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Hamburger Test posted:They're making progress every day. It was good until I saw what it really was. At first it just looked like a little arwing fighter that would follow you around, which is pretty awesome. e: Oh hey, this was the same guy that did the creepy throwing mines video
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# ¿ Apr 30, 2011 23:37 |
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# ¿ May 12, 2024 18:01 |
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This has shattered my perception of Slof as some goofy university student.
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# ¿ May 1, 2011 01:40 |
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CommissarMega posted:Sorry for jumping in with what might be a dumb question, but I've recently had a computer kerfluffle which warranted a formatting of my hard drive, and now I can't remember what mods I installed for NV Can anyone recommend some mods compatible with Dead Money? Most important (for me, anyway) are the mods that remove the godawful yellow tint on everything, as well as the Dark Mercenary gear (because when retrxtured to look like an NCR Ranger's gear, it looks awesome ). One feature the Nexus has is a list of your downloaded mods. Unfortunately if you want more than the most recent ten or so you have to actually pay them
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# ¿ May 4, 2011 07:56 |
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NotInventedHere posted:I just finished a new mod for people who want to wear clothing instead of armor. Personally, I played most of the game wearing the strongest armor I could find and rarely used prewar clothing or anything like that. So, I created a mod that grants a minimum amount of DT based on the player's level. That way you can wear a business suit or a dress or whatever without having to switch to armor all the time. Link: Minmum Player DT. You are a genius.
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# ¿ May 5, 2011 21:14 |
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This is sorta related, and possibly old news that I just found out, but nVidia has released the 64 bit version of their DDS plugin for Photoshop. For the longest time they only had 32 bit.
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# ¿ May 8, 2011 20:30 |
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Isn't there just the console command "Sexchange" to swap gender?
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# ¿ May 10, 2011 09:36 |
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Did that guy ragequit like so many others?
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# ¿ May 11, 2011 21:57 |
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I know I couldn't play Fallout 3 without doggles for Dogmeat. Corgis with doggles and other outfits are available for New Vegas now
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# ¿ May 13, 2011 05:52 |
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Vincent Valentine posted:I just remembered why I stopped playing my old FNV saves, and it's because they crashed all the loving time forever. So i'm going to start all over and re-mod from the ground up. I'm not sure if WME will play well with The Armory. You might want to add Project Nevada and Nevada Skies to your list (I think there is a URWL-edition Nevada Skies at least).
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# ¿ May 14, 2011 03:34 |
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Naky posted:I don't see why it wouldn't. My modkits are unique to The Armory and can only be used by Armory weapons. Unless the IDs conflict, it should be fine in theory. I had a bunch of problems with WME when I used it with other stuff a while ago, including having it somehow double up the entries for the mods Not a good experience.
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# ¿ May 14, 2011 07:21 |
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Finally got FO3 in my New Vegas working right, except I've hit a weird snag. I was using New Vegas Redesigned (no longer available on the Nexus for no apparent reason) to make the NPCs not have glowing yellow hair or weird lumpy heads. When the game loads, the fade-in menu text and little "boop" noises never happen, although the music plays normally; no stutters, no crashes, the slides display before the normal background where the menu options should go. What could cause that kind of problem? Near as I can see, the ESM and the small ESP only impact _NPC and RACE and I don't get how that could screw with the menu.
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# ¿ May 23, 2011 03:45 |
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QuantaStarFire posted:Did you extract Fallout 3's Misc BSA? The instructions were very clear about not doing that, so I did not. Every other mod I've used so far has worked fine, including various Fallout 3 mods.
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# ¿ May 23, 2011 08:26 |
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My New Vegas Redesigned issue still remains, I can't use it for some reason when using FO3/NV combined. Even though nothing it does should gently caress up, it prevents the main menu text from ever displaying if I enable the ESM. Doesn't seem to be locking up, but is there a crashdump somewhere I could look at or a conflict output? Maybe I'm just not waiting long enough for the menu text to appear.
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# ¿ May 27, 2011 21:54 |
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Offkorn posted:You'll want to open it up in NVEDit and rip out all the extra race bullshit in it, cutting it down to just the NPC alterations. Okay, thanks! That's what my inclination was after seeing all those race copies, but my understanding of this engine is very limited and I didn't want to just make things worse. It simultaneously made perfect sense to remove them, and made zero sense that they'd cause a snag.
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# ¿ May 28, 2011 01:51 |
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Check your video card temperatures.
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# ¿ Jun 8, 2011 19:32 |
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Naky posted:If you can't make your own bars of soap using your survivalist skill then I won't use it. Even better, with higher skill in survival and science you'll make scented soap that temporarily increases your charm. This is actually what it has as far as I can tell. If you make yourself a good shampoo and use it, you get a CHR+1 and Speech +10 (plus minor rad resistance for wiping off that fallout dust). It doesn't sound half bad.
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# ¿ Jun 22, 2011 07:01 |
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poo poo, I can't get into Helios One main structure without crashing. Tried the usual battery; removed mods, waited three days, blew my legs off, realsaved, reloaded that, blew myself up again. I think I'm hosed there. Any last minute ideas? I was kinda feeling like restarting my current playthrough anyhow and be a wasteland scientist energy weapon spec. But if I do that and still can't get into Helios One, well, it just won't be the same.
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# ¿ Jun 22, 2011 21:49 |
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SheepNameKiller posted:Try disabling EVERY mod and seeing if you can enter the space. If that doesn't work then you probably at one point downloaded a mod that is known to permanently break certain cells once the mod is uninstalled. Populated Casinos is actually very notorious for this, it works fine while it is installed but once you uninstall it you can never enter a casino again without creating a new savegame. Ayup, that's what I was afraid of. I wasn't aware it was possible to permanently break a cell, though, so I figured it was worth asking. I removed basically everything except for the core ESM, and still can't enter. Funny though, I removed literally everything just to see what would happen, and the game starts with my body in a giant can that slides downward. I'll take a look later and see what could've done it; maybe I will get lucky and simply reactivating another mod will fix it, like with the casinos issue. Nothing I got should've specifically touched Helios One though, so it's time for a hunt. Actually there is one, IIWR, intrusive invisible wall remover. I see now that it's not activated. With any luck it was trying to remove some catwalk blockers, I'll flip it back on, and everything will be dandy. And according to quick googling, it's no longer on the Nexus and was known to cause problems.
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# ¿ Jun 23, 2011 00:19 |
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SheepNameKiller posted:It's alright, I'm here to help and lord knows I've f'd my poo poo up using populated casinos before, which is the major reason I knew the bug existed. You were entirely correct about the issue, I just tried it out again with the IIWR esp enabled and it loaded right up the first time the door was poked. Thanks I guess I can keep going with this playthrough, still pretty early levelwise and in terms of quests so it's not too late to be the technological menace.
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# ¿ Jun 23, 2011 05:49 |
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Moldy Meatball posted:But you mentioning that makes me even more confused about the lack of modern-day weapons in NV. It's set on the California border, and the first two games both took place on the West Coast. Why is the Mojave still using weapons held together with baling twine and Wonderglue when their neighbours have comparatively new hardware, energy weapons notwithstanding? Been to the Vegas part of New Vegas? You can get restored and rare energy weapon designs at the Silver Rush (including all kinds of plasma exotics), and the Gun Runners are actively manufacturing new equipment based on salvaged or reworked designs (including carbon-fiber sniper rifles). The NCR, supply issues aside, has newer equipment and armor and robotics. They even have reworked salvaged power armor. I think the reason the Mojave natives are generally using worse gear is because they are from smaller settlements on the frontier. Compare the clothing of people at most settlements versus the strip, even. They're just poor rural sustenance farmers and prospectors, even a place like Goodsprings won't pay out for advanced weapons, and most small-time raiders are using scavenged equipment. They aren't buying exotic weaponry, and many aren't even getting out to see the strip. Don't the fiends use stolen energy weapons since they live outside the strip and can conduct raids?
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# ¿ Jun 23, 2011 18:15 |
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Evoq posted:Still remember playing Fallout 3 with some critter mod and its zombie ghouls. Popping their heads off and having the scripts not trigger, causing them to come back with a "fully formed" gore head. I miss those days . Kinda sad there arent that many feral ghouls in New Vegas. Seeing how far you could get from one end of the metro tunnels with a few thousand rounds of 5mm ammo and a minigun, and that mod-that-Im-blanking-ons crazy rear end zombie ghoul settings on its highest spawn setting was the most fun I had in Fallout 3. MMM with feral ghoul rampage mode.
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# ¿ Jun 24, 2011 22:38 |
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Retrograde posted:How's the stability? Can you complete any of the main game quests or at least go to point lookout? Some of the main quests had a little glitching that needed some console help, and some of the NPC pathfinding is a little hosed up. However, it's actively being worked on and new fixes keep coming out that tighten up the issues.
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# ¿ Jun 24, 2011 23:13 |
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Falcon2001 posted:I just realized I need this, so badly. Just, if you have two companions, sometimes they will run off in a random direction then orbit each other for a while (especially if not set to follow close). Some scripted AI pathing events also will not trigger properly and you'll find NPCs standing around in a group instead of doing a routine. Make no mistake, it's great. The pathfinding issue is probably my only gripe with it. It's fun to screw around in DC with the new perks, new rules, and new weapons. I think most of the DLC works but I haven't tried it yet.
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# ¿ Jun 25, 2011 18:17 |
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Falcon2001 posted:It's alright, I only have one companion. I just want to replay through a bunch of FO3, which I never really got into and find it hard to go back to without NV's changes. It works out really, really well. It's quite a treat, and if you never played the FO3 DLC, I'm pretty sure I've heard you can do all of The Pitt without any problems (and that's probably the best expansion aside from Broken Steel). By the way, all of the FO3 mods I tried (certainly not all will though) worked with the NV/FO3 combo. MMM works as far as I've heard, expanded interiors is great to have, etc. Do note that my modded out double-game now takes about a minute to get to the title screen, and maybe another minute to load my save for the first time of the day.
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# ¿ Jun 26, 2011 05:48 |
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Just a head's up, a new build for Requiem for the Capital Wasteland should be up tomorrow. I guess the Nexus was crapping out when they went to upload it tonight. Sounds like a lot of good fixes, including maybe no longer needing to start the game using a custom save.
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# ¿ Jun 27, 2011 09:27 |
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ShiningForceHero posted:So I don't know if a mod caused it, or if I need to tweak something, but I have been finding that NPC's who are clearly not supposed to be white have very white faces. The rest of their skin will be fine, but the faces will look like some young white guy. Any ideas? If trying archive invalidation doesn't help you, there's an INI setting you can try.
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# ¿ Jun 28, 2011 22:23 |
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Requiem updated finally but the file's split in half using hjsplit. It has a (lovely and awkward) installer/updater that takes forever to execute its task. The upside is it has a lot of fixes, and is supposed to fix the pathfinding issues.
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# ¿ Jun 29, 2011 04:36 |
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RBA Starblade posted:How's that FO3 in NV mod working out, besides the guy who has nothing but red error blocks everywhere? Awesome as all hell. The latest update (with lovely C# installer that looks like it's crashed at several points) actually seems to have fixed the navmesh or pathfinding errors, a crafting issue, and a couple "Gun uses which bullets?" issues that sitll remained.
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# ¿ Jul 4, 2011 00:28 |
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Swartz posted:6) Hellos to player disabled I'm not so sure about these ones. The NPC comments are already better than FO3, and so are the animations.
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# ¿ Jul 4, 2011 01:55 |
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Soysaucebeast posted:The roulette wheel would spin and spin, and the screens would cycle like normal, but it never loaded. I had to Ctrl+Alt+Delete to shut it down too (Alt+F4 didn't work). This morning I tried it again, and I had the same thing happen. In my experience, sometimes this Just Happens. If the computer isn't making faint noises and the wheel moves perfectly smooth for a couple of minutes with no jittering due to loading assets, I assume something went wrong and try again.
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# ¿ Jul 6, 2011 00:56 |
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Soysaucebeast posted:So should I just try over and over and over again until it loads? That doesn't seem right. This might come across as a bitter pill, but yes. Give it a second or third try if it screwed up. I find it mostly happens after another non-clean exit for some reason, and it needs two tries generally to get it right. If it doesn't work, load a known happy save and then once that's up, load your save of choice. Hopefully it's not a quicksave since those are retarded in their own ways. By the way, we have IWR, Nevada Skies, and More Perks in common along with FalloutNV, HonestHearts, and DeadMoney. You could try removing the three former ones one at a time if you really can't load, otherwise we're both just happening across the same engine glitch.
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# ¿ Jul 6, 2011 08:33 |
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drat, new DLC in like a week? How the hell did I not catch that? And this patch has a lot of good changes in it too and caught me off guard when I saw Steam updating at work.
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# ¿ Jul 7, 2011 00:53 |
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dudeman posted:Furry Pip-boy. Vault Boy. Pip Boy is the handheld or wrist mounted device.
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# ¿ Jul 8, 2011 02:27 |
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Woebin posted:Didn't they remove GFWL integration for FO3? I don 't remember ever dealing with it after buying the GOTY edition. I never hard to deal with it because I always launched it via FOSE/FOMM. My ESMs for the DLC were in the right locations always though, as far as I remember.
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# ¿ Jul 8, 2011 22:11 |
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Rirse posted:Well I'm off to a "great" start. Talk to Sunny Smiles and she doesn't even move, causing the very first quest to not even work. What in the world could cause this to happen? I've spent all damned day trying to make her work, disabling and re-enabling every damned mod, and just now my 14GB data folder backup just finished copying between drives because I'm that frustrated. All because of this issue, and I'm afraid there're going to be more problems down the line
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# ¿ Jul 10, 2011 23:39 |
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Works pretty good, Sunny Smiles has a pathfinding issue with her first training quest if you have the DLC on. Works with Steam GOTY FO3.
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# ¿ Jul 17, 2011 21:01 |
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Cream-of-Plenty posted:Thanks, fixed. Try pushing Enter, because generally the "Yes, close this errored application" is hidden behind the blackness.
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# ¿ Jul 23, 2011 22:05 |
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Would it be viable to report those files as "using known malicious techniques to induce engine instability"?
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# ¿ Jul 23, 2011 22:10 |
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Naky posted:To who though ;_; Basically, going to the NifTools team and working together with them every time something like this poo poo pops up that's about the only thing we can do. I don't see Obsidian/Bethesda caring. Not to get laughed out of the thread, but the Nexus I guess. It's hard to know what will/won't set them off though, like a 50/50 chance they'll ban whoever reported it. Surely there is cross pollination between there and the other site?
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# ¿ Jul 23, 2011 23:25 |
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# ¿ May 12, 2024 18:01 |
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Cubemario posted:I have another question, is it possible to disable the title cards at the beginning? Especially with RFC installed, it adds even more and they are longer in length. I can't skip all of them and I usually end up having to wait at least 10 seconds before I can get to the main menu. It's pretty frustrating having to do that, especially if your game crashes. Loading time, man. You are literally loading two games plus all the mods. Notice how it goes faster successive times if you are using a modern OS? It's going to cache things in advance, but that's the best you can do.
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# ¿ Jul 24, 2011 01:19 |