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Old Boot
May 9, 2012



Buglord
Forgive me if this was posted before, but poor spelling aside, holy poo poo: https://www.youtube.com/watch?v=yoBSB9HBofQ

Also:

Acebuckeye13 posted:

Pretty much what everyone else has said: A tremendous amount of effort, ruined by terrible execution. The combat is constant and terribly unfun, as there are numerous enemies throughout the mod that posses one/two shot kill weapons if you're not wearing power armor. There is a poo poo-ton of backtracking that you need to do for the various quests, and very little of it can be solved through fast-travel. The worst thing, though, is at the end it all seems ultimately pointless-You go through a double-cross, then a double-double cross, and by the end everybody who mattered to the main plot is dead.. It's a shame, too-there's a ton of huge, expansive environments they created, lots of voice-acting, new weapons, enemies, and armor... and it's all for nothing because the game design and writing is just terrible.


Good lord that section was the worst.* It didn't help that everything was so dark that it made it hard to figure out where/how you could actually get anywhere. At least you didn't have to suffer through the ending! :v:

*Second to the slog of getting to the ZAX, now that was just a nightmare.

This is all unfortunate, since they were using Van Buren docs to do it, but good to know. That the writing was poo poo, on top of everything else, makes it even more disappointing.

On that note, honestly, I don't have a lot of coding/graphics capabilities, but I would love to actually try and mod something. One of these days, I'll bother to try some of the simpler things, and see if I can work my way up. As it stands, the only thing I know I'm decent at is dialogue trees.

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Hank Morgan
Jun 17, 2007

Light Along the Inverse Curve.
Slightly off topic but what's the story behind the nexus :nexus: smiley?

New Concept Hole
Oct 10, 2012

東方動的
It is a bad phone, apparently.

mbt
Aug 13, 2012

Hank Morgan posted:

Slightly off topic but what's the story behind the nexus :nexus: smiley?

I didn't know there was an explanation other than "the nexus is poo poo"

ThaumPenguin
Oct 9, 2013

So are there any mods that add more sensible haircuts? I haven't been able to find any that aren't max anime or whatever.

CJacobs
Apr 17, 2011

Reach for the moon!

Hank Morgan posted:

Slightly off topic but what's the story behind the nexus :nexus: smiley?

The smiling poop is an emoji, and the nexus is a bad phone. It's got nothing to do with this nexus.

edit: vvv Oh, for sure.

Chronojam
Feb 20, 2006

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


It's great for the purpose, though.

ThaumPenguin
Oct 9, 2013

Nash is looking quite a bit paler than usual.

ThaumPenguin fucked around with this message at 23:53 on Sep 15, 2014

Naky
May 30, 2001

Resident Crackhead

ThaumPenguin posted:

Nash is looking quite a bit paler than usual.



He was probably changed to match his voice actor :allears:

Anime Schoolgirl
Nov 28, 2002

Naky posted:

He was probably changed to match his voice actor :allears:
Fun fact that same voice actor also did the drug smuggler guy in crimson caravan and he somehow is black in NVR so he's not even loving consistent about it

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Fallout: New Vegas - Don't Use Character Redesign Mods

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.

ThaumPenguin posted:

Nash is looking quite a bit paler than usual.



Need more "SLUT" hand-written in blood by the modder.

RiffRaff1138
Feb 28, 2006

Every single motherfucker thinks they're gonna save the fuckin' world... Why not do something about the shitty economy or whatever instead?! Son of a bitch!
I'm thinking of trying out TTW, and I'm hoping someone will be able to tell me some things about the mod, and of its compatibility with other mods.

1. Important bug-fixes: Does TTW (or the TTW Fixes patch)...
- Fix the Pre-War Businesswears' texture assignments?
- Give all the Chairmen Grimy suits and the Omertas Dirty ones, as God intended?
- Fix the Mothership Zeta version of Chase's Overcoat using the winterized combat armor model?
- Allow you to initiate dialog with Motor-Runner, instead of only being able to talk to him when he initiates it the first time you enter his room?
2. Aside from the obvious lack of Mojave faction armors, how's the availability of New Vegas weapons/mods/outfits in the Capital Wasteland?
- Is it possible to get the HH .45 Auto guns in DC without actually going to the Mojave and completing HH?
- How is the FO3 silenced 10mm pistol handled? Are they replaced with regular pistols? Silencer mod pickups?
3. How well does it play with Project Nevada? There's a compatibility patch in the TTW forums, but it looks like there's some problems with it. If I'd be restricted to just using the PN Core module, I'd be okay with that.
4. Any problems using Mr. New Vegas' Secret Stash and/or GNR Enhanced?
5. I found a patch on the TTW forums to reduce the bullet-sponginess of the Broken Steel enemies, but it's apparently outdated. Anyone know if it still works? And is there a mod to get rid of the Point Lookout enemies' damage hacks?

And, well, anything else that might be useful to know.

ThaumPenguin
Oct 9, 2013

Naky posted:

He was probably changed to match his voice actor :allears:

I never really felt like his voice didn't "fit" him or whatever, but what I almost found weirder is the color of his hair. You'd think it would be graying at his age, but no, his bright blonde hair majestically lights up the entire casino. Did he color his hair, and if so, where the hell did he find someone selling haircoloring products?

ThaumPenguin fucked around with this message at 11:28 on Sep 16, 2014

Fair Bear Maiden
Jun 17, 2013

ThaumPenguin posted:

Nash is looking quite a bit paler than usual.

What the poo poo. DRACOMIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSS :arghfist::nexus:

oneof27
May 27, 2007
DSMtalker
I can't say why, but something about the onset of Autumn gave me this deep down desire to dust this game off and start a new playthrough. I thought I was done with this game.

chitoryu12
Apr 24, 2014

RiffRaff1138 posted:

- How is the FO3 silenced 10mm pistol handled? Are they replaced with regular pistols? Silencer mod pickups?

From my understanding, all weapons and loot tables in Fallout 3 are replaced by their NV counterparts. Burke still has a silenced pistol (I think it has a laser sight, too), but it's specifically a modded gun. And since 9mm is more common on the loot tables than 10mm, you get the 9mm Pistol when fleeing Vault 101.

Philippe
Aug 9, 2013

(she/her)

oneof27 posted:

I can't say why, but something about the onset of Autumn gave me this deep down desire to dust this game off and start a new playthrough. I thought I was done with this game.

I feel the same way about Skyrim in February.

Hobo on Fire
Dec 4, 2008

RiffRaff1138 posted:

I'm thinking of trying out TTW, and I'm hoping someone will be able to tell me some things about the mod, and of its compatibility with other mods.

1. Important bug-fixes: Does TTW (or the TTW Fixes patch)...
- Fix the Pre-War Businesswears' texture assignments?
- Give all the Chairmen Grimy suits and the Omertas Dirty ones, as God intended?
- Fix the Mothership Zeta version of Chase's Overcoat using the winterized combat armor model?
- Allow you to initiate dialog with Motor-Runner, instead of only being able to talk to him when he initiates it the first time you enter his room?
2. Aside from the obvious lack of Mojave faction armors, how's the availability of New Vegas weapons/mods/outfits in the Capital Wasteland?
- Is it possible to get the HH .45 Auto guns in DC without actually going to the Mojave and completing HH?
- How is the FO3 silenced 10mm pistol handled? Are they replaced with regular pistols? Silencer mod pickups?
3. How well does it play with Project Nevada? There's a compatibility patch in the TTW forums, but it looks like there's some problems with it. If I'd be restricted to just using the PN Core module, I'd be okay with that.
4. Any problems using Mr. New Vegas' Secret Stash and/or GNR Enhanced?
5. I found a patch on the TTW forums to reduce the bullet-sponginess of the Broken Steel enemies, but it's apparently outdated. Anyone know if it still works? And is there a mod to get rid of the Point Lookout enemies' damage hacks?

And, well, anything else that might be useful to know.

chitoryu12 posted:

From my understanding, all weapons and loot tables in Fallout 3 are replaced by their NV counterparts. Burke still has a silenced pistol (I think it has a laser sight, too), but it's specifically a modded gun. And since 9mm is more common on the loot tables than 10mm, you get the 9mm Pistol when fleeing Vault 101.

A lot of the loot tables in New Vegas are actually holdovers from Fallout 3, so any New Vegas weapons added to them will also appear in DC. I believe Burke's pistol is treated as a unique 10mm with the silencer already attached.

As far as TTW as a whole, it is not a bugfix mod. The guys who put it together made every effort to not gently caress with the New Vegas content... so that current NV mods would be compatible from the get go. Some mods will have TTW versions, but those mostly exist so the mods changes can cover the FO3 content that didn't make it into NV; the plain NV versions will still function as normal, but some of the effects may only be seen in the Mojave.

Since RiffRaff Specifically mentioned the HH .45, I'll link this mod:
http://www.nexusmods.com/newvegas/mods/47722/
It adds the non-unique DLC weapons into the leveled lists. Remember how I said those lists were mainly holdovers from FO3? That means those DC raiders and super mutants will be packing all kinds of different poo poo. My biggest gripe with it is that it adds the nailguns from Lonesome Road as a common find in junk containers/toolboxes. You will find them all over the place (DC and Mojave) and they fetch a lot of caps, so it makes the economy a joke.

RiffRaff1138
Feb 28, 2006

Every single motherfucker thinks they're gonna save the fuckin' world... Why not do something about the shitty economy or whatever instead?! Son of a bitch!

Hobo on Fire posted:

As far as TTW as a whole, it is not a bugfix mod. The guys who put it together made every effort to not gently caress with the New Vegas content... so that current NV mods would be compatible from the get go. Some mods will have TTW versions, but those mostly exist so the mods changes can cover the FO3 content that didn't make it into NV; the plain NV versions will still function as normal, but some of the effects may only be seen in the Mojave.
Some things I saw on their site seemed to indicate they incorporated a few bug fixes into TTW itself, but there's also the apparently-official TTW Fixes patch they have available form their forums. TTW Fixes apparently borrows a lot from YUP, and the readme for YUP seems to indicate it had the businesswear fixes I mentioned, so I hoped TTW Fixes might include them.

I have TTW installed now. Between testing in-game and digging through the patches with FNVEdit, I've been able to determine that:
- It looks like they may have fixed the male Grimy suit, but they didn't fix the female Dirty one.* On review of the YUP readme, there's no mention of that fixing the female Dirty suit either. I have this mod (Suit Fixes and Factions version) for that, but it does mean another mod in my load order.
- They did fix the female General Chase Overcoat.
- I can talk to Motor-Runner multiple times. I tested this by spawning Motor-Runner into Springvale and talking to him there, and (after reloading) by warping myself to Vault 3 and speaking to him there. I don't know if actually starting any of the quests relating to him will effect this.

quote:

Since RiffRaff Specifically mentioned the HH .45, I'll link this mod:
http://www.nexusmods.com/newvegas/mods/47722/
It adds the non-unique DLC weapons into the leveled lists. Remember how I said those lists were mainly holdovers from FO3? That means those DC raiders and super mutants will be packing all kinds of different poo poo.
Yesssssss. Thanks!

* In case anyone doesn't know, the problem with the female Dirty suit is that its texture was replaced by the female Kimball suit texture. The correct one literally isn't in the New Vegas files, requiring one to extract it from Fallout 3 to fix it. I can only assume Yukichigai didn't want to distribute an un-altered Bethesda asset with YUP for fear of a takedown or something. TTW doesn't really have an excuse.

ThaumPenguin
Oct 9, 2013

Is there any way of turning off Wrye Bash's automatic Load Order sorter? It keeps getting things wrong and that bugs me.

EDIT: The Wrye Bash wiki says:

The Wrye Bash Wiki posted:


• If you want to use another load ordering utility (e.g., Oblivion Mod Manager), then be sure to turn off Lock Times first. When you're done using the other utility, you can turn Lock Times back to continue to maintain the new load order."

Anyone have an idea of how to do that? I can't find an options menu and I feel dumb because of it.

ThaumPenguin fucked around with this message at 14:18 on Sep 19, 2014

cheesetriangles
Jan 5, 2011





I think you right click on the date/load order bar at the top and it has an option.

Agents are GO!
Dec 29, 2004

cheesetriangles posted:

I think you right click on the date/load order bar at the top and it has an option.

Right Click on an empty area in the file list. Not on a file, but in the list area. If you have a long mod list there might only be a small sliver where you can do this.

ThaumPenguin
Oct 9, 2013

Agents are GO! posted:

Right Click on an empty area in the file list. Not on a file, but in the list area. If you have a long mod list there might only be a small sliver where you can do this.

Thanks! That fixed it, I think.

ThaumPenguin
Oct 9, 2013

Tried messing with my load order to fix some issues with replaced weapons still appearing in-game.



It didn't work.



EDIT: Wait now it does.

I guess it was an archive invalidation issue.

EDIT2: And now it doesn't. What the hell.

EDIT3: Now the game doesn't start at all.

Gonna try reverting to the old load order.

EDIT4: Didn't work, and I'm now getting this image again:



There's something else weird with profiles.txt too:



What the hell is going on?

EDIT5: Oh God my body is missing.



This was taken in third person mode. I literally have no body, the "camera" or whatever is just lying on the floor:



That's a really nice floor texture, though.

EDIT6: Wow, I just keep loving things up, god drat. Now I need to reinstall all of my UI mods.

Got the game to work properly, but I can't load my old saves

Seems like I'll have to start a new game again. :sigh:

ThaumPenguin fucked around with this message at 00:46 on Sep 20, 2014

Necroskowitz
Jan 20, 2011
Has anyone tried using freeside open and mobile truck base together? I'm concerned there will be a conflict if the truck travels to freeside. Does it park in the freeside zone itself or outside the gate?

Moryrie
Sep 24, 2012

Necroskowitz posted:

Has anyone tried using freeside open and mobile truck base together? I'm concerned there will be a conflict if the truck travels to freeside. Does it park in the freeside zone itself or outside the gate?

I don't use Freeside Open, but I can tell you this about the truck: The Mobile Truck parks inside Freeside, specifically right outside the gate to enter the strip. There's other places you can park it that won't have this issue though. Parking it by the Crimson Caravan parks it near the outside gate to Freeside, not inside the Crimson Caravan. My favorite strip parking place though is McCarran, because that puts me closer to the Strip by Monorail, and I don't have to deal with thugs. You can also park by Gun Runners. There's a LOT of places you can park that thing.

ThaumPenguin
Oct 9, 2013

God drat it, I've started a new game after messing with my load order, but I'm still getting weapons with the "(replaced)" tag, how do I avoid this?

I'm using the FOOK-PN-Convergence mod and Roleplayer's Alternative Start, plus some other stuff.

Raygereio
Nov 12, 2012

ThaumPenguin posted:

God drat it, I've started a new game after messing with my load order, but I'm still getting weapons with the "(replaced)" tag, how do I avoid this?
What do you mean with "(replaced)" tag?
If you have big red squares with exclamation marks all over the place like in the screenshit in your previous post, then that's the game telling you it can't find the mesh of that item. Start with checking if you installed your mods correctly and all the files are where they're supposed to be.
If the problem is with the name of the weapon and you have no clue which mod changes those names: Grab FNVEdit, have it process your loadorder and check under the Weapon entries which mod is the guilty one. You can also use FNVEdit to fix this by either directly editing names in the guilty mod, or by making a patch plugin.

ThaumPenguin
Oct 9, 2013

Raygereio posted:

What do you mean with "(replaced)" tag?
If you have big red squares with exclamation marks all over the place like in the screenshit in your previous post, then that's the game telling you it can't find the mesh of that item. Start with checking if you installed your mods correctly and all the files are where they're supposed to be.
If the problem is with the name of the weapon and you have no clue which mod changes those names: Grab FNVEdit, have it process your loadorder and check under the Weapon entries which mod is the guilty one. You can also use FNVEdit to fix this by either directly editing names in the guilty mod, or by making a patch plugin.

I mean that they have "(replaced)" after their name. I think it has something to do with WME or FOOK, though I'm not sure. Gonna check FNVEDIT, though.

EDIT: I rewatched Gopher's video on FNVEDIT and have now found out how to use it with the Convergence mod, so I think I might be able to fix this.

Thanks!

ThaumPenguin fucked around with this message at 13:30 on Sep 20, 2014

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
Would like to just say I use Convergence and I've never seen anything with (replaced) after it. It can be done!

prometheusbound2
Jul 5, 2010
I'm interested in two types of mods:

1.) In Skyrim, there's a really cool mod where you get a museum that has various trophies that reflect in game trophies. Does such a mod exist for Fallout: New Vegas?

2.) Also in Skyrim(and Morrowind) there are various mods that let you take over and manage an enterprise, like a farm. Are there any of these in New Vegas? Other than Real Time Settler.

Lord Lambeth
Dec 7, 2011


ThaumPenguin posted:

So are there any mods that add more sensible haircuts? I haven't been able to find any that aren't max anime or whatever.

Cream of Plenty threw together something like this. I'm surprised it's not in the op.

harrygomm
Oct 19, 2004

can u run n jump?
.

harrygomm fucked around with this message at 22:57 on Jan 26, 2021

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

prometheusbound2 posted:

I'm interested in two types of mods:

1.) In Skyrim, there's a really cool mod where you get a museum that has various trophies that reflect in game trophies. Does such a mod exist for Fallout: New Vegas?

2.) Also in Skyrim(and Morrowind) there are various mods that let you take over and manage an enterprise, like a farm. Are there any of these in New Vegas? Other than Real Time Settler.

Underground hideout has trophies that appear when you complete different quests.

ThaumPenguin
Oct 9, 2013

SolidSnakesBandana posted:

Would like to just say I use Convergence and I've never seen anything with (replaced) after it. It can be done!

Something tells me this problem is a bit special:



According to FNVEDIT, The "(Replaced)" weapons are the ones which Convergence will use, no matter what.

I'm pretty sure it's not supposed to be that way, so I'm gonna try downloading the convergence files again and see if they're different.

EDIT: Nope, still the same.

Looking at the values for the Chinese Pistol, it seems like the name is the only thing different. Should I just ignore it and pretend everything's alright? Or should I try and rename them?

EDIT2: I think it's supposed to use the ones from Project Nevada - WME, but it doesn't want to, yet the load order is correct. Should I try and move it after FOOK-PN-WME-WMX-EVE Convergence.esp and see if that works?

ThaumPenguin fucked around with this message at 18:34 on Sep 20, 2014

SplitSoul
Dec 31, 2000

You can just drag and drop the desired name to the slot on the far right.

ThaumPenguin
Oct 9, 2013

SplitSoul posted:

You can just drag and drop the desired name to the slot on the far right.

I did that originally, but FNVEDIT freaked out a bit about it, so I wasn't sure whether to go through with it.

But there's not really any other alternative, so I might as well try.

Raygereio
Nov 12, 2012

ThaumPenguin posted:

I did that originally, but FNVEDIT freaked out a bit about it, so I wasn't sure whether to go through with it.
If it's the pop up that says "Hey, you're about to make an edit to a plugin. Are you sure you want to do this?", then you can just click through it and make your edit, since you're obviously sure that you want to make said edit.

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SplitSoul
Dec 31, 2000

Just make sure to only check the box next to the .esp you want to change on the save dialog, by the way.

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