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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Toasta posted:

This game really is almost too much fun.

I'm on track to dump more loving hours into this game than any other Bethesda game.... New Vegas is exactly what I've always wanted - an easily moddable CRPG from Obsidian.

e: I can't remember if I mentioned this before, but I've switched from using the Lootable Old Cars mod to this one - Salvage Perk. It adds a perk that you can take on level up with sufficient Survival/Repair to loot stuff like cars, radios, old computers, etc. It's a much better implementation of the same thing Lootable Old Cars does. Along the same lines, I've added Arts and Crafts, which adds more crafting recipes at camp fires for the sole purpose of reselling. I'm using it in conjunction with Bartertown, which makes a barter/speechcraft guy much more rewarding. I've tagged survival/speech/barter and Boone and I run around selling all the stuff we make from the stuff we kill :downs:

I'm also using Color Me Evil for a rebalance of the Karma system. This mod is like Killing Karma Rewards Fixed or whatever where it removed the drastic Karma gains/losses for just killing people, depending on their own Karma level. This goes a bit further - for instance, killing all of Goodsprings now makes you more evil (as it should) than vanilla. Likewise, just killing a bunch of fiends won't make you a Wasteland Saint. I've found that you pretty much need a Karma overhaul when using mods like Increased Wasteland Spawns, and this one fits the bill pretty well.

I've recently added Universal Perk Requirements to my new game playthrough - what it does it makes perks like Rapid Reload affect both Guns and Energy Weapons, and perks like Unstoppable Force affect melee and unarmed weapons. At higher difficulty levels/with damage overhauls, I find it balances out pretty well and goes a bit to make other weapons as viable as guns. I should also mention the Handi-cappable trait, which raises all your SPECIAL stats in exchange for a bum leg, ala Arcanum. With XFO's crippled leg overhaul (you walk slow as gently caress with one/two crippled legs) it makes for a pretty interesting character to role play.

Gyshall fucked around with this message at 16:59 on Jan 20, 2011

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Mister Bung
Jun 7, 2004

What about the children foo'?

Gyshall posted:

I'm on track to dump more loving hours into this game than any other Bethesda game.... New Vegas is exactly what I've always wanted - an easily moddable CRPG from Obsidian.

e: I can't remember if I mentioned this before, but I've switched from using the Lootable Old Cars mod to this one - Salvage Perk. It adds a perk that you can take on level up with sufficient Survival/Repair to loot stuff like cars, radios, old computers, etc. It's a much better implementation of the same thing Lootable Old Cars does.

Survival 50, Repair 50 are reasonable high stats though. I think I'll stick with Lootable Old cars for conveniences sake.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Mister Bung posted:

Survival 50, Repair 50 are reasonable high stats though. I think I'll stick with Lootable Old cars for conveniences sake.

True, but I think Lootable Old Cars makes it almost too easy to get scrap metal/scrap electronics - especially with a repair mod that lets you repair items with scrap metal. LOC makes the first part of ED-E's quest a bit too easy, if you ask me.

another edit: Does anyone know how crafting/repair lists work? Is there an option to merge them in Wyre Bash at all? My concern is that I'm starting to add more crafting mods and I don't know if one will overwrite other crafting lists or not.

Gyshall fucked around with this message at 16:47 on Jan 20, 2011

Mister Bung
Jun 7, 2004

What about the children foo'?

Gyshall posted:

True, but I think Lootable Old Cars makes it almost too easy to get scrap metal/scrap electronics - especially with a repair mod that lets you repair items with scrap metal. LOC makes the first part of ED-E's quest a bit too easy, if you ask me.

another edit: Does anyone know how crafting/repair lists work? Is there an option to merge them in Wyre Bash at all? My concern is that I'm starting to add more crafting mods and I don't know if one will overwrite other crafting lists or not.

I'm only using the Weapons Mod crafting mod, I purposely didn't use the cross repair one because I feel the same. However, being able to immediately pimp out your new gun from your crate full of crap is nice.

Oh and I'm still stuck on the "It seems ED-E has Enclave logs triggered by keywords" thing soooo...

SheepNameKiller
Jun 19, 2004

Gyshall posted:

another edit: Does anyone know how crafting/repair lists work? Is there an option to merge them in Wyre Bash at all? My concern is that I'm starting to add more crafting mods and I don't know if one will overwrite other crafting lists or not.

First off, Crafting and repair lists aren't the same thing at all. Repairing of weapons and armor is handled by Form IDs, which are basically the game's way of grouping multiple items together for reference by an object. Unless you're using Wrye Bash or FNVEdit to merge your FORM ID lists you're always going to have one mod overwriting the other as long as more than one makes changes to the repair lists for the same weapon, but with bashed patches you can overcome this. I actually recommend that you almost never use bashed patches unless you REALLY understand what you're doing, but FORM ID lists are the one thing that you can pretty consistently merge and not gently caress up one mod or the other, as long as you don't mind having all of your changes to game lists be cumulative. My preferred method of merging FORM ID lists is wrye bash, but you can use FNVEdit as well.

Crafting, on the other hand, is handled by in-game recipes, which shouldn't conflict with one another unless you have more than one mod that modifies an existing recipe.

SheepNameKiller fucked around with this message at 17:18 on Jan 20, 2011

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

SheepNameKiller posted:

Form IDs

Gravy, thanks. What tags or method do I need to use in Wyre Bash for this?

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Gravy, thanks. What tags or method do I need to use in Wyre Bash for this?

There should be a checkbox near the bottom when creating a bashed patch (I think it's right above or below leveled lists) where you can check FORM IDs.

FORM IDs are responsible for some other things as well - perk lists (like which weapons get a damage boost from the cowboy perk) and holdout lists (or which weapons you're allowed to sneak into casinos). You should also merge FORM IDs using wrye bash if you're using multiple mods that affect either of those two things, otherwise you will potentially run into instances (for example) where both the That Gun mod and Community Compilation Bugfix mod modify the Cowboy perk list, and only the mod that loads later is going to see its weapons doing increased damage when you take that perk.

SheepNameKiller fucked around with this message at 17:26 on Jan 20, 2011

SheepNameKiller
Jun 19, 2004

Gyshall posted:

Along the same lines, I've added Arts and Crafts, which adds more crafting recipes at camp fires for the sole purpose of reselling.

It would be pretty cool if the mod author expanded this with unique textures and meshes to allow you to create new items for placing in your home out of scrap.

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.

Mister Bung posted:

Is anyone else having issues with dissapearing companions?
Boone and EDE definitely don't follow me through the Freeside South gate and now they've just kind of dissapeared into the ether out at Ellis. They're showing on the map but not in the world and using TCL to try go under the ground to find them doesn't work (once you go 'under' the floor it warps you back on top for some reason)

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.

BENGHAZI 2
Oct 13, 2007

by Cyrano4747
Did the guy who was working on the not-poo poo version of Ahztek ever upload it?

Just want to make sure I didn't miss it.

Swartz
Jul 28, 2005

by FactsAreUseless

Dickeye posted:

Did the guy who was working on the not-poo poo version of Ahztek ever upload it?

Just want to make sure I didn't miss it.

No. I am eagerly awaiting the release of that mod as well.

Vita
Nov 7, 2009
I've played through the game about 5 times with strictly RPG mods, what are some good ones to make it more FPS-like? I absolutely loved World of Pain's "never stop shooting" moments, and I already have the no-auto-aim mod.

Demerzel
Sep 11, 2001

Only the spergiest will do.
Damnit I am still hooked on this game thought for sure I'd be over it by now, I'm gonna have to make a mod for it.

My two ideas:
Make a raider camp and set up a whole raider faction, Powder Gangers have to recommend you there, Khans set you up with missions then Jackals/Fiends. Use the area that is just dead space west of Goodsprings (in the mountains). If you have IIWR it's over the mountains west of the geckos and north of the Canyon junk.

Now I have a cyborg idea, it wouldn't be as huge as the raider one, but basically have some cyborg wasteland alternative to the brotherhood surgery, PER gives you a cyborg eye, INT gives you a metal skullcap etc. How are the models set up? As one model for the player or is it feasible to swap out body parts etc?

#1 is a huge time-consumer but probably little modeling, #2 is probably less time but I haven't ever dicked with modeling, I'm a developer though so I can probably handle at least changing existing models.

Someone tell me which one of these is more interesting and how #2 is even possible, make a eyeglasses model that gives cyborg eye, hat that gives whatever? Can you be wearing 2 different armors at the same time? Has anyone looked into the guts of that one that did the armor pieces?

EDIT: Also where does Dead Money take place? Just had the thought that it might actually use all that dead canyon space?

Demerzel
Sep 11, 2001

Only the spergiest will do.

Vita posted:

I've played through the game about 5 times with strictly RPG mods, what are some good ones to make it more FPS-like? I absolutely loved World of Pain's "never stop shooting" moments, and I already have the no-auto-aim mod.

FYI on this one if you read the readme, you can just take the 2 settings and put them into fallout_default and it works.

One less mod to deal with at least.

Chronojam
Feb 20, 2006

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


Vita posted:

I've played through the game about 5 times with strictly RPG mods, what are some good ones to make it more FPS-like? I absolutely loved World of Pain's "never stop shooting" moments, and I already have the no-auto-aim mod.

I'm not a huge fan of bullet time in games, but there are NV mods to convert action points into bullet time duration. A few come with perk adjustments that allow you to apply your VATS bonuses either while free aiming, or while in bullet time. For example, the headshot bonus might get converted into a critical hit bonus or something.

I generally only use VATS while trying to figure out what to do tactically, aim grenades, or go for stealth attack lineups... so being able to put those AP into dodging rockets is nice! It's great for when you zone into an area with like ten guys ready to attack you, and you can gain a little edge instead of being entirely surprised.

MadPierrot
Nov 4, 2009

we are all dead men on leave
Anything like "What's Your Brand" or "Better Booze" out for FNV yet? It seems like either of those mods would be really simple to convert to FNV (with the exception of WYB hand-replacing every cigarette pack/carton in the game with an appropriate brand) so I'm kind of surprised that they haven't, to my knowledge, been done yet.

SheepNameKiller
Jun 19, 2004

The cigarette thing's been done to death in my opinion, my favorite is this one:

http://www.newvegasnexus.com/downloads/file.php?id=37339

As far as alcohol reskins things are a bit more sparse, I've only seen a couple reskins of the default wine bottle.

Cream-of-Plenty
Apr 21, 2010

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

A Lamer posted:

I think it's a vanilla issue. You can get your companions back by entering interior locations and then leaving back into the cell you lost them on. It seems to be an issue with transitioning between two outdoor cells like crimson caravan, the strip, the airport etc. These don't send you to an entirely new location, but rather put you on the other side of the gate and load in the new cell. I get the impression your companions aren't warping past the gate with you due to follow distance or something.

Unfortunately, I think you're right. I was hoping to be able to track it back to a specific mod but that doesn't seem to be the case. I never seemed to have the issue prior to the December patch, because I recall using companions as pack mules to carry poo poo I was planning to sell back to the Crimson Caravan trader. Now I need to go into one of the Crimson Caravan shacks and exit so that my companion are following me...oh well.

Mister Bung posted:

Yeah I found that if I quicksaved at the spot they were showing on the map, the reloaded it they'd come back.

The only companion specific ones I'm using are the disguises one and whatever came in the Community patch. Am I right in reading there that it's been updated?

Like A Lamer was saying, I'm probably wrong and this is a vanilla issue.

I believe there's a new community patch. The latest version of the community patch linked in the OP is version 1.04, and goes by the name "Community Bugfix Compilation Patch.esp"

Cream-of-Plenty
Apr 21, 2010

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

Vita posted:

I've played through the game about 5 times with strictly RPG mods, what are some good ones to make it more FPS-like? I absolutely loved World of Pain's "never stop shooting" moments, and I already have the no-auto-aim mod.

Check out MAD World in the OP. Very much an FPS-oriented overhaul. Combined with Increased Wasteland Spawns and the auto-aim fix you're currently using, you should notice a pretty sharp transition from RPG to FPS. If you use it, let me know what you think.

Gyshall posted:

:words:

Looks like you've got a couple of good recommendations there. I'm going to throw them up on the OP.

Cream-of-Plenty fucked around with this message at 23:06 on Jan 20, 2011

SCheeseman
Apr 23, 2003

My brother is doing a no-kill playthrough and I figured that a tranquilizer rifle could come in handy. The effects are only temporary, enough to get away from the enemy (or deal some extra damage if that's your thing).

http://www.newvegasnexus.com/downloads/file.php?id=39749

SCheeseman fucked around with this message at 23:27 on Jan 20, 2011

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

First 9
I guess a mod or something hosed it but I can't wear the space suit in my game. Using the console to equip says it is equipped but I'm still naked. I reckon it has/had to do with the WETS space suit thing that made it give water-breathing but even deactivated it won't equip the suit. Tried dropping it, passing it between companions, adding a new one after dropping the other... No dice. Even with all things unequipped... Everything else is just fine.

Anyone dealt with that before?

Syrant fucked around with this message at 00:36 on Jan 21, 2011

Cream-of-Plenty
Apr 21, 2010

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

Syrant posted:

I guess a mod or something hosed it but I can't wear the space suit in my game. Using the console to equip says it is equipped but I'm still naked. I reckon it has/had to do with the WETS space suit thing that made it give water-breathing but even deactivated it won't equip the suit. Tried dropping it, passing it between companions, adding a new one after dropping the other... No dice. Even with all things unequipped... Everything else is just fine.

Anyone dealt with that before?

Probably no longer has a male / female mesh attached to it. Open up the mod in Geck and check the space suit's properties--I bet you dollars to donuts those spaces are blank.

Naky
May 30, 2001

Resident Crackhead

Dickeye posted:

Did the guy who was working on the not-poo poo version of Ahztek ever upload it?

Just want to make sure I didn't miss it.

No, but only because I've made it so much more than just Ahztek's stuff. Currently about ~70 guns are in the pack and it's a combination of weapons that are freely available for NV on Nexus and a bunch that were available but not all that popular in FO3 and I've made most of them moddable using the in-game modding system - even commonly popular weapon mods that don't have them right now. I also added roughly 45 melee weapons which should make you melee people pretty pleased. On top of that I've been rebalancing some of them too and I'm going to have to add iron sights to a bunch of them that lack them. All in all, it's a lot of work and I will likely need a handful of people to help me test and give feedback.

That being said, progress has been slow the past couple days because I've taken a break to work on a custom set of armor for my character which I may also release later too. We'll see though. I'm hoping to make a lot of progress this weekend though because I'm finally done modifying meshes and textures so now it's just a matter of implementing each of them in GECK.

MadPierrot
Nov 4, 2009

we are all dead men on leave
That sounds incredible. Thanks for devoting all this work for the community. I've made a habit of collecting every weapon in the game and I just need more.

Naky
May 30, 2001

Resident Crackhead

MadPierrot posted:

That sounds incredible. Thanks for devoting all this work for the community. I've made a habit of collecting every weapon in the game and I just need more.

For the most part I avoided stuff you could get with the 19th and 20th injection mod on Nexus for a few reasons - first that I don't like a whole lot of the textures on those guns and second because it's already pretty big. But combining the two of them will give you a sickening amount of weapons to play with and I do believe I've crossed over with a few. Meh.

I'm not all that smooth with GECK though so for anyone looking for this massive armory to be displayed in the game may have to wait for a very long time unless someone handy with the editor would like to volunteer in that regard. I'd certainly love to have all of them hanging on a wall but if I do it, it will suck :P

VROOM VROOM
Jun 8, 2005

Cream-of-Plenty posted:

Check out MAD World in the OP. Very much an FPS-oriented overhaul. Combined with Increased Wasteland Spawns and the auto-aim fix you're currently using, you should notice a pretty sharp transition from RPG to FPS. If you use it, let me know what you think.

I've been using all those for a couple days, on Very Hard :v: poo poo is hard. I'm only in Primm (skipped over the WoP areas on the way, because gently caress that), and I've come close to death more than once. Against a varmint rifle, better run for cover because you're dead in 2 hits, and the reduced carry weight in MAD doesn't help. I don't think unarmed or melee would be possible at all this way - thankfully, grenades/dynamite are MUCH more effective, and can actually take out crowds if placed right, as long as you're not spotted and killed during the throw.

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.


Quick start on the .22 SMG. Painted the wood completely by hand this time..

Oh and I joined the FOOK team.

SheepNameKiller
Jun 19, 2004

There's still a FOOK team? I thought they went insane over the ling's compatibility patch and realized that no one was going to download their poo poo once project nevada was released anyway.

heyoooo *zing*

Cream-of-Plenty
Apr 21, 2010

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

Arenovalis posted:



Quick start on the .22 SMG. Painted the wood completely by hand this time..

Oh and I joined the FOOK team.

Looking good. You joined the FOOK team? What are you doing for them? Let me guess...some sort of voice acting.

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.

Cream-of-Plenty posted:

Looking good. You joined the FOOK team? What are you doing for them? Let me guess...some sort of voice acting.

Putting boobs on them molerats, mostly

On a serious note, I can't ever imagine voice acting with a Finnish accent. How terrible would that be? :P

Arenovalis fucked around with this message at 04:03 on Jan 21, 2011

Poops Mcgoots
Jul 12, 2010

Some guy made a pip-boy 2500. Looks pretty cool, as it fits with the universe better than the super shiny readius.

Also, I guess Arenovalis helped out on it.

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

First 9

Arenovalis posted:



Quick start on the .22 SMG. Painted the wood completely by hand this time..

Oh and I joined the FOOK team.

I know it will looks better but I have so little experience using the SMG. Am I the only person who has never seen a 22 smg but once? I never saw one but for one time at the gun-runners, I think. I have a shitload of 22 ammo and the mod for it so I want it but, drat, that thing is rare on my game. I guess I'll go pick one up where it is stashed in a duffle bag.

Mod Idea: Special order gun-runners merchandise. Price +value% for the rarity/level of the gun, take a few days, then pick it up or have it ship to a Mojave Express bin? Maybe a container by the gun runners would work.

Cream-of-Plenty posted:

Probably no longer has a male / female mesh attached to it. Open up the mod in Geck and check the space suit's properties--I bet you dollars to donuts those spaces are blank.

Well, I have tried it with the mod on and off. No dice. It may have overwritten them at one point but would it not just go back to normal after deactivating the mod? It did work in my previous game, for what that is worth and it doesn't work on any saves after I picked it up.

Syrant fucked around with this message at 04:32 on Jan 21, 2011

Terpfen
Jul 27, 2006
Objection!

:dukedog:

“Syrant” posted:

Mod Idea: Special order gun-runners merchandise. Price +value% for the rarity/level of the gun, take a few days, then pick it up or have it ship to a Mojave Express bin? Maybe a container by the gun runners would work.

Already exists.

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

First 9

Terpfen posted:

Already exists.

I literally JUST saw that and was coming here to correct my post. Funny how things can work out.

Edit: I saw this one.

Huitzil
May 25, 2010

by elpintogrande

SwissCM posted:

My brother is doing a no-kill playthrough and I figured that a tranquilizer rifle could come in handy. The effects are only temporary, enough to get away from the enemy (or deal some extra damage if that's your thing).

http://www.newvegasnexus.com/downloads/file.php?id=39749

Can you really have a no-kill playthrough of NV? You either have to kill the Brotherhood or Mr. House, and the option presented to keep the latter alive really, really feels like it violates the "spirit" of the exercise.

Doug Lombardi
Jan 18, 2005

Captain McStabbin posted:

Some guy made a pip-boy 2500. Looks pretty cool, as it fits with the universe better than the super shiny readius.

Also, I guess Arenovalis helped out on it.

Where's the broken hints button?

Cowcaster
Aug 7, 2002



Captain McStabbin posted:

Some guy made a pip-boy 2500. Looks pretty cool, as it fits with the universe better than the super shiny readius.

Also, I guess Arenovalis helped out on it.

I find this version better looking, if less authentic:


http://newvegasnexus.com/downloads/file.php?id=37250

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Arenovalis posted:



Quick start on the .22 SMG. Painted the wood completely by hand this time..

Christ, I can nearly smell that gun metal. Awesome work as always :)

Mister Bung
Jun 7, 2004

What about the children foo'?
I really do love how much more you can get out of NV with mods. It makes me sad for anyone that bought it on console really.


Also, STILL no Mole rat boobs?

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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Oh, hey, someone made a Throwable Mine mod. Complete with lovely anime girl character video demonstration.

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