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Ok that is a pretty cool mod, defo downloading. I'm now thinking of making a Legion quest line where you go through the ranks of the Legions. I love the legion as Roman Culture and poo poo fascinate me overall.
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# ? Jun 27, 2012 23:23 |
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# ? Jun 12, 2024 06:19 |
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Cream-of-Plenty posted:
I don't use many mods, but hey this is awesome and good work! I'm getting a messed up texture on the Survivalist's Jacket And a minor nitpick, the gamblers on the strip seem a little overdressed, like more than half of them are wearing trenchcoats. It's a neat model, but good god I feel bad whenever I see the Tops promoter guy rotting in the sun with all that on
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# ? Jun 27, 2012 23:36 |
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Alright so I'm setting up a mod load-out that this time isn't stupid hard, but fun. Lots of new content like AWOP and whatnot. Anyone have any mods they play with they think add a lot of neat stuff that isn't cheat-like, but not in the OP?
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# ? Jun 27, 2012 23:46 |
Stink gently caress Rob posted:I don't use many mods, but hey this is awesome and good work! Thanks for the report. Clearly the textures for the Survivalist's Jacket have gone MIA. Not sure how that happened, but it's a problem on my end. I'll track them down and fix it. The trenchcoat thing is funny, because it's one of the few armors that I added to a single leveled list. A lot of the other pieces had to be added to four or five lists just to get NPCs to wear them. I saw a lot of dudes wearing the coat the first time I went to the Strip, but 2 subsequent tests resulted in a lot of NPCs in gambling suits, so it seems like--when the game picks an outfit it wants the NPCs to wear in that area--a lot of people end up with it.
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# ? Jun 27, 2012 23:50 |
Stink gently caress Rob posted:I'm getting a messed up texture on the Survivalist's Jacket Alright, while I re-upload LPAM with the fix, here is a quick fix that you should be able to drop into your data folder. Let me know if it doesn't work. LINK EDIT: And now the whole file has been re-uploaded with the fix. I'll maintain the quick fix so people don't have to download the whole thing all over again if they don't want to. Cream-of-Plenty fucked around with this message at 00:37 on Jun 28, 2012 |
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# ? Jun 28, 2012 00:12 |
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Cream-of-Plenty posted:Alright, while I re-upload LPAM with the fix, here is a quick fix that you should be able to drop into your data folder. Let me know if it doesn't work. This is a long shot, but I don't suppose there's any way to get an .esp that's just the armors in a cabinet or two? It's cool that all the armors got added to lists and whatnot, but sometimes I want just me and my bros to be special
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# ? Jun 28, 2012 00:49 |
Doomsayer posted:This is a long shot, but I don't suppose there's any way to get an .esp that's just the armors in a cabinet or two? It's cool that all the armors got added to lists and whatnot, but sometimes I want just me and my bros to be special Obviously, I wouldn't be opposed to somebody doing it, but that's basically how most of these armors were before I put them in LPAM. EDIT: I guess that's not entirely true. Some of these armors wouldn't have seen the light of day because they were unfinished resources. I might do a basic cabinet version if I push out a v3.0 at some point. Cream-of-Plenty fucked around with this message at 20:50 on Jun 28, 2012 |
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# ? Jun 28, 2012 20:39 |
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This one works, but last I checked crashes if you try to start as a Fiend (too bad).
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# ? Jun 28, 2012 20:58 |
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Just chiming in to say that you are awesome and that LPAM is awesome. Variety is the spice of life and normally getting that spice means hours trawling through poo poo on New Vegas Nexus trying to ignore pedophiles, but with LPAM it's like having a lovingly crafted spice gift box from Penzeys or something.
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# ? Jun 28, 2012 21:22 |
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I believe that this should fix the HP gain problem with CCO's Classic Perks module. Try it out and let me know.
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# ? Jun 28, 2012 21:26 |
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Out of curiosity, can you tell us what the problem (appearantly) was?
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# ? Jun 28, 2012 22:34 |
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The_White_Crane posted:Out of curiosity, can you tell us what the problem (appearantly) was? No, in all seriousness, the problem was twofold: 1. The flat HP reduction of 45 for the Fear the Reaper trait was flawed, not just on a technical level but on a design level. You see, I implemented that not knowing that changing the health multipliers works immediately and retroactively. I could have fixed it if I wanted, but now that I know that, it was redundant, so I just removed it. An oversight in the 45 HP reduction script was the cause of that particular HP gain problem. 2. Sometime between the first release of CCO and now, Project Nevada changed their Rebalance module from a plugin file to a master file and mixed up the way they scripted their changes. I was unaware of this. As it stood, the new Rebalance script was fighting with CCO's failsafe script, and they cancelled each other out, causing no end of trouble. I'm going to fix the issue that Fear the Reaper has with not giving perks retroactively. Again, I didn't know the health multipliers also worked retroactively, so that's my bad. Next release will make it so that if you Mutate or use the OWB auto-doc to grab Fear the Reaper later in the game, you retroactively get the extra perks. All that's assuming this fix works, of course. It seemed fine on my end, but I'd like to make sure. How is it working for all of you folks?
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# ? Jun 28, 2012 22:49 |
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Is it possible to use FNVEdit to see which mods affect a specific cell, or is that GECK work? I wandered into the Cueva Guarache (Honest Hearts) cave while playing and discovered that one of the mods I'm running is a little bugged in how it handles that cell. Namely, every single object in the cave that can be referenced was dropped on top of the entrance tile in an extremely impressive stack. There was also a strange "no walk" barrier in place past the entrance, so you couldn't even TCL past it.
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# ? Jun 29, 2012 03:01 |
SourceElement posted:Is it possible to use FNVEdit to see which mods affect a specific cell, or is that GECK work? I wandered into the Cueva Guarache (Honest Hearts) cave while playing and discovered that one of the mods I'm running is a little bugged in how it handles that cell. You should be able to...to an extent. I don't think you can search for a specific cell and then see which mods affect it, though. Rather, you can load everything up in FNVEdit and then navigate to the CELL tabs of any mods that make changes to cells. If you can find even a single mod that makes changes to the cell you're looking for, you'll be able to see all mods that make changes to that same cell in the right-hand window. In other news...is Primm's ED-E supposed to start off with his multitool and ammo crafting features, even before you complete Lonesome Road? I just started him up and he's got everything ready to go.
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# ? Jun 29, 2012 09:07 |
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Is there a Fallout 3 version of Increased Wasteland Spawns?
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# ? Jun 29, 2012 10:27 |
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No, but FWE or Marts Mutant Mod will do that job just fine.
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# ? Jun 29, 2012 14:08 |
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Cirosan posted:I believe that this should fix the HP gain problem with CCO's Classic Perks module. Try it out and let me know. So I just played there and my health didn't change from 180 at level one (8 endurance) to level two. I did notice however, that you've given us the "CCO - CP PN Rebalance Patch.esp", which you use when you're only using parts of Project Nevada, and not a hotfixed "CCO - CP PN patch.esp" which is what you use when you're using all the Project Nevadas modules, which I am. Is that a problem?
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# ? Jun 29, 2012 14:29 |
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Cream-of-Plenty posted:In other news...is Primm's ED-E supposed to start off with his multitool and ammo crafting features, even before you complete Lonesome Road? I just started him up and he's got everything ready to go. Yes. Those are not part of the upgrade modules.
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# ? Jun 29, 2012 14:45 |
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I'm planning a new play through with a bunch of the recommended mods and was wondering a few things: 1) Should Monster Mod, New Vegas Bounties, LPAM and The Armory work together OK? 2) Is there any reason not to install New Vegas Bounties I & II together? Is the quality of the sequel up to snuff? 3) Any advice on load order with these particular mods? Thanks!
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# ? Jun 29, 2012 15:23 |
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In its history so far, I've only seen TA conflict with two mods and they're not even really conflicts so much as it's a duplicate/triplicate. If you happen to use PN's equipment module and/or CFWNV, you'll have two or three separate instances of 2mm ammo available to you that can't be used across each mod's guns even if they take 2mm. It's a minor issue, but one we're still contemplating on renaming altogether to avoid confusion.
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# ? Jun 29, 2012 15:51 |
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Cream-of-Plenty posted:As far as I know, yeah. Some of the old armor stats have changed, and (in the changelog) I listed which armors had their meshes changed. It's probably best if you take the armor off before you update. I'm a little bummed about Snake eaters garb being replaced. Looked so cool running around with a bandana, sunglasses and the spiky mohawk haircut.
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# ? Jun 29, 2012 16:09 |
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I've been toying around with the idea of a mustard gas 40mm grenade that would deal severe poison damage but penalize the user (if it's the player) with negative karma for every actor attacked this way (and maybe force the victims into some sort of suffocation animation if I find an appropriate one and figure out how to make it work across all actors). Just now I was going to ask for advice with getting the karma penalty to work on a per hit basis, but I think I may have figured out a way in the process of describing my problem. So instead, I'm open to suggestions as to the specifics of the effects on both aggressor and victim.
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# ? Jun 29, 2012 17:06 |
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Also, for anyone doing any scripting (that doesn't know about the plugin) may I suggest this syntax highlighter for Notepad++. It may prevent the many urges of wrist slitting during debugging.
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# ? Jun 29, 2012 17:14 |
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Rinkles posted:I've been toying around with the idea of a mustard gas 40mm grenade that would deal severe poison damage but penalize the user (if it's the player) with negative karma for every actor attacked this way (and maybe force the victims into some sort of suffocation animation if I find an appropriate one and figure out how to make it work across all actors). Do a white phosphorus grenade.
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# ? Jun 29, 2012 17:30 |
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Ace Oliveira posted:Do a white phosphorus grenade. We actually considered porting an FO3 mod that had a bunch of different gas effects but the still screenshots made them look way better than they actually were. Which were sprites.
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# ? Jun 29, 2012 17:35 |
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Rabhadh posted:So I just played there and my health didn't change from 180 at level one (8 endurance) to level two. I did notice however, that you've given us the "CCO - CP PN Rebalance Patch.esp", which you use when you're only using parts of Project Nevada, and not a hotfixed "CCO - CP PN patch.esp" which is what you use when you're using all the Project Nevadas modules, which I am. Is that a problem?
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# ? Jun 29, 2012 17:44 |
Anime Schoolgirl posted:Yes. Those are not part of the upgrade modules. Go figure. Shows you how often I've recruited ED-E since installing Lonesome Road. I just figured it was an issue with CCO or something. Witchfinder General posted:Holy crap, I was wondering where I got this mod from. Probably my favorite armor mod- great work! Thanks! Yeah, it's a shame that the armor was such a bother in first person, because it had so much personality. Maybe I can re-introduce it at some point if I learn how to edit meshes...
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# ? Jun 29, 2012 18:32 |
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Cream-of-Plenty posted:You should be able to...to an extent. I don't think you can search for a specific cell and then see which mods affect it, though. Rather, you can load everything up in FNVEdit and then navigate to the CELL tabs of any mods that make changes to cells. If you can find even a single mod that makes changes to the cell you're looking for, you'll be able to see all mods that make changes to that same cell in the right-hand window. This worked! Thank you! As it turns out, only two mods in my load order modify that specific cell: HonestHearts.esm and Mission Mojave - Ultimate Edition.esp. I have no idea what MMUE is even doing with the cave besides apparently tweaking the inhabitants in some obscure fashion. Basically, don't use Mission Mojave Ultimate Edition. Or use it at your own risk, with the understanding that the mod author was really sloppy with how he handled some interior cells.
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# ? Jun 29, 2012 19:57 |
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Yet another mysterious "crashes for no reason randomly and now it's gotten worse when I try to leave a AWOP location" thing. I'm certain it's Mission Mojave interfering with something, IWS spawns turned up all the way (my machine can handle it, though, it's had fifty NPCs on screen with zero lag) or NV Interior's combo file being shittily coded. Yes, NV Interior's Core is installed, which made things work for a while.quote:FalloutNV.esm
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# ? Jun 29, 2012 20:13 |
JackMackerel posted:Yet another mysterious "crashes for no reason randomly and now it's gotten worse when I try to leave a AWOP location" thing. I'm certain it's Mission Mojave interfering with something, IWS spawns turned up all the way (my machine can handle it, though, it's had fifty NPCs on screen with zero lag) or NV Interior's combo file being shittily coded. Yes, NV Interior's Core is installed, which made things work for a while. What sort of crashes are we talking about? Can they happen when you start the game? Do they happen while trying to load a save? Or do they only happen when transitioning cells (i.e. entering/exiting a building; fast traveling, etc.) Also, how many hours do you have on your current saves and, if you have some significantly older saves (6-8 hours less playtime) available, do they seem generally more stable than the newer ones? If you can run around on a new game and not get a CTD as quickly as you can on a saved game, your problem may have to do with your save files. While there are way too many mods in that load order to eyeball a specific problem, you should know that, as the number of plugins increase, so do the chances of a CTD. It doesn't seem to have much to do with the quality or stability of the plugins being used, either. Have a long load order may also shorten the amount of time you have before your saves become unstable, as the game has to make records of exponentially more data (this is commonly referred to as 'bloat.') I've also bolded something that's important to note: It's not necessarily how your PC handles the mod as how the game / engine handles the mod. While poor performance is a good indicator that something is pushing your PC too hard, turning things up to '11' when the engine wasn't meant for it isn't netting you any stability either. For example, you can find videos of a guy doing unbelievable things with the Gamebryo engine: All sorts of shaders and effects that make New Vegas look like it's Crysis. The videos suggest the game runs at a decent framerate and is optimized well, but the author notes that he gets 3-5 minutes of playtime before the game crashes. As popular as spawn-mods have been, it's a well known fact that they can decrease stability (something exhibited in Oblivion, Fallout 3, and, to a lesser extent, Skyrim.) Cream-of-Plenty fucked around with this message at 21:45 on Jun 29, 2012 |
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# ? Jun 29, 2012 21:43 |
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SourceElement posted:Basically, don't use Mission Mojave Ultimate Edition. Or use it at your own risk, with the understanding that the mod author was really sloppy with how he handled some interior cells. My problem with MMUE is that I wish it would stick to fixing things that were actually legitimately broken. Instead you get stuff like:
And then there's vague, potentially worrisome stuff like:
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# ? Jun 29, 2012 22:07 |
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Hmm, Western Skies or Nevada Skies? It seem like the latter is generally the more popular one and does better with those cool weather effects, but goddamn does WS have some cool clouds.
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# ? Jun 29, 2012 22:45 |
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I prefer Western Skies, the clouds and the atmosphere is just so drat pretty. But hey, try one then the other see which you prefer, customize!
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# ? Jun 29, 2012 22:54 |
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Cream-of-Plenty posted:What sort of crashes are we talking about? Can they happen when you start the game? Do they happen while trying to load a save? Or do they only happen when transitioning cells (i.e. entering/exiting a building; fast traveling, etc.) Also, how many hours do you have on your current saves and, if you have some significantly older saves (6-8 hours less playtime) available, do they seem generally more stable than the newer ones? I'm not so certain it's save files, this was a fresh new game with all of them installed. I had about an hour or two on it, and it hasn't gotten past going to Primm, it seems to happen when I enter cells, but now it's happening consistently when I try to leave Frankie's Guns and Ammo (AWOP place outside Goodsprings, just in case). I'm going to see what I can remove without much fanfare, mostly those weapon mods. Spawns are a pretty good suspect, since I... sort of have it turned to max.
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# ? Jun 29, 2012 23:14 |
JackMackerel posted:I'm not so certain it's save files, this was a fresh new game with all of them installed. I had about an hour or two on it, and it hasn't gotten past going to Primm, it seems to happen when I enter cells, but now it's happening consistently when I try to leave Frankie's Guns and Ammo (AWOP place outside Goodsprings, just in case). It just occurred to me that you have "Project Nevada - WMX.esp" but no Weapon Mods Expanded plugin besides that. I also found this thread, talking about a CTD on exiting cells when using WMX and MoMod together. Take what they say with a grain of salt, but that plugin might be the place to start looking. EDIT: Idiot child or masterful troll releases mod? You decide.
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# ? Jun 29, 2012 23:24 |
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Oh, drat, I thought I had the core esp for WMX. Thanks for that and the thread, I'll decide between Momod and WMX later. I say troll.
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# ? Jun 29, 2012 23:55 |
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lol speedloader
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# ? Jun 30, 2012 06:42 |
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So contributing to LPAM got me back in the Fallout modding mood, despite my crashing troubles, and I've finally come up with a way to cap off my series of radio mods. I'm gonna post my ideas here so they can be kicked around. I think they're pretty solid, but I'd like to hear some outside opinions. Black Mountain Radio: This one I'm thinking will be mostly patriotic music, maybe borrowing a few tracks from Fallout 3's Enclave radio and a couple from CONELRAD. Might include some recordings from numbers stations as a sort of link to the Black Mountain facility's dealings with the Hidden Valley military base before the war. Also considering just throwing in a handful of odds and ends, sort of like the mutants just adding in some tapes they found in their wasteland travels. Finally, should I figure out a quick and easy way to do it, I'll try and make it so you can both reactivate the station after Tabitha leaves and boost the signal so it can be heard all over the wasteland. Happy Trails Expedition Broadcast: Adding music to this one would basically validate its existence as a station, since as is it's basically useless. To make it sort of fit with the intended purpose, probably have it play some spirituals and other religious songs to sort of reflect the journey into New Canaan at the heart of Mormon country. Probably toss in a little bit of country/western stuff to pad it out. Sierra Madre Broadcast: This one won't get touched. Adding anything to the broadcast would directly conflict with Dead Money's story, since a lot of the plot hinges directly on the fact that the broadcast is nothing but Vera talking. On top of those, I also came up with a concept for a new station. I'm thinking of doing a rock and roll/rockabilly driven station that's manned by a ghoul who's been working there since before the war. Nothing too fancy, but I think the rest of the period-correct musical themes are already covered. HERMES Radio, which none of you probably even remember me talking about since it was probably forty pages ago, is probably discontinued. Even though I now know how to get something like that working, the concept I was working with suffered from becoming too grand. It slowly went from being sort of a dynamic radio station to being a full-fledged quest line complete with voice acted characters and new locations... and I just don't have the time or skill for that, as much as I'd like to do it. What do you guys think? Is this something I should pursue? Chinese Tony Danza fucked around with this message at 07:01 on Jun 30, 2012 |
# ? Jun 30, 2012 06:53 |
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Arenovalis posted:
Yessss! You rock and/or roll.
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# ? Jun 30, 2012 13:44 |
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# ? Jun 12, 2024 06:19 |
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HKS loaders? Someone's got taste
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# ? Jun 30, 2012 14:33 |