of the New Millenia support through King of Swag's updates. Which have since turned into nothing to my sadness. I really want a home mod that adds in weapon wall support for WNM. Badly. I didn't make WNM a master for nothing and yet nobody has released any worthy support plugins to my annoyance.
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# ¿ Apr 22, 2015 05:33 |
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Antistar01 posted:Wasn't the generator in Lombard Station intended as in-joke at the expense of the overly complicated (but optional) generator system in Underground Hideout? It was, but if I remember my conversations with Omni right, he was going to make it functional too.
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# ¿ Apr 23, 2015 01:16 |
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BurritoJustice posted:I'm somewhat disappointed that paid mods are gone because I legitimately think it should be an option for mod developers (donate buttons don't really work), but I'm more happy its gone because now everyone will shut the gently caress up about it. Donations work just fine on Nexus as they always have since it was implemented a year or two ago, but as always it's up to you whether or not you want to donate. In terms of WNM (Weapons of the New Millenia), Mill has offered to split donations with me a while ago and I've refused. He deserves and has earned most of any donations we get anyway, which is still very little if you're curious but we don't really care. If nothing else, this whole paid mod thing has increased people's willingness to actually donate to good mods that are well done and provide lots of content to users. Ironically, I would bet that we got more donations in the past few days than we have in probably the past half year. It's not why we do it but it's appreciated and goes towards paying for licenses and plugin fees and such. And alcohol, I'm sure.
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# ¿ Apr 28, 2015 05:06 |
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Delacroix posted:What's the difference between the 2.9 and 2.5 versions of The Armory? The weapon table in the directory looks like it only applies to the 2.5 version. 100+ more weapons or so, but some are broken.
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# ¿ May 2, 2015 02:24 |
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GaistHeidegger posted:Is there a good solution for getting the Cowboy, Grunt, etc. perks to recognize appropriate arsenal from Millenia and similar fare besides just making manual edits to a FoMOD list? There is a small Millenia 'grunt compatibility patch' which runs a script to try to insert them but I did not have much luck with it and it only addressed a small portion of the weaponry. I added them to those perks via script where ever they are applicable. For example, I put revolvers and some shotguns into cowboy, and I only put widely weapons actually used by militaries in grunt. I don't just add everything in either because not everything meets the perk's description.
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# ¿ May 7, 2015 00:24 |
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2house2fly posted:Melee and unarmed weapons generally get ignored by modders They're ignored because they're by far the least popular weapon releases. The knives that we've done are unquestionably the least popular weapons we've ever released. Nobody plays FNV to swing a sword around, they have Skyrim for that. Hell, even pistol releases aren't that popular unless they're very iconic, i.e. 1911, USP, C96. Also, despite the vocal minority that screams about immersion and lore friendliness and wood frames and all that jazz, the more tacticool a weapon is the more popular it is. We've definitely noticed several trends over our many, many weapon releases and those are just a couple of 'em.
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# ¿ May 11, 2015 05:44 |
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Just to warn people, we're letting the happygeckosoftware.com domain die along with the hosting so whatever's been hosted on there is going with it. That includes The Armory. It's been a dead project for a while and the month stats for the site have been pretty low so we're yankin' it. Unfortunately that means some of the other hosted stuff (that's linked in the OP) will go with it so I don't know if people want to up it all to a mega or something somewhere but that's up to you guys.
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# ¿ May 14, 2015 04:47 |
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Cream-of-Plenty posted:I can't remember but isn't LPAM hosted on there too? Yeah, and a couple others like Simple Street Lights and such too I think.
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# ¿ May 14, 2015 05:10 |
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edit: nope, most recent update to firefox fixed it. NEVERMIND.
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# ¿ May 16, 2015 04:08 |
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Missing Name posted:Are there any mods which remove muzzle flash from suppressed weapons? You can't change muzzleflashes via mods because the muzzleflash is based on the projectile type that's chosen for the weapon. I have a custom suppressed muzzleflash effect on weapons that are integrally silenced but otherwise you can't really do it. Maybe via scripting or something but I've never even heard of someone trying that project.
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# ¿ May 20, 2015 04:22 |
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Promontory posted:I installed Vurt's flora overhaul, but the better trees look out of place with the default textures. NMC Texture Pack wants me to install the Nexus Mod Manager. I've already got FOMM and the 4GB .exe: can I make these things play nice with each other, or should I start all the mods from one launcher? Check back the last few pages. Raygereio rehosted all of the HGS links to MEGA but C-O-P hasn't updated the links for them yet I don't think.
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# ¿ May 24, 2015 18:18 |
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LumberingTroll posted:It's been a while since I played FNV, whats the deal with Lutana NVSE? does it replace the regular NVSE? No, it's a plugin for NVSE that expands the functions mods can call upon with via NVSE.
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# ¿ May 28, 2015 00:33 |
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Yasser Arafatwa posted:On the other hand NV actually has an identifiable aesthetic and isn't a bunch of completely unrelated set pieces randomly scattered on a world map that you get with FO3. It's such an absolute trainwreck of a "world" that doesn't mesh as a cohesive place at all. Which is incredible given what they had to work with in the capital. So much this. FO3 feels like 20 different small teams built certain portions of the map by themselves and then as development got closer to the end, they just pieced them all together like a lovely jigsaw puzzle. On one hand, some people might argue the vast differences between everything is part of what made things so interesting but on the other, when you really, really think about it - absolutely nothing makes any sort of cohesive sense what-so-ever.
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# ¿ May 29, 2015 00:32 |
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2house2fly posted:Does anyone use Micalov's Weapon Pack btw? I really like the look of the weapons but when I installed it my game got noticeably less stable. No, it might actually be the mod. The problem with a lot of mod authors, especially with weapons/armor that are created by nifskoping, is that most of them aren't aware of all the little things that will cause crashes and instability when they make them. If you're not careful when you copy and paste parts around and such you can easily create what I call garbage strings and other oddities that WILL cause random crashes and such in the game. Over time I've learned to see the signs and avoid/correct them but I imagine most mod authors wouldn't have a clue.
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# ¿ May 30, 2015 06:28 |
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Boris doesn't give a poo poo about FNV and I believe he's officially stopped updating ENB for it as well.
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# ¿ May 31, 2015 01:56 |
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Tabletops posted:So I have WMX and weapons of the new milennia installed, however it seems like many of WMX's 'generic' mods (by bullet caliber) don't work with them? That's not at all how it works. WNM has its own modkits for its own weapons, as will any other weapon mod that is released separately. WMX presumably only works with stock weapons though I suppose any mod maker that chooses to use it as a master could also draw upon its modkits as a resource for their own weapons.
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# ¿ Jun 6, 2015 02:15 |
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Most people seem to recommend revisiting FO3 through FNV using TTW though. Far more stable and with some work FNV mods will work and cross over into the capital wasteland too.
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# ¿ Jun 6, 2015 08:36 |
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Saint Sputnik posted:There are also alt start mods that give you the choice when starting a new game of being in New Vegas first, which is what I like to do. For one thing, thanks to the laziness of many modders, you can grab enough gear to single-handedly destroy the Legion before even leaving Doc Mitchell's house. No way I'm going to play through Fallout goddamn Three in its entirety before getting that sweet poo poo. I'm not lazy, I put it there to test and also for those that want to play with the weapons right away. I always place everything in the leveled lists too though.
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# ¿ Jun 7, 2015 17:34 |
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I AM BRAWW posted:Game stops responding when I try to leave Doc Mitchells house. Based on that list, I'd guess Electrocity. It's got a poor reputation for stability and bloat.
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# ¿ Jun 13, 2015 08:00 |
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CASM is basically the only required first-time-playing mod for FNV, so yes, install it and only use it.
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# ¿ Jun 19, 2015 05:55 |
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Last I talked to Swag on Steam, he requires some functions to be added to NVSE that still have yet to be done to properly do things IIRC. He says he wants to finish the project but without them it's not worth doing I guess.
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# ¿ Jun 20, 2015 00:27 |
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Nehru the Damaja posted:I seem to be getting a lot of repeat tracks on the expanded Mojave Radio. I'm just loading the esps in order from 20 to 100. Anything I might be screwing up? Esps? I believe you're only supposed to use 1 esp.
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# ¿ Jun 21, 2015 23:32 |
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UberJumper posted:Is there a decent flashlight mod? Flashlight NVSE doesn't seem to work. Even if it did, it's a huge performance drain.
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# ¿ Jun 25, 2015 00:58 |
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UberJumper posted:I just want to be able to see ~1+ meters in front of me at night The guy responsible for coding the underbarrel weapon code for the next update to WNM is also looking into making a flashlight mod for flashlight attachments without killing performance. Hopefully he's successful because that'd be really nice to have.
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# ¿ Jun 25, 2015 05:25 |
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Al Cu Ad Solte posted:https://www.youtube.com/watch?v=FhqMcb0IBH4 It's one of Hitman's animations, you can find it in his animation resource page on Nexus. I will take some credit for it though for being the one to suggest he do it
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# ¿ Aug 12, 2015 05:18 |
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Possible someone reported it? An author of one of the items that happens to lurk this thread maybe?
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# ¿ Sep 6, 2015 04:28 |
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Capn Beeb posted:Nope, he kinda got a life so Kind of like me and the next update to WNM. TBH, I'm tempted to throw everything together, half finished or not, and toss it out the door. Let the community finish what it will. I honestly don't give a gently caress about FNV, modding it, or maintaining one of the most popular weapon packs for it any more.
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# ¿ Sep 12, 2015 01:11 |
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SpookyLizard posted:stop loving using nexus mod manager I'm so sick of saying this on Nexus and arguing with morons on Nexus as to why NMM isn't the best mod managing tool in the world and they always somehow seem shocked to find out there's alternatives and that those alternatives are actually better. Then most decide they won't use the alternatives anyway because they're lazy.
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# ¿ Oct 3, 2015 08:40 |
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# ¿ May 20, 2024 20:20 |
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Yeah, that's basically what happened. It almost won FOTM too. It's okay, a few of my other releases got FOTM.
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# ¿ Jan 2, 2016 03:22 |