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Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:



That is, as they say around here, pretty 'Baller'.

Can't wait for a big compilation of your work added to level lists so I can find these guns somewhere that isn't a freakin' store in Goodsprings. I know you have the shotgun and the (mac-10?) SMG and at one point, I believe, they could not be simultaneously used or something? I am definitely behind adding them to level lists, though, even if they were all different ESPs :shobon:

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Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:

I'll probs try to throw them in one big pack when FOOK is released

Lookin' forward to ir!

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Cream-of-Plenty posted:

In the year 40,000, muzzle flashes will be 18 inches ahead of the muzzle.




Nice Bolter model though.

Nonsense, the bolt round is just flying on a 180. And cloaked.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:

I guess I forgot to post this here.



I saw that on the site but totally skipped it because it didn't say 'Arenovalis' as the author.

Regardless, downloading this mutha.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Cream-of-Plenty posted:

:golfclap:

That took me a moment.

All right, I have to concede. What am I missing, here?

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Cream-of-Plenty posted:

Since when were there three statues at the Mojave Outpost?

One is the player

I was over thinking it, I guess I expected something less obvious.

Also holy poo poo just what I always wanted Pokemon for New Vegas! if it hasn't been shown.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:



Released the Riot Shotgun. That Gun will be up next :D

http://www.newvegasnexus.com/downloads/file.php?id=41660

Oh lord, godspeed on That Gun, I've been holding off on getting a texture pack for it just for you to finish your own. :f5:

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:



herpa derp

You tease. :smith:

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

:woop: Now I have to play since I just bought the weapon on my last save.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Danith posted:

Is there a working 'perk every level' mod? Both of the ones I found on the Nexus don't work according to the comments.

I've always used http://newvegasnexus.com/downloads/file.php?id=34707 and had no issues. Make sure, however, you put it AFTER a level cap mod or you will get levels without perks from then on.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
I had no issues with Dead Money when using the mod I posted. I also used the level cap raise mod that gors to 45(or 46 if you so choose) just in case some other cap mod might be loving it up.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Gyshall posted:

Last time DLC came out, NVSE was updated in hours. Shouldn't be that bad.

Speaking of, is anyone else able to sort with FOMM? I can update the load order file (then it crashes after finishing the update and applying it) and I can load the game/NVSE fine but using the sort function crashes it.

:psyduck:

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Anyone else using Classic Fallout Weapons (the FO1/2 version) and having no firing sounds for the weapons? A deagle, a mauser, and more make no sound when fired.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
I'm sure it's old news but I get such a kick out of this poo poo.

http://www.newvegasnexus.com/downloads/file.php?id=35037

"Well I can't add any further suport to this mod because my dad took my computer (he found porn...should've locked it with a bios password) anyways.... "

"4/27/11: HERE YE, HERE YE! There is a chance I can start adding support to the mod again! I might be able to go get my disk out of my dad's office and re-install on my laptop."

It just amuses the poo poo out of me.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Does the whole 'Using autosave and/or quicksave will cause your save to be corrupted and crash a lot' hold any water? I did fresh install and a minimal amount of modding and I crash at least once a half hour, if not more. Maybe once every ten minutes-ish? Without CASM it would be a freaking nightmare but I hope I can start new game and hopefully be able to have a more stable game.

Load order:

code:
[X] FalloutNV.esm
[X] DeadMoney.esm
[X] Community Bugfix Compilation Patch.esm
[X] CBC Dead Money Patch.esm
[X] TribalPack.esm
[X] IWR.esm
[X] CompanionInfAmmo.esm
[X] Primary Needs HUD.esm
[X] Caliber.esm
[X] CFWNV.esm
[X] Weapon Mod Expansion.esm
[X] WME - Dead Money.esm
[X] CASM.esp
[X] IWR - Rebuilt.esp
[X] Cuter Veronica Felicia Day.esp
[X] NewVegasStrip&FreesideMarkers_v2.esp
[X] PerkEveryLevel.esp
[X] Casino Exchange All.esp
[X] CompanionDe-Equip.esp
[X] Permanent_Weapon_Shells_Light.esp
[X] CompanionInfAmmoOptional.esp
[X] levelcap46.esp
[X] WMR_WME_S.esp
[X] Better Binoculars High.esp
[X] UniversalPerkRequirements.esp
[X] CombatArmor_MarkII.esp
[X] dressup.esp
[X] CFollowers.esp
[X] Fade That Faction Armor.esp
[X] RasRepair.esp
[X] Cass Gone Rogue & Factionless.esp
[X] FotN Fix.esp
[X] AllCompanionsEssential 2.0.esp
[X] No More Annoying CC - ALL.esp
[X] noautoaim.esp
[X] EnclaveHat.esp
[X] Color Me Evil.esp
[X] dD - Enhanced Blood Main NV.esp
[X] Faster Runing.esp
[X] Faster Terminals.esp
[X] NoShirt.esp
[X] HJLLessDismembermentAndExplosionsv100.esp
[X] pipboyx6.esp
[X] Realistic death.esp
[X] Weapon Mod Expansion.esp
[X] WME - Dead Money Arenovalis Retex.esp
[X] WME - Dead Money.esp
[X] NCR Dogs redone.esp
[X] URWLNV.esp
[X] Brotherhood Armor.esp
Anything stick out there? FNVEdit has minimal conflicts and I've adjusted the files to make them as compatible as I can.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Safety Hammer posted:



I think what I'll do instead of making new models will be trying to fix the butt ugly CFWNV textures. I started on the 10mm pistol first.

Mateba, awesome. I am considering scrapping CFWNV for the time being if only because the drat Mauser and .44 DE XIX have incorrectly pointed firing sounds and... damnit the mauser is cool but I gotta figure out how to point it around in the GECK to make it actually have a report.

Edit: I must be missing something about the New Vegas GECK, doesn't seem to have any sort of installer.

Syrant fucked around with this message at 09:56 on May 15, 2011

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Thanks, hopefully this will work...

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:



Sawed-Off retexture

Not too much to go, I'll try to do Trail Carbine/Brush Gun next.

I'm sitting on these new textures (hunting revolver, sawed-off) because I have WME and I don't want to mess the weapons up when they're modded. How severe is it, is it bad? They look great.

Safety Hammer posted:

I'm hitting the 10mm pistol first


I removed CFWNV and I didn't like the 10mm from the pack but that texture is much more detailed and looks like something I'd carry for aesthetics (which was why I carried most CFWNV weapons, just style). It looked too small to me but I may just be used to the 10mm model from FO3, a lot of those old icons for the weapons had details in them that you might need to study to really notice.

Edit: Where should I place the armory leveled list in my loadout if I'm using WME?

Syrant fucked around with this message at 06:28 on May 16, 2011

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:

WME already has a compatibility patch out.

Thanks for the heads up, looks great.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Honest Hearts out on steam but it seems to be having a bit of a fit with server activity, just in case someone here doesn't read the PC thread.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
You should be relatively okay, I would imagine.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Cowcaster posted:

You've probably been asked this before, but I couldn't find anything mentioning it: Are you planning to ever take a crack at redoing energy weapons? It'd make sense if you didn't want to.

edit: I've actually just reinstalled Fallout and am in the process of collecting all the old mods I had. Did URWLNV get removed from the nexus for some reason? What should I get to replace it?

Try http://www.mediafire.com/file/zy84s881hd4upz3/URWLNV53.rar , that's the only copy I could find and it seems to work decently. The only other URWL I can find incorporates Nevada Skies.

Arenovalis posted:

Finished the Honest Hearts guns and updated my pack with 5 new textures.

http://www.newvegasnexus.com/downloads/file.php?id=38285

With new weapons or just the last 5 weapons you released?

Syrant fucked around with this message at 10:41 on May 29, 2011

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
About to load up to play OWB, I got a few of the mods from the OP for it but is there any major mods it just has hell with? I bet this has been asked a lot.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
I just figure it might've been buffer room or a scheduling thing, maybe they didn't get the time to go back and polish things that they now had the room or capacity for without over-taxing the consoles. Then again I know dick about game development.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Lord Yod posted:

Can anyone suggest a mod that'll let me skip the intro with Doc Mitchell?

The game makes a separate save at the end of the Doc's visit so you can load it and change all your stuff again. Doesn't it let you choose your gender and face and everything again, too?

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Is there a mod anyone uses that lights up interiors, plain and simple? Not street lights or anything I just want interrior cells slightly brightened. I've looked at the street light mods and it talks about removing lights (and a 20-40s delay on exiting places for the lights to re-activate fully)? I also -do- use a pip-light enhancer. I use URWNL (or whatever the abbreviation is), also.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
My load order is:

code:
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
GunRunnersArsenal.esm
Primary Needs HUD.esm
CASM.esp
The Mod Configuration Menu.esp
PerkEveryLevel.esp
UniversalPerkRequirements.esp
ammoingredientsloot.esp
AllCompanionsEssential 2.0.esp
Cass Gone Rogue & Factionless.esp
No More Annoying CC - ALL.esp
noautoaim.esp
EnclaveHat.esp
pipboyx6.esp
Color Me Evil.esp
Faster Runing.esp
Faster Terminals.esp
HJLLessDismembermentAndExplosionsv100.esp
Permanent_Weapon_Shells_Light.esp
Realistic death.esp
URWLNV.esp

Total active plugins: 31
Total plugins: 46
Are my ESMs in the right order or should I load the item packs immediately after FalloutNV.esm?

And I've been checking mods off one-by-one trying to find out what causes me to crash about every 3-15 minutes. The only texture mods I have are Detailed Normals, Arenovalis' WRP, hi-res eyes, and whiter teeth.

I've tried with URWLNV off and it doesn't seem to affect the crashing.

The only conflicts I see in FNVEdit is amongst the DLC .esm's, other things I have disabled.

Syrant fucked around with this message at 00:07 on Oct 1, 2011

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Wait, what?


http://www.newvegasnexus.com/downloads/file.php?id=44172

:gonk:

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Strudel Man posted:

The reason they didn't is literally consoles. Like, consoles don't look at revised base forms in the correct order or something, so they had to just make new weapons.

Edit: I'll just re-quote.

J.E. Sawyer/rope kid via FormSpring posted:

The engine used for Fallout: New Vegas handles load order for .esm/.esp files differently on each platform (PC, PS3, Xbox 360). For purposes of this discussion, let's talk about the three that are relevant: FalloutNV.esm (the master .esm for Fallout: New Vegas), Update.esm (the patch) and GunRunnersArsenal.esm.

When we modify a form that exists in the base FalloutNV.esm and save it off in a new .esm, the base ID remains the same between the two so the engine understands that they are fundamentally the same form. When the engine loads the game, it loads the forms in FalloutNV.esm FIRST. After FalloutNV.esm is done loading, it starts to load in the other .esms. In this case, it loads Update.esm and GunRunnersArsenal.esm. If one of these .esms contains a form with the same base ID as a form in FalloutNV.esm, that form is overridden.

However, the platforms load these data files in a different order, and not consistently. If both Update.esm and GunRunnersArsenal.esm contained a form with the same base ID (e.g. a weapon that was previously patched), the engine may load the one in Update.esm last or the one in GunRunnersArsenal.esm last. If it loaded the one in Update.esm, it wouldn't matter that there were mods associated with the form in GunRunnersArsenal.esm.

In the not-so-terrible case, you get weapons that seemingly haphazardly have old stats/old mods or new stats/new mods. In the worst case, data in one .esm that relies on data in another loads first, attempts to reference the other data, can't find anything (because it hasn't loaded) and hangs or crashes the game.

On PCs, this is not an issue because there's a single platform and users can manually adjust their load order. For Gun Runners' Arsenal, creating GRA versions of weapons was the safest way to add items without generating a huge list of load order issues on different platforms.

Syrant fucked around with this message at 20:35 on Oct 2, 2011

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
I went to mod my GRA hunting revolver and I use Aerenovalis' WRP and I had to reload an earlier save due to the texture warp/goofup due to the GRA texture changes.

Aerenovalis are you going to release anything to cover GRA? I haven't a clue how much work it would be.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Arenovalis posted:



I need to stop faffing about and actually finish this poo poo..

Sorry if you answered this but will you be considering making unique textures for the new (GRA) guns+mods?

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Seashell Salesman posted:

The texture for Paciencia is criminally bad. Sadly that's the only GRA weapon I was really psyched to use.

The static point of the band wrapped around the stock is really the only thing that I noticed as 'bad' but it does stick out blatantly when the gun is holstered.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Coughing Hobo posted:

You want moving cloth? In Gamebryo?

No, no, I just thought making it into a knot would look better. I suppose the cloth could be so dirty or otherwise disused to be stiff, though.

Should WAR have the option to make the 3rd person pistol/smg aim one handed? I had some mod that did it.


(cropped for spoilers)

It was like that when walking/running when aiming. I like the idle animation as it is (I use option 1) I just care for the third person, first person isn't what I want to change.

I have both WAR mods (Command/Professional) but it doesn't seem to have any option or picture of the option.

I do usually have trouble telling between the stances but I don't believe those affect the 3rd person aim animation, do they?

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Coughing Hobo posted:

Use the FOMOD script for WAR to make everything way easy to select.

Thank you, I had just discovered it, much easier.

Is there an animation for third and first person firing 'off the hip' so that it matches the gunslinger aim animation? It still uses both hands in my game if I'm not aiming on the ironsights.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

SeanBeansShako posted:

That sounds pretty cool, I'll grab it from the Nexus then.

I think WMX (or is it WME?) also shares compatibility with Arenovalis' WRP textures so mods don't mess your gun up.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

Dux Supremus posted:

These probably aren't all that great, but it goes to show the in-game face editor sucks (Captain Obvious reporting!) while the one in the GECK is alright if you're willing to waste an hour or two iterating and checking in-game.



Is there a good mod for pre-set faces out there that isn't just 'generic anime girl' or 'characters from fallout 3 and NV'? Those look pretty decent-- better than anything I can come up with.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
So I'm trying to set up FNV with the step-project guide and I've got this happening:


At the advice of a friend I checked my data folder (because apparently those folders should not be there?) to see what it was supposedly getting hung up on and I have

Edit: And my archives tab if that helps:


But I'm told that I shouldn't have a sound or mesh or text folder (I do have a sound one, there, you can see) but the only thing I have relating to meshes or textures are the BSAs listed in the second screen. I have these big X things on the mod list, though. What did I do wrong here?

Syrant fucked around with this message at 07:07 on May 8, 2015

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
All right, moving them fixed it, I just went ahead and reinstalled the mod (Schoolhouse) and it seems fine, I must've forgotten to set the data directory. Thanks for the help.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
All right, now I'm testing things out and everything seems pretty good but I've noticed walking around (outside, haven't had a chance to roam interiors terribly much) I will get the occasional little flash that looks like it would be a glare effect but it will appear over/through buildings and is not necessarily on the horizon. I've tried turning off Nevada Skies as well as Electro City and I'm still getting them. Those are the only mods I have that should affect something like that so far as I can tell. I'm curious if it might be something in the .ini related to specularity? I've set things up following the guide as related to ENB/4GB loader.

Mod list/load order is here.

I also added the grass fade specifics to the falloutprefs.ini but it still seems like the draw distance is kind of close (I set everything in the falloutprefs and fallout .ini files as written here at the STEP Project thing . Maybe I just forgot the grass 'pop in' when I played the poo poo out of the game originally?

Edit: Either making a new game or turning off the ENB seemed to halt it for the moment.

Syrant fucked around with this message at 23:04 on May 8, 2015

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Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9
Okay, so, I installed Roberts Males and have the black-bar issue. The STEP guide(scroll down just a touch) says "If black bars are showing on male bodies in game, try ticking or unticking the BSA for Roberts Males" but there is no BSA for this mod that I can find. There is certainly not one under the archive tab. It is the last file in my load-order and is not being overwritten by anything yet the issue remains. I've redownloaded and manually explored the mod but there is no BSA to be found. I've got Automatic Archive Invalidation set on.

E: It seems I can't even turn off archive invalidation even if I wanted.

Any help would be appreciated.

Syrant fucked around with this message at 01:55 on May 9, 2015

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