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Leinadi
Sep 14, 2009
Looks good yeah, but I think some changes (like for Gloria Van Graff) are too hefty. I haven't installed it yet but it would appear that only some NPCs have the "Lore" options? I'm not really digging the hair changes and all that.

Still, might give it a go on my next playthrough. It's certainly good work.

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Leinadi
Sep 14, 2009
Dead Money, lackluster? drat son, what ya smokin'?

Anyways, I think it was mentioned somewhere that the release plans for upcoming DLC will be released soon, possibly next week? Not sure where I read it though.

Leinadi
Sep 14, 2009
I'm not a modder but I think the latest patch requires you to also download a new version of the GECK off of Bethesda's website.

Leinadi
Sep 14, 2009
Speaking of Lonesome Road, those who had problems with the faction recognitions when you speak with Ulysses might like this mod: http://www.newvegasnexus.com/downloads/file.php?id=44042

Leinadi
Sep 14, 2009
I'm looking to maybe add a weather and/or lighting mod to an upcoming replay of NV.

But is there any mod of this kind that really only modifies the vanilla weather to look a bit more beautiful without adding rain, sandstorms, radstorms or what have you? Even the Nevada Skies Vanilla option seems to add rain for example, which I don't really want in the Mojave.

I've looked around and can't seem to find what I'm looking for so I figured I'd ask here and see if there exists any modifications that are more minor or subtle.

Leinadi
Sep 14, 2009
Thanks for the nice answer!

Been looking at Project Reality also and while it does look nice on its own, it's a bit bleak for my tastes judging from screenshots. I want the Mojave to feel... well, warm, hot and desert-y and PR seemed to go for a more bleak, STALKER-ish mood.

Thanks for the tip on Nevada Skies, will see if I can maybe configure it to my tastes.

Leinadi
Sep 14, 2009
I might actually try giving that Electro-lights mod a go, possibly coupled with Fellout. That should at least make the world feel a bit more vibrant in a certain sense.

Ah, will check it out tomorrow I suppose.

Leinadi
Sep 14, 2009
Yeah, one thing that looks worrying to me though is that there are comments that the Strip is basically not lit up when compared to everything else? Small detail perhaps but I think (given the light pollution present even in vanilla NV) that it should really feel bright when you enter.

But you're right, Simple Street Lights does look a lot more "down to earth" than Electro-Lights.

Leinadi
Sep 14, 2009

Ddraig posted:

To be honest, the strip looks fine no matter what mod you use. The Lucky 38 is like a huge pillar of light, and the other casinos add a ton of light too.

Here's the strip from a distance with Nevada Skies installed (draw distance is slightly hosed up, don't know what happened):

http://steamcommunity.com/id/hackdaplanet/screenshot/559791921106847549/?tab=public

I was thinking more of how the Strip looks when you are inside it. I dunno, just tend to see a lot of complaints and stuff in some mods comments about the Strip itself looks a bit, I dunno... Just dark at night I guess and not really the lightshow it should be.

Anyways, I ended up downloading Fellout and Simple Street Lights, I also ended up getting the Realistic interior mod. Will see how this all works out. So far, I think the nights in Fellout are just slightly too dark for my tastes but I also got used to it pretty quickly. Plus, it makes for some very moody lighting here and there.

Leinadi
Sep 14, 2009
Could I request any kind soul with knowledge of the GECK to whip up a mod that simply caps you at level 30, like in the vanilla game except with the DLCs active as well? I know about Logan's Loopehole obviously but it'd be real nice to just have a straight cap at 30.

Thanks in advance!

Leinadi
Sep 14, 2009
As far as overhaul mods go, has anyone tried this one out? http://forums.bethsoft.com/index.php?/topic/1233435-relz-beta-cirosans-classic-overhaul/

It looks pretty good just looking over some of the changes, might give it a go on my next replay.

Leinadi
Sep 14, 2009
http://www.newvegasnexus.com/downloads/file.php?id=36411

That one doesn't do exactly what you want. But might be worth a look, it increases xp until next level and is very customizable. It also has options of reducing xp gained from lockpicking, hacking, speech checks and killing stuff.

I use it on my game which has all the DLCs excluding the Courier's Stash and I have no problems with it.

Leinadi
Sep 14, 2009
rope kid posted some details on the mod he's working on at the moment.


quote:

It's not done yet, but when I'm done, anyone can download it. It's mostly general balance adjustments I couldn't do for various technical/time reasons, plus some general "make the Hardcore game harder" adjustments. I've made a couple hundred adjustments, but the most significant are probably:

* Max level with all DLCs installed is 35.
* XP rate is halved.
* Base player health is quartered and level-gained health is reduced by 25%.
* Base Carry Weight from 150 to 50 (related perks/things have also been adjusted).
* Energy Weapon ammo weighs less than its nearest equivalent Guns ammo.
* Energy Weapon durability is in the same ballpark as Guns durability.
* Medium Armor has a small amount of DR proportional to its DT.
* Heavy Armor has even more DR proportional to its DT.
* Power Armor does not require a perk, but if you have the perk, the weight of the armor is essentially negated.
* Karma/Alignment values adjusted all over.
* H2O/FOD/SLP rates doubled, but the first threshold is moved from 200 to 400 (statuses roll over ever 150 after).
* Water and Food drop rates on NPCs is dramatically lower. It is difficult to stay out of Dehydration/Starvation by looting enemies.
* Water/Nuka-Cola/Sunset Sarsaparilla heal much less, but now all restore H2O (alcohols will as well, but at lowered values).
* Default Stimpaks are uncommon. A new variant, Stimpak, Expired is the default. It is not that great.
* The player's Workbench recipe now makes Stimpak, Homemade. It is better than Expired, worse than default Stimpaks, and has the PE penalty from Healing Powder.
* All Stimpaks have weight.
* Pre-Order items have been adjusted to be more well-balanced and not worth that much if you rush to Chet's to trade them in.
* A bunch of fixes I couldn't make during development because of load order conflicts, time, etc. E.g.: Automatic Rifle spread re-adjustment, putting the Police Pistol on the Cowboy List, Bozar on Grunt, Junk Rounds are now actual ammo variants you can make, etc.
* Some other stuff.

Leinadi
Sep 14, 2009
Does anyone know how tricky it is to extract voice-files from the game, and turn them into something like mp3s or whatever?

I'm thinking about making a little fan music-video type of deal and it'd be sweet to be able to pull out some of those awesome quotes from some of the characters and use them.

EDIT: Actually, nvm, found out that you can do it via the mod manager.

Leinadi fucked around with this message at 23:21 on Jan 16, 2012

Leinadi
Sep 14, 2009
Has anyone played extensively with Josh Sawyer's mod? I'm thinking of giving it a go on my next playthrough but would appreciate hearing about people's experiences with it first.

In particular regarding the DLC. I think the combat in something like Old World Blues is already an annoying slog to get through, how does it feel with the mod raising difficulty even further?

Leinadi
Sep 14, 2009
I use the light version of that and I think it works well. Though yeah, even the light version adds to the loading times of the casinos, I imagine if you have a lower end computer it could really impact your performance.

Other than that it seems to work well.

Leinadi
Sep 14, 2009
I have that mod and I've never gotten it work with the House path, it always assumes I'm with Yes Man. Annoying.

But yeah, the other 3 paths work as advertised.

EDIT: Actually, if I could humbly request that anyone knowledgable enough could take a look at that file above and maybe see why the House path won't trigger, it would be greatly appreciated!

Leinadi fucked around with this message at 20:45 on Feb 13, 2012

Leinadi
Sep 14, 2009

quote:

That said, I do like the general idea of rolling together energy and guns, and instead splitting up skills along the lines of "precision and automatic" or "offensive and defensive" or however it breaks down. I think part of the trouble with Fallout 3 and NV being FPSes is that weapon skills just feel out of place in general - why do I need an arbitrary "skill" rating for my character when the game can just use my skill as a player to determine if I hit or not? In that sense, I'm not opposed to reducing or eliminating the set of weapon skills, and instead making weapons more distinct by how they actually feel to use rather than because they arbitrarily fall into category A or category B.

I *really* agree with this. In the first two games, it felt like I was making a real sacrifice if I didn't level a combat skill. In F3 and NV (NV to a lesser degree, but still very present), I really don't give much of a poo poo. On the PC, if you have decent skill yourself in playing games, it's not hard to hit people.
Yes, there is tremendous sway on some weapons. But if you're close to the enemy you can either just spray if it's an automatic weapon or VATS the enemy if it's not (if an enemy is close, you almost always get good VATs chances).
If you're far away... Yes, something it's hard to hit. But generally it takes enemies a really long time to get to where you are anyways if you sneak up and start shooting at long distances.

And with accuracy being such a non-issue, the thing that seems to matter the most is just getting your hands on a good weapon. A Gauss Rifle will destroy almost everything if your Energy Weapons skill is in the 10s. And getting your hands on a good weapon in New Vegas is not some staked out path like getting the Power Armor right in FO2. It's not hard to stumble upon a good/great weapon.

I understand the reasons for this as a lot of people hate it when skill-points affect your accuracy too much in FPS games. But it's still a big loss from the older games I think.

It's like... investing into Speech or Science for examples unlocks things in the game, makes you feel special. Investing into the combat skills feels... really trivial because of how combat in these games work.

Overall though, I liked the changes to the skills in NV. Adding Survival and getting rid of Big Guns (putting those weapons into other skills). I think Guns and Energy Weapons feel like a good distinction though personally. If anything, I'd rather spend time trying to figure out how to further differentiate the workings of Guns and EWs from one another rather than going for precision vs automatic. Because, like it was pointed out, I think it hurts character concept phase a bit. If I think of an Energy Weapons character, the concept tends to be very different rather than a Guns character. It fires up my imagination way more than an automatic vs precision distinction would.

I could see mashing Unarmed and Melee together. At the same time... I think that works right now as well. The last thing I would want in Fallout is having a smaller number of skills overall to choose from. I want to scratch my head at character creation, I want that to be a big choice, I want to think a bit where I toss my skill points, I want to feel encouraged to think up character concepts. If I got another meaningful skill not related to combat, then I would gladly accept that trade-off (outside of the scope of a mod probably but I'm talking the games in general I suppose).

All in all, I'd much rather have some redundancy here and there (as long as there *is* a use for said skill in the game) rather than feel constricted at character creation. A lot of people dislike Arcanum's character creation (don't get me wrong, I think there are plenty of problems with it myself) because they feel melee and magic is very unbalanced vs firearms and so forth. But I think it's still incredibly worth it despite the balancing. Being able to play a gunslinger in a top-hat, a hulking melee brute or an intelligent mage (focusing in one of many schools), and having them feel different. That is more valuable to me than each skill being able to go toe-to-toe with the others. Don't get me wrong, I think Arcanum *could* use a fair amount of balancing, but I love the freedom of choice and how different you can make each playthrough feel.

Leinadi fucked around with this message at 00:34 on Feb 18, 2012

Leinadi
Sep 14, 2009
I really like modding overall as it allows you to customize your experience a bit and also to explore certain designs that may not be viable in a full game. But the attitudes of some modders just makes me gag.
There is a certain type of people who will gladly call developers lazy (seriously, game developers tend to work pretty drat hard and really pour themselves into their project) but then throw hissy fits when someone calls them out on their bullshit or just plain criticize the mod.

Leinadi
Sep 14, 2009

DemonNick posted:

I gave it a go and it's not that bad. It's all relatively minor stuff, like opening the cages in the Thorn or some cut dialogue in the Silver Rush, but some of it (the Silver Rush stuff in particular) is pretty buggy.

I've only seen the Silver Rush bit so far. I read in the comments also that some people had problems with it but it worked well for me.

And while it was pretty small, I gotta say that it spiced up that first encounter with the Van Graff's. Pretty cool I think. :)

Leinadi
Sep 14, 2009
The guy who's been handling the Strip Open mod and the recent Restored content mods has released a new mod for Freeside. Incorporates two of the restored content mods, merges the two areas into one big and supposedly restores a bunch of cut filler NPCs and cut one-liners for them all. Might be wise to wait a bit for more bugs to be squashed but it looks good.

http://newvegas.nexusmods.com/mods/46355

Leinadi
Sep 14, 2009

JackMackerel posted:

I can't recall if women were allowed in the pre-war army, but given its incredible fifties-style sexism, it isn't a stretch. Still dumb.

I'm using Mission Mojave at the moment, and I'm not sure if it fucks with any new files, but as far as I can tell, all crashes and dumb bullshit are caused by other mods, and now that the most problematic (AWOP and Momod) are disabled for now, it's not giving me any grief.

I'm guessing the New Vegas Uncut stuff doesn't work with mods like The Strip Open?

New Vegas Uncut mods and The Strip Open are done by the same guy (just has a different username for the Strip Open for some reason). So they should work together.

Leinadi
Sep 14, 2009
The gang members didn't have stuff like Grenade Rifles in the vanilla release but they got them in one of the patches. I believe the reason (besides making enemies a bit more dangerous and interesting) was to distribute some more Explosive weapons at the start of the game for characters that focus on Explosives.

Leinadi
Sep 14, 2009
I'm asking everywhere else so I might as well ask here also...

Would anyone happen to have a small mod called 'Cass barks' or something like that? There was a mod up on the nexus, and what it did was restore Cass' bark strings to occur more often. One of the NV patches changed it so that she only speaks once per 24 hours now, so you don't hear all her fun little anecdotes on the places you visit and so forth.

Like I said, it was up on the nexus before but it seems to have disappeared (I think the maker of it was banned).

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Leinadi
Sep 14, 2009

Cirosan posted:

Making him switch Dusters would be the simplest thing in the world. The kick is making an actual quest to go along with it - how would this vision quest be structured? Would it be possible to even make one by just splicing together dialogue? If he agrees to fight for whatever side you choose, what kind of lines could I splice together to make dialogue for such a resolute change of character?

Yes, Ulysses can follow you around the Divide, if you decide to go back and explore.

It would almost seem weird to give Ulysses a "vision quest" as it were because Lonesome Road is pretty much that.

Great work on the mod, will probably try that out on my next playthrough!

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