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madmongo last won the day on July 18 2024
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I don't remember why I did it that way. It was years ago. They wanted the script and I already had one that I knew worked, so I just copied and pasted the script here. Maybe I was worried about getting extra notifications or something? I don't remember now. It probably wouldn't hurt anything to just do a ShowMap for each marker.
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This is the terminal script for a mod that I made for my own use. I don't remember if I had to add the ref ID for the map markers themselves or not. if Vault3MapMarkerREF.GetMapMarkerVisible == 0 ShowMap Vault3MapMarkerREF endif if Vault11MapMarker.GetMapMarkerVisible == 0 ShowMap Vault11MapMarker endif if Vault19MapMarker.GetMapMarkerVisible == 0 ShowMap Vault19MapMarker endif if Vault22MapMarker.GetMapMarkerVisible == 0 ShowMap Vault22MapMarker endif if Vault34MapMarker.GetMapMarkerVisible == 0 ShowMap Vault34MapMarker endif
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I have no idea if they are compatible. I started using top level cass a while ago just in case I ever wanted to mod cass (which I haven't yet) but I have never used the hookup mod.
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As Jimbo said, it wasn't cut content, it was an idea that was never implemented. Here is what Josh Sawyer had to say about it: "We actually had some ideas for characters that would... like in one story draft we had, Cass would get drunk with the protagonist and then would wake up with The King having married them at The King's School of Impersonation. That seemed very Vegas, but we were also like, that's kind of a complicated series of events, so we decided not to do it." Since they never implemented it, you would have to create the entire quest from scratch. Cass is actually a difficult NPC to mod because her dialog is a horrible disorganized mess. She rarely speaks from the top level, so any dialog that you add to her often doesn't even show up. A long time ago I thought about restructuring her dialog so that she would be easier to mod, but then I realized that Cass really didn't interest me all that much so I never bothered. But more recently, someone else did exactly that. So if you want to make your own romance mods or whatever other mods you want with Cass, that mod is a good place to start. Top Level Cass Dialog Overhaul: https://www.nexusmods.com/newvegas/mods/83767 There are a lot of Cass mods. Like I said, she never really interested me all that much, so I'm not familiar with most of her mods. I did do a quick search on Cass mods though. Most of them seem to be appearance mods. There are these, which you may find useful: Hire Cass early: https://www.nexusmods.com/newvegas/mods/85984 Save Cass: https://www.nexusmods.com/newvegas/mods/36023 This is a "romance" mod, of sorts (more like a quick boinking mod than an actual romance, but you get the idea): Cass Hookup Mod: https://www.nexusmods.com/newvegas/mods/87180
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fallout tw mod question
madmongo replied to jason95821's topic in Fallout New Vegas's Mod Troubleshooting
If you want Fallout TTW, you need both Fallout New Vegas and Fallout 3. Both games are available from Steam, Epic, and other places. Prices vary. The games do tend to go on sale periodically. -
Changing Spawn Location of Player
madmongo replied to kyago8's topic in Fallout New Vegas's GECK and Modders
I have made my own alternate start mod for my own use. You need to modify the VCG00 and VCG01 quests. You can comment out a lot of things, but you will also have to make sure to enable many of the things that those quests enable. If the player can ever return to the Mojave from your new worldspace, you will also need to make the trigger outside of Doc Mitchell's house persistent so that you can disable it from your own script/quest. Otherwise, if they ever go up to Doc Mitchell's house, the trigger will fire and they'll get the whiteout effect from the trigger along with all of the other things that the trigger sets off. Some of the things in that trigger script and in Doc Mitchell's door script will also have to be done by your start script/quest. It's pretty easy to figure out what you need to do just by going through the VCG00 and VCG01 quest stages, and looking at Doc Mitchell's door script and the trigger just outside of his house. I personally left all of the Goodsprings tutorial quests from Sunny in place because I like to do those at some point even with my character's alternate start. Depending on how you want to do things though you might want to fiddle with these quests as well. -
Simple question about worldspaces
madmongo replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
If you want a tunnel with light and one end and then getting darker the further you go, set the cell lighting (ambient, fog, directional) all to zero, or maybe just to a fairly small number so that the light won't fade completely to black, then place a custom light just off the "light" end of the tunnel. You'll have to make the light radius a LOT larger than a typical light, but you should be able to scale it so that the light fades the way you want it to. -
I think Aurum10000 is looking for a collection that has the best bug fixes and stability mods without any mods that change any other parts of the game, all packaged into a single collection. 1041 individual mods is a lot to sort through. Look under the "essentials" category of collections. I personally don't use collections, so I don't have a specific recommendation.
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Kill npc quest script not working
madmongo replied to RiotMan117's topic in Fallout New Vegas's GECK and Modders
Remove the condition for the quest to be at stage 10. scn MarcusHuntedDown Begin OnDeath SetStage ThinningTheHerd 20 END -
Version Control Troubleshooting
madmongo replied to kyago8's topic in Fallout New Vegas's GECK and Modders
Thinking about this some more, you might be able to do it basically the way you want by having each user only check their .esp files into git, with the following changes. You will still need to delete and regenerate the .fid .fud and .fvd files every time you copy a new .esm into your network folder. When you go to check in your esp files, you will probably need to select all changed, check out, and then check in. Each user might have to create their .esp files using the GECK in non-networked mode. The GECK might be getting confused if they are checking changes out on one computer and trying to check them in from another user/system.- 3 replies
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Version Control Troubleshooting
madmongo replied to kyago8's topic in Fallout New Vegas's GECK and Modders
I'm not sure that using git really buys you a whole lot in this scenario. It's going to be very easy for one user to download the git .esm, make a change to it, and upload their new version, only to have another user upload their own modified .esm and overwrite the first user's changes. Anyway, I think the following will work, though I obviously haven't tried it. 1. Download the latest .esm from git (git clone) to your GECK's "network" file location. 2. Delete the .fid .fud and .fvd files. 3. Start the GECK and regenerate the .fid .fud and .fvd files. 4. Copy the .esm from the GECK's "network" file location on your PC to the FNV game's data folder. 5. Create your .esp with your changes while the GECK is in Version Control mode. 6. Merge your .esp into your .esm. 7. Push the modified .esm from your GECK's "network" folder back up to your git repository. 8. Make sure to let your teammates know that there's a new .esm file that they need to grab before they make any more changes. Let me know if this works.- 3 replies
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Kill npc quest script not working
madmongo replied to RiotMan117's topic in Fallout New Vegas's GECK and Modders
Your script is a bit dangerous in that if the quest isn't at stage 10 when the NPC is killed, the script won't advance the quest stage, and once the NPC is dead you potentially end up with the quest unable to advance. If you use a script like this, you need to 100 percent guarantee that the quest is at stage 10 when the player encounters the NPC so that the death script will work properly. If your quest is at stage 0 when the NPC is killed, the script will never execute the SetStage command. -
The 120(ish) limit comes from the way that FNV handles mods. The game opens multiple file handles for each esp, and somewhere around 120 to 130 mods or so, the game runs out of file handles which leads to all kinds of problems. The mod limit fix that M48A5 linked to fixes this issue by increasing the number of total file handles that the game can use, so that the game won't run out of file handles even with 255 esp files. By the way, the 255 limit includes esm files, and also includes all of the files that come with the game like FalloutNV.esm, DeadMoney.esm (and other DLC files), GunRunnersArsenal.esm, MercenaryPack.esm, etc. If you have all of the DLCs, then there are a total of 9 esm files that come with the game, leaving you 246 slots open for your own esm and esp files to be added. You can easily run into other limits with mods. Fallout New Vegas is a 32 bit game, which means the most memory that it can access is 2 GB. It doesn't matter if you have 32 GB of RAM in your PC, the game can't use it. The game can only use 2 GB no matter what. There is a patch where you can increase that limit to 4 GB, but that is as far as you can ever take it, because a 32 bit memory address runs out of bits at 4 GB. You need a 64 bit memory address to go beyond 4 GB, and Fallout New Vegas is not a 64 bit game. The game has several memory leaks. One of the most notable is in the game's texture caching system. The longer you play, the more memory gets leaked, and eventually the game runs out of memory and crashes. High resolution textures use more memory, so using texture mods will make the game run out of memory faster. This leaves you with the unfortunately choice of either a prettier game or a more stable game. Higher quality textures look better, but will crash the game sooner. Lower quality textures don't look as good, but the game will run a lot longer before crashing. You can't have high quality textures and a stable game. It's one or the other. Large mods that add a lot of content can also cause your save games to get larger, and there appears to be a limit here as well though it doesn't seem to be known exactly where things break. But if you use a lot of large mods like TTW, you will start to experience weird things caused by save-game corruption.
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Simple question about worldspaces
madmongo replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
If I were making a tunnel, I'd create a new interior. -
Version Control -- Setup and Clarification
madmongo replied to kyago8's topic in Fallout New Vegas's GECK and Modders
If you think Version Control is poorly documented, try doing animations. Worldspace stuff tends to be the buggiest parts of the GECK. Animations are the most poorly documented.