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GenaTrius

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Everything posted by GenaTrius

  1. I figured it out! They're sorted by the value of their associated miscmod, the Miscellaneous object that goes along with the mod. Now I've just got to change the descriptions and my mod is ready for prime time. There will be no wrapons involved.
  2. I figured it out! They're sorted by the value of their associated miscmod, the Miscellaneous object that goes along with the mod. Now I've just got to change the descriptions and my mod is ready for prime time.
  3. I'm having a minor issue with this mod I'm trying to put together. The mod adds three new types of receivers for Lasers and Institute Lasers, but instead of blending in with the other options in the weapons workbench menu, they end up at the very bottom of the menu in alphabetical order, as shown bellow: Obviously the vanilla mods aren't ordered this way, but other than attributes I've already given the parts, I don't see how they're being ordered. How do you control the order that Object Modifications show up in in-game menus?
  4. Yep, I sure did write "Wrapon" instead of "Weapon" in the post title, yes, very good, good job Gena. Or Grna.
  5. I'm having a minor issue with this mod I'm trying to put together. The mod adds three new types of receivers for Lasers and Institute Lasers, but instead of blending in with the other options in the weapons workbench menu, they end up at the very bottom of the menu in alphabetical order, as shown bellow: Obviously the vanilla mods aren't ordered this way, but other than attributes I've already given the parts, I don't see how they're being ordered. How do you control the order that Object Modifications show up in in-game menus?
  6. Sorry if this is a little misleading; I don't mean to make them enemies for the player to fight. That would sort of be against the ethos of this mod, the core functionality of which is to make cats never, ever die, and to remove dead cats from the game. I just had this odd little idea for the FEV lab cats and wanted to see what people thought of it.
  7. Exactly! Like Nightstalkers, except friendly, adorable, indestructible, and (it is my eventual hope) retrievable for residence in your settlements. That's sort of beyond the scope of this little mod, but it's something I want to do.
  8. When I was dealing with the deceased cats in the Institute FEV lab, I experimented briefly with just bringing them all back to life. This had very strange consequences, and I decided that it wasn't really something I could pursue until the GECK came out. Also, it didn't make much sense for ordinary cats to be roaming around in this sealed-off lab. So, here is a poll for the options that I cooked up for what to do with them once the GECK comes out. Let me know what you think! Oh, once the GECK comes out, other cats placed in-world are definitely going to be revived by default. That is my preference, and I am sticking to it.
  9. What sort of tools and techniques have you used to produce this mod collection? Could you make a tutorial of some sort? People talk about using Wrye Bash and FNVEdit, and I've experimented with them both, but because it's so unclear what one can and cannot do I constantly feel like I'm going to break everything.
  10. Ever since I got Wrye Bash up and running to deal with the massive number of mods I have, I've had this horrible trouble with loading times. Loading into new areas is nice and snappy, but initially loading a save file, loading from death, and loading a save in game all take absurdly long. It can take anywhere between three and five minutes to load a save! I adore this game, but this is a bit much. Sometimes the roulette wheel keeps spinning and new screens keep loading, but often Windows decides that New Vegas is non-responsive. If I wait for it, it always comes up, but it always takes the same amount of time. My save file is about 13000 KB large, which doesn't seem too big compared to my other ones. My load order is as follows: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Ambient Temperature.esm Advanced Recon Tech.esm Caliber.esm CaliberXhonesthearts.esm CaliberXgunrunners.esm Inventory Access.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Extra Options.esm New Vegas Redesigned II.esm MikotoBeauty.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp Mission Mojave - Ultimate Edition.esp MMUE-CP-NVInteriors.esp FatigueWeaponsFix.esp TravelingMerchantFix.esp WorkingCrimsonCaravanTraders.esp DarNifiedUINV.esp HUD Extended.esp HUD Extended - Ambient Temperature.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp ReElijahfied.esp Better Burned Man.esp CorpseEquip.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp MMUE-CP-PNCore.esp avangraffscorned.esp outsidebets.esp Pacersgambit.esp rotfacetoriches.esp Passive Animals & Critters - A Perk Suite.esp MakHealOther.esp SaveCass.esp Static Battery Replacer.esp GtabImprovedAmmo.esp HonestHeartsJunkRoundsRedux.esp Oven Cooking.esp Advanced Recon Gear.esp Advanced Recon Tech.esp EnergyWeaponDeNerf.esp Advanced Recon Desert Ranger Helmet.esp Advanced Recon Gear - Project Nevada.esp Powered Power Armor.esp Ambient Temperature - PPA.esp StealthSuitHelm_NV.esp NVR- Lore version.esp New Vegas redesigned- Honest Hearts.esp Realistic_Repair_NV.esp Real Weapon Names.esp MiscItemIconsNV.esp Couriers Stash - Package Selection Menu.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Imp's More Complex Needs.esp Ambient Temperature - IMCNNV.esp IMCNNV - HUD and Hotkeys.esp Jump Fall Fixer.esp More Realistic Aiming.esp NVDLC04 Allegiance w Duster.esp Runner.esp TWO BEARS HIGHFIVING.esp VarmintRifle22LR.esp WeaponModsExpanded.esp Project Nevada - WMX.esp WMX-DeadMoney.esp WMX-HonestHearts.esp WMX-OldWorldBlues.esp WMX-LonesomeRoad.esp WMX-GunRunnersArsenal.esp WMX-ArenovalisTextures.esp MMUE-CP-WMX.esp Fellout.esp BetterGamePerformanceV4.esp MikotoBeauty.esp Bashed Patch, 0.esp EVE FNV - ALL DLC.esp Project Nevada - EVE All DLC.esp FungalProliferation.esp RaestlozFactionArmorEnhancement.esp UndiesUnderneath.esp shadysandsshuffle.esp Advanced Recon Riot Gear Helmet.esp OWBTransportalPonder.esp MadScience02.esp Advanced Recon Chinese Stealth Helmet.esp Advanced Recon Powered Power Armor.esp BrownFedora.esp CornFlourRecipe.esp moonovertower.esp PPA- Composite T-45d Replacer.esp uylssesbarksfix.esp ThrowingWeapons.esp DeadMoneyJunkRoundsReduxGRA.esp LadderRestorationProject.esp Ultimate Invisible Wall Remover.esp Millenia'sWeaponsCaliberX12Ga.esp PartialRecall-StatBoost.esp Imp's More Complex Needs- Recipe Tweaks.esp Imp's More Complex Needs- Working Refrigerators.esp ShaddapYaBleedinMutie.esp Antidotes.esp ShaddapYaBleedinTribal.esp ObnoxiousCicada.esp ExpertRoboticsExpert.esp MoreExpensiveKits.esp WMX-EVE-AllDLC.esp Imp's More Complex Needs- All DLC and Alcohol Overhaul + Nuka Fix.esp IMCN MCM.esp Total active plugins: 123 Total plugins: 158
  11. Yeah, I worked that out a little while after posting this. I got Wrye Bash working and I'm working pretty well now. Still pretty funny, isn't it?
  12. A week or so ago, I was playing F:NV, and decided to stop by Nipton. Here is what the town hall looked like for me. Here is what it looked like a step closer: Beautiful, ain't it? Well, that's nothing compared to what I saw inside: Don't you hate it when doors just won't stop staring at you? Then I found a Radroach. I looked at the Radroach. Suddenly, everything was Radroach. Floors, table, chairs, all were Radroach. So I started uninstalling and reinstalling mods, naturally. When nothing helped, I reinstalled the entire game and every single mod I had that I thought was worth keeping. And that worked, until today, when I went to Freeside. What on Earth is happening, and how do I stop it?
  13. In Bethesda RPGs like recent "The Elder Scrolls" and "Fallout", putting your items in unowned containers will eventually end up with their disappearance. Sometimes when I'm committing theft in Oblivion or something, I get encumbered, so I place my explicitly desired loot into a container in the vicinity. Free up some room and go back, and it's gone. Poof. Away. Ahhh, thank you. In that case, there is a point to this idea.
  14. You know, it would really make more sense for the Varmint Rifle to use .22 LR. We have a few actual varmint rifles here, where I life, and that's what they all use. I guess it's just that the Mojave has considerably tougher varmints than what you get around here. (Except for our alligator snapping turtles. Jesus...)
  15. Really? Then what's all this I've heard on the wiki and places about it not being safe to use containers you don't own?
  16. So, there's tons of abandoned locations in the Mojave and elsewhere, and nobody to track their ownership. What exactly is stopping you, as the player, from picking out a spot and setting up shop in it? The game engine, that's what. As we all know, containers that aren't marked as belonging to the player refresh their contents after a set period of time, so if you store anything in them it'll vanish. I've been kicking around a few ideas for how to change this and make it possible to make a player home out of any abandoned location: 1. Some manner of script that allows the player to use a skill (like lockpick) to take possession of a container that is not explicitly owned by someone else. (The thought being that you change the lock on it and secure it with a nice, hefty lock so no one can get into it.) 2. Pick out a few abandoned locations and set up a mechanism by which the player can secure them (possibly using a skill check, as above), taking ownership of everything within them. 3. The cheap and dirty way, make all containers in the world that aren't explicitly owned by someone else owned by the PC, so you can just lay down roots wherever you dang please. Advice? Thoughts?
  17. I didn't expect this thread to exist, so I made this post here a moment ago: ED-E Suddenly Exploding Everything In summation, I seem to have picked up some mod through some other mod that turned ED-E's weapon into explosive projectiles, but I don't know which one it is. A list of my mods is provided in the post I've linked to. Does anyone know what mod might be doing this? (I've checked NVEC Essentials; they don't have anything like this in their list of included mods.)
  18. So I've loaded some mods and I'm playing with them, and everything's cool- until I get ED-E upgraded by the Brotherhood, and it seems that they've upgraded his Electric Zap weapon into some kind of crazy thing that shoots explosive Gauss shots and sets everything on fire. I nearly die to this wearing T-51b when a bunch of geckos run up to me and ED-E flips out on them. It almost looks like the ED-E Heavy Weapons mod, but I never installed it, and I'm not given the option to switch to the other weapon it gives him. Here are a couple of screenshots of my mod manager, showing all the mods I've downloaded. Does anyone know which one is doing this? http://dl.dropbox.com/u/6654713/Modlist1.png http://dl.dropbox.com/u/6654713/Modlist2.png
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