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nicdude

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Everything posted by nicdude

  1. Oh okay, I remember now. Shadow company was the merc group that one of the bad guys used in NVBII. Kinda reminded me of Talon Company.
  2. I've thoroughly enjoyed both NVB installments, and eagerly await the third. Project Nevada's new remote bombs are very cool, but it doesn't have tripwire :(. I hadn't heard of Shadow Company, so I'll definitely be trying that. Thank you! :biggrin: Edit: Was not able to find it on the Nexus. Would you mind posting a link or official mod name please?
  3. These are just a few ideas I had. Please post a link if you know of a similar mod and please let me know if you'd like to make a mod like one of my ideas. -Placeable Tripewire.: A vanilla tripwire model with a bomb or grenade on each side that you can place anywhere. -Mercenary Companies: Several separate companies of mercs competing to be hired by you. Raiders,Talon Co., Regulators, NCR Deserters, Khans, and even some made up factions. &nbsp *Mercenaries could be non-essential and nameless, varying only in stats, gear, and faction. No real factions would need to be made, only an aesthetic look of a faction. -Guard Caravan missions- Your standard escort us here mission with a few hostile spawns added along the path. Payment upon arrival and departure. -Poison food- Similar to the grenade pickpocket, except you would give them poisoned food and it would not be traced back to you as far as hostility and reputation go. -RANDOM ENCOUNTERS!!! -New Vegas seemed to be missing the random encounters, so I would really like to see them added. I've only found one, but I didn't care for it because it was more "Wild Wasteland" than "lore-friendly". I would like to see a bit (not a lot) more variation with the reason their after you, the things they say(don't really care about voicing, but always a plus), and the trigger that causes them to hunt you. Thank you for reading, and a big thank you if you even attempt any of these. Kudos to anyone who links a mod, and ofc kudos+my undying gratitude to anyone who creates one of these.:thumbsup:
  4. *Does a happy dance* Bigger mods hopefully=better mods XD
  5. Very happy the nexus is expanding! The red text with the dark grey background is hard to read, not sure if it is just me or everyone. I just thought I'd bring it up in case it was a serious issue and needs attention.
  6. It's kind of funny that you named it "Dog City" because people might end up referring to it as DC.
  7. Could just be a bugged area. Are you absolutely sure it is only your mod that causes this?
  8. Instead of posting an incomplete list via screenshot, you should use the export function under the load order menu in FOMM. From what i can see, I'd guess that IWS and repopulated wasteland could cause issues.
  9. XFO- Realism Project Nevada - Realism + Added features A World Of Pain - Lots of new places IWS - adds more spawns to the wasteland Enemies and Friends alike. FOOK-NV - Adds lots and lots of content to the Wasteland I'd keep going, but the above mods I'm positive work together. Not sure about other major mods. Hope this helps. EDIT: Several of these mods have recommended mods that go well with them. They'll be posted on the mod's description or in FOOK's case it will be in its forum.
  10. I think you're missing a mesh or you have a misplaced mesh. Try reinstalling the mod that has the <!> and all data files that go along with that mod. Also double check that AII is activated.
  11. My suggestion is to remove ALL non-nVamp mods or do a fresh nVamp install on a clean install and then install 1 mod at a time. Also, if it is crashing on startup then it is probably your UI. If that's the case, reinstall Unified HUD and make sure all the mods you have show up during Unified Hud installation.
  12. Follow the nVamp load order here: http://risegaming.com/nvamp/?page_id=283 A few of your mods are also probably incompatible with nVamp because the internal mods use similar features. Fix your load order then post how that goes.
  13. You know...when you get dressed up real fancy...just kidding XD Modeling is making your own meshes and textures for things such as weapons, armor, hairstyles,...pretty much anything in fallout.
  14. I'm currently using a combination of: Blender 2.49b, Nifskope, Paint.NET, and GIMP. I am very new to modding and modeling. I would like to ask any seasoned modders and modelers for their advice. What tools should I be using? Should I buy some other software that will be useful for Fallout and future games? Has nif scripts updated for the new Blender yet? Are there any guides I should be reading/watching? Thank you for any help you have to offer. Please feel free to pm me if you would rather talk outside of this thread. Thanks again! Nic
  15. The best way I could think to do it was to switch Data folders, copied ini files, and load orders. Takes like 3-5 minutes. :wallbash:
  16. I'd like to have 2 different installations of fallout 3 with drastically different mods. Is there a way to do this without the two conflicting with each other? I've tried it before but run into problems with FOMM and the .ini files. Any help would be greatly appreciated :)
  17. FWE does a pretty good job of making the game damage more realistic. I don't think replacing almost every non-human npc is possible and it would definitely ruin immersion imo.
  18. Very cool, adding it now. Probably should have put this in Mod talk not fallout discussion :wallbash:
  19. I love lore-friendly mods, so please let me know if you know of a mod I need to add. Kudos if it works on my current load order :) Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm The Librarian.esm TalonExtraArmor.esm CRAFT.esm CALIBR.esm ArefuExpandedByAzar.esm tubrrCompound.esm Vault 101 Revisited.esm Mothership Crew.esm FortFreeway.esm EVE.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm Xepha's Dynamic Weather.esm DCInteriors_ComboEdition.esm DarNifiedUIF3.esp DynamicCrosshair.esp StreetLights - Wasteland.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Quest Perks.esp MegatonContracts.esp BoSPatrols.esp MarkB50K_Wasteland_Patrols.esp tubRRCompound.esp MTC Wasteland Travellers.esp Trophies - Megaton.esp Megaton Walkway.esp FLAK.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FWE weapons pack.esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp Advanced Recon Armor.esp 3EFdrg.esp Dogmeat Leather Armor - CRAFT.esp NAPA.esp EVE.esp EVE Operation Anchorage.esp EVE - FWE Master Release.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - FWE Master Release.esp BriannaCompanion.esp NoTheftComments.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather - Anchorage.esp ArefuExpandedByAzar-FixMisc.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 - Anchorage (NEE).esp Bashed Patch, 0.esp ArefuExpandedByAzar-Radio.esp ArefuExpandedByAzar-FixOptRemOld.esp ArefuExpandedByAzar-FixOptAddNew.esp ArefuExpandedByAzar-FixEyes.esp slaveraider.esp japanese_armor_set.esp PersonalTerminal.esp EVE - FWE Master Release (pulse fix).esp Lawbringer Boutnies Ver1.1.esp Advanced Recon Armor-No Stealth Field.esp Banks of the Wasteland1-1.esp GalaxyNewsRadio20[M].esp GalaxyNewsRadio40[M].esp GalaxyNewsRadio60[M].esp GalaxyNewsRadio80[M].esp GalaxyNewsRadio100[M].esp Total active plugins: 89 Total plugins: 97
  20. I like the New York idea, but I have to agree with greymain on the London idea. Bethesda has already taken the two best places so I'm sure they'll think of or create another one. I don't think anywhere other than DC Wasteland will do AS well for the fallout feel, but god I hope Bethesda tries XD.
  21. Ya, it'll be a lot of work,but hopefully the end result will be great. Thanks for the help :D
  22. KUDOS! Still gonna try and make my own. Maybe mod this one for myself. Thank you very much! IDK why after all my searching this mod didn't come up.
  23. I just think it'd be a cool feature that adds to immersion. I'm sure not everyone could go scavenge the wastes for caps. I'm not saying make it a game-breaking cheat to get caps, just an alternate or extra source of income. And don't you think if there were a post-apocalyptic currency, that someone would regulate it? I think something like this would go nicely with maxing the costs traders have with the FWE option.
  24. I haven't seen a single mod that makes or even attempts to make a banking system. There are so many ways to go with this and if I had the know-how, I would make it. Here are some of the features in my dream bank mod: -Loans(send talon company or regulators after you if you owe for too long) -Bank Accounts(Own visual vault filled with money maybe?) -Accounts gain interest -Investing quests similar to Canterbury Commons -New traders to invest in? Fund raider parties or regulator groups that loot the bad guys? If anyone wants to make this, that'd be awesome. I think I'm going to try, but my modding knowledge is infantile at best. <-Not joking :P Thanks for listening children!
  25. Thanks, I think I'll try it if I ever get stability issues again. Thanks again for all of your help :)
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