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Here are some shots of my current char. I decided I would theme my characters in New Vegas on the old GW game Necromunda after seeing the cool Metal armours in FO3:The Pitt. I have a sneaking suspicion that the Van Graffs are loosely based on the Van Saar House. Lings doesn't give me nearly flamboyant-enough hair to recreate a proper Escher though, which is somewhat of a disappointment. Flaky fucked around with this message at 13:12 on Feb 14, 2011 |
# ¿ Feb 14, 2011 12:29 |
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# ¿ May 17, 2024 01:54 |
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EvilMuppet posted:Get the infinite followers mod and you can actually have a gang. You were so right! Thank you.
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# ¿ Feb 15, 2011 15:28 |
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Convicted Lovebot posted:What weapons are those? The ones in the first image kind of look like bolters, but I am probably wrong. Mostly the Grenade Launcher converted to fire 40mm shotgun shells. Mostly.
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# ¿ Feb 16, 2011 15:57 |
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EvilMuppet posted:Thanks Naky the weapons pack is awesome. through the console. press <`> and then type http://fallout.wikia.com/wiki/Gamebryo_console_commands Ed. beat. Also, holding sprint makes the camera move around faster.
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# ¿ Feb 17, 2011 11:43 |
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You all already know this, but I thought I'd mention again just how good A World Of Pain is. It all integrates seamlessly with the normal game, and many areas are themed to finish off where Obsidian got lazy. The best example is the Underground Military Barracks being overrun with Jackal Gangs. It really makes the whole area feel like that is their 'turf'. I always loved the idea of factions in my RPGs, and the vanilla effort was needlessly lacking, given they took out a number of the 'factions' from Fallout 3 for which most of the resources already existed.
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# ¿ Feb 21, 2011 08:55 |
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Terpfen posted:Most of those factions don’t exist on the west coast in the Fallout universe. Even Fallout 3’s super mutants aren’t the same as those in 1 and 2. Fallout 3 in a lot of ways is an aberration in the overall series. If there is a faction intended to represent the Jackal gang, then they should be as fleshed out as possible. This seems like it would be trivial since raider gangs were integral to Fallout 3. A single camp on the road to Nipton, and the Police station, for a grand total of about 9 NPC's does not a faction make.
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# ¿ Feb 21, 2011 09:36 |
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myname_isdoug posted:I remember that someone in the game tells you the Jackals have been made all but impotent by the NCR moving into the Mojave. I'd agree. 9 guys is totally useless. Why even bother defining them as a gang then, when by comparison the Mojave is terrorized by battalions of geckos? I just hope Obsidian have 'resources' to spare for 'content' in 'future titles' I guess.
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# ¿ Feb 21, 2011 11:10 |
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Ugh, I did not realize that anyone here was personally involved with the game, and indeed my gripe is minor, and intended to frame the work of the unpaid modding community in as favorable a light as possible. I can assure Terpfen that, while I own and played both Fallout 1 and 2, I did miss out on the joys of un-modded Oblivion that I assume are responsible for his feelings about Fallout 3. What I did not expect, and therefore was not disappointed by regarding Fallout NV was that it equal, upon release, my experience with modded Fallout 3. This was clearly impossible given the 18 month time frame. Hence Speaking of Mods: Is there any way that fungi could be made to grow on the walls of the service corridors and other man-made structures in Fallout NV? Flaky fucked around with this message at 13:47 on Feb 21, 2011 |
# ¿ Feb 21, 2011 13:28 |
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Never-the-less we received in New Vegas: companion system reboot http://www.fallout3nexus.com/downloads/file.php?id=2399 ironsights http://www.fallout3nexus.com/downloads/file.php?id=6938 improved animations http://www.fallout3nexus.com/downloads/file.php?id=7670 crafting http://www.fallout3nexus.com/downloads/file.php?id=4447 weapon mods http://www.fallout3nexus.com/downloads/file.php?id=5059 fellout http://www.fallout3nexus.com/downloads/file.php?id=2672 and expanded factions and survival elements http://www.fallout3nexus.com/downloads/file.php?id=2672. Call it good market research. Ed. clarity. Flaky fucked around with this message at 14:58 on Feb 21, 2011 |
# ¿ Feb 21, 2011 14:33 |
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Then there simply wouldn't be a modding community. I also never said they were competing.
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# ¿ Feb 21, 2011 14:40 |
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So many mods, but no Readius? How come? Try the Pip-boy 3500 skin, if you are concerned about it not being lore-friendly. Matter of fact, I would pretty much recommend that for the OP as well. There's no reason for the Courier to even have a pip-boy, other than the Doc ramming into your back pocket on your way out the door.
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# ¿ Feb 22, 2011 01:34 |
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Clever Spambot posted:Did they fix the thing where the readius didn't appear until your hand was fully in position in front of your face because that annoyed the poo poo out of me way to much to ever bother using it. I think it depends how quickly you computer can load the texture. I have seen the animation work smoothly, but then again, if frames are low it doesn't load the texture quick enough (or something). I thought it worth the compromise anyway, as it vastly (imo) improves screen shots.
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# ¿ Feb 22, 2011 01:42 |
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I can't for the life of me get decent looking WH40K weapons into this game. Necromunda just isn't the same without the weapons. There are some tasty meshes that have appeared on the Fallout 3 nexus since I last dabbled, but my clumsy efforts to port them over have all failed, and the author has said nothing about porting them other than that other people aren't allowed to. What do I need to know to give it a shot for personal use?
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# ¿ Feb 22, 2011 17:17 |
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Flaky fucked around with this message at 08:35 on Feb 23, 2011 |
# ¿ Feb 23, 2011 05:51 |
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Amstrad posted:Hey, if you want to fix that muzzle flash issue, load up the .nif for the bolter in nifskope and edit the ProjectileNode so it's positioned at the end of the barrel. Sadly that is only the very beginning of the problems with that weapon. I would literally have to learn the entire weapon system from top to bottom to get it working adequately. For a start, it currently uses the Fallout 3 WSRP Double barrel shotgun fire sounds, which is nowhere near the saintly screech of a proper bolter. Fortunately for me I find it much more enjoyable to just stuff around with mods and take screen-shots than actually engage with the vanilla content of the game. I actually struggle to think of even a single thing that I haven't modded. Armor, weapons, textures, meshes, visual effects, weather, lighting, camera options, the entire combat mechanic, time, space - all these things are only tangentially related to Fallout NV anymore. The only thing I cant significantly mod, the storyline/worldspace, I ignore for the most part, other than killing it dead with 75mm depleted uranium ammunition. Admittedly, that is fun as hell.
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# ¿ Feb 24, 2011 15:13 |
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Naky posted:If I have the time I could take a look at them. I was looking for more energy weapons to add anyway. Only problem is that I'm not familiar with the lore. Pretty much that, minus the blue and white iconography. Theres not really much else to say, anything that is can be found in the above link. If you are looking for energy weapons might I suggest the meltagun? The lexicanum entry for it is rather sparse unfortunately. It is essentially a tremendously powerful though very short ranged heat gun, designed primarily for melting through vehicle armor. A good source for a visual effect might be the 'Mister Gutsy' propulsion jet, followed by the enemy either exploding from the pressure of their core water being instantly vaporised or simply the 'critical' ash effect of the default laser rifle/pistol. ed. link already above Flaky fucked around with this message at 03:05 on Feb 25, 2011 |
# ¿ Feb 25, 2011 02:59 |
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Yeah don't stress too much, the mesh is poor, and I cant see how the ironsights would work, as they are really chunky. I will definitely give your weapons pack a go when the levelled lists are in. Thanks for all your work.
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# ¿ Feb 25, 2011 07:40 |
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DirtyDiaperMask posted:Any other mods you've tried that you'd(or anyone else) suggest to create more of a FPS-y feel? I was surprised to see how something as simple as iron sights improved on FO3, you no longer need to drop into VATS to be even half-way accurate. I would definitely recommend Project Nevada for a FPS style, heck I find it great even for more RPG centric play, as the dynamic cross-hair makes the 3rd person view even remotely usable, and therefore some of the clunky weapon animations and clipping and the really awful skin texture on the hands less noticeable. Plus you get to see your blinged out character more. The other great thing about Project Nevada is that you can turn off all the tangential stuff you may not want like the grenade hotkey and night vision etc, some of which needs just a little tweaking before it is perfect. Stuff like the PN HUD icons do not match the transparency of your vanilla HUD etc and the sprint animations are pretty wooden. All great stuff in theory, but just needs one more update to be perfect.
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# ¿ Feb 25, 2011 11:48 |
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Dead Money is a buggy pile of poo-poo. I wouldn't touch it until someone bothers to spend some serious time ironing it out.
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# ¿ Feb 26, 2011 04:07 |
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DemonNick posted:It's not really a huge deal though? Sure it shouldn't have happened, and if Obs is professional at all it'll be fixed in the upcoming patch. No, It is exactly as terrible as I expected the DLC phenomenon would be and is, only much much worse.
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# ¿ Feb 26, 2011 06:52 |
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Dickeye posted:OK cool care to say why or are you just going to keep going NO THIS IS BAD GUYS DON'T YOU GET IT IT'S AWFUL until you get bored? I will let you discover it for yourself. There is no teacher better than experience after all.
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# ¿ Feb 26, 2011 07:08 |
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-ignore- Flaky fucked around with this message at 02:31 on Feb 27, 2011 |
# ¿ Feb 27, 2011 02:26 |
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I'm probably just stupid, but I can't get the weapon meshes from the Armory to load. I unzipped to 'Data', merging the textures and meshes folders, and everything seems to work (ie. the cabinets are there etc) except when I equip the weapons I get the red ! of death. The.Armory.esm and The.Armoury.Realism.tweak.esp are last in my load orders. What am I doing wrong?
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# ¿ Mar 2, 2011 06:21 |
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# ¿ Mar 5, 2011 04:23 |
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The texture on the HK 17xxxxx handgun is not displaying. Sorry I cant be more specific, the name has HK and I think 17 and some other numbers.
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# ¿ Mar 5, 2011 15:55 |
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Naky posted:HK VP70? If so, one of those valid bug reports was the texture on its silenced versions being missing. She's a fixed, good sir. Sorry, I went and found it again. It was the HK M.23/12.7. The trigger texture does not display for me. Sorry again for the confusion.
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# ¿ Mar 6, 2011 06:09 |
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The amount of effort that has gone into this mod over time is staggering. Thank you.
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# ¿ Mar 11, 2011 06:25 |
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Well, I was inspired to go back and play through the Dunwich Building of Fallout 3 yesterday due to the H.P Lovecraft reference, and I gotta say. Fallout 3 is the better game [[[FLAME SHIELD RAISED]]]. Heres my Load Order: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm RH_IRONSIGHTS.esm Unofficial Fallout 3 Patch.esm CT_FalloutAdvanced.esm Project Beauty.esm Xepha's Dynamic Weather.esm DCInteriors_ComboEdition.esm RTS NW.esm CT_FalloutAdvanced - DLC Anchorage.esp CT_FalloutAdvanced - DLC Broken Steel.esp CT_FalloutAdvanced - DLC The Pitt.esp CT_FalloutAdvanced - DLC Point Lookout.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_PL_NewItems.esp RH_IronSights_RemoveReticule.esp RH_IronSights_PL_HatAndShotgun.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather - Anchorage.esp Xepha's Dynamic Weather - The Pitt.esp Xepha's Dynamic Weather - Broken Steel.esp Xepha's Dynamic Weather - Point Lookout.esp Xepha's Dynamic Weather - Sandstorm.esp Savage Wasteland - Fewer Gun Wielding Maniacs.esp SavageWasteland_UnfoundLoot_1_3.esp Sensible Dismemberment.esp Realistic Death Physics.esp No_Vats.esp NightVisionPerkDynamic.esp dD-Smaller Spatters.esp dD-Smaller Wounds.esp NoFastTravel.esp NoAutoAim.esp DoubleShotgunTweak.esp CEI - CaesarrulezExcessiveInteriorsEN.esp Attentater's Wasteland Economy.esp FLAK.esp RZW_PortableBearTraps.esp Scopeless44s.esp 1PipboyPDA.esp VashDeagleV5.esp MPammo.esp SuperPerfectMutants.esp MTC Wasteland Travellers.esp MTC Wasteland Travellers (Optional)- Crowded Cities.esp lo-fi_levellists.esp 7_HolsterForHandGunsV1_1.esp RTS NW - Volume 1st.esp RTS NW - Volume 2nd.esp RTS NW - Volume 3rd.esp Total active plugins: 60 Total plugins: 63 I think it is mostly the setting. I am just not as much of a fan of a desert wasteland as of an urban wasteland. Was not a fan of any of the DLCs (except The Pitt) for that reason. I don't even have Zeta installed. Also, I loved TheCastle's realism mod. I think he is working with the Project Nevada guys now.
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# ¿ Mar 15, 2011 11:34 |
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Cream-of-Plenty posted:
There is literally nothing I enjoy more than hiding in a suitable crawlspace, container or blind corner, attracting the enemy's attention, and then cracking them over the head as they come to investigate. Doesn't matter what game it is, and it always scares the hell out of me whenever one of those 'hand-placed' enemies pops up behind you, like they were just waiting to do the same thing. I got that really creepy feeling after clearing out the roadside Police Station with NV Bounties, and was busily looting the prisoners corpse, and that metal-armoured bastard whispers in my ear... 'Who the gently caress are you' and cleaves my head open before I can draw a weapon. Disabling VATS ftw! Oh and all this talk of Raider stats is awesome. That's something that Bethesda really could use to their advantage in future. If they're going to have a numerical system for skills, then it makes sense for all the NPCs to have an equal set, and for their relative stats to have effects on their behaviour more than just HP/damage/weapon skill and such.
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# ¿ Mar 18, 2011 08:57 |
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Jan posted:Are there "for dummies" instructions on how to merge two conflicting ESMs? I've been running Ling's coiffure, which clearly states is incompatible with other cosmetic mods. So adding New Vegas Redesigned breaks it, which gives me the choice between everyone looking like they have an extra chromosome, or my character looking like a bird just came by and shat on her head. I kind of sidestepped this by installing Fallout Redesigned, and then just not activating the .esp. The faces all display anyway
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# ¿ Mar 20, 2011 23:19 |
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What is the easiest way to replace the mesh/texture of the shotgun shells visible in the reload animation for shotguns? I have tried eXcalibr, and even though that includes an appropriate model, it only uses it like it does any other brass, namely when spent.
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# ¿ Mar 21, 2011 23:35 |
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What is the root structure of the sounds that play when the player 'lands' after jumping, within the sound.bsa? I have tried the search function within the .bsa browser but I haven't had any luck. Basically I am trying to make landing in power armor sound as good as the 'power armor footsteps' mod.
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# ¿ Apr 8, 2011 00:22 |
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It's especially hypocritical when the default textures are practically placeholders. The cowboy repeater, .357, 9mm, the list goes on.
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# ¿ Apr 9, 2011 00:48 |
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Thought I should mention the movie Hardware here. 80's sci-fi ala. Blade Runner/Mad Max with Iggy Pop as Angry Bob the radio host. The music would go fantastically in Fallout NV.
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# ¿ Apr 10, 2011 09:15 |
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Well, thats my second attempt at modding, as requested, I am sharing. http://www.fallout3nexus.com/downloads/file.php?id=15996 Pretty ineffective method of delivery, but it does the job for me. For fallout 3 only though, as Kerghan hasn't ported PA footsteps across yet I don't think.
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# ¿ Apr 12, 2011 09:39 |
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Hey Cream-Of-Plenty you mentioned earlier the 'unfound loot' function of FWE. I cant get it to work due to a UI bug that doesn't let me select anything other than the 'Deactivate' button on one of the menus. If I select one of the settings, it registers, but the menu remains, and to get out of the menu, I have to select 'Deactivate', which renders my previous selection redundant and turns the feature off (I assume). Like the 'Activate' button is below the edge of the screen or something. Did you get this problem, and if so, how did you fix it.
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# ¿ Apr 26, 2011 04:10 |
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Cream-of-Plenty posted:Ah yes, I recall having that issue on an earlier install of FWE and DarnUI... Darnified UI fixed it. Thanks.
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# ¿ Apr 26, 2011 11:16 |
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Upmarket Mango posted:...and laugh as their small arms fire harmlessly bounce off my Power Armor. the best feeling
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# ¿ Jul 6, 2011 08:50 |
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God I can't wait for Skyrim + mods.
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# ¿ Jul 25, 2011 08:46 |
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# ¿ May 17, 2024 01:54 |
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Cream-of-Plenty posted:
Oh gently caress now I have to reinstall.
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# ¿ Aug 3, 2011 12:26 |