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Disappointed to see no F:NV version of Mart's Mutant Mod. It was my hands down absolute favorite Fallout 3 mod. I always say the best way to make a game more challenging is to add more enemies, not more health, and that's exactly what MMM did. Hopefully some talented go-getter will make their own version for New Vegas. Has anyone tried using the Fallout 3 MMM in NEw Vegas? I imagine that wouldn't work very well. Maybe I'm wrong?
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# ¿ Dec 31, 2010 01:55 |
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# ¿ May 4, 2024 06:22 |
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quote:World of Pain I think a couple people mentioned how much they like this mod, but I just wanted to chime in and suggest this mod to anyone looking to spice up their game a bit. The dungeons are actually really well done, and it's obvious the modder put a lot of time, effort, and planning into this. It definitely gives dungeoncrawling a satisfying feel to it, because the new locations and dungeons have named enemies and supersized "legendary" versions of almost every creature type. There's also a unique weapon to be found in each dungeon, as well as other items and weapons that are complete surprises 4th Dimension Enabler . There's also a lot of dungeons with fighting between NPCs already going on, which is always a chaotic blast. In short, if you want to add 20+ more hours of fun new gameplay, download this. Mental Midget fucked around with this message at 11:57 on Dec 31, 2010 |
# ¿ Dec 31, 2010 11:45 |
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Does anyone know if using the command showracemenu fucks up your perks? I remember reading something about that happening so I've been avoiding using it this playthrough.. but I wanna play as the opposite sex for a while
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# ¿ Jan 15, 2011 06:16 |
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I've been having a lot of fun with modding this game but always thought something was lacking since Mart's Mutant Mod was never updated for New Vegas. After beating the game 4+ times I just want a massive, insane wasteland war to play through and MMM did that for me in F3. Well I did some digging and found a pretty sweet alternative to MMM, Increased Wateland Spawns: http://www.newvegasnexus.com/downloads/file.php?id=38623 I'm a few hours into it now and it's done exactly what I wanted it to do, put in a fuckton more enemies to kill. To give you an idea, before I left Goodpsrings I've killed about 50 giant rats. I also combined this with A World Of Pain and it took me about an hour to clear the Cigarette Factory of Geckos. Next, I went on to Primm and there was a faction war going on between 30+ NCR troopers and about 2 dozen escaped convicts outside the roller coaster. Yep, this is what I was looking for, highly recommended if you want to re-live MMM's insanity. Mental Midget fucked around with this message at 01:11 on Jan 17, 2011 |
# ¿ Jan 17, 2011 01:05 |
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Roman posted:http://www.newvegasnexus.com/downloads/file.php?id=36432 Increased Wasteland Spawns is working great for me, and adds a shitload of NPCs and enemies everywhere. IWS just updated to the latest version today. It's a decent substitute for Mart's Mutant Mod until we get MMM for New Vegas, if ever. It's also working great with World of Pain, if you want some serious dungeon clearing then combine these 2 mods. Really the only drawback so far is the maximum spawns setting will slowdown your PC in outdoor areas.
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# ¿ Jan 19, 2011 05:53 |
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Periodiko posted:If it's more subtle than that maybe I'll try it again though. It might be more subtle by selecting the "Low" spawn setting. Also, the mod author states you can just load the base esm and experience a "modest" increase in spawns throughout the world, so trying these two things might be what you are looking for. I've never tried anything but "High" spawn setting though, because I love getting into wacky scenarios like spending a half hour dropping dozens of frag mines one at a time off a cliff onto a pack of 50 fire geckos, all trying to BBQ me at once whenever I peek my head over the cliff edge to drop another mine. A Lamer posted:Anyone know if it's feasible to enable the player model in first person, to give you visible legs? I don't like being a disembodied gun and third person is p. much a screenshot mode to me. I really like Centered 3rd Person Camera for playing while zoomed out. It lets you pull the camera back quite far, so you're not just stuck on a waist-up-only shot forever.
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# ¿ Jan 19, 2011 06:50 |
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Revolver Bunker posted:That's all levels of creepiness. And given what other mods are available on nexus. Random Nexus Comment posted:It creeps even the guys out that are on here. Even myself being a nerd and with my autism. edit: Oh god the comedy. Great now I'm going to be reading Nexus quotes instead of working for the next 2 hours quote:HAVE YOU EVER ASKED YOURSELF WHY ALL THE GILRS LIKE THIS BRITISH ACTOR WHO PLAYS THE SWEETIE IN TWILIGHT? HAVE YOU EVER SEEN HIS BODY? NO GIRL DREAMS OF A STINKING, CORPULENT, AND WEIRDO COMPUTER GENIUS LEADING HER TO THE ALTAR BUT OF A GUY LIKE THIS. TRY TO BE LIKE THIS, MY FRIEND. Mental Midget fucked around with this message at 22:39 on Jan 19, 2011 |
# ¿ Jan 19, 2011 22:28 |
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Mister Bung posted:Is anyone else having issues with dissapearing companions? This issue was prevalent for me even in the vanilla game, before I modded it at all. For example Raul just decided one day to stand at the entrance to the hanger at Nellis AFB and no matter what I did he would not move. I ended up having to console kill him, resurrect him, and teleport him to me or some such nonsense. Since modding I've completely given up on the vanilla companions, except just to recruit them long enough to complete their personal quests, then it's "adios." Which sucks because I am such a huge Danny Trejo fan. I have been using RR Companions Vault just to have a follower I can actually use and not get frustrated with. This mod seems to improve the AI, and companions don't go all gung-ho on Passive and seem like they disappear less. I've combined tha tmod with the Jade Companion Mod which is also working pretty well. It's nice because this mod includes a pair of sunglasses that automatically teleports the companion to you whenever you put them on.
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# ¿ Jan 20, 2011 18:28 |
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Naky posted:Thanks, I'll give that a shot tonight. Previously, I was just trying to delete it to no avail but I'm hardly an FNVedit expert. Hi, just wanted to say that I am anxiously awaiting your mod!
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# ¿ Jan 27, 2011 03:00 |
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Naky posted:Welp. Looks like it might have been a bug in FNVEdit. Upgraded to the latest experimental build and I no longer have any errors in the mod. Bizarre but whatever. Go man go! P.S. I PM'd you my email address if you're in need of additional testers.
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# ¿ Jan 29, 2011 02:14 |
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Naky posted:Got it and you're now added to a list of a grand total of... 2. Heh. Nice. The reason I'm looking forward to your mod so much is because I just want a shitload of realistic weapons! 1.) I like the fact that you're compiling all the onesie twosie weapons mods out there into one download. There's a lot of good stuff out there but I get bored with downloading and installing a bunch of single-weapon mods one after the other. 2.) The mega weapons mods such as 20th century weapons and even Fallout Classic Weapons are severely lacking in the melee area. I think I remember you posting that you added like 40 melee weapons or something? Which is perfect timing because the only runthrough/ending I have yet to do is a full-on Hail Caesar Melee Badass 3.) There's so much chaff out there to separate from the wheat with regards to good weapon mods. Something will look interesting on Nexus and I'll download it only to find that it can gib a legendary deathclaw with one bullet. Oh and also it has unlimited ammo.
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# ¿ Jan 29, 2011 02:23 |
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Amstrad posted:Further suggestions welcome. The lawnmower from Dead Alive thanks in advance! Naky posted:Thanks to the guys testing my pack, we've found a lot of little issues here and there and I'm slowly but surely pounding them out. The most common are iron sights related but I'm getting them worked out. That's it for tonight though. Yep lots of fun testing it out so far, I'm sure peeps are gonna love the huge variety of weapons in there Mental Midget fucked around with this message at 07:13 on Jan 30, 2011 |
# ¿ Jan 30, 2011 07:02 |
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Phetz posted:Looks like Martigen from Mart's Mutant Mod is passing on a New Vegas version for now. I took a look at the comments section of the Increased Wasteland Spawns mod today and the developer said: That's great news, I had a feeling it would all play out that way. IWS is really fun and it's jsut a natural progression for it to evolve into MMM for New Vegas. Can't wait! Also does anyone know if the Project Nevada team has given a timeline or idea of when they would release? Has it only been a couple preview files so far?
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# ¿ Jan 31, 2011 19:40 |
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Atlas Telamon posted:Are there any kevlar vest models out as of now? I have been running around with the tactical vest, but it looks way out of place on my character, and to the setting. There's an invisible armored vest mod that adds DR etc to any outfit, not a vest model but can give you extra protection and still wear whatever you want. Project Nevada is already a must have mod in my book after playing with it for a couple hours. The scope zoomability is great, the automatically expanding crosshairs are done well, and the grenade hotkey is so choice. I even like when you are running low on health the edges of the screen blur a bit. Gives a nice visual indication you're low on health without having to stare at your HP bar. The only thing I'm not digging too much is the damage graphic in your view when wearing goggles etc. Even wearing half-repaired sunglasses gives you a bunch of lens cracks in the field of vision. Hopefully there will be a way to turn that off in the module in the future. Otherwise, great mod, highly recommended. Mental Midget fucked around with this message at 05:36 on Feb 2, 2011 |
# ¿ Feb 2, 2011 05:20 |
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If someone made a full Robocop armor outfit with gun I don't think I'd ever play anything else. Also with inserted sound clip - "Your move, creep" everytime the gun was drawn; and "Stay out of trouble" every time the gun was holstered. A Protectron could be modded into Ed-209 as your companion. Okay I am nerding out a bit too much about this. I tried the Batman/Catwoman mod, and while the armor looked cool it wouldn't let me exit the building without crashing my game so I had to delete it
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# ¿ Feb 2, 2011 17:45 |
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Naky posted:I'd make a list but it would take some time to type out and I'd rather spend some of that time fixing the iron sights on some of the remaining weapons and other issues. Perhaps one of the testers could list them? Oh, and there's a list of the melee weapons a couple pages back I think. This isn't a complete list, but should give you a good idea code:
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# ¿ Feb 3, 2011 04:38 |
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LvK posted:That's "Franchi". Um then why was I able to mod it with a baguette? Also it likes to chain-smoke Gauloises and make rude comments while I'm trying to shoot zombies.
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# ¿ Feb 3, 2011 04:59 |
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Naky posted:Re: shiny tactilol gun debate: oh boy, you may want to avoid my pack then... The amount of work Naky put into this mod is staggering, it's one of the most expansive weapons mode I've ever seen. Anyone looking forward to this mod I have three words: exploding crossbow bolts I'm at work with excel so I was finally able to create a full post-able list (this doesn't include the 40-some melee weapons) code:
Mental Midget fucked around with this message at 23:04 on Feb 9, 2011 |
# ¿ Feb 9, 2011 22:48 |
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Revolver Bunker posted:What's the title of this mod on Nexus? It's not up yet, we're working on polishing up the final or near-final build. Naky can probably give some more details on a timeline.
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# ¿ Feb 9, 2011 23:24 |
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wylker posted:So I have recently fallen victim to the random crash bug. From my experience IWS and Electro City cause a poo poo ton of crashing, especially together. I can't even run on High Spawns anymore even though my PC is a beast because the spawning system is kinda hosed and cases a lot of crashing. Try diabling Electro City and using IWS Medium and see if that helps. Edit: Also I could be wrong but I think Caliber.esm should be sorted directly after FalloutNV.esm
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# ¿ Feb 11, 2011 22:00 |
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Has anyone tried nVamp yet? It looks interesting, but I'm not sure if it's worth all the effort. Nobody in the comments section has really gotten it working yet. Seems pretty ambitious though and if they can polish it up a bit it might be worth doing a fresh install of NV and going through their 5 page long installation process to check it out.
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# ¿ Feb 12, 2011 05:16 |
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SheepNameKiller posted:I looked at nVamp, maybe it's just the fact that I have a decent knowledge of FNVEdit but I didn't see much of a use for it. It's not that difficult to get mods working with each other these days, and a lot of the mods they listed as having "incompatibilities" weren't all that incompatible in the first place. I'm pretty sure nVamp is close to being totally useless unless you use FOOK, in which case you do need a compatibility patch for everything since that mod changes everything. Yeah that was kinda my initial impression as well. I did download VVV though because it looks interesting and I always like more variety of enemies.
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# ¿ Feb 12, 2011 05:28 |
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# ¿ May 4, 2024 06:22 |
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Mill Village posted:How do I get the DarN UI working properly? I followed the directions, but it still insists on using the game's default font, so it looks like crap. Did you edit the .ini and set it to read-only?
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# ¿ May 10, 2011 02:14 |