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Just FYI I found a different clipping fix for the Ranger Combat armor Variants that actually replaces the meshes, though there is still clipping on the Advanced Riot Gear because of the big pauldrons. So use whatever calms your OCD down. http://www.newvegasnexus.com/downloads/file.php?id=40150 Roman posted:I made 3 files that fix the weapon clipping on the backs of the Ranger Combat Armor, the Desert Ranger Combat Armor from Honest Hearts, and all versions of Riot Gear from Lonesome Road. All I did is check the "Uses Backpack" boxes on all the armors so the rifles are reversed in position like when wearing Power Armor. Simple fix many of you could do but I put it up for convenience.
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# ? Jun 18, 2024 13:42 |
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Ugh, a word of warning if you're using Fellout and download the friend of the night perk tweak for it, do not take it, especially when you get to the strip and enter the casinos. They're actually brighter than the vanilla game due to the lights working (sort of) properly, so if you've got friend of the night then it's just a bright white blurry mess. I had to remove the perk via the console and add Math Wrath in its place.
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Omnicarus posted:Sooner than later. I was waiting for GRA to come out so I could see how I'd need to change the weapon walls and ammo dump. I'm shooting for sometime this week. Would it be possible for you to add little trophies tied to quests to your hideout? That's one thing I really liked from Underground Hideout ![]()
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I have absolutely no experience with the GECK or modding of any kind. How difficult would it be to implement a withdrawal/cold turkey system for chems, where if you become addicted, the longer you go without taking the chem the lesser the effects of the withdrawal, until eventually you kick the habit? It's rather annoying how all these drugs are apparantly super drugs that never, ever leave your system and once you get addicted you're hosed for life unless you find a doctor.
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Capn Beeb posted:Would it be possible for you to add little trophies tied to quests to your hideout? That's one thing I really liked from Underground Hideout I'm actually working on that this evening ![]()
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I'll ask this one last time, because I'm going absolutely bonkers trying to figure it out: In the GECK, This Machine uses sniper fire sounds. I want to get it to use its own sound. I have the perfect ones - either the MOHAA or COD 1 garand fire sound ripped from my own copies of those games - but I can't figure out how the hell I'd select them, as the art and sound tab on the GECK only allows me to pick the sounds from a list and won't allow me to browse by folder. How do I get the sound into the geck without replacing the sniper rifle fire sound too?
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Nuclear Pogostick posted:I'll ask this one last time, because I'm going absolutely bonkers trying to figure it out: In the GECK, This Machine uses sniper fire sounds. I want to get it to use its own sound. I have the perfect ones - either the MOHAA or COD 1 garand fire sound ripped from my own copies of those games - but I can't figure out how the hell I'd select them, as the art and sound tab on the GECK only allows me to pick the sounds from a list and won't allow me to browse by folder. Paste the file to the sound folder in your data folder, go into the GECK, go under the audio tab, then go to sounds, select add new sound, or just click edit sound if you prefer and rename it, select your audio file, it will ask you to make a new form, do so, then go to the weapon, click edit, go to art and sound, and select your newly made sound file from the list.
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Question: Anyone know if there's a mod that lets you use explosives or something to break into locked stuff, like a safe? I'm going unarmed, and I took points from per, cha, and agi to pump up str, end, luck and int. So I can't even open easy level locks ![]()
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Bash Ironfist posted:Question: Anyone know if there's a mod that lets you use explosives or something to break into locked stuff, like a safe? I'm going unarmed, and I took points from per, cha, and agi to pump up str, end, luck and int. So I can't even open easy level locks It's a feature in Project Nevada called, "Explosive Entry."
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Omnicarus posted:Paste the file to the sound folder in your data folder, go into the GECK, go under the audio tab, then go to sounds, select add new sound, or just click edit sound if you prefer and rename it, select your audio file, it will ask you to make a new form, do so, then go to the weapon, click edit, go to art and sound, and select your newly made sound file from the list. Thanks, you rule. ![]() I'm a goddamn moron If anybody wants the sound folder for it and the B.A.R, just PM me and I'll toss it up on mediafire or megaupload.
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Chinese Tony Danza posted:Alright guys, here it is! Mojave Music Radio: Extended has finally finished uploading and is ready to be downloaded. If anyone absolutely hates the Nexus and refuses to download from there, let me know now so I can upload a mirror somewhere else. I'm really liking this mod so far. It's a nice change of pace from the extended New Vegas mod (even after using the mega version I posted before). And without Mr New Vegas, it's less likely to get stuck in a ten minute loop of old songs followed by announcements.
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Omnicarus posted:I'm actually working on that this evening I'm assuming it will, but the hideout will recognize when I have finished DLC even if it's already been finished before I install the new and improved Lombard, yes?
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ShiningForceHero posted:I'm assuming it will, but the hideout will recognize when I have finished DLC even if it's already been finished before I install the new and improved Lombard, yes? Yup. It just runs a little player.getquestcomplete script and based on the number returned (1 or 0) it will enable the content.
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So am I missing something somewhere with the GRA ammo that is preventing me from loading up a shotgun with the 4/0 buckshot? As far as I can tell, that ammo type is under the 12ga ammo list. I tried handloads and store bought ammo, a modded weapon as well as a hunting shotgun, and I can't use it at all.
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Capn Beeb posted:So am I missing something somewhere with the GRA ammo that is preventing me from loading up a shotgun with the 4/0 buckshot? As far as I can tell, that ammo type is under the 12ga ammo list. I tried handloads and store bought ammo, a modded weapon as well as a hunting shotgun, and I can't use it at all.
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http://www.megaupload.com/?d=3ZJ6E05O Here it is, gents! Soundpack for ya. COD 1 sounds for the Autorifle, This Machine, and the Bozar (I gave it the fire sounds from MP44, they seemed to fit). Obviously you need Dead Money and GRA for the B.A.R. and Bozar sounds to work. Credit to the maker of CRL9k, I used his ESP as a base. e: explanation Nuclear Pogostick fucked around with this message at 08:26 on Sep 29, 2011 |
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If there is any interest, I was considering making a set of little mods for people who bought the Courier's Stash that will put the sets in various places around where you start up instead of just giving them to you. For instance a corpse with the caravan pack items at the burned up caravan near the prison, a dead mercenary with the mercenary pack stuff in Nipton, etc.
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That would be great, particularly if you got rid of the obnoxious "Caravan Pack loaded" etc messages.
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Rirse posted:I'm really liking this mod so far. It's a nice change of pace from the extended New Vegas mod (even after using the mega version I posted before). And without Mr New Vegas, it's less likely to get stuck in a ten minute loop of old songs followed by announcements. Thanks! Glad to hear you're enjoying it so far. I like to think that I did a good job and I'm happy to see somebody else agrees.
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Chinese Tony Danza posted:Thanks! Glad to hear you're enjoying it so far. I like to think that I did a good job and I'm happy to see somebody else agrees. This is really convenient because I could never get the radio extender to work properly, and I like what I've heard of the selection so far. Thanks.
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Omnicarus posted:If there is any interest, I was considering making a set of little mods for people who bought the Courier's Stash that will put the sets in various places around where you start up instead of just giving them to you. For instance a corpse with the caravan pack items at the burned up caravan near the prison, a dead mercenary with the mercenary pack stuff in Nipton, etc. Fully Integrated DLC should work just fine on the Courier's Stash, unless Courier's stash uses different ESM and form IDs, etc. If not, it's a good starting point for making a new mod.
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![]() ![]() What's causing this? FalloutNV.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm IWR.esm CompanionInfAmmo.esm Project Nevada - Core.esm Project Nevada - Equipment.esm RH_IRONSIGHTS_NV.esm aHUD.esm iHUD.esm The.Armory.esm DarNifiedUINV.esp CASM.esp Centered 3rd Person Camera.esp IWR - Rebuilt.esp The Mod Configuration Menu.esp Better Burned Man.esp FactionIDCards.esp Project Nevada - Cyberware.esp Better Tag Skills.esp Casino Anti Anti Cheat.esp CompanionInfAmmoOptional.esp CompanionInfAmmoCheat.esp FalloutNVCheatTerminal.esp ManualReload.esp SignatureWeapons.esp AG Supplementary Uniques.esp AG Supplementary Uniques-Honest Hearts.esp ShilohDS-Color Maps and Icons.esp Bullet Impact Increased LOD.esp Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp Modified Combat Values v2.esp Project Nevada - Rebalance.esp WeaponModsExpanded.esp Project Nevada - WMX.esp RH_IronSights_NV_Vanilla.esp SimpleStreetLights (Extra Lights).esp Nights are Darker 25%.esp BetterGamePerformanceV3.esp SignatureArmor.esp The.Armory.Leveled.List.esp alternate_armor_system_v0999.esp AAS_HonestHearts.esp AAS_PNxE.esp The.Armory.Terminator.Pack.esp merged.esp Total active plugins: 47 Total plugins: 47 Just in case, I have arenovalis texture pack installed as well
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Brace posted:
Re-download and reinstall Arenovalis's texture pack. For whatever reason GRA being released hosed up a lot of his textures by mapping guns to a different but identical model or replacing his model or something. Not entirely sure but that fixed the same problem for me.
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FNVedit doesn't work for me. I keep getting an error about it not being able to load a registry entry or something. I've heard this is due to Lonesome Road being released. Will it ever be fixed? ![]()
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Omnicarus posted:Re-download and reinstall Arenovalis's texture pack. For whatever reason GRA being released hosed up a lot of his textures by mapping guns to a different but identical model or replacing his model or something. Not entirely sure but that fixed the same problem for me. Fixed That Gun, but not the .357
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On a disturbingly different note, is there anything resembling a "headhunter" mod? If I'm going to all the trouble of exterminating the Wasteland, I want something more than deserted, blood-splattered locations. Since you can get the three named Fiends' heads for the bounty, one would think that any undestroyed (ashpiled, goo'd, Bloody Mess'd or otherwise unrecognisably gibbed) head could be placed in inventory for later ![]() I'd trawl the Nexus, I'd expect something like this there, but I'm stuck behind the Nannywall right now. Or maybe a Home Crucifixion Kit - requires Boxing Gloves/Beanbag Rounds/Cattle Prod/Compliance Regulator (select one) and Nailgun. ![]()
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You couldn't have unique heads or even matching heads on the spikes (except for maybe unique NPCs, but you'd still have to custom make the meshes) from who you killed but it would be pretty simple I imagine to be able to 'decapitate' people and then plant their head on a spike using the vanilla spike-head models at a location of your choosing.
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Also, is there a mod that overhauls merchants so that they have loot worth buying and also enough caps so that they can actually buy items from you that aren't broken varmint rifles? I'm also looking for an alternative to IWS but have had no luck finding one. ALSO(this is the third and last thing) When I open the folder for Lombard Station, am I supposed to be seeing this ![]() Brace fucked around with this message at 19:22 on Sep 29, 2011 |
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Omnicarus posted:If there is any interest, I was considering making a set of little mods for people who bought the Courier's Stash that will put the sets in various places around where you start up instead of just giving them to you. For instance a corpse with the caravan pack items at the burned up caravan near the prison, a dead mercenary with the mercenary pack stuff in Nipton, etc. I think it's very nice you are adding all the comforts of a strange home but as long as the trash can dumps itself regularly and my scorpian parts don't breed into the millions in storage I am happy as a very happy thing. Really, I thought I'd hate having to deal with non-standard ammo and weapons at Lombard but it never seems to bug me. Cause Lombard does not CTD on me, need me to feed a reactor or give me anything for free. (I don't use the chem set.) *Hugs the hill his home is in*
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Anime Schoolgirl posted:make a merge patch with fnvedit (oh god) and hope it doesn't cause 100 formid collisions, a mod that also modifies the ammolists will conflict with GRA Ah poo poo. I still haven't learned how to do that ![]()
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Not sure if there is one in The Armory 2.5, but somebody released a pretty solid M1 Carbine weapon for NV. In addition to accepting mods, it's built off of "This Machine" and looks surprisingly good. And it's integrated into the game, not just in a loving box somewhere.* LINK. *That's not a jab at the armory, which has ten million guns that would take seven years to add to leveled lists by hand and script. It's more of a jab at the authors that are too lazy to, you know, actually put their poo poo into the game without user-end goody boxes and console commands. Come on, your mod adds five items. Take 20 minutes and write a script to add them somewhere.
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I still wish the Armory had full leveled lists, the amount of guns in the world would be amazing.
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Brace posted:I still wish the Armory had full leveled lists, the amount of guns in the world would be amazing. AS does it by himself for official releases, but that doesn't stop others from undertaking the task themselves ![]()
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Smuggins posted:I think it's very nice you are adding all the comforts of a strange home but as long as the trash can dumps itself regularly and my scorpian parts don't breed into the millions in storage I am happy as a very happy thing. Thank you. The scorpion thing is fixed in the next release btw. No more exponential scorpion tails or gecko hides! ![]()
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Naky posted:AS does it by himself for official releases, but that doesn't stop others from undertaking the task themselves Haha I wouldn't even know where to start with that, also ![]() ![]() Why is this happening
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Brace posted:Haha I wouldn't even know where to start with that, also Why is your hair clipping through the helmet? Your head's too fat. ![]()
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Cream-of-Plenty posted:Why is your hair clipping through the helmet? Your head's too fat. ![]()
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Brace posted:
I actually thought the Ranger helmet was flagged to cover the entire head / face. It would appear that isn't the case (at least in your game.) The change wouldn't require a new mesh or texture in your data folder to do it, either. If you load up all of your mods in FNVEdit, you should be able to poke around and see what makes changes to the helmet, and if those changes involve removing flags from the item for what parts of the face it replaces.
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Cream-of-Plenty posted:I actually thought the Ranger helmet was flagged to cover the entire head / face. It would appear that isn't the case (at least in your game.) The change wouldn't require a new mesh or texture in your data folder to do it, either. If you load up all of your mods in FNVEdit, you should be able to poke around and see what makes changes to the helmet, and if those changes involve removing flags from the item for what parts of the face it replaces. I looked under Ranger Helmet in FNVEdit and the only thing that was touching it was AAS.
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# ? Jun 18, 2024 13:42 |
Brace posted:I looked under Ranger Helmet in FNVEdit and the only thing that was touching it was AAS. That makes things easier. Now, either through FNVEdit or GECK, open up AAS and bring up the helmet. You should be able to see what parts of the face and head are selected to be covered while wearing it. I imagine that something has changed here. If not, you might as well tell it to cover your whole stupid face anyway.
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