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SheepNameKiller
Jun 19, 2004

potaties posted:

As for disabling the weather effects, do you mean the cloudy/foggy/whatever settings, or the rainstorms/sandstorms? I wasn't sure which to disable, but it was going pretty crash-free for the 5-10 minutes I farted around with it.

Cloudy/foggy/etc, until you disable them you're actually using Nevada Skies lighting for the daytime instead of URWL lighting. Not disabling them isn't likely to cause crashes, and you might even prefer to play with them enabled when all is said and done, but do keep in mind that they totally overwrite URWL, so it comes down to what you want to pick.

Sandstorms and Rain should still happen with these options disabled since they're scripted but you might need to change their frequency in the hygrograph as kind of an "on switch" before they start occurring, it runs the add script for these options which is necessary since you're using URWL's climate settings instead of Nevada Skies.

SheepNameKiller fucked around with this message at 07:54 on Jan 15, 2011

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SheepNameKiller
Jun 19, 2004

potaties posted:

I'm not 100% positive that's even necessary, though. It seems to be for an older version of URWL, so I think they're just natively compatible now, aside from disabling the weather effects in Nevada Skies.

I haven't looked at the NS guy's compatibility patch but I do know that it's badly outdated, I'll put this on the list to check out tomorrow.

SheepNameKiller
Jun 19, 2004

Hobo on Fire posted:

For all you guys yakking about lighting, the ElectroCity and URWL guys just put up a lighting controller accessible in game:

http://www.newvegasnexus.com/downloads/file.php?id=39619

That's pretty amazing, makes it so you don't need to use multiple mods at once and fudge with load order - just pick URWL, Fellout or Nevada Skies and tweak it to your liking. Also can make nights as dark as you really want them to be.

SheepNameKiller
Jun 19, 2004

Anyone know what the typical reason is for "flickering" textures, or textures that flash in and out at a very quick pace? I have a couple spots in my game where it totally ruins the mood, and I'm trying to figure out a way to correct it.

SheepNameKiller
Jun 19, 2004

lethial posted:

The creators of the weapon mod expansion for FO3 has finally finished their weapon mod expansion for FONV!

Weapon Mod Expanded or WMX

The amount of changes are really quite impressive, now I just hope I won't have too much trouble uninstalling the other version of weapon mod expansion :ohdear:

What makes this better than WME exactly?

Mister Bung posted:

Not quite what I was looking for...

Click here for the full 1680x1050 image.


I think I just have to turn any darker nights options off, they just annoy me too much by being ridiculously dark.

That doesn't look right, way too dark for URWL darker nights. Are you using something else at the same time that's also having a cumulative effect on nights?

BOSS sucks by the way, it doesn't reduce the number of potential conflicts much in my opinion and is a really bad substitute for learning to do it yourself using the FNVEdit program. There are many times when its suggested load order is just plain wrong.

SheepNameKiller fucked around with this message at 18:10 on Jan 16, 2011

SheepNameKiller
Jun 19, 2004

Gyshall posted:

That screenshot is perfect, what lighting/weather mods are you using?

That's stock Fellout, man. It's taken right from the mod's screenshot page.

SheepNameKiller
Jun 19, 2004

Welp, I was about to finish up something similar myself in the GECK but the guy who made URWL beat me to it. Looks like Marcurios has finally altered Nevada Skies to use URWL's color schemes, which means you can FINALLY get Nevada Skies' sunrises, skies and sunsets along with URWL's saturation/contrast tweaks. You can pick it up at the URWL main mod page:

http://www.newvegasnexus.com/downloads/file.php?id=35570

You can still use the URWL Darker Nights mod after as long as you load it later in your load order. Recommended load order is as follows:

(optional) URWLNV (Is it still necessary to load this?? I have no idea, there are some materials packaged in it that aren't in the URWLified NS esp - either way, it's not likely to cause crashes if you do)
Electro-City - completed workorders
ELectro-City - Highways and Byways
Nevada Skies - URWLified
(optional)URWLNV Darker Night
Electro-City - Imaginator

This is the sweet spot for making NV look as good as it can look in my opinion, it combines the two best parts of the two best mods AND you can tweak it yourself with imaginator. Here's a few screenshots of the new weather:


Click here for the full 1680x1050 image.



Click here for the full 1680x1050 image.



Click here for the full 1512x945 image.

SheepNameKiller fucked around with this message at 21:14 on Jan 16, 2011

SheepNameKiller
Jun 19, 2004

Amstrad posted:

I'm glad now that I never bothered to use this guy's stuff. I can't stand people who have this sort of attitude about modifications.

His work is pretty freaking sweet though and it really does make the game look ten times better, it's sad to see he's essentially totally insane.

Cream-of-Plenty posted:

Here

Talkie Toaster is working on this. It allows you to recruit pretty much anybody, and get perks from them relevant to their skill group. Check it out.

Awesome, now all we need is a port of his tactical combat order system mod and we'll be good to go.

SheepNameKiller
Jun 19, 2004

9 times out of 10 that type of thing happens because you have a glitchy animation mod, and you're moving before the animation finishes in first person mode. I don't see anything in your load order that looks like a smoking gun but many animation mods are not based on ESPs, and I don't use some of the stuff you do so I wouldn't know if it contains animation glitches.

SheepNameKiller
Jun 19, 2004

Brace posted:

http://www.newvegasnexus.com/downloads/file.php?id=39613

These are great looking retextures of the beasts in this game, gonna try it out and report back on it

Not downloading this until the brahmin udders jiggle back and forth seductively.

SheepNameKiller
Jun 19, 2004

I took a look at a few of them and felt the same thing about simply darkening the existing texture, and for the most part that's exactly what he did. He did sharpen a couple of details though that result in a marginally higher quality texture overall, so it's not totally without some production value.

SheepNameKiller
Jun 19, 2004

Octagon N posted:

I tried unloading the only animation mod I remember using (handgun animation replacer), standing perfectly still as I bring up the Pip-Boy/weapon (loading from a fresh save where the 1st person view was working normally), but am still getting the same glitch. Any idea what the 1 out of 10 cause may be?

Do you have any idea of any of those XFO plugins edit the third person camera? Could be something to do with that. I have much of the same mods you do and can't say I've ever had a similar problem, I wonder if Mikoto might be the cause?

SheepNameKiller
Jun 19, 2004

Horns posted:

I always thought I was the only one annoyed by that. How many games have done visor view right? Metro 2033 is the only one that comes to mind:


Click here for the full 1024x640 image.


Project Nevada seems like it has at least one helmet that adds a similar effect - cracked glass in your field of view but no other limitations. You can see it at 0:29 in the below link, it's no where near as nice as Metro's of course.

http://www.youtube.com/watch?v=juMWKWR_BCo

The other ones are pretty horrible though IMO, so I doubt I'll keep that feature enabled for the one helmet that isn't an awful design choice.

SheepNameKiller fucked around with this message at 17:31 on Jan 18, 2011

SheepNameKiller
Jun 19, 2004

I have no problems running Electro-City. It could potentially be a problem with both of your load orders, but I wouldn't rule out a driver or hardware incompatibility.

SheepNameKiller
Jun 19, 2004

Anal Surgery posted:

I'm certain it's probably the latter, I just don't know how to check that or what to do about it.

I actually suspect it might be the former, incompatibilities between two mods do happen pretty much all the time and BOSS only removes like 50% of them. There's nothing inherently bad about some mods but sometimes when you use them together with other mods it can cause crashes, FNVEdit helps catch things like this sometimes but it's not a foolproof solution.

In the case of Mordaedil it's a little more cut and dry, the disappearing hair and texture swapping I'm almost 100% sure is a mod conflict. The water texture swapping is actually something that used to happen all the time in FO3 because Fellout conflicted with Broken Steel until a compatibility patch was developed.

SheepNameKiller fucked around with this message at 00:39 on Jan 19, 2011

SheepNameKiller
Jun 19, 2004

A Lamer posted:

Nope, I figured the redundancy with URWLified NVSkies would cause more issues than having a non electro city optimized esp enabled.

URWLified NSkies is a replacer, even for the electro-city/lumenarium NSkies .esp, so you're doing things right.

SheepNameKiller
Jun 19, 2004

Brace posted:

Wait, is there seriously no way to update a mod without re-downloading it? :smith:

There's no central repository where people put their mods to be pushed out to people's fallout mod managers, modding isn't a spectator sport brah welcome to hell.

SheepNameKiller
Jun 19, 2004

Gyshall posted:

another edit: Does anyone know how crafting/repair lists work? Is there an option to merge them in Wyre Bash at all? My concern is that I'm starting to add more crafting mods and I don't know if one will overwrite other crafting lists or not.

First off, Crafting and repair lists aren't the same thing at all. Repairing of weapons and armor is handled by Form IDs, which are basically the game's way of grouping multiple items together for reference by an object. Unless you're using Wrye Bash or FNVEdit to merge your FORM ID lists you're always going to have one mod overwriting the other as long as more than one makes changes to the repair lists for the same weapon, but with bashed patches you can overcome this. I actually recommend that you almost never use bashed patches unless you REALLY understand what you're doing, but FORM ID lists are the one thing that you can pretty consistently merge and not gently caress up one mod or the other, as long as you don't mind having all of your changes to game lists be cumulative. My preferred method of merging FORM ID lists is wrye bash, but you can use FNVEdit as well.

Crafting, on the other hand, is handled by in-game recipes, which shouldn't conflict with one another unless you have more than one mod that modifies an existing recipe.

SheepNameKiller fucked around with this message at 17:18 on Jan 20, 2011

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Gravy, thanks. What tags or method do I need to use in Wyre Bash for this?

There should be a checkbox near the bottom when creating a bashed patch (I think it's right above or below leveled lists) where you can check FORM IDs.

FORM IDs are responsible for some other things as well - perk lists (like which weapons get a damage boost from the cowboy perk) and holdout lists (or which weapons you're allowed to sneak into casinos). You should also merge FORM IDs using wrye bash if you're using multiple mods that affect either of those two things, otherwise you will potentially run into instances (for example) where both the That Gun mod and Community Compilation Bugfix mod modify the Cowboy perk list, and only the mod that loads later is going to see its weapons doing increased damage when you take that perk.

SheepNameKiller fucked around with this message at 17:26 on Jan 20, 2011

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Along the same lines, I've added Arts and Crafts, which adds more crafting recipes at camp fires for the sole purpose of reselling.

It would be pretty cool if the mod author expanded this with unique textures and meshes to allow you to create new items for placing in your home out of scrap.

SheepNameKiller
Jun 19, 2004

The cigarette thing's been done to death in my opinion, my favorite is this one:

http://www.newvegasnexus.com/downloads/file.php?id=37339

As far as alcohol reskins things are a bit more sparse, I've only seen a couple reskins of the default wine bottle.

SheepNameKiller
Jun 19, 2004

There's still a FOOK team? I thought they went insane over the ling's compatibility patch and realized that no one was going to download their poo poo once project nevada was released anyway.

heyoooo *zing*

SheepNameKiller
Jun 19, 2004

The maker of RTS released today a mod that looks like a mix of Enclave Commander, RTS and Companion Share and Recruit. The jist is that you can recruit any NPC to join your squad, assign them squad functions including a class, and set up a base camp. The mod includes stuff like artillery and vertibird attacks. Looks pretty cool, I'm wondering how it works in practice.

http://www.newvegasnexus.com/downloads/file.php?id=39233

SheepNameKiller
Jun 19, 2004

RagnarokAngel posted:

So why does 3GB New Vegas strip steam ties out? Was it necessary to make the mod work or does the modder just have an irrational dislike of steam?

It's necessary to make it work.

Mister Bung posted:

gently caress. Every single one of my saves is now affected. Fast travel crashes and saving crashes. Removing the New Bounties.esp from the load order makes it crash on startup. I tried going back to before I started the particular quest and no dice.

What on earth could have possibly happened to corrupt ALL my save games and everything previous to that point?!
I'm so bummed right now, tonight was New Vegas night :(

Does running FNVMasterUpdate do anything for you by any chance?

SheepNameKiller
Jun 19, 2004

Mordaedil posted:

I've narrowed down my problem to "ELECTRO-CITY - Highways and Byways.esp". When it is turned on, auto-saving, manual saving or quick-saving all crash my game in certain areas. The certain areas are things like Novac, Goodsprings and a tiny little cave area near the irradiated city in the very South-East part of the map.

I tried to revert graphics driver to see if that'd let me keep using it, but it still crashes.

Any ideas on what could cause that?

It's most likely a conflict due to load order, you should post it if you want any real advice.

SheepNameKiller
Jun 19, 2004

Machismo posted:

I think it is safe to say Electro-City is the first thing to turn off when crashing. Has some lovely parts like near Novac and the Strip when you first get there.

Electro-City won't cause crashes on its own, load order and mod conflicts are the likely causes if you're having problems. I fully believe that NV Bounties can cause crashes on its own since there are scripts involved, but there are no scripts involved with Electro-City, it only tweaks a few cells.

SheepNameKiller fucked around with this message at 18:55 on Jan 23, 2011

SheepNameKiller
Jun 19, 2004

LvK posted:

I installed New Vegas redesigned and now I'm getting black and hispanic people turning white and really fun things like seeing a dead guy with a black-skinned body and a white-skinned head.

This is actually not an archiveinvalidation problem, try opening your fallout_default.ini and making bLoadFaceGenHeadEGTFiles = 1. If it doesn't exist then just add it above [Display] in the .ini.

Mordaedil posted:

Alright, this is the load-order with that esp enabled:

This is probably totally unrelated to your crashes but your WME .esps are in the incorrect order, named and sorted should go below weapon mod expansion.esp.

The easiest way to find conflicts between mods is to use NVEdit, which I believe is linked in the OP. Just uncollapse all the areas under worldspace and see if anything is highlighted red. If it is, two or more of your mods are conflicting in that particular area, which can and probably will cause crashes. Sorry for the nonspecific advice, I just don't see any immediate conflicts right off the bat.

SheepNameKiller fucked around with this message at 00:38 on Jan 24, 2011

SheepNameKiller
Jun 19, 2004

KiloVictorDongs posted:

What happened? I remember back in the day Morrowind had tons of mods that added decent quest content, and Oblivion had a couple of pretty good ones. For whatever reason, Fallout 3 had barely any good quest mods.

Fallout 3 had the best quest mods of all 3, in my opinion. Oblivion did have some really quality poo poo come out but most of it came quite some time after the game launched.

Morrowind had some gems but it's been quite some time since I've played Morrowind quest mods, I don't remember too many making that big of an impression, the Horror mod definitely comes to mind for sure.

SheepNameKiller fucked around with this message at 02:25 on Jan 24, 2011

SheepNameKiller
Jun 19, 2004

Cream-of-Plenty posted:

WME has a silencer for the hunting shotgun, and it is very fun to use.

Has anybody checked out the Happy Tactical Squad mod yet? Stupid name aside, it sounds like an interesting companion-based mod. The author describes it better than I can, though.

It's good, my only criticism is that you basically get everything for free right off the bat, meaning you can leave goodsprings with a mob of people and start getting tons of caps for their kills. It seems like a common thread in all of the best NV mods that the mod author literally showers you with caps, plus having that many followers right off the bat makes things really easy unless you're using some crazy version of IWS.

It is a better version of Companion Share and Recruit though, in my opinion, so if you liked that mod for FO3 you'll love this one.

SheepNameKiller
Jun 19, 2004

Gyshall posted:

A new question - has anyone come across a mod that lets you make a custom jukebox/radio? I want to make a radio that I can place in my Underground Hideout and have it play my own custom MP3s for the entire cell, kind of like Sheppard's cabin in ME2.

http://www.newvegasnexus.com/downloads/file.php?id=34999

You can design your own radio station with MP3s using that link. Once you have your radio station configured, just open UH in FNVEdit, locate the activator for the radio (it is the first activator in the list, shouldn't be hard to locate), and set the RNAM radio station variable to use the station you've created in RACE. You'll probably need to add the RACE station mod to UH as a master before it will let you do this, but that's not difficult and there's literature on how to do it in FNVEdit's manual.

How does WMX compare to WME by the way? I'm seriously torn on whether it's worth making the switch, but it's a little more tempting now that there's an inventory sorter patch out for it.

SheepNameKiller
Jun 19, 2004

Chinaman7000 posted:

Any recommendations on Fallout 3 quest mods? Quite a few. I tried CUBE, and it seems really interesting, but I prefer something a bit more Fallout-y.

I'm a huge fan of anything by pucemoose, but I will warn you that they're adventure game-y and not action oriented. If you don't like solving puzzles using clues then you'll probably uninstall them out of frustration, but they do all (mostly) have online walkthroughs. The only one I really dislike by him is his first effort, a note easily missed, which has substandard level design. Evening with Mister Manchester and In the Shadow of the Swamp are my favorites by the author.

A Quest for Heaven is also a pretty quality effort, and the third chapter was just released not too long ago. I haven't played all three but the first two were polished.

SheepNameKiller
Jun 19, 2004

Smuggins posted:

I have increased stuttering and in the underground hideout, specifically in the "secret door" area I get Black screen crashes which I normally do not get. (I have been very lucky on crashes-performance since day one)

I'm not using the stutter remover currently because to my understanding it's still very much in a beta phase. I would try disabling it and seeing if that doesn't fix your problem entirely.

SheepNameKiller
Jun 19, 2004

Anime Schoolgirl posted:

ahahaha IWS has gone such a long way, it turned the Fiend territory into an absolute warzone where no less than 6 NCR soldiers face off against 15+ fiends at any focal point in the area

needless to say my missile launcher got a workout :smugdog:

Which level of extra spawns are you using?

SheepNameKiller
Jun 19, 2004

Smuggins posted:

Ah, I found that I downloaded it but did not install it. I better not then, it sounds like it will make things worse.
I'm guessing FNVedit will sort it out then.

Yeah, probably. I think the stutter remover needs at least another month or so before it's something that should be recommended, I've been following the development and the guy has been really actively squashing bug after bug but a few still seem to remain.

SheepNameKiller
Jun 19, 2004

The guy did release a performance patch about a month ago, can't say if it fixes the stuttering or not but the theory is that it should.

SheepNameKiller
Jun 19, 2004

Dickeye posted:

Heyyyyy guy that's played puce moose mods.

I'm working on Evening With mr Manchester right now, and I'm stuck. I've got the note about the fuses for the elevator, I know that I have to get to the flagpole but I have no idea how. Any help?

You might need to jog my memory a bit, I take it you Need to get to the top of the house to grab the fuse there but there's something that's holding you back, like an incomplete staircase or something. Can you describe what it looks like? And have you solved the generator puzzle in the basement yet?

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Anyone with Underground Hideout who knows scripting able to crack open the ESP and check out the script on the Radio/jukebox items? I've added a new radiostation using Radio Active Channel Extender, but it doesn't show up on the Radio/jukebox option - it looks like the choice is coded into the script on the activator for the radio and jukebox. Any ideas how I could add the radio station as an option?

It's theoretically possible to make a craftable radio mod, I imagine there's scripting involved though since you'll have to have a droppable dummy item which is then converted to a static item upon use. Scripting still confuses the poo poo out of me unfortunately.

A better bet might be removing the script from the item entirely in the GECK so that it just functions as a normal radio.

SheepNameKiller fucked around with this message at 20:00 on Jan 24, 2011

SheepNameKiller
Jun 19, 2004

Gyshall posted:

You and I both. I have a bunch of ideas for sweet mods that could be done but I can't seem to wrap my head around scripting for this engine. Oh well. I guess I should start small before trying to make anything too sweet.

Maybe this is what I'm looking for? http://geck.bethsoft.com/index.php/Radio_Stations

From what you're saying, the problem is due to the fact that the UH radio has a script attached that lets you choose between stations. Normal radios in NV don't behave like this, just have an on/off state, so converting the UH radio to a normal radio and changing the radio station in FNVEdit should be enough to make it work.

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Ah, I see. I guess I can probably just find a radio in the vanilla game and copy/paste the script from it onto the UH one. In theory, I guess.

The UH script is most likely serving the purpose of tweaking normal game radio mechanics, not replacing them, so all you should have to do is remove the UH script and the radio will function as a normal activator, except with the station you specify in NVEdit. All the UH script is doing is changing the RADIO variable on the fly depending on user input, which is making the game mirror the set of actions you took to change the variable in NVEdit. I just didn't realize when I told you to do it that there was an extra script that would keep resetting your work. If you remove the script, you remove the problem.

SheepNameKiller fucked around with this message at 21:15 on Jan 24, 2011

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SheepNameKiller
Jun 19, 2004

lilspooky posted:

Have there been any decent mods that add new monsters/enemies? I'm wanting to play through the game again, but I'm gonna do it heavily modded and with some craziness. Was hoping Mart's Mutant Mod would be ported over, but I guess no luck.

Not yet, additional monsters are probably the biggest thing lacking from New Vegas right now.

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