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I've been using the Ling's Coiffure (linked in the OP) for making the game not so ugly; only problem is almost all the female hair pieces (whether on a pc or npc) tend to clip in a really obvious and ugly fashion. Is this normal for Lings? Or have I installed this totally wrong? (And should I switch to the NVCE?)
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# ¿ Nov 8, 2011 05:34 |
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# ¿ Apr 19, 2024 10:13 |
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The Cheshire Cat posted:Which hairstyles? Not all of them are clipping, the issues are with the ones that have been assigned by the mod to certain npc's (IE: Julie Farkas) - seeing a bunch of scalp poking through an otherwise good hair mesh is wearing pretty thin very fast.
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# ¿ Nov 8, 2011 07:33 |
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I'm thinking of switching my current lighting/weather mods (New Vegas Skies) in favor of Project Reality; anyone care to comment on whether this is a good idea/worth the trouble? Additionally the Project Reality page says that the New Vegas ArchiveInvalidation Invalidator is necessary to use it, however the latter mod's page says that it no longer works thanks to a F:NV patch, so what's the word on that?
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# ¿ Jun 20, 2012 03:48 |
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I'm currently using the Underground Hideout New Vegas version 4.3, which unfortunately doesn't support the GRA dlc. However, the next update, 4.4 doesn't say anything about it either; anyone using this mod who could let me know whether the armory display walls will handle GRA stuff yet?
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# ¿ Jun 26, 2012 05:07 |
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Can anyone suggest a decent mod for allowing (GRA) weapon mods to be used with their vanilla counter-parts (that is, non-(GRA) weapons)? Preferably one that will play nice with Right to Bear Arms.
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# ¿ Aug 16, 2012 01:41 |
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bee burger posted:I think Right to Bear Arms has a system to turn non-GRA weapons into GRA weapons. (or was it the other way around?) Check out that machine that makes weapons mods from blanks. Yeah, I tried using the little machine at Gibson's but it didn't work for my non-GRA powerfist E: in fact no weapons show up in the valid list for upgrading weapons to their GRA counterparts
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# ¿ Aug 17, 2012 01:09 |
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So I'm going to try a run with the J.E. Sawyer mod, and I'm wondering how I can get it to play nice with Project Nevada. Do I just need to remove the re-balance mod from my load order, or that and the DLC re-balance .esps?
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# ¿ Nov 10, 2012 17:19 |
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Well I finally upgraded my rig to Windows 8, and stuck 8GB of ram in there too; now I'm trying to get F:NV working again, and I'm having some trouble, specifically with the FNV4GB mod. I've been able to launch and play the base game, no mods, and I've been able to install NVSE, and launch F:NV from both the NVSE executable, and FOMM (via NVSE). I followed all the instructions for installing FNV4GB from both the OP and the .txt included with the files, and I've linked FOMM to it with a custom file path - that all works fine. However when I launch the executable directly, or from FOMM, I get a small window that comes up with a green progress bar which says launching, this progresses for a second or so, then disappears, and otherwise nothing happens. The game doesn't launch, there's no activity in task manager, nothing. I'm running everything in administrator mode, and I've already tried running it in XP compatibility mode - in which case FNV4GB will not even launch. I have no mods enabled in FOMM besides the base game and dlc stuff. Anyone got any advice, or ideas for how I can get this working?
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# ¿ Jan 30, 2013 01:54 |
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Bummer, ah well. Guess I won't be able to use those huge texture packs.
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# ¿ Jan 30, 2013 02:09 |
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Sir Unimaginative posted:Probably, but don't know where it'd be. Might trip up Steamworks. I'll give it a try, thanks! E: That appears to be working fine, thanks a bunch JawKnee fucked around with this message at 02:37 on Jan 30, 2013 |
# ¿ Jan 30, 2013 02:23 |
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Anyone know of a mod that adds recipes for all the chems in the game? I just want to make more psycho damnit.
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# ¿ May 17, 2013 19:44 |
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Welp. Decided to try and install New Vegas redesigned 3 and it appears to have borked my game pretty good. Doc Mitchell doesn't even spawn in for a new game start any more and disabling the .esm and .esps that installed doesn't correct this. Anyone else had this problem? Tried loading up an old save (with everything enabled) and some of the legionaires that spawn at Nipton were missing whatever their new helmet textures were supposed to be.
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# ¿ Aug 29, 2014 21:30 |
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Psion posted:Installing NVR3? nah, never had that problem tried toggling archive invalidation a few times, didn't change anything. The mod comes with a few loose textures/meshes (and the other .esp files) in an update, but nothing that affects doc mitchell or quite a few other disturbed textures I've seen so far. The main file is a Fomod file so I guess I'm going to have to reinstall the game - bummer but maybe it'll clear out some of the clutter e: watho posted:My biggest recommendation is not installing NVR3. Beginning to wish I hadn't tried. Mods are the only thing that's keeping me playing at this point though after so many playthroughs.
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# ¿ Aug 29, 2014 22:09 |
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Sensenmann posted:NVR3 requires the assets from FCO but it won't work properly or downright crash if any FCO esms or esps are active in your load order. gonna give that a try as I definitely still had FCO stuff active E: that appears to have done the trick, thanks! JawKnee fucked around with this message at 07:35 on Aug 30, 2014 |
# ¿ Aug 30, 2014 06:47 |
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chitoryu12 posted:Okay, reinstalling Fallout 3 and seeing if I can get the drat thing working. it's been a while since I had FO3 on my windows machine, but I seem to remember having to run it in administrator mode, and possibly in compatibility mode for windows xp (both of which can be set from the properties tab (right click on the .exe). I also vaguely remember something about the install directory having to be in your C: directory rather than whatever the path is through your steam directory, but that might have been for FO1 or even another game entirely, not too sure. but try the administrator/compliance mode stuff.
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# ¿ Sep 6, 2014 20:31 |
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SolidSnakesBandana posted:That's what Asians look like. People from Asia. Also apart from the eyebrows it looks almost exactly like the concept art. A fair amount don't look like stereotypes, in fact and also James Hsu is almost certainly not 'from' Asia in that he was likely born in California, as were several generations of his parents, and unless they kept the family stock fairly segregated, probably has some other cultures mixed in there.
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# ¿ Oct 23, 2014 21:03 |
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Cream-of-Plenty posted:Well that's not fair, because I'm not seeing any yellow quote boxes on my end. in the awful app the OP's posts are in yellow to other folks
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# ¿ Nov 23, 2014 03:05 |
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jsawyer plays just fine with lots of other mods, read the OP for a great list of mods that will beautify the game; to start with though, pick up a lighting mod, a sky-box/weather mod, and the better textures mod if your machine can handle it - along with the various game-improvement stuff (stutter remover, etc.)
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# ¿ Dec 1, 2014 19:29 |
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Light Gun Man posted:Surprised no one has made a thing that let's you roleplay some kind of radiation cleanup guy and gives you a checklist of all fat man ammo and a vault to lock them all in to. like people playing this game need an excuse to hoard any one thing
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# ¿ Jan 13, 2015 05:20 |
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Okay, so after a (foolhardy) attempt at installing FNV redesigned 3 months ago, which thoroughly borked my game (loving up textures all over the place) I got the itch to play again. Uninstalled in steam, reinstalled in a new location on a different drive and re-downloaded a bunch of mods. However after getting everything running again I appear to have run into a few snags: 1) Despite running Project Nevada (which I did before), which I believe comes with mod-manager installed, IWS no longer shows up in the mod manager menu, which it did under my old install. 2) Grabbed NMC's large texture packs again, and installed manually, and while the title screen is the NMC screen... none of the textures appear to be being used in game. I am running FNV4GB (nvse compatible version). 3) Stuff from FNV redesigned 3 is still hanging around - craggly rear end Doc Mitchel, vanilla npc's that were black are still white. How the gently caress is this thing haunting me from beyond the grave. I should note that I reinstalled without uninstalling FOMM (though I did grab a fresh dl of FOMM and ran the installer). I've also deleted my old mods file which FOMM was initially referencing, and changed all the directories in the FOMM settings to new folders. Any thoughts on solving these three issues?
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# ¿ Jan 16, 2015 05:10 |
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Zeron posted:For #1, while Project Nevada has it's own mcm it doesn't work for any other mod I believe. You'll still need to install mcm(and UIO to make everything play nice). thanks, that sorted the IWS problem. Also toggling Archive Invalidation a couple times seems to have sorted the NMC issues (even turned boxcars back to his regular brown self). Doc Mitchell is still a craggly rear end dude, but I can deal with that I guess
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# ¿ Jan 16, 2015 05:54 |
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Kaptain K posted:I recently started using ENB again and I'm getting some graphical errors that pop up now and then. I'm using an "Extreme" preset .ini and the graphics look nice apart from these glitches. So where'd you get the Dali mod?
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# ¿ Jan 17, 2015 06:12 |
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Zeron posted:So basically the first part of the game is incredibly hard and then the rest of the game is incredibly easy? That...doesn't sound particularly fun. What with the Power Gangers and their dynamite and your lack of armor. I mean most difficulty mods have that problem but in this case it sounds like the difficulty would just be way too easy after that. I wish the whole game were as difficult as the first push to Novac with IWS on.
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# ¿ Jan 17, 2015 08:25 |
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Just using Configator for the first time (to max out draw distance and such) any tips or guidelines with respect to settings given that I'm running this on a rig with: AMD Phenom II 965 Black edition quad core 3.4GHz 8GB RAM Gigabyte Radeon HD 6850 Windforce 820MHZ 1GB 4.2GHZ
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# ¿ Jan 18, 2015 23:17 |
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Missing Name posted:oh god what is happening in my mod soup oh man, now I'm getting this too I think it's that child eye patch with FCO
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# ¿ Jan 19, 2015 04:15 |
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Woolie Wool posted:I'd really like to see a Fallout game where people actually built things and tore down ruined buildngs instead of living in total squalor. Also they should have horses and bicycles. Even though there's some industry returning to the wastes by the time of NV, and obviously places like Vault City with what I seem to remember as pre-fabricated structures, most people aren't going to have access to properly produced wood, insulation, or other building materials unless they canibalize existing structures. And if you're going to be doing that anyway, why not simply re-purpose the structures and live in them?
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# ¿ Feb 8, 2015 01:48 |
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Seashell Salesman posted:After hundreds of years those buildings would either be totally renovated or have collapsed. Doesn't appear to be the case unless all those (for example) houses near Freeside were renovated at some point (even if that doesn't make sense) quote:Plus I don't see why they don't have enough wood, there are plenty of forests in CA and turning those into wood is like stone-age technology. Yeah, I'm not saying there isn't an abundance of wood, though I would hesitate to say that it's readily available - but sawmills? How about nails? Is anybody making this kind of poo poo out in the boonies, and away from established centers?
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# ¿ Feb 8, 2015 02:16 |
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Woolie Wool posted:The same way people have always done it for most of history--in small artisan shops. The Industrial Revolution wasn't always a thing. Look at the way people lived in the 18th and early 19th century. 2281 should resemble 1781 more than 1961. That's a fair answer I suppose, although I'd wonder where they're gonna get the building materials in the Mojave, or would you expect shelters similar to the Native Americans'?
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# ¿ Feb 8, 2015 04:59 |
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Mosnar posted:How many folk have not discovered the hidden doors in Repconn? Repconn HQ? The doors with the killer robots behind them? I think IWS makes them open every time I go there now for every playthrough
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# ¿ Feb 14, 2015 02:43 |
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So on my current playthrough I'm using EVE - and it seems to have really screwed up some of the iron sights on a few guns (Hyper-breeder alpha for example). Is this normal? Is there anything I can do about it? example: And in iron sights:
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# ¿ Feb 16, 2015 01:22 |
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2house2fly posted:If it's the same problem EVE caused for me (tri-beam would take up the entire screen) try going to Gameplay settings and turning on True Iron Sights. nah, already have true iron sights on, and I'm aware of the patch for that issue - seems to be an issue with all the energy weapons - when you go into iron sights the gun is held slightly to the left of where it should be (and where the projectile fires from)
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# ¿ Feb 16, 2015 01:47 |
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hoo okay so Weapon Animation Replacers is not playing nice with the enhanced camera mod, specifically with pistols. Also I just realized that my character in 3rd person doesn't bring any weapon up to aim when I hold the right mouse button (both before and after replacing animations), I wonder what's doing that.
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# ¿ Feb 16, 2015 04:54 |
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experimenting further it looks like it's WAR having problems with EVE, not with the enhanced camera mod - only affects energy weapons, and not custom stuff that EVE doesn't touch. Bummer but I'd rather lose EVE as it's already loving with my sights anyway
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# ¿ Feb 16, 2015 05:12 |
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No, but my problem was/is with pistols - which that mod hasn't changed anything for yet according to the author's notes
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# ¿ Feb 16, 2015 05:18 |
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Also just removed EVE and my sights issue and the problems with WAR are gone. It sucks losing the textures as well as the enhanced visuals, guess I'll try and find some energy weapon retextures
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# ¿ Feb 16, 2015 05:23 |
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Roobanguy posted:it works for pistols. the dude who made the mod just also made some custom animations for rifles, and didn't for pistols. I'll give it a try, but it looks like it was WAR conflicting with EVE, and not the camera mod as I initially thought. Regular pistols were fine, energy pistols were hosed
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# ¿ Feb 16, 2015 05:36 |
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holy poo poo that Enhanced Camera WAR compatability mod is terrible. It didn't fix the issues with EVE/WAR (which I didn't really expect it to), but man watching your gun wag all over the screen when you run anywhere is incredibly annoying, and your character starts fingering their gun like they're suffering from some kind of anxiety disorder.
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# ¿ Feb 16, 2015 07:59 |
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Gyshall posted:You need to install the compatibility pack between the two mods, and then use the compatibility pack's Enhanced Camera INI and overwrite the one from the Enhanced Camera mod. All in the installation readme for the Enhanced Camera pack. The instructions on the page say to install WAR -> enhanced camera -> then the compatibility mod. Also I did the .ini changes the author recommended rather than overwrite. The animations suck, but that's my only real problem with it - it does nothing to fix my issue which appears to be caused by EVE and not by WAR, although I shouldn't have bothered with the WAR first person stuff for rifles.
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# ¿ Feb 17, 2015 05:01 |
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Seashell Salesman posted:I have zero problems with Program Files under Windows 8 and 8.1 and 10 will be identical in that regard. I don't do anything special and I don't know where this mythology about that one directory comes from. Having to elevate to do stuff isn't a bug or an problem.
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# ¿ Feb 18, 2015 03:01 |
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# ¿ Apr 19, 2024 10:13 |
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Fereydun posted:shouldn't the fnv4gb.exe thing be creating an exe folder that places a copy of it and the falloutnv.exe? or is that only old versions or with fomm? wait are those shelves naturally destructible?
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# ¿ Feb 18, 2015 03:31 |