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Does anyone know of a mod that removes that obnoxious zoom effect when you bring up iron sights? I found exactly one mod to do this on nexus and it is broken and also dicks around with the stats of all the weapons for no reason
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# ¿ Jun 27, 2011 13:01 |
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# ¿ May 10, 2024 16:20 |
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Anime Schoolgirl posted:Change the zoom FOV on all weapons to 70 with the exception of ones with scopes. Why not and is there a better way?
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# ¿ Jun 27, 2011 13:05 |
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I am most likely an idiot but how exactly do I set the options in Project Nevada? I only get one "Rebalance" file and there's no config file in /data and the readme only lists what the options are and not how to set them?
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# ¿ Jun 28, 2011 14:41 |
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Does A Requiem for the Capital Wasteland work properly? The idea of being able to play through the best areas of NV and FO3 and their (good) DLCs is amazing. Would need a really harsh XP penalty (-50%?) but it's making me hard.
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# ¿ Aug 8, 2011 07:29 |
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I really like the skies in Nevada Skies, and the effect it seems to have on lighting in the game, but the weather effects are terrible and seem to randomly make daytime unrealistically dark. The thermohydrograph or whatever it is has very limited options and also may not even be working. Does anyone know how to totally disable the weather in Nevada Skies?
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# ¿ Aug 13, 2011 05:16 |
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Is it normal that after you enable Nevada Skies and load an old save/start a new game, it will be dark (like night, not like broken game) outside even though it's the middle of the day?
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# ¿ Aug 13, 2011 05:54 |
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Is anyone using Reload or any other reloading mods? It looks great from the nexus page but it's not huge on info.
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# ¿ Aug 27, 2011 03:57 |
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If I add a few different items with different mods, and each adds theirs to the leveled lists, will the lists be merged automatically or do I have to use some tool to merge them myself?
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# ¿ Aug 28, 2011 01:59 |
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Bobby The Rookie posted:I feel like Project Nevade gets kind of under-explained. It didn't initially appear to be an overhaul to me, it just looked like it added stupid augment stuff and goggles, so I ended up going with XFO initially, which is all right but never gets updated and was giving me a bunch of terrible balance issues later on when the game got patched. PN is worth it just for grenade key + 0% bleed-through.
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# ¿ Aug 28, 2011 02:11 |
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Or uncheck it in the fomod activation menu in FOMM.
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# ¿ Aug 28, 2011 14:58 |
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Fellout is still good but it makes nights way too dark and there's no way to turn that off as far as I know. Like, it makes the strip look pitch black with just disembodied neon signs poking out at you, have to turn on your pip-boy light to find the doors to the casinos. I don't know why people are still obsessed with super dark nights in this game, I figured it got old some time during FO3?
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# ¿ Aug 29, 2011 00:58 |
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Schubalts posted:I like Reality because the latest version has a weather customizer and the creator has actually said what specific parts of the esp to edit to make nights brighter until he can figure out why the menu option isn't working. Can you post it here? I can't find this explanation anywhere.
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# ¿ Aug 29, 2011 09:07 |
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RBA Starblade posted:"Bleed-through"? What does that mean? Is it something the rebalance submodule adds? As someone said above, normally if you have 20DT and get hit with 20 damage you still take 4 damage or something. If you set it to 0% in PN then you take 0 damage. Makes more heavily armored enemies tougher and I think it makes combat "feel" better. Other PN rebalance tweaks that should be vanilla mechanics: 0% skill damage bonus on weapons, slower backpedal, enemies and player get the same HP/END, all kinds of solid tweaks to food. The visors thing is really sweet for sunglasses but I don't really like the effect with helmets. I think the sunglasses effect is available as a stand-alone mod from the guy that made Imaginator and Electrocity etc. Seashell Salesman fucked around with this message at 01:12 on Aug 30, 2011 |
# ¿ Aug 30, 2011 01:05 |
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SolidSnakesBandana posted:How would you deal with bugs and stuff early on? I always end up whacking them to death slowly because of their high DT For a guns character I recommend using a single shotgun with slugs. Even then, though, giant radscorpions are really tough. You probably shouldn't be fighting them at the start of the game anyhow? e: Red Mundus posted:Here's a post I wrote a few pages back if people need more detailed instructions. Nights are so much better now that I can actually make things out. Out of interest, what did you set them to? I've tried as high as 5 for each now, and I can't tell if it's any lighter at all. Seashell Salesman fucked around with this message at 11:35 on Aug 30, 2011 |
# ¿ Aug 30, 2011 04:49 |
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meant to edit
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# ¿ Aug 30, 2011 11:34 |
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The Cheshire Cat posted:One thing PN does is make it so that HP no longer scales with level (at least, by default), which makes it a lot easier to balance weapon damage since weapons that are good at level 1 won't suddenly become pea shooters at level 45. I'd love an ammo rebalance mod, especially if it made all the vanilla 'Guns' ammunition craftable (with Handloader I guess) except bulk/surplus stuff. I think it makes sense that by the time you're wearing Veteran Ranger Armor or what have you that some scrub with a 9mm pistol can't kill you. This is military ballistic armor from 60 years in the future. Speaking of which the Ranger Sequoia should load through a gate, that swing out makes me sad.
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# ¿ Aug 31, 2011 01:42 |
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Naky posted:Anime Schoolgirl's AAS does this basically IIRC, but I know people have mixed opinions on it. I'm not sure what his plans are with it as I know he hasn't really worked on it much lately. Perhaps it will do more to it with the upcoming Armory 2.5 release. I saw this one but it didn't look up to date.
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# ¿ Aug 31, 2011 02:02 |
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Naky posted:The latest version available is packaged up with TA; I believe he discontinued support for the Nexus release because gently caress Nexus. Can it be uncoupled from TA?
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# ¿ Aug 31, 2011 02:46 |
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Naky posted:Yeah, I don't see why not. AAS v0.999, plus all the optionals (no OWB yet) that were released with TA 2.0. Huh, this rebalances ammo/damage AND adds new crafting recipes. Definitely going to give this a try. What OWB compatibility does it need, change the DT/DR values on the stealth suit?
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# ¿ Aug 31, 2011 06:19 |
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Naky posted:Note that if you use it with Project Nevada, I believe things can be thrown off. I think it's mostly fixed by putting the bleedthrough to 1%? I'm not sure, maybe AS can sound off on it. Since this mod is no longer supported on Nexus, is there any place where this stuff is actually documented? The readme file in that archive is very short and doesn't mention any of that stuff.
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# ¿ Aug 31, 2011 07:07 |
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Anime Schoolgirl posted:i haven't made an owb patch due to being "busy" but you pretty much put the DT/DR values in line with the armors that are similar to it Awesome, thanks
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# ¿ Aug 31, 2011 07:33 |
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The iron sights on the single shotgun and hunting shotgun are off in my game, in pretty much exactly the same direction too. Using PN + WME + Arenovalis WRP, anyone have an idea where this could come from?
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# ¿ Aug 31, 2011 14:11 |
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Smol posted:Some of the vanilla sights are just a bit off. For example, cowboy repeater's sights skews the bullets a bit to the right so you have to compensate. It could be just that. Could be it. This is how far off it is, though: Seems like a lot to me.
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# ¿ Aug 31, 2011 14:57 |
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Is anyone else finding that newvegasnexus.com will make chrome chug really slowly (like the actual loaded page will scroll chopilly in chrome), but connecting to https://www.newvegasnexus.com works fine? I feel like I'm going crazy but ever since the re-design this happens 100% of the time for me.
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# ¿ Sep 3, 2011 05:15 |
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Anime Schoolgirl: the version of of AAS in the Armory pack (downloaded today) has the slug ammo effect removed from 20 gauge and 12 gauge slugs, I'm assuming this is a bug and not intentional, since they now have no effects at all?
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# ¿ Sep 3, 2011 08:56 |
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Is there a trick to loading the FO3 master and FNV master at the same time in the GECK? I can load either by itself, but loading both crashes my poo poo (allow multiple masters is switched on in the ini). I'm guessing it's just my machine not having enough physical memory since anyone making Requiem for the Capital Wasteland esps has to be loading both masters at once, right?
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# ¿ Sep 4, 2011 05:11 |
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The Cheshire Cat posted:I think there's more to it than a simple issue of setting both .esms in your load order. I'm not 100% sure what they did to make RCW work but I'm pretty sure there are changes to the .exe involved. I'm able to play RCW fine in New Vegas (the game), I just can't seem to load both esms in the GECK. The long version of the story is that the leveled lists in their latest release are borked and spawn raiders with .32 revolvers and 22LR ammunition and .308 hunting rifles instead of .32 hunting rifles (however these guys do have the correct ammunition). So I wanted to quickly fix that myself.
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# ¿ Sep 4, 2011 06:17 |
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Demitri Omni posted:So, I'm installing Fallout 3 with intentions to try out Requiem for the Capital Wasteland, and I have two (and a half) important questions: Arenovalis covers a bunch of the textures used in FO3 (10mm pistol/smg, hunting rifle). I don't know about specifically FO3 retextures but many of the armors are the same between FO3 and FNV, so your FNV armor retexs will cover lots of FO3 armors. NMCs terrain retextures covers a shitload of the non-special location terrain and I think you can get his (old) retextures of Megaton etc. separately. In general experimenting with new textures should be pretty painless, just stick them in your data folder and see if they work, if not then replace them back with the old ones. But, I would have to advise wait for the next fix to the current version, alpha 3, since levelled lists are broken and raiders constantly spawn with .32 pistols and 22LR ammunition and then just cower until you kill them since they are defenseless. Also I can't seem to fix it since my GECK crashes when I try to load Fallout3.esm and FalloutNV.esm at the same time (which the RFCW esps depend on, so you can't examine them without loading both).
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# ¿ Sep 6, 2011 05:16 |
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Just wanna say that the shiny engraved tin Pip-Boy is awesome and should be the official Pip-Boy of all Mojave vaults. Thanks for the guy that linked it before.
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# ¿ Sep 7, 2011 03:16 |
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Since RFCW seems to be legally kosher I guess a mod which imported the FO3 weapons into FONV and added them to levelled lists etc. would be (provided you're tearing the assets out of FO3 files and not distributing them), and that would be pretty rad. I love new guns but even the best fan made ones always feel off somehow, maybe I am alone in this. Also you'd have to change the stats on them because damage/DT/DR are different in NV than FO3. Also add .32 ammo/recipes.
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# ¿ Sep 7, 2011 04:13 |
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The Cheshire Cat posted:I think they're still working out the kinks in getting things to spawn properly in the capital wasteland before they start adding FO3 weapons to the lists in FNV, but yeah it would be nice if it ended up being a true blend of both games. Well that would be cool too, but what I'm suggesting is a separate thing to RFCW. Just a mod which adds FO3 guns (and .32 ammo) to FNV, by way of the FO3 assets. There is a FO3 weapon restoration mod but it doesn't currently use the real FO3 assets (except for if you use an optional mod to restore the Railway rifle and Chinese assault rifle sounds).
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# ¿ Sep 7, 2011 04:20 |
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Male Man posted:Wouldn't it make more sense to scrap .32 entirely (it being terribly implemented in FO3 anyway) and drum up new stats for the .32 pistol as a .357 DA snub nose? Besides that and the Railway Rifle, all the guns use ammo types in New Vegas, so it's just a matter of balancing the weapons, armors and NPCs around the new rules (with existing NV entities used as templates) and replacing FO3 items with their New Vegas counterparts when applicable. Trying to include .32 just sounds like more work than it's worth, especially since it's not even an iconic caliber. I don't see any problem with having the Chinese assault rifle, assault rifle, and service rifle all firing 5.56mm and the lore says all three should (Chinese assault rifle is chambered in 5.56mm so that it can use plentiful 5.56mm NATO lying around because the assault rifle uses it). I do agree on the Chinese pistol, it should be switched to 9mm and maybe be higher accuracy/lower spread than the existing 9mm pistol. I like the idea of using the stats of the .357 weapons for the .32 pistol and .32 hunting rifle, but adding a third .357 revolver and what would basically be a bolt action version of the cowboy repeater seems kind of lame. You could do the same thing but keep .32 a separate caliber and just give the .32 pistol and .32 hunting rifle identical stats to the police revolver and cowboy repeater, respectively.
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# ¿ Sep 7, 2011 06:00 |
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When I read the description of the 9/11 mod I thought for sure it was a troll. Are we sure it's not just going over the heads of whoever is endorsing it?
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# ¿ Sep 8, 2011 16:35 |
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Wooph posted:Are the new weapons in The Armory affected by perks like Shotgun Surgeon, Cowboy, or other weapon perks? How are the weapons placed in the world?
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# ¿ Sep 11, 2011 08:22 |
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Antignition posted:So I'm planning on a second play through after getting about as far as New Vegas initially. Project Reality is the current goon favorite weather mod now, I think. It's pretty sweet but makes nights crazy dark like every weather mod because making a weather mod seems to inevitably cause some kind of madness in a man.
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# ¿ Sep 11, 2011 23:57 |
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Yes that's also true, if you use the nightvision from PN/some-other-mod (and a decent flashlight mod) then you can have the gameplay of S.T.A.L.K.E.R and roleplaying of New Vegas. I think that's the best of both worlds.
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# ¿ Sep 12, 2011 00:27 |
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Cream-of-Plenty posted:Nah, I wouldn't say we're opposites, though we do have differences. I always thought of the guns/energy weapons skills being for increasing accuracy, since that's how I remember them working in FO/FO2 (but I haven't played them in ages), I usually pump guns early regardless but maybe I don't have to. Feels like I'm not accurate enough at the ranges I like to engage with <80 guns. DT in New Vegas is tricky and yes I have encountered the problem you describe and my solution was to create my own damage system (for lack of a better word) for NV, where all firearms deal 1 damage and different calibers, loads and bullets deal different damage (as a multiplier) and -DT (as a subtract). Pistol bullets are all -20DT, deforming pistol bullets are -2DT, small rifle bullets are -27DT etc. I give melee weapons a -DT effect as well but I haven't properly balanced that yet. The idea is to diminish the effect of damage to overcome armor by scaling the DT on all armors up and adding appropriate -DT to all weapons, but without scaling damage. At the moment it's about -50% effectiveness of damage to defeat DT and feels "okay". I have patches for Dead Money, Honest Hearts and FO3 Weapon Restoration so far but I don't know if I'll bother to offer it anywhere unless people are interested in a crazy new damage system mostly lifted from JA2 1.13. Seashell Salesman fucked around with this message at 01:31 on Sep 12, 2011 |
# ¿ Sep 12, 2011 01:27 |
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The colours remind me of the Imaginator predefined I use, but I'm at work and can't remember what it's called. Very pretty.
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# ¿ Sep 12, 2011 04:50 |
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I want a playable hyper-intelligent giant molerat like the ones in FO2.
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# ¿ Sep 13, 2011 01:20 |
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# ¿ May 10, 2024 16:20 |
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JackMackerel posted:all i wanted was crappy anime eyes You'd have to make an esp with PN and your other mod as masters, and then attach whatever flag/script/effect/whatever PN puts on helmets to the ones from your other mod. I think the visor effect and overlays are separate though? I haven't looked inside PN core before. And then you can remove 'master' from PN and your other mod (but don't load your patch esp into the geck after that or it will lose the non-esm masters and get broken).
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# ¿ Sep 13, 2011 08:11 |