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OneThousandMonkeys posted:I'm confused, are you or someone else retexturing it to make it look newer? Because that makes me sad. I think he's pointing out the awful normal maps they came with. Then again, normal maps function really weirdly in gamebryo because I'm fairly certain that Bethesda doesn't really understand their functional use.
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# ? Mar 5, 2012 00:01 |
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# ? Apr 29, 2024 13:29 |
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Pretty much. I'll use a plenty of damage, but the normal map shouldn't look like cast iron :P E: Still WIP. Arenovalis fucked around with this message at 02:15 on Mar 5, 2012 |
# ? Mar 5, 2012 00:43 |
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Arenovalis posted:Pretty much. I'll use a plenty of damage, but the normal map shouldn't look like cast iron :P OK OK. Now it makes sense. I guess I get easily alarmed because a lot of the lovely gunpacks will have MP5s and poo poo that look like they were made yesterday. Just the completely wrong aesthetic and models that aren't even that good.
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# ? Mar 5, 2012 02:34 |
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The nicer the guns look, the worse the low-res hands look :p
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# ? Mar 5, 2012 02:50 |
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OneThousandMonkeys posted:OK OK. Now it makes sense. I guess I get easily alarmed because a lot of the lovely gunpacks will have MP5s and poo poo that look like they were made yesterday. Just the completely wrong aesthetic and models that aren't even that good. Actually a lot of the guns ported from gamebanana and such have scratch, wear, and dirt damage on there, it's just that as mentioned the lovely support of normal/reflection/etc maps in combination of crappy lighting that gamebryo has doesn't display them as clearly. Unless, of course, you're talking about other aesthetic stuff like rust, textured duct tape, etc which is completely relative IMO. Personally, I'd never fire off a rusted out gun held together with duct tape and chicken wire but some people seem to get off on that.
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# ? Mar 5, 2012 06:46 |
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Almost done. I think that's more than a sufficient level of damage :P
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# ? Mar 5, 2012 12:53 |
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Arenovalis posted:Almost done. I think that's more than a sufficient level of damage :P Augh your weapon retextures look so good, it's criminal
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# ? Mar 5, 2012 15:09 |
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That looks kind of Bioshock-ish to me. Which is a good thing, was that perhaps inspiration?
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# ? Mar 5, 2012 15:54 |
rope kid posted:For those of you who have played with JSawyer, I have a few questions: I'm up to level 35 now playing through with this mod on my first playthrough, in hardcore mode. I've played the first three DLC's and have Lonesome Road left, plus I haven't taken the main plot past confronting Benny at the Tops -- just running lots of sidequests because I'm a huge completionist. Economy: I kinda deliberately broke the economy anyway by 1) playing a high-luck character and breaking all the casinos as soon as I reached Vegas, and 2) slow-walking out of the Sierra Madre add-on with almost every single moveable object, down to the jars of embalming fluid, much less the gold bars etc. Even so the economy seems relatively "ok" -- I ended up spending all my casino wealth on implants, so now my character is "broke" again apart from his pile of gold bars (which, again, as a pack rat, I hate selling). "Broke" here means ~1000 caps in hand at any given time. I haven't purchased any of the expensive GRA weapons. I like this balance because after a certain point in the game I want to mostly stop worrying about cash, anyway. Guns: I mostly played through with guns all along and took the hand loader perk. I've only really used energy weapons during Old World Blues because I ran out of .308. Guns seem more viscerally "satisfying" and it's been easier for me to figure out how to build a strong Guns build (hand loader, high crit chance, high VATS, Christine's Sniper and/or This Machine). With energy weapons it's been more an information thing than a balance thing -- I'm sure there are good energy weapons out there but it's hard for me to parse what's "good" or what the advantage of energy over guns was. I liked energy weapons in Old World Blues because I knew if I saw a robot it was time to whip out Gabriel's Bark. Survival and Medicine: Honestly I've taken both to 100 because I'm playing a max-int, skill book hound character anyway and even with the level cap I'm still close to maxing out everything (I think my only real "gap" is an explosives skill in the 70's and a base-level melee and unarmed). Medicine definitely has a lot more skill checks; I think of it more as a conversation skill than as a survival keep-me-alive skill; whatever impact it has on stimpacks, etc., I'm not aware enough to realize them. Survival I think of more as a fun crafting skill than anything else. I started really pumping it when I hit Dead Money and it's been useful in the DLC's where my items and resources have been limited. Again, I'm not savvy enough to notice the difference it makes to food health, etc. Light/Medium/Heavy armor: With the weight restrictions light armor seems pretty vastly preferable; after weapons, food, and ammo, especially given my character's relatively low starting strength, there just isn't *room* for something like metal armor. That might (almost certainly would/will) change once I get power armor training, but the Brotherhood quest line is really long and I haven't gotten around to finishing it yet. I've worn medium armor sometimes, especially at earlier levels, but the DLC's have such great light armor (sierra madre armor and joshua graham's armor) that there really wasn't any point. I did take two ranks of Toughness to make the light armor more viable. If I'm taking so much damage that I need fancy armor, though, I've probably messed something up anyway -- that's what ED-E and Veronica are for. -- Other comments: 1) for the same reasons that it makes sense for speech checks to be hard levels rather than random, addiction should be rolled at the END of the drug's time effect, rather than right when you first take it. There's a horrible temptation to quicksave cheese all addiction effects, especially when you're chugging sierra madre martinis like they were Pez in order to hoof all the random crap around. 2) Please have useless quest items I don't need any more either delete themselves from my inventory after the quest is over OR make a separate "quest item" listing, I have so much random quest item crap in my inventory now that it's incredibly annoying. The worst offenders tend to be things like the electric fuse switches, components for quests that I solved using skill checks. With the exception of the rebreather it's all useless, give me some way to not see it any more. 3) you could probably make the experience curve even slower -- three addons took me basically straight from level 15 to level 35. I haven't even confronted Benny yet, and I'm already max level! I actually had to go on a fiend hunt just to make sure I maxed out my karma when taking Thought You Died! Hieronymous Alloy fucked around with this message at 23:40 on Mar 5, 2012 |
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# ? Mar 5, 2012 16:33 |
potaties posted:Augh your weapon retextures look so good, it's criminal Serious. Arenovalis, you've got quite a talent there. razorrozar7 posted:That looks kind of Bioshock-ish to me. Which is a good thing, was that perhaps inspiration? It looks like a very well-done M3A1 to me...where does the Bioshock thing come into play?
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# ? Mar 5, 2012 22:27 |
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Cream-of-Plenty posted:It looks like a very well-done M3A1 to me...where does the Bioshock thing come into play? I was looking at it on my phone, and the thumbnail was very small and a lot of the detail got lost, so it looked like a pipe mounted to a grip and modified to shoot, very makeshift like the BioShock grenade launcher. Seeing it in higher res makes it more obvious what it is, and it's very well done.
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# ? Mar 5, 2012 23:40 |
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Aww shucks guys I was actually offered a game art job a couple weeks ago but I can't really take it right now (plus I'd have to move quite far)
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# ? Mar 6, 2012 02:22 |
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Arenovalis posted:Aww shucks guys Dude, I'm an ex-3D artist 12 years out of the industry with skills rustier and crappier than you can ever believe. I learned on Lightwave 5 and 3dsmax 3. Needless to say, if I had your skills I'd be (trying, anyway) making a killing freelancing and such. I hope you do get a killer offer you can take though, 'cuz you got skillz.
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# ? Mar 6, 2012 02:39 |
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Arenovalis posted:Aww shucks guys You'll get other offers I'm sure, just make sure people know you're available for hire. A while back when I was modding I was thinking of who I'd hire if I ever had my own game studio, and your name would be high up on the list. Even if it means moving you should consider pursuing it, many would love to have the talent you have. -- I've decided to do a "final run" of New Vegas now that I have all the DLC and I doubt I'll have the energy to play the game again after this. I'm trying to think of what mods people would suggest that add balanced content. I've also never done a Hardcore run so I'm considering the JESawyer mod. Generally how do people feel about it that have used it?
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# ? Mar 7, 2012 01:00 |
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I finally started a clean install today. Does anyone have the latest (fixed) LPAM? The older link is dead.
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# ? Mar 8, 2012 15:19 |
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Teim posted:I finally started a clean install today. Does anyone have the latest (fixed) LPAM? The older link is dead. Here you go http://www.mediafire.com/?dcm2gyl7lu2ogph
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# ? Mar 8, 2012 18:36 |
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Questions from a deployed friend. Is there a way to spawn/teleport in an item from a mod without knowing its item ID#? He says there's no documentation with the mod. Is there anywhere within the mod files that he can find the item ID of something?
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# ? Mar 8, 2012 20:36 |
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The Rat posted:Questions from a deployed friend. There's an easy way to find out a modded item's ID number. Load the mod up in the GECK and find it in the object window (if he's having trouble pinpointing what section it's under, click the "Details" button when first selecting the mod). There will be a small, compressed column next to the editor ID that he'll have to manually expand - it's a small gap in between the "Editor ID" and "Count" columns. Click and drag the small gap in the gray bar at the top of the window to expand the column. In the new column, labeled "Form ID", he should see an eight digit number next to everything. Get the eight digit number from the item he wants to spawn - if it's from a mod, it will probably start with "01", like "01058002" or something. Almost done. The first two numbers tell the game what module the object originates from; base game content in the unaltered FNV file are "00", and every subsequent mod loaded (even official DLC) have a successive alphanumeric code. If you're spawning something from the original game, you just have to remember the last six digits, as the game assumes the presence of a 00 tag unless you tell it otherwise. Since you're loading something from a mod, though, you need to tell the game which module to look in, since the object doesn't exist in the base game. Open up any load order tool like Fallout Mod Manager or Wrye Bash. The load order tool will give you the index number of all your mods - that is, what their two character code is that the game needs to know. In Fallout Mod Manager, this is in the "Mod index" column immediately next to the file name; I cannot speak for Wrye. Once you have the two character code, take the eight digit number you got from the GECK and replace the first two numbers with the two characters you got from the mod manager. Let's say for sake of example the index number was AA; in the example above, 01058002 would become AA058002. Note that the mod index number will change every time you change your load order. This is because the two characters are literally a value of what order the mod is in; if a mod goes from 14th in order to 15th, it stands to reason that its index number would change as well.
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# ? Mar 9, 2012 15:37 |
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You can do it with just FOMM. Tools -> TESsnip, load the mod, expand the group and the formID is there in the record. Still need to change the first two digits like Cirosan said, but this should get the ID with less hassle than GECK.
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# ? Mar 9, 2012 15:56 |
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Shows how out of touch with the community I am. I wasn't even aware TESsnip had been ported to FNV. Thanks for mentioning it; I'd have probably gone forever without knowing.
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# ? Mar 9, 2012 17:52 |
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Thanks guys. I forwarded this stuff to my buddy and he appreciates it.
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# ? Mar 9, 2012 20:18 |
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http://newvegas.nexusmods.com/downloads/file.php?id=45588 Released the 9mm SMG
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# ? Mar 9, 2012 21:06 |
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Arenovalis posted:http://newvegas.nexusmods.com/downloads/file.php?id=45588 So much nicer looking.
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# ? Mar 9, 2012 21:45 |
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Arenovalis posted:http://newvegas.nexusmods.com/downloads/file.php?id=45588 ropekid, now you know who to ask a resume from for your next Fallout game.
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# ? Mar 10, 2012 02:28 |
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Thanks guys I finished the high poly for the next one, a highly requested one at that!
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# ? Mar 10, 2012 04:01 |
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Arenovalis posted:Thanks guys The revised butt-plate adjustment switches are very nice.
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# ? Mar 10, 2012 04:27 |
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Nexus is gonna be offering an author donation system that's apparently cool with Bethesda since their EULA states that everything you mod for their game is technically theirs. They say that they will be keeping a close eye on tactics like 'I will only provide new content if you donate' and such and forbidding that type of behaviour, but I can't see this whole system as a good thing. In fact, I think it's an awful idea. IMO, people should mod because they want to and were gonna do it for themselves. The moment you start feeling like maybe you should be compensated for it, I think you should stop modding and move on. All of this supposedly started due to an apparently 13 page long request feature for it in their "private modder" forum. Man, I must be old fashioned but what's with that kind of self-entitlement these days? Though honestly, I think this is partly Nexus' way to sway mod authors back over to use them instead of Steam Workshop too. Either way, I think this is gonna be a big headache for them and not a very good thing for the community aspect of a modding community.
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# ? Mar 10, 2012 06:32 |
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If people get self-entitled and won't make mods until people pay them, then so what? Good riddance. I don't see what's wrong with giving people an easy way to say thank you to people who make the game better.
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# ? Mar 10, 2012 08:34 |
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TychoCelchuuu posted:If people get self-entitled and won't make mods until people pay them, then so what? Good riddance. I don't see what's wrong with giving people an easy way to say thank you to people who make the game better. So click the existing endorsement link. Personally, I see this opening up far more cans of worms than it's worth in the end and the bad far outweighs the good. There are a lot of ways to say you aren't going to update your mod until you get more donations without actually saying it like Nexus will be explicitly looking for and that's just a really bad attitude to start introducing into what's supposed to be a community.
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# ? Mar 10, 2012 20:40 |
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Arenovalis posted:Thanks guys How does this compare to the original in size/dimensions? I may be alone in this but I always thought the original game's marksman's c and the service rifle seemed oddly thin compared to the scale of the other weapons. Also thank you for your work, it's a pleasure to play using your gun textures I've been to the Mojave way too much lately.
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# ? Mar 10, 2012 22:34 |
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Alright, I'm really dumb, so please lend me a hand, goons. I've been trying to install the Signature Weapons mod, which requires NVSE. I've installed NVSE (tested with the console command GetNVSEversion ingame) and proceeded to drop the SignatureWeapons.esp file in the Data folder as it says on the OP's FAQ (its readme doesn't specify where to put it, so I assume it's there). However, even after that, it still doesn't work. There's no Signature Weapon settings under the Aid section. I've already tried making a new game, but still no luck. Do I need to download something else? Perhaps reinstall NVSE? I'm sorry if this has already been answered, but I've tried everything already. EDIT: Also, yes, I'm using the nvse_loader.exe to launch the game. vvv poo poo, see? I'm really dumb. Didn't know I had to go to Data Files to enable it, thought it was enabled by default. Many thanks. Smoke_Max fucked around with this message at 14:44 on Mar 11, 2012 |
# ? Mar 11, 2012 06:30 |
Smoke_Max posted:Alright, I'm really dumb, so please lend me a hand, goons. Did you enable the Signature Weapons .esp?
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# ? Mar 11, 2012 07:10 |
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Deleuzionist posted:How does this compare to the original in size/dimensions? I may be alone in this but I always thought the original game's marksman's c and the service rifle seemed oddly thin compared to the scale of the other weapons. Are you using any graphic mods?
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# ? Mar 11, 2012 08:14 |
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Upmarket Mango posted:Are you using any graphic mods? No. Not any graphic mods, very specific ones. The textures are from Ojo Bueno's ultra quality packages and the extra vegetation from Vurt, while the weather, lights and overall tone are a combination of Project Reality, Imaginator with custom colour settings, and FNVEnhanced Shaders. The rendering distance of objects is also increased from vanilla. --- Requesting Flashlight NV to be added to the OP as casual search didn't find it there. There's an equippable version and a headmounted version. A better model for the headmounted version can be found here: http://newvegas.nexusmods.com/downloads/file.php?id=39773 If you haven't installed 2048x2048 tumbleweeds yet, please do so immediately at http://newvegas.nexusmods.com/downloads/file.php?id=40333 Deleuzionist fucked around with this message at 10:00 on Mar 11, 2012 |
# ? Mar 11, 2012 09:55 |
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Finished the normal maps.. Pretty big difference! Deleuzionist, I usually try not to modify the actual models at all so it's the same for the most part (though just this once I caved in and modeled those foregrip vents in because the default paperthin one looks terribad)
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# ? Mar 11, 2012 13:18 |
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Does anyone know of a reliable mod that would let me bring my New Vegas companions into DLC areas without too much hassle?
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# ? Mar 11, 2012 19:55 |
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Astfgl posted:Does anyone know of a reliable mod that would let me bring my New Vegas companions into DLC areas without too much hassle? You could always try the one in the Op. It's listed under DLC Mods.
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# ? Mar 11, 2012 21:34 |
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Swartz posted:You could always try the one in the Op. It's listed under DLC Mods. Unless I'm misreading the description of that one, it says that it lets you bring DLC companions back to the Mojave which is the opposite of what I'm looking for. Does it also let you bring Mojave companions to DLC areas?
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# ? Mar 11, 2012 22:41 |
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Astfgl posted:Does anyone know of a reliable mod that would let me bring my New Vegas companions into DLC areas without too much hassle? There's one in the OP specifically for OWB.
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# ? Mar 12, 2012 03:11 |
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# ? Apr 29, 2024 13:29 |
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Ah, the tweak file. Yeah, I have that one installed, I was just hoping there was one that would work OWB and for DM/HH/LR, too.
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# ? Mar 12, 2012 07:06 |