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Mods that work / mods that dont


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#61
siksa

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WMX will cause you to look up and down only not straight,if holding single handed guns except when aiming.

#62
forgottenhero55

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I can't get The pipboy radius_NV to work. do I need to have the FO3 version? i would really appreciate help on this. I really like that mod.

#63
koliver110

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It looks like A note easily missed and An evening with Mister Manchaster works
I also can load Steiner combat gear, but haven't tested it yet
Also I have a question: Does Book of Eearache works?(F3)

Edited by koliver110, 23 June 2011 - 09:21 PM.


#64
zaleapollyon

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@siksa
I noticed this aswell, also 1 handed guns don't hip fire properly. New Vegas reanimated fixes the looking up and down but doesn't fix hip fire.

#65
Sehvekah

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Underground Hideout(FO3 version), the Unofficial Fallout 3 Patch and DC Interiors Combo Edition all cause CTD on game start(no chance to even load a file).



On the other hand, Classic Fallout Weapons New Vegas, EVE NV Beta, Weapon Mod Expansion and Weapon Mod Recipes for WME are all fully functional.



Edit: No Lock Topic for FO3 also works, and is highly recommended. Can't believe I forgot that one...



Edit 2 After fooling around with the load order I got the patch and DC Interiors working. The FO3 Hideout still causes a crash, but the New Vegas version works great.

Edited by Sehvekah, 26 June 2011 - 06:48 AM.


#66
girshootslasers

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UWWUT works for some weapons. Like it doesn't crash my game so that is that.

The Cube Experiment I get that invisible desk as everyone says and when I get to the cube place with all the rooms, when I get to the last portal thing, It flashes that bright light like it will bring me to another cell and, boomcrash.



#67
IndraEMC

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For every one who ask "Why i can't use readius pipboy on RCFW ?"

some tips is "i can use readius pipboy on RCFW, just install both FO3 and FONV version", of course that's work but actually, you DON'T HAVE to install both readius FO3 and FONV Version, just install Readius FONV.

how ? here's the step:

1. Install latest version of Pipboy Readius New Vegas

http://www.newvegasn...le.php?id=36646

2. Install Pipboy Remover at Fallout New Vegas

http://newvegasnexus...le.php?id=35557

3. After successfully instal both of them, play the game, in wasteland you will got a message "which pipboy you're gonna use ? " choose "Pipboy Readius", and NOTHING HAPPEN :D you still look at player hand ? right :D

Here's the tips, AFTER you complete all the step, hit (~) key on keyboard to open "console", type "PLAYER.EQUIPITEM 15038" (without quotes) and hit enter.

you see.... it's work like a charm and you don have to install Readius FO3 version too :D

#68
bakafool

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Companion mods that works:

FO3:

Sydney
Amy Wong
Angel the raider.
RR companions.The vault also works.

NV:

Sunny smiles
Cyan



#69
qinlongfei

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RobCo Certified from FO3 works, but since it requires FOSE it break AI package.

The old 1-21 version (Which doesn't requires FOSE) Seems to work fine. (At least with Beagule's AI, I somehow alwasys CTD when I reload my prospector's save when testing) But since the mod requires DC Fission battery and Scrap Metal you need to use console to get them or get them from a FO3 mod added vendor or something. (I think Master Yster replaced all DC Fission battery and Scrap Metal with NV version, not too sure on that.)

Also, when I reported CSR breaks AI package, I was refering to the FO3 version. Didn't know there's a CSR NV at the time. CSR NV seems to work fine with RFCW and I think it's better then FO3 version, so get it if you want to recruit NPCs.

In my game I can't activate robot deactivated by Robotic Expert eventhough the mod description claim I should be able to, might be a conflict though, so anyone else is welcome to try.

Edited by qinlongfei, 03 July 2011 - 03:20 PM.


#70
Yrdemis

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Both the next mods are working fine, up to an extent:
-MTC Wasteland Travelers;
-Wasteland Rebuilt;
however they tend to incur more crashes to the game, the event happens at every 1/2 hour or an hour of game-play, the expeditions to desktop occur frequent.

Other wonderful mods functional here are:
-Bathing Mod;
-Portable Campsite;
-Light My Flare.
Light My Flare is a little bit tricky for the simple fact that it does not like to quicksave the game with a flare in your hand, besides that it is not too friendly with the camouflage effect, in the rest it is quite reasonable in compliance with Fellout mod. Watch out not to burn yourself with a thrown flare, I did.
Now I succeeded to make functional DARNUINV v4.0, probably it is the new PC system.

Girshootslasers wrote in the DLC rubric:
"Update: Finished Zeta. No problems here. I am having fun with that samurai's sword. Tis fun.

By the way: Played the Cube Experiment mod, I count that as a DLC. because it was made aswell ifnot better than the bethesda dlc. but I had a problem completing it. The desk everyone reports about is invisible and when I finish the first section in the experiment with the cube rooms, after I get to the last room with the bright light, I Disconnect."

I also started the "Cube Experimental" mod and indeed I reached to the second section of the quest, the specific part where the map is changed and the new one is loaded. Also I came in frontal contact with the abrupt error and forced ending of the game every time, without exception. I believed this one is related to the quest items imported alongside in your inventory from NV into Wasteland environment. I haven't tested this theory yet, maybe if someone could attempt to leave these objects in Mojave area and try out the Cube again so we can all know if it is working, we would be much obliged. I believe there are plenty of mods who permits you to drop quest items into any container and retrieve them at a later date.

For now I am busy testing a major mod from the old: "Fallout 3 Tactics".
Thank you all again for these great mods and everybody's efforts inclined towards their best functionality.
I read in this rubric that just one person reminds this mod and that individual being Nad5:
"This mod works fine with the Fallout 3 Tactics Plugin, as long as the weather part of the mod is disabled."
I am strongly inclined that things are not quite that simple with an "overhaul", the testing in this case implies more than just a generalized "fine", I will recur with more feedback regarding this great mod, so far I can only say that the Fallout 3 Tactics weather is working with no visible problems, regardless.
A screenshot with the weather effect from Fallout3 Tactics mod active:
http://img837.images...reenshot22j.jpg

Edited by Yrdemis, 08 July 2011 - 06:25 AM.





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