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Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Cream-of-Plenty posted:



What pistol is that?

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Capn Beeb posted:

What pistol is that?

It's a redesigned plasma pistol somebody made for FO3. You can find it here on the FO3 Nexus. I took the liberty of porting it over for personal usage because I think the Plasma pistol and rifle are seriously ugly looking to the point that I prefer not using them.

Saoshyant
Oct 26, 2010

:hmmorks: :orks:


Cream-of-Plenty posted:

It's a redesigned plasma pistol somebody made for FO3. You can find it here on the FO3 Nexus. I took the liberty of porting it over for personal usage because I think the Plasma pistol and rifle are seriously ugly looking to the point that I prefer not using them.

Make that public? Please?

Brace
May 29, 2010

by Ozmaugh

Saoshyant posted:

Make that public? Please?

Yeah, can you upload it to megaupload or something? Those look seriously badass, also does it replace the unique plasma rifle ?

King Doom
Dec 1, 2004
I am on the Internet.

Paramour posted:

So I've gone and modded up like crazy, and it ran fine for awhile. But now I seem to be getting CTDs whenever I fast travel/quicksave, which is pretty annoying. It doesn't seem to be one mod though - I've tested each and every single mod, and all of them have to be removed for it to not CTD. Does anyone have an idea on what could it be?

Sorry, your save file is corrupted. It's a nice little bug with NV, and the main reason to use more than quicksaves. If you can find a way to fix it, loving aces mate, but the two or three times its happened to me (including during a no mods run) the only solution was to delete my auto and quicksave and rollback to a save where I could fast travel/save without a CTD.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
CASM is a much better alternative to Quicksaves. Also check out SaveKey.

This Is Not An Exit
Aug 12, 2007
I decided to throw a handful of possibly conflicting mods in last night and now I'm getting CTDs almost immediately after launching the game. Reload and CFWNV had been working together for some time, but this may be the problem. I put in Feng Shui, a handful of individual weapons, and Imps needs as well. Here's my load order. I'm hoping it's simply a problem with that, but the BOSS auto sort has been keeping me afloat thus far. If anyone has any suggestions, I'd really appreciate it.

FalloutNV.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
Advanced Recon Tech.esm
AWorldOfPain(Preview).esm
Caliber.esm
CFWNV.esm
IWS-Core.esm
Military Explansion Program.esm
Moddable Unique Weps.esm
More Perks.esm
New Vegas Redesigned.esm
SCAV.esm
Weapon Mod Expansion.esm
Reload.esp
Rearm.esp
Distant Gunfire Sound Fix V2.1 - Machienzo.esp
Centered 3rd Person Camera.esp
Purge Cell Buffers.esp
Free Play after MQ.esp
NewVegasBounties.esp
Lore version.esp
mossberg500.esp
GoodspringsPlayerHome.esp
NV Interiors - El Ray Motel.esp
NV Interiors - West Vegas Fringe.esp
NV Interiors - Cottonwood Cove.esp
UHNV.esp
PerkEveryLevel.esp
ReSort.esp
CFWNVOptionalTweaker.esp
Existence2.0.esp
CONELRAD 640-1240.esp
Sunglasses Shipment - Merchant.esp
ExtendedNVRadio.esp
More Perks Update.esp
NV_STTraitsandPerks - NVSE.esp
NV_STTraitsandPerks.esp
BetterGamePerformanceV3.esp
LFox Bottle That Water.esp
populatedcasino.esp
Rustyhwys.esp
Sprint Mod.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
AEVegas.esp
IDreamOfElectricSheep.esp
M14.esp
mac10.esp
Moddable Unique Weps.esp
QS_Blackwolf_NV_Backpackmod.esp
1niv BobHeadwear.esp
Gunslinger.esp
Advanced Recon Armor.esp
Sunglasses Shipment.esp
Tailor Maid Black Retex - NV.esp
TGsArmorCollectionVegas.esp
UrgeWasterScarf.esp
w44Satchels - Full.esp
Feng Shui NV.esp
Feng Shui NV - Keymap Template.esp
Armored Duster.esp
Sorter - Combined.esp
Inventory Sorter - Moddable Unique Weps.esp
dD - Enhanced Blood Main NV.esp
Imp's More Complex Needs.esp
Imp's More Complex Needs - JA - SORTED.esp
IMCNNV - Sorted.esp
Feng Shui - Keymap Template.esp
DanWessonPPC.esp
m1d.esp
FN FAL.esp
Stampede.esp
AK47 with mods (Scope).esp
Ambient Temperature - IMCNNV.esp
IMCNNV - HUD and Hotkeys.esp
Silus (Vcat request).esp
Raul Concept art (looloo request).esp
Red Lucy cold personality version.esp
PipBoyLightx1.5.esp
realistic headshots.esp
Nevada Skies.esp
LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp
Weapon Mod Expansion.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
Clanf_BT.esp

Total active plugins: 89
Total plugins: 89

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.
http://www.newvegasnexus.com/downloads/file.php?id=35429

Here's a great weapon sound mod I'm using. Might want to add it to the first post.. Up to you, of course :p

An Ounce of Gold
Jul 13, 2001

by Fluffdaddy
So what is the possibilty of modding in additional games for casinos? I mean they even have craps tables in the game but none to play. I remember when this was being made the devs were talking about each casino having different tables. I thought he meant types of games. He JUST meant the felt for the tables! :)

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

Yeah, can you upload it to megaupload or something? Those look seriously badass, also does it replace the unique plasma rifle ?

Saoshyant posted:

Make that public? Please?

Here you go.

I need to warn you though: The weapons can't be modded unless you go in the GECK and do it yourself. I never got around to meddling with NifSkope (or just renaming the vanilla nif file seven times for every mod combination.) So it's not the greatest conversion, but the weapons work and are animated and everything.

I didn't change the models for unique plasma pistols and rifles, so if you find any, now they're extra unique.

Arenovalis posted:

http://www.newvegasnexus.com/downloads/file.php?id=35429

Here's a great weapon sound mod I'm using. Might want to add it to the first post.. Up to you, of course :p

Updated.

Cream-of-Plenty fucked around with this message at 21:41 on Jan 7, 2011

BENGHAZI 2
Oct 13, 2007

by Cyrano4747
Does anyone know how I'd change the sound associated with a weapon mod, and the animation?

Anime Schoolgirl
Nov 28, 2002

Arenovalis posted:

http://www.newvegasnexus.com/downloads/file.php?id=35429

Here's a great weapon sound mod I'm using. Might want to add it to the first post.. Up to you, of course :p
holy poo poo a sound mod that doesn't sound like it's been ripped from bad hollywood movies

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Dickeye posted:

Does anyone know how I'd change the sound associated with a weapon mod, and the animation?

Yeah. Open the mod in GECK, select the "Weapon" subject (under "Items") from the organization tree in the left hand column, and right click > edit on the specific weapon you want to modify.

Open up the "Art and Sound" tab in the window that opens up, and you can see that you're able to change the animations (they're not descriptive, so you'll have to experiment a little) and sounds for specific actions.

Also, The Community Bugfix Compilation Patch (the one from a long time ago) was just updated and released. The patch seems to have overcome a lot of issues that were preventing it from being updated regularly and the author promises to provide more regular updates.

Cream-of-Plenty fucked around with this message at 22:12 on Jan 7, 2011

Mr. Excitement!
Nov 4, 2008

Ask me how much I like shaved monkeys

SymfonyMan posted:

So what is the possibilty of modding in additional games for casinos? I mean they even have craps tables in the game but none to play. I remember when this was being made the devs were talking about each casino having different tables. I thought he meant types of games. He JUST meant the felt for the tables! :)

Unfortunately, the games are hard-coded in. When making my casino mod, I found the only things changeable were the inputs and outputs (max bets and casino cut offs). Even the "comps" levels are automatically calculated.

Shameless plug for my casino mod: Improved Casinos

Dizz
Feb 14, 2010


L :dva: L
Has anyone put boobs on mole rats yet? I feel this thread isn't living up to it's full potential.

SheepNameKiller
Jun 19, 2004

This Is Not An Exit posted:

I decided to throw a handful of possibly conflicting mods in last night and now I'm getting CTDs almost immediately after launching the game. Reload and CFWNV had been working together for some time, but this may be the problem. I put in Feng Shui, a handful of individual weapons, and Imps needs as well. Here's my load order. I'm hoping it's simply a problem with that, but the BOSS auto sort has been keeping me afloat thus far. If anyone has any suggestions, I'd really appreciate it.

Firstly, you should learn how to use FNVEdit to view and manage conflicts, as well as how to order things yourself, especially if you're going to use that many mods. BOSS for NV sucks, plain and simple. I've personally witnessed many, many conflicts using BOSS to sort my mods and I have many of the same mods you do. Right off the bat I can see that CFWNV and Reload do in fact conflict, this is something that the mod author of CFWNV has refused to address since he believes that making the two compatible is a lost cause.

Also, why are you using an electro-city/lumenarium plugin if you're not using either of those mods? You should just be using a standalone version of Nevada Skies, not to mention the fact that the Electro-city/Lumenarium Nevada Skies plugin actually conflicts with the standalone version. So you have two mods there that are conflicting with each other (Nevada Skies.esp, LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp) and there's no reason I can see for it since you're not even using either of the mods that're supposed to be used in tandem with the electro-city/Lumenarium replacer. If you tried to install Electro-City, you've failed. Go back and read the readme and try again. If this is just a remnant of an old installation, delete it.

Feng Shui NV Keymap Template has been known to cause CTDs, and for whatever reason you're using not one but two versions of it, so that could also be a cause of the crashes. That's all that stands out right off the bat.

SheepNameKiller fucked around with this message at 23:58 on Jan 7, 2011

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
I'm fooling around with perks to try to make a shoving perk - sneak up behind someone, activate and choose Shove, and you'll push them over. Sucker. Anyhow, I've gotten so far as the activation, but the question is how to determine what the target reference is and from there how to send them flying. Entry Point - Activation under perks uses a different kind of scripting from other stuff, and I was wondering if anyone her has played around with it at all?

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

I GOT A FAT JET STASH, BUNKERS FULL OF PRE-WAR CASH



JUST SEEN A BIG rear end MOLE RAT

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

dog kisser posted:

I'm fooling around with perks to try to make a shoving perk - sneak up behind someone, activate and choose Shove, and you'll push them over. Sucker. Anyhow, I've gotten so far as the activation, but the question is how to determine what the target reference is and from there how to send them flying. Entry Point - Activation under perks uses a different kind of scripting from other stuff, and I was wondering if anyone her has played around with it at all?
Look at the knockdown effects applied through script, e.g. the Victory Rifle knockdown script. You can apply a push in a similar fashion.

Swartz
Jul 28, 2005

by FactsAreUseless

dog kisser posted:

I'm fooling around with perks to try to make a shoving perk - sneak up behind someone, activate and choose Shove, and you'll push them over. Sucker. Anyhow, I've gotten so far as the activation, but the question is how to determine what the target reference is and from there how to send them flying. Entry Point - Activation under perks uses a different kind of scripting from other stuff, and I was wondering if anyone her has played around with it at all?

Take a look at this mod: http://newvegasnexus.com/downloads/file.php?id=39009

It uses NVSE to do it, but he bound one of the keys to shoving people. Look through what he did and just copy it and tweak it.

Also, thanks to the person earlier who mentioned the Hardcore mods.
I found however that with the right tweaks with XFO it's a lot more fun, and I'm not even playing on Hardcore. It's still very difficult however, I just don't have to deal with nagging dehydration and food.
With the harsher of the plug-ins enabled it can be very difficult to survive a firefight with just two to three people.

SheepNameKiller
Jun 19, 2004

The only thing I dislike about XFO is the skill point rebalance and the method it uses to edit leveled lists for ammo and health items. The SP rebalance actually give you MORE SP in my opinion since it doubles tag skills, and I personally think that Hardercore does the health item/ammo rebalance better by adding junk to leveled lists. That's the great thing about XFO though, it's modular. Still, I really can't wait for the FWE folks to release their take on it.

Oh, someone else mentioned how it makes creatures too easy, and I agree with that too, but I think Cream of Plenty has a fix that he's willing to share for it.

SheepNameKiller fucked around with this message at 00:42 on Jan 8, 2011

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

Capn Beeb posted:

I GOT A FAT JET STASH, BUNKERS FULL OF PRE-WAR CASH



JUST SEEN A BIG rear end MOLE RAT

I like having a bunch of houses. Makes me feel like a wanderer, who just kinda drops in on a cache, crashes, grabs his gear and leaves.

So, where's this at?

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

rope kid posted:

Look at the knockdown effects applied through script, e.g. the Victory Rifle knockdown script. You can apply a push in a similar fashion.

The push isn't the problem - having played with the weapon effects I think I've got a handle on knockback. I'm more concerned about how to actually get it to target the person I'm trying to activate on. The script I'm using works when attached on a weapon, but not here, ah!

Swartz posted:

Take a look at this mod: http://newvegasnexus.com/downloads/file.php?id=39009

It uses NVSE to do it, but he bound one of the keys to shoving people. Look through what he did and just copy it and tweak it.

Wow, I need to take a look at this for completely seperate reasons, that looks awesome. That being said, the functionality may not really be what I'm looking for just because it's not done through snéak + activation.

Dog Kisser fucked around with this message at 01:01 on Jan 8, 2011

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Dickeye posted:

I like having a bunch of houses. Makes me feel like a wanderer, who just kinda drops in on a cache, crashes, grabs his gear and leaves.

So, where's this at?

From here:

http://www.newvegasnexus.com/downloads/file.php?id=37884

SheepNameKiller
Jun 19, 2004

Swartz posted:

Take a look at this mod: http://newvegasnexus.com/downloads/file.php?id=39009

It uses NVSE to do it, but he bound one of the keys to shoving people. Look through what he did and just copy it and tweak it.

Is there a mod that adds a knife or melee weapon hotkey like this one without adding all the other stuff? That honestly would be pretty cool and goes right up there with the grenade hotkey in usefulness.

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

Had a feeling.

Can I just say, scrolling through the player home mods, that I'm so sick of everything being in one of the towns. If I had any skill with making mods, I'd do one where it's a loving shack in the middle of nowhere, or maybe something like the sewer hideout but with the entrance at a manhole.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SheepNameKiller posted:

The only thing I dislike about XFO is the skill point rebalance and the method it uses to edit leveled lists for ammo and health items. The SP rebalance actually give you MORE SP in my opinion since it doubles tag skills, and I personally think that Hardercore does the health item/ammo rebalance better by adding junk to leveled lists. That's the great thing about XFO though, it's modular. Still, I really can't wait for the FWE folks to release their take on it.

Oh, someone else mentioned how it makes creatures too easy, and I agree with that too, but I think Cream of Plenty has a fix that he's willing to share for it.

Bing bong Boom.

That's my revised version of XFO's plugin 2aa - DR + DT (low). It makes creatures tougher (in line with XFO's plugins that modify damage 1x - 3x; anything higher and it won't be enough.)

Some of the fleshier creatures aren't a whole lot tougher than before (Plain Geckos, for example) because I didn't give them a lot of DT, as they don't have any naturally occurring armor. However, creatures like Centaurs have about 20 points of DR. Ghouls got an upgrade to their DR too (but no DT whatsoever for the plain variety; only Reavers) because I figured a creature that went rabid is going to ignore mortal wounds more than a self-preserving animal.

Giant Radscorpions and Deathclaws are pretty loving mean with this plugin. Respect them with Stealth Attacks and plenty of AP ammunition. At level 1-4, don't try to pick a fight with Giant Radscorpion outside of Goodsprings because you probably won't be able to punch a hole in them.

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Dizz posted:

Has anyone put boobs on mole rats yet? I feel this thread isn't living up to it's full potential.

I'll get on that this weekend.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Dickeye posted:

Are there any good male body replacers?
I can tell that you, sir, are a connoisseur of fine body mods, and we can only hope that they are ported to New Vegas posthaste.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


Paramour posted:

So I've gone and modded up like crazy, and it ran fine for awhile. But now I seem to be getting CTDs whenever I fast travel/quicksave, which is pretty annoying. It doesn't seem to be one mod though - I've tested each and every single mod, and all of them have to be removed for it to not CTD. Does anyone have an idea on what could it be?

Here's some voodoo from FO3 that sometimes helps:

Load your quicksave. Save it for real, reload that. Put down a stack of land mines, and blow yourself up with them such that a limb detaches. Once you're back together, wait three full days. Save, load again, and maybe you're out of the woods.

Now and then you get a bad item or a bad spawn somewhere, and waiting three (or four for good measure or if a mod fiddled with poo poo) can help correct that. I had a crash from a bad Talon Company spawn a couple times in FO3, for example, and this fixed it. As for exploding yourself to remove a limb and proceeding from there, I have no idea how that helps but some people swore you had to do it that way although sometimes simply dying worked for me.

If you need to you can use a console command to dump an inventory listing (or at least your important stuff) so that you can re-add those baseIDs to yourself if you got something fancy that you don't want to lose in a roll-back. Give everything special to an NPC, strip them of everything else, and then list their inventory; I think otherwise your list is polluted with all of your keys.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
In other news, FO3's DCInterior's creator said that he is currently working on bringing his poo poo over to FO:NV.

ChuckSteel posted:

Sorry to everyone, for being away for a bit, well I was not away so much as trying to figure out where I wanted to go with this new mod. I started several districts, which repeatedly frustrated me. :brokencomputer: I've now begun work on the "NVInteriors_WastelandEdition" which will be my first release. I've also ben putting a lot of time in working on my "Core Assets" master, this time I will not have the redundant files, forms as I did in "DCInteriors". "NVInteriors" will have the "Core" master and, all associated plugins, modules relying on it, I will also at some point release a "Combo Edition", but, I want to finish several plugins before I get to that.

I'm hoping to have my first release by the end of the month.

Vodvillain
Feb 26, 2010

No kiddin'
Gun slingin'
Spurs hittin' the floor

FronzelNeekburm posted:

I can tell that you, sir, are a connoisseur of fine body mods, and we can only hope that they are ported to New Vegas posthaste.

Sweet, thanks bud.

Click here for the full 1280x800 image.

Cialis Railman
Apr 20, 2007

I've been looking around the FONV Nexus for a while and I haven't found a specific type of mod I'm looking for, so I thought I would ask here.

Are there any mods that change the way a new game starts? Like, instead of having to go through the tutorial umpteen times, spawning the player at a random location with some basic equipment and allowing them to explore the world as they see fit? Barring that, are there any mods that remove the main quest?

In the absence of that, I did find a mod that allows for extended play after completing the main quest, so there's that.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Apotheosis posted:

I've been looking around the FONV Nexus for a while and I haven't found a specific type of mod I'm looking for, so I thought I would ask here.

Are there any mods that change the way a new game starts? Like, instead of having to go through the tutorial umpteen times, spawning the player at a random location with some basic equipment and allowing them to explore the world as they see fit? Barring that, are there any mods that remove the main quest?

In the absence of that, I did find a mod that allows for extended play after completing the main quest, so there's that.

The closest I found was Advanced Start but you've probably already found it, yourself. It doesn't quite accomplish what you're looking for (closer than anything else I know of, though) but it *does* skip the tutorial segments and deposit you at the outskirts of Goodsprings where the tutorial quests end and allow you to respec your character.

Cialis Railman
Apr 20, 2007

Cream-of-Plenty posted:

The closest I found was Advanced Start but you've probably already found it, yourself. It doesn't quite accomplish what you're looking for (closer than anything else I know of, though) but it *does* skip the tutorial segments and deposit you at the outskirts of Goodsprings where the tutorial quests end and allow you to respec your character.

That'll work fine, thanks. :) There's also another mod that does the same thing, but starts you off outside of Doc Mitchell's place. It's here.

BTW, the "Extended play after main quest" mod has apparently disappeared, and the closest thing I could find to it is this.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
Question, where is the mod that adjust the XP required to level up (or adjusts how much you get, I forget which it does)? I havent even met Mr. House yet and I'm level 12 so I think I need to slow it down a bit.

ShadowMar
Mar 2, 2010

HERE IS A
GRAVEYARD
OF YOU!


Apotheosis posted:

That'll work fine, thanks. :) There's also another mod that does the same thing, but starts you off outside of Doc Mitchell's place. It's here.

I'm using this one at the moment and it works fine.

Edit: Does anyone know of any mods that add head bobbing to first person? It bugs me that the gun moves but your head stays perfectly still while running from horrible abominations.

ShadowMar fucked around with this message at 06:24 on Jan 8, 2011

Horns
Nov 4, 2009
So I'm following the little guide in the OP for porting weapons for this gun and I can't even get past the first step. :saddowns:

The GECK keeps throwing up an "Invalid Directory" error every time I try to save a blank template. I've tried saving it in a dozen different places and get the same result every time. Google has been no help. The hell am I doing wrong?

Failing any kind of solution, could someone port it over for me? I figure it should be pretty painless since it doesn't need adjustments for iron sights and I don't care if it has the custom ammo the author made for it or not (any caliber is fine, but .308 would probably make the most sense).

EDIT:

ShadowMar posted:

I'm using this one at the moment and it works fine.

Edit: Does anyone know of any mods that add head bobbing to first person? It bugs me that the gun moves but your head stays perfectly still while running from horrible abominations.
This depth of field mod has an option for head bobbing. The rest can be disabled if bobbing is all you're after, though I think this is probably the best DOF mod on Nexus right now. It's not true dynamic DOF, but that also means it has less of a chance of murdering your framerate. I use it mainly for the motion blur.

Horns fucked around with this message at 06:43 on Jan 8, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Apotheosis posted:

That'll work fine, thanks. :) There's also another mod that does the same thing, but starts you off outside of Doc Mitchell's place. It's here.

BTW, the "Extended play after main quest" mod has apparently disappeared, and the closest thing I could find to it is this.

Thank you for the heads up. OP Updated.

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Tagichatn
Jun 7, 2009

So did anyone save that mod with the Mass Effect 2 armor before it was taken down? It sounded cool. Also another cool mod is the bouncing natural breasts mod! I saw it in the top 25 and it adds breast bones to give each breast an amazing bounce with each step!

Apparently the author was tired of the pitiful "nubs" that women had in other body replacement mods or by default so he and a few other dudes literally spent hundreds of hours fixing them. If only there was a way to combine this with the Star Fox mod to create the Best Mod of All Time.

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