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Naky posted:What be this? Someone who needs some UI mods? e: oh fine chakrams
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# ¿ Apr 22, 2011 17:08 |
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# ¿ May 10, 2024 21:06 |
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It'd better have the proper muzzle flashes, Naky. too bad you can't give it a melee alt-fire, that'd be pretty awesome. Psion fucked around with this message at 21:09 on Apr 29, 2011 |
# ¿ Apr 29, 2011 21:05 |
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Naky posted:Why can't I? Someone hasn't seen what's in the past two builds. (Pistol whip style melee weapon) zzzzzzzzzzzzzzuh? And you got me there, I build a modlist and freeze it for an entire playthrough and I haven't finished my latest (sidetracked by Dead Money). I like it! Psion fucked around with this message at 19:35 on May 2, 2011 |
# ¿ May 2, 2011 19:32 |
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BrainGlitch posted:Nah, and if he tries I'll tie him up and torture him until the idea escapes him. gently caress the SA80. Earlier models could have their function impeded simply by squeezing the receiver by hand. I hear they eventually got that fixed. Naky can just add the L85A2 There's a proper SUSAT for NV, right? I mean that's half the point of adding the SA80 series.
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# ¿ May 6, 2011 19:38 |
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SheepNameKiller posted:WME was slow to develop compatibility patches for some of the new mods that came out. A World of Pain didn't have a compatibility patch until like 2 months ago and that mod has been around for a long rear end time. Yeah, when I set my latest build order WME just flat out wouldn't work with some other items on my modlist, whereas WMX was "install mod, check included patch ESP in load order, done." If that changes, that's cool. I can use WME next time. Also I retain my bitterness towards early FOOK in FO3 SO YOU KNOW I'm assuming it's super way better at this point, though.
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# ¿ May 9, 2011 17:06 |
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fennesz posted:I particularly like that he's got all of this Nazi poo poo all over his profile...and lists National Socialism as one of his interests. hahahahahahaha Cerevisiae posted:and merging a bashed patch with Wrye Flash. For anyone who's used this - does Wrye still not believe in compiling a goddamn exe? As in, am I going to have to do the Python Installation Dance just like I had to do for Morrowind, or has someone finally had a brainstorm and just compiled an executable because they realized making people download three versions of Python and comtypes to be exceedingly dumb? I'll be setting up a new PC in the near future and a brand new FONV run with all the DLC I grabbed for cheap off Steam a little while ago, so it's going to have eight zillion mods, and I'd love to use Wrye Flash if it's anything as decent as Mash, but getting it to run is ughhhhh. Psion fucked around with this message at 17:20 on Aug 25, 2011 |
# ¿ Aug 25, 2011 17:18 |
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Naky posted:List of all the weapons in the pack! You know, I knew it had a ton of stuff, but seeing it all listed out really drives that home.
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# ¿ Nov 23, 2011 19:03 |
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Naky posted:Electrocity is infamous in its instability too, BTW, and is also incredibly picky with its load order. Honestly it's not worth using IMO. I've never had a problem with Electrocity and I've used it (am currently using it) New vegas! never consistent. as for an Armory-compatible Lombard, I too would love this since Lombard Station is amazing but you'd have to practically double the weapon wall space. Integrating it into the existing walls would be brutal, but maybe making a new Armory wall and setting it where the two tables are, basically turning the wall from an L-shape to a U-shape might work. but seriously my weapon and ammo walls with all the DLC looks so badass.
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# ¿ Nov 28, 2011 20:36 |
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kthegreat posted:I was wondering if anyone knew of a good character editor. I messed up what attributes I wanted, and I'm past the point where you can change them. The only one I could find was psychoelfs character editor, but I'd rather ask here first to make sure my files don't get screwed up. If you just want to tweak things and have a modicum of self control, get something like the NV Cheat Terminal which works just fine and can let you do what you want. I'm also pretty sure you could just do some console command poo poo and solve it that way, but the cheat terminal is stable and works fine. I've used it to fiddle with all kinds of stuff.
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# ¿ Nov 28, 2011 20:38 |
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I just switched to oHUD and haven't seen any changes from when I used iHUD, but that's good - it works, it's good, and it's no-nonsense.
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# ¿ Dec 7, 2011 20:02 |
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Tewratomeh posted:I have Secret Stash still installed, not sure if it's cool with the mods here to rehost it on RapidShare or whatever. I could just repack the full "radionvextend" folder along with the Secret Stash and Radio New Vegas Extender .esp files. I'm pretty sure the SA mods won't mind. It's a mod for NV that someone took down from Nexus, right? So what. On an unrelated note, for some reason I keep going back to this outfit as my go-to whenever I'm using anything in .44 magnum (all the time) http://newvegasnexus.com/downloads/file.php?id=37526 As a rare and exciting thing on Nexus which isn't awful, I like it.
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# ¿ Dec 8, 2011 18:56 |
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V!ntar posted:Also, in FOMM, I can't seem to remove Archive Invalidation. The little check mark just stays there. Help? " Run FOMM as an administrator (right click, run as) - I had to do that to get AI working properly, you might need to do it to get it removed.
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# ¿ Dec 15, 2011 00:56 |
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It's assuming you're using FOMM, probably, though the regular launcher under "Data Files" can probably do this too. but get it. FOMM is Fallout Mod Manager, by the way.
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# ¿ Dec 28, 2011 03:08 |
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Cream-of-Plenty posted:I wouldn't know anything about applying mods to the PS3 version of the game, but I imagine there are several issues with this approach (somebody correct me if I'm wrong): As far as I know you're correct for the most part, but Morrowind on Xbox did allow for some but not all PC mod ports. The comparison isn't ideal since the Xbox was x86 architecture just like PC, and the PS3 most certainly isn't, but there is some history for limited modding of Gamebryo on console. If a mod is just some scripting changes and fixes, those are probably going to execute the same. The more complex the mod gets, the chances of it working plummet like a rock. And I'm sure there are some wicked pitfalls where some seemingly innocuous mod would make the game self destruct for no real reason.
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# ¿ Jan 26, 2012 05:51 |
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Aside from using FOOK? Are you sure the .esm/.esp files are in /data/ correctly? I only ask because I've never had FOMM fail to recognize a mod not installed through FOMM on launch -- except when I did something dumb like put them in /data/modname/ instead of just /data/.
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# ¿ Jan 26, 2012 18:11 |
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Ddraig posted:Bounties 2 is kinda terrible. They decided that the bounties you did in the first one weren't nearly so difficult so they throw you into a bunch of bullshit encounters. The worst I came across was "Prometheus" which was basically several waves of super-hard super mutants and finally Prometheus himself who is practically a behemoth. I agree Bounties 2 jacks up the difficulty a lot, but I found it wasn't so bad aside from that one underground training camp murdering my system for rendering 75 enemies in one zone. I actually had use for - hell, needed - traps, area-effect grenades (like MFC clusters) and heavy weapons like nukes and the auto grenade launchers and stuff. Once I wrapped my head around the idea of needing to bring both my traditional precision rifle (of whatever type) but ALSO area-denial/area-effect weapons, I actually started liking it more. I got to use a wide range of weapons I normally don't even bother with. I'm not pretending that's 100% a positive, but I ended up less annoyed than I thought I'd be. if all else fails, a fully modded .50 AMR with explosive rounds does wonderful things.
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# ¿ Jan 28, 2012 00:00 |
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Electro-City used to plonk this huge ELECTRO-CITY POWERPLANT FACILITY or whatever right in the middle of 95 north of Novac. It doesn't anymore. They also reduced the large size of the "Powered By Electro-City" signs which were on every single lightpole. I think it may be a little more modular these days? I don't know - anyway, I think Electro-City is solid. Been using it for a couple months and had no problems. And it's a lot less obnoxious about talking itself up after you installed it already. As for weather, I use Nevada Skies. I've used Fellout, a couple others, they're all fine.
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# ¿ Jan 29, 2012 00:15 |
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rope kid posted:* THE MOST IMPORTANT BUG HAS BEEN FIXED: "HAS BACKPACK" HAS BEEN CHECKED ON ALL RANGER COMBAT ARMOR AND RIOT GEAR!!!!!!! WOWOWOWOW!!!!!!!!!!!!! Oh, well good. I wasn't going to use your mod until you fixed this critical error. what does this do exactly
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# ¿ Jan 30, 2012 18:33 |
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Naky posted:Seriously, gently caress blackout ENB series. Can we put a 'blackout' on recommendations for it in this thread? It's honest to god awful and only the mindless retard sheep on Nexus made it more popular than it ever should have gotten. Realistic mojave is the only ENB series I've seen so far that looks good in all situations including nighttime and doesn't have the stupid lighting effects and ridiculous bloom n' poo poo Blackout adds. No. Shut up.
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# ¿ Dec 29, 2012 20:36 |
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I run at a stupid high monitor resolution. That may not be an option for everyone. also I definitely suggest tweaking any ENB you come across. I've yet to find one which worked 'out of the box' - Blackout for example? Dial down those bloom values. Ten seconds in a text editor of work. I've tried approximately all of them at this point and have not found the ultimate one ...yet.
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# ¿ Dec 29, 2012 21:53 |
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SeanBeansShako posted:Would you guys say that these days getting FOOK really isn't needed anymore? I would. But then I never thought it was necessary ever. What exactly is FOOK doing for you that you like? I'm sure we can come up with a better alternative
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# ¿ Dec 31, 2012 03:44 |
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Trustworthy posted:Does CASM eliminate any issues with vanilla quicksave/autosave, or does it just stave off the inevitable? Eliminates, in my experience. Splitsoul is generally correct as to why most saves get bloated, but there is a quicksave/autosave bug with Gamebryo that CASM avoids. There's been a quicksave bug reported in FO3, FONV, and Skyrim, so there's gotta be something going on.
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# ¿ Jan 7, 2013 17:32 |
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This is only kinda-sorta FONV, but I want to roll my own ENB preset for NV because at this point I've tried all the ones that are out there and none quiiiiiiiiite work. Thing is, I can edit the ini, sure, but is there an ENB ini editing guide for dummies? One that's specific to NV or not, I just need to know things like "if I want less bloom do I set this closer to 0 or do I set this closer to 1" and things like how exactly night/day contrast values work and a bunch of stuff really. Honestly just better documented definitions of the variables and then I'll take it from there would be enough.
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# ¿ Jan 27, 2013 04:25 |
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I swear all I do is post about this. I have a file, called lombard_station_ammo_sorting_fix.7z which replaces the main and the GRA ESPs for Lombard Station. I know someone in one of the FO threads on this forum made the drat thing. Where's a good place to upload it, since I can't find the old link?
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# ¿ Feb 6, 2013 06:13 |
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I use the clipboard on the desk for all my weapon stocking and sorting, never even throw stuff in the boxes manually. also I can never remember - is it WME or WMX that's worth using?
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# ¿ Feb 7, 2013 19:23 |
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CFox posted:I'd also check out Project Nevada - Core if only just for sprinting and a grenade hotkey. Sprint alone is worth a look. I use a sprint mod (which is basically PN sprint split out) but this time around I'm going to use sprint and a grenade hotkey. I realized a hotkey means more MF clusters. Anime Schoolgirl posted:Mission Mojave has a slew of questionable and sometimes downright offensive changes, like the removal of rank-and-file NCR female soldiers. I'd shithouse that one, New Vegas is relatively functional as-is. uhhhh what? I'm always skeptical about "unofficial fix mods" but ...what? Let me guess, they claim to keep true to the spirit of New Vegas and only fix "immersion" breaking bugs. Codeword for "my prejudices," I'm sure. Psion fucked around with this message at 18:53 on Feb 15, 2013 |
# ¿ Feb 15, 2013 18:47 |
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quote:load order First thing that springs to mind: Two copies of falloutnv.esm? also "shojo race" is not something I'm looking up at work.
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# ¿ Feb 20, 2013 22:03 |
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There's a mod - I'll see if I can find it - which makes a custom station for you. All you have to do is put music files in the right folder. Is that what you're looking for? Basically you supply the mp3s (or whatever audio format it needs, I forget) and it does the rest. If you want just an extender, that's Secret Stash or More Where That Came From or whatever which comes with a custom radio station and music already. e: okay now it modifies Radio New Vegas, but http://newvegas.nexusmods.com/mods/36835 - there are other ones which make a custom station but they're much less user friendly, so go with whatever works best. Of course we all know the custom radio station you want is this one: http://newvegas.nexusmods.com/mods/48039 Psion fucked around with this message at 01:08 on Apr 3, 2013 |
# ¿ Apr 3, 2013 00:59 |
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I played it. No crashes. Do you use FNV4GB? That helps a lot with his script-heavy sequences, I think.
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# ¿ Apr 16, 2013 04:57 |
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Just dump them all in the tub. All of them.
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# ¿ Apr 16, 2013 05:29 |
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escalator dropdown posted:I don't think I was last night, but I just did and that didn't change anything. Still crash immediately on load after entering the first elevator in Outpost Lambda, using FNV4G. Had just restarted my computer and didn't have any other programs using resources either. My computer isn't that bad, either, runs most things on fairly high settings just fine. Guess I'm just going to load up an earlier save and ditch The Inheritance. Did a little more investigating - It's a known problem, but it's really erratic how it hits. One person reported success by dialing every in-game setting down to minimum, graphics and the like to get him through the problem spot (i.e. Lambda) I guess you'll have to until/unless someone comes up with a good workaround. Author's said he's working on a patch so maybe check back later. Interesting you've got it at the first elevator, because I'm also seeing people complain about the second one. Something weird with that outpost I guess.
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# ¿ Apr 17, 2013 04:57 |
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e: post/reply problems really
Psion fucked around with this message at 00:21 on May 29, 2013 |
# ¿ May 29, 2013 00:16 |
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real quick, Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Unless PN says explicitly to do so, I believe having ESMs after ESPs is a bad idea. Making a merged patch will let you deal with two+ mods which modify the same thing and I don't know enough about PN to say whether you need one. They aren't, usually, bad ideas - especially if you have a lot of small mods rolling them all into one merged is a lot better insofar as NV is concerned since modcount gets cranky after a while. With the number you have it shouldn't be a problem, but might be something you want to keep in mind as a first option if you get trouble. Lord Lambeth posted:That honestly sounds really nitpicky. Unless it adds more bugs then it takes out, I see no reason not to include it. You have to ask yourself who the audience is for your modpack. MM changes a lot of things - a lot. And they aren't documented. So right there you're telling your audience "you have to trust me that the changes in here - which I can't list for you because they don't list - are good." Now arguably that's the case of any modpack, but at least in any other case I can refer to documentation for mods and see what has changed and decide if it's for me. If you include MM, it becomes "you have to trust me and there is literally no way to find out." Also, Mission Mojave (or any 'unofficial patch') is in my experience irrelevant to the stability of NV - at best you break even, and more likely you're worse off. If you personally haven't had a problem, that's all well and good. Does it deserve to be in a modpack meant for the 'all in one making New Vegas better experience' - what I think you're trying for? I'd argue no. Psion fucked around with this message at 00:24 on May 29, 2013 |
# ¿ May 29, 2013 00:21 |
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Nelson Mandingo posted:But I did. Hmm thanks for the heads up though. I think there are three INIs you can edit that all have the section DarnUI tells you to paste in. Worst case do it to all of them. It'll stick eventually.
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# ¿ May 31, 2013 00:49 |
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Looks like the one used for the Niner companion, and all that one indicates is "contact JackoO for the mesh" I have a question about interior lighting. I've been cycling through ENBs lately and the problem I'm finding is a lot of interior lighting is too directional (so you get really harsh relief shadows) and too dark. I'm wondering how easy is it to tweak interior lighting - or whether or not Interior Lighting Overhaul would help? It says "makes dark things darker!" which is sort of the opposite of my interest. Psion fucked around with this message at 19:58 on Jun 8, 2013 |
# ¿ Jun 8, 2013 19:53 |
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Cream-of-Plenty posted:It might be possible to just open up ILO in FNVEdit (so that you have a convenient list of all of the cell lighting edits) and then change the values to brighten up the cells. Save and use the mod as if you had never tweaked it. It'd definitely be simpler than making your own plugin, especially since you just want to make poo poo brighter. It's been a long time since I played around with those values, so I can't really give extensive advice, but this would be the route I'd take. I actually solved this in a really ridiculous way. There were only a few cells where I was really irked about it being too drat dark - mostly in my hideout/player owned places. So: Glow Sticks. Just bought a few from Chet and tossed them into the room. Problem solved. They're also pretty handy for wandering around vaults and the like.
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# ¿ Jun 9, 2013 20:11 |
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Mr.Hotkeys posted:This is awesome and assuming they're cheap and easy to find will make the early game with darker nights a lot more interesting. Wonder if I can get Project Nevada to recognize them as grenades. Console probably makes that easy enough. The readme includes spawn codes. And for what it's worth I haven't had much trouble after hitting up a couple vendors through fast travel. Let me know if you get PN to recognize them as grenades -- I'm not using PN. But having light sources on demand sounds pretty awesome, so maybe I do need grenade hotkey or similar. Psion fucked around with this message at 03:37 on Jun 10, 2013 |
# ¿ Jun 10, 2013 03:32 |
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Right now, I use Lone Wanderer ENB. I don't know what the fps hit is because I still get a playable framerate so whatever! http://newvegas.nexusmods.com/mods/50327/ but at this point I don't think there's an ENB I haven't used. Only tweak I can recall making on this one is disabling DOF because I hate fake videogame DOF. The one linked above is probably solid too; that guy does good work. Here's a comparison, without top, with below: Psion fucked around with this message at 03:13 on Jun 12, 2013 |
# ¿ Jun 12, 2013 03:08 |
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http://newvegas.nexusmods.com/mods/48917 Works best with DarnUI/oHUD/MCM, of course. You can set it up to be a motion tracker only if you want to get your Aliens on. also I normally disable it for screenshots but I guess you lucked out that I screwed up! I should do a post on quality-of-life improvement mods that I've found over the years, the little stuff that never gets attention. Like one which sets the Pipboy background to flat black. Really makes Readius great, that one.
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# ¿ Jun 12, 2013 04:00 |
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# ¿ May 10, 2024 21:06 |
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Mr.Hotkeys posted:It kind of looks like there's a slight blue filter, is there? If so, I kind of like that. Nevada Skies removes all filters entirely and it makes a lot of things look really neon and weird in certain lights, especially in Goodsprings. During the day with blue skies, yes, you get some blue tint. Some ENBs are practically perma-blueshifted, not this one.
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# ¿ Jun 13, 2013 03:31 |