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Capn Beeb posted:When you get locked into a serious gun mod collection, the tendency is to push it as far as you can: A Mare's Leg! Are these your mods Beeb, or did you get them from the Nexus. Also, I can't seem to get the better "That Gun" mod and JaySus' M1 Garand mod working. At least I haven't seen either weapon since I installed the mod. Any idea where they should be in the load order?
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# ¿ Jan 3, 2011 15:23 |
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# ¿ Apr 24, 2024 03:56 |
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Cream-of-Plenty posted:For the better That Gun mod, you'll have to find it at the Dino Shop in Novac (that's the gun's only location in the game, by default--it's a unique weapon.) I, uh, I already bought "That Gun" from Novac before I installed the mod, and had the thing in my inventory when I did so. Am I hosed?
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# ¿ Jan 3, 2011 21:06 |
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Cream-of-Plenty posted:You shouldn't be. All the mod does is change the stats of the weapon so that it isn't relatively useless. Ah, okay. I was concerned because I hadn't seen it in any store lists under the name's .223 pistol or 2019 Detective's Special. Edit: I just went and checked on my "That Gun", which I'd left in my underground hideout. The mod didn't change it. The stats are still the same as when I bought it. Oh well. CroatianAlzheimers fucked around with this message at 22:08 on Jan 3, 2011 |
# ¿ Jan 3, 2011 21:56 |
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Cowcaster posted:That means for whatever reason you don't have the mod installed correctly. The fact that you bought the gun and it's sitting someplace where it's not found originally doesn't mean a thing. That's what I figured. Unfortunately, the readme documentation is pretty sparse when it comes to any advice or recommendation regarding conflicts or load order. I'll keep dicking around with it.
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# ¿ Jan 3, 2011 23:22 |
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Cowcaster posted:I just took a closer look at your picture and I think I might know the problem: You're supposed to pick either the .223 version (uses 5.56 ammo and repairs with service rifles) or the .44 magnum version (uses .44 magnum ammo and repairs with, well, .44 magnums). Since they both affect the same gun and you have both checked off the game is probably throwing a hissy fit and not changing it at all. Just checked it out and it doesn't make a difference. With either one active, it's still called "That Gun", does 17 DAM and 80 DPS. This has to be a load order problem.
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# ¿ Jan 4, 2011 00:11 |
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Nycticeius posted:Try putting it last on the load order. That should overwrite anything. Hah, that did it. Thanks. So, wow, that's quite a difference in power there. Kinda silly that it's still a revolver, though.
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# ¿ Jan 4, 2011 00:36 |
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Cowcaster posted:The original gun in FO1/2 was a revolver too, as was the movie prop that it itself was based on, made from various parts of a .223 rifle no less Oh, I knew the Bladerunner Detective's Special was a revolver, but I thought the .223 pistol was, in FO1/2, a cut-down .223 semi-auto rifle. Eh, doesn't matter. Now I can blow holes in things alllllllllll day!
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# ¿ Jan 4, 2011 01:09 |
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So, I'm attempting to re-install New Vegas with the mods I used to use after a catastrophic computer failure a couple of months ago. Now, last time I played I used these mods and the game ran well (enough), now the game crashes out right after the initial credits screen. Here's the load order I have currently. This order was set by the BOSS load order thingy in FOMM, which has the caveat that it's not perfect or even often accurate. I know this is wrong, but I don't know how or why. Any insights? CroatianAlzheimers fucked around with this message at 05:49 on Nov 15, 2013 |
# ¿ Nov 14, 2013 00:44 |
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Raygereio posted:A crash at startup while using mods is generally caused by the game throwing a hissy fit over a missing master. Grab FNVEdit, have it process your loadorder and see what it says. Thanks! So, I found the problem with the master. Now it loads all the way to the picture of the NCR Ranger where the Start/Load/etc choices are supposed to be, and nothing shows. The picture is there, but the menu isn't, and the game crashes at that point. I grabbed FNVEdit, but I feel like I'm too stupid to figure it out because it doesn't make a lot of sense to me. Here's the load order as it stands now. As I said before, I've had all of these mods working before, so I can't figure out what the problem is now. Is it something to do with the newest version of New Vegas, which I downloaded from Steam for this install? FalloutNV.esm DeadMoney.esm OldWorldBlues.esm HonestHearts.esm LonesomeRoad.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm GunRunnersArsenal.esm CaravanPack.esm Project Nevada - Core.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Ambient Temperature.esm AWorldOfPain(Preview).esm Advanced Recon Tech.esm CFWNV.esm ELECTRO-CITY - CompletedWorkorders.esm Inventory Access.esm Tales from the Burning Sands.esm Weapon Mod Expansion.esm VMods - Master.esm Primary Needs HUD.esm Advanced Recon Range Finder.esp DarNifiedUINV.esp HUD Extended.esp HUD Extended - Ambient Temperature.esp NewVegasBounties.esp UHNV.esp Existence2.0.esp CONELRAD 640-1240.esp SecretStash20.esp SecretStash40.esp SecretStash60.esp SecretStash80.esp mojave music radio expanded v1.1.esp BluesRadioNV.esp WPR.esp old vaquero includes that gun.esp Rustyhwys.esp that gun holdout.esp Advanced Recon Gear.esp Advanced Recon Tech.esp better that gun 223.esp better that gun 44mag.esp Powered Power Armor.esp Ambient Temperature - PPA.esp Realistic_Repair_NV.esp UnlimitedCompanions.esp GrenadeHotkey.esp Imp's More Complex Needs.esp Imp's More Complex Needs - JA - SORTED.esp IMCNNV - Sorted.esp Ambient Temperature - IMCNNV.esp IMCNNV - HUD and Hotkeys.esp Jump Fall Fixer.esp VMods.esp Mojave Nights.esp Project Nevada - Dead Money.esp Project Nevada - Dead Money (Rebalance).esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues.esp Project Nevada - Old World Blues (No Cyberware).esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp Project Nevada - Gun Runners' Arsenal (Rebalance).esp ELECTRO-CITY - Imaginator.esp Nevada Skies.esp Weapon Mod Expansion.esp Ambient Temperature - Nevada Skies.esp Railway Rifle 2.0.esp JM1Garand4Loot.esp RepairKit.esp m1d.esp Stampede.esp CFWNVOptionalTweaker.esp NVNightVision.esp Lombard Station.esp Lombard Station - Dead Money.esp Lombard Station - Gun Runners' Arsenal.esp Lombard Station - Honest Hearts.esp Lombard Station - Lonesome Road.esp Lombard Station - Old World Blues.esp 1nivVSLArmors.esp NewVegasBountiesII.esp Advanced Recon Gear - Project Nevada.esp
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# ¿ Nov 15, 2013 05:52 |
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Right on, thanks for the catch. Sadly, the game was hanging up at the Ranger screen before I installed Secret Stash.
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# ¿ Nov 15, 2013 18:02 |
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Has anyone had a problem with Unified HUD recognizing Imp's More Complex Needs? UHUD finds all my other HUD tweaks just fine, but refuses to recognize Imps, and none of the HUD additions are showing up in game. In addition, when I use Mod Config Menu, I can't actually manipulate any of the HUD options. They're there, and I can click on them, but nothing happens. There's also a lot of "no image here" messages, so something is up.
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# ¿ Nov 18, 2013 17:18 |
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I use a mod called "Stampede" which I like a whole lot. Stampede is a unique, named weapon that's essentially a sawed-off and upgraded trail carbine. The weapon itself is based on the Mare's Leg carried by Steve McQueen in "Wanted: Dead or Alive". I love the hell out of it, and usually use it in place of a pistol until I get to where I can buy a That Gun or 14mm pistol/L'il Devil.
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# ¿ Nov 27, 2013 02:02 |
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Capn Beeb posted:See also: Ohhhhhhhhhhh poo poo, you are correct. That's awesome, and is now in my mod list.
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# ¿ Nov 27, 2013 02:30 |
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So, I've started dying when either sleeping or waiting. It only takes one hour of sleep or waiting to kill my character. I think it has something to do with IMCN, specifically with one of my needs stats like stimms or something. Has anyone else run into this?
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# ¿ Nov 27, 2013 18:05 |
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Is there a mod that adds holsters/scabbards/slings to the weapons and/or character outfits? I'm sick of my pistols just sort of floating there off my character's hip.
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# ¿ Dec 4, 2013 16:10 |
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Psion posted:Yes. Bear in mind you're going to run into clipping issues galore, but you could give these a try: Yeah, I poked around a little this afternoon on my lunch break and grabbed the one with all the load bearing harnesses and the other one that requires you use the console. Now I just need to find the mod that has a good shemagh/scarf that goes around the neck. I already have one but it goes over the character's head as well as around the neck.
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# ¿ Dec 5, 2013 02:38 |
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Psion posted:http://www.nexusmods.com/newvegas/mods/35597/ That's it exactly, thanks. It'll go great with my Rugged Jeans Outfit, my Small Camo Backpack, and my utility belt. God help me but I love playing dress-up in this game.
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# ¿ Dec 5, 2013 15:34 |
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horse mans posted:I feel like I'm missing out but I've never really cared what the characters in my Gamebryo games look like. For all the things I mod, I've never played with alternate bodies/faces/eye colors/hair, unless some armor mod requires new bodies. The only reason I used a new body this time is because I was using armor that required it. I do like the different armors/clothes/accessories stuff, though. The new body I got is surprisingly good. I love whatever reskin/body is being used in those scarf pictures. That dude looks pretty ripped. The robot race looks completely awesome, and I'll probably play that next time I re-roll.
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# ¿ Dec 5, 2013 20:11 |
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Was someone talking about a "cleaned up wasteland" mod earlier in the thread? I can't seem to find it, but I remember that the mod is supposed to clean up a lot of the garbage in inhabited regions. It makes it look like the people living there give a poo poo about their surroundings. You'd think that after 200 years someone might do a little sweeping or something.
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# ¿ Dec 5, 2013 20:20 |
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What was the mod mentioned earlier that got rid of all the corpses laying around? I'm fifty hours into this play through and the Powder Ganger bodies are still all over Good Springs.
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# ¿ Dec 9, 2013 17:00 |
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Capn Beeb posted:Tonight I learned that the quick throw grenade/mine from Project Nevada is quick enough for me to re-equip my signature weapon, and have any kills gained from those explosives count towards leveling up my gun. I've been considering re-rolling with the robot race and TTW and a couple other things even though I'm fifty-some hours in, and you're not helping me out here with all your talk of signature plasma weapons and Meltdown and all. I'm still digging around for a mod that removes corpses/piles of ash from the game world after a while. Like I said earlier, the bodies of the Powder Gangers are still laying around outside of the Prospector in Goodsprings. Anyone have any recommendations?
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# ¿ Dec 11, 2013 14:26 |
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Capn Beeb posted:PEWPEWPEW Hahahahahahaha. What weapon is that? It looks really cool. Also, where'd you get those glasses?
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# ¿ Dec 12, 2013 02:49 |
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Ah, right on. I have both of those. I was using the Molly Millions glasses from that shipment, since my character's name is Moll, but now I'm just wearing a targeting monocle. I have PN too, so I'll keep an eye out for that tesla rifle. Does it come with the sight, or is that an add-on.
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# ¿ Dec 12, 2013 04:16 |
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Capn Beeb posted:Nope, it's basically a plasma sniper rifle! I think I found it upstairs in the Silver Rush Welp, I'm gonna have to find some way in there then. I turned the VanGraff's into the NCR during Cass' quest, and now they shoot at me on sight. I can probably ninja my way in there, though. That thing looks pretty awesome.
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# ¿ Dec 12, 2013 18:16 |
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So, now I'm addicted to new weapon mods. I got the Mare's Leg, a pretty good Pancor Jackhammer, and of course all the cool stuff from PN. Sadly, there's no Dragunov on Nexus. There are updates/reskins for a Dragunov, but it looks like that Dragunov mod is long gone. I did find a VSS Vintorez that's pretty cool, though.
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# ¿ Dec 16, 2013 02:20 |
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Oh, those SVDs are nice. Thanks for the heads up. I ended up giving Boone the Vintorez, and he's hell on wheels with it. Of course now the Jackhammer is crashing the game again, so I need to find a better place for it in the load order.
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# ¿ Dec 16, 2013 15:04 |
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Capn Beeb posted:Anyone know what might make a weapon mesh randomly crash a game when equipped? I'm tinkering with the shotgun from this mod: I'd love to try that trenchgun out if you're willing to share.
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# ¿ Dec 19, 2013 03:31 |
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Has anyone else had problems with Lombard Station becoming increasingly unstable? More than half the time I try to enter, especially if I've been playing for a while, the game crashes to desktop. It got so bad that I had to revert to an earlier save and lost some play time. The only thing I can think that's doing it is some of the extra weapon mods I have.
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# ¿ Jan 6, 2014 03:06 |
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warrencanadian posted:So is there an easy way to turn on the additional options in The Armory once I've installed it? I was having trouble with it giving me errors during install last night, and now that I've got all the guns/weapons installed, I'd like to turn on the extra armor options too, but don't look forward to struggling through the uninstall/reinstall of the entire mod. You actually got The Armory to work? I'm jealous. It crashes FOMOD for me every time, and that's with the FOMOD archive.
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# ¿ Jan 8, 2014 22:14 |
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I got Armory working, most of the problem was me being stupid. Anyway, I just discovered something really odd. All the music that's original to the game is now gone. There's no ambient score, nor are any of the radio stations available. Radio New Vegas and Mojave radio are gone. None of the radios or jukeboxes play music anymore, and neither station are in my pipboy anymore. I'm running the mods for the stations (Secret Stash and MRX), and I'm running CONELRAD, Existence, Radio Blues, and the mod that expands the jazz from the Sierra Madre brodcast (all of which I can still listen to) but the rest has disappeared. Anyone ever run into this?
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# ¿ Jan 10, 2014 21:06 |
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Paracelsus posted:The radio station part happened to me once, and I think it had to do with the Big MT teleporter in Lombard Station not properly reassigning the stations on a return trip. Going to Zion and coming back to the Mojave fixed it. Huh, right on. I'll give that a try. I need to go to The Divide anyway, I left Audrey (the Spore Plant companion from Burning Sands) out there.
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# ¿ Jan 10, 2014 22:05 |
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You're right, it didn't. What did work is that as soon as I left the Divide I used the Transportalponder and instead of taking me to The Sink it took me to Mojave Drive-In and my radio stations were back. Weird, but it worked. Also, sadly, I didn't find my Audrey.
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# ¿ Jan 11, 2014 00:27 |
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Heh, yeah. Audrey, when knocked out, ends up in your inventory again as a pack of seeds and plant tendrils. Then you have to hoof it to the BioEngine Research Facility and re-clone her. Doesn't look like she got whacked, and she's not in my pack, so I don't know where she is. I'll have to PM Puce Moose and get her ref id so I can move her to me.
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# ¿ Jan 11, 2014 01:45 |
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Is there a mod that does for energy weapons what The Armory and Mr. Radioactive's mod does for conventional weapons? I'm starting a new energy weapons focused run and I'd love more variety.
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# ¿ Jan 22, 2014 05:20 |
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What the hell is that? Concept art?
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# ¿ Jan 31, 2014 03:07 |
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gently caress, man. I would have preferred that to what we got. That penthouse is amazing. Also, Beeb, you ever get that trench gun finished?
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# ¿ Jan 31, 2014 09:13 |
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Goddrat that Lombard Station update sounds awesome, Swag. LS is my favorite player home, but it's so goddamned buggy it almost ruined my last playthrough. I'm excited to try your update.
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# ¿ Feb 17, 2014 20:17 |
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Personally, I'd rather see pistols and SMGs as one board, then rifles, shotguns, and machineguns as another. Shotguns are, ostensibly, longarms and they should go on the longarm wall.
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# ¿ Feb 17, 2014 22:35 |
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For sure. I hate sorting all my guns then having a bunch left over in my inventory that the sorter doesn't know what to do with. Are you planning on getting rid of the mannequins in the shooting lane, Swag? I can think of about a thousand ways to use that space better.
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# ¿ Feb 17, 2014 22:47 |
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# ¿ Apr 24, 2024 03:56 |
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Totally get rid of the mannequins. I'd rather have the cabinets. Huh. I knew there was a door behind the flag, but I didn't know about the one behind the energy weapon wall. I wonder what was going to go back there. I like the idea of a bigger room instead of two smaller ones. I like to walk into the armory and see all my guns. Gives a real feeling of satisfaction.
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# ¿ Feb 17, 2014 23:05 |