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Everything posted by dafi536
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Well guys, I've tried everything I can think of, to no avail... After running through Honest Hearts, I went back to recruit Veronica. A brief firefight with those 3 Fiends outside of Camp McCarran, by New Vegas Steel & she's getting her butt kicked, hissing & complaining that she's gonna need new limbs. Others have complained that her health is only around 215, but with the Living Anatomy Perk, I see that her health is now only 50... And that's after the firefight, at Full Health! In an attempt to correct this, the first thing I tried was changing the Enchantment to the Companion Armor I made for her that increases her health. But that caused the same glitch as trying to heal her with Stimpaks after she gets poisoned; that is, she drops dead/unconscious. (Chuckling) It's actually kinda funny... It's like traveling the Mojave Wasteland with a narcoleptic companion. Second thing I tried was removing the Enchantment and adjusting her Base Health & AutoCalc Stats like people have done in a few other Mods uploaded to the Nexus. Play the game, change maps, wait 3 in-game days, etc. and her Health is still 50. (Sigh) I tried doing the same thing through FNVEdit and still, Health: 50. As a last, desperate measure, I loaded in other Veronica Mods from the Nexus, claiming to correct some of these issues. Health still 50. Is there anything else you guys can suggest to increase her health, without making her narcoleptic? Any assistance would be GREATLY appreciated. Cheers, ~ Daniel F. (User: Dafi536)
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GECK doesn't load the mods!
dafi536 replied to Mr vaults's topic in Fallout New Vegas's Mod Troubleshooting
Have you downloaded the latest GECK? After the 1.3 Patch, the GECK failed to load any files. A new GECK was provided, correcting this. -
Have you PM'd the Mod author? Whenever I have a problem with a Mod that no one else has described in that Mod's Comments Section, I'll check in with the author of the Mod for assistance.
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A more exciting and rewarding experience
dafi536 replied to nyde21's topic in Fallout New Vegas's Discussion
What do you mean by, "Rewarding?" Different thing make an experience more/less rewarding, depending on the individual. What exactly made your experience with Demon Souls so rewarding? Identify the specifics, and perhaps you can recreate those factors in FONV. -
Look through the open windows in Tents with the GECK sometime. They are semi-transparent, allowing you to see what's outside of the tent.
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Installing Mods
dafi536 replied to kalashnikov1974's topic in Fallout New Vegas's Mod Troubleshooting
First off, I suggest using a Mod Manager, like FOMM (which can be found here: http://www.newvegasnexus.com/downloads/file.php?id=36901). Mod Managers are intended to make sure that your Mods are loaded properly, & in a functional order. If your Mods are not in a proper Load Order, this can cause undue crashing with your game. Whenever using Mods, you will also want to confirm what the Requirements are for the Mod. For example, several Mods will not functional properly without the use of the New Vegas Script Extender (NVSE), which can be found here: http://nvse.silverlock.org/. Other Mods may require what is called, "ArchiveInvalidation Invalidated," which can be found here: http://www.newvegasnexus.com/downloads/file.php?id=35935. So, first things first... I suggest that you confirm whether or not the Mods you've downloaded require additional Programs/Mods to function properly. But, assuming you don't need these Programs for the couple Weapon Mods you've downloaded, let's do it simply. Step 1: Download the Mod(s). Step 2: Unpack/Unzip the Mods. (Personally, I Unzip the Mods into separate Folders dedicated for each Mod I use or wish to try out.) Step 3: Copy/Move the unpacked Mod Files into your "Fallout: New Vegas > Data" Folder. (For me, the file path is: C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas\Data) Step 4: (Assuming you're NOT using a Mod Manager) When you launch your game, you should have a half-size window pop up that gives you these choices: Play Options Data Files Tech Support Exit Step 5: To run your Game WITH your new Mods, select "Data Files." You should see the Master File listed (FalloutNV.ESM) with a check-box being checked. You should also see the names of the Mods you've downloaded, with their check-boxes UNchecked. Step 6: Check the boxes for those Mods you want to run. Step 7: Close that window & select, "Play." Now, you should have those Mods loaded & functioning properly in your Game. I do highly recommend that you look at downloading & using the three programs I mentioned above. I don't run a long list of Mods with my game, but those three Programs are VITAL to me having a fun, mostly crash-free gaming experience. Hope that helps answer some of your questions. I've found the Mod Community here to be very, VERY helpful, so please, feel free to ask any questions. Someone here is always glad to help. ~ Cheers, Daniel F. (User: Dafi536) -
I tried this with a couple Fallout 3 Mods, without success. If you want to try it, you CAN use FO3Edit to Remove the Fallout3.ESM reference from a FO3 Mod. Move the Data File (.ESP) you're working with over to your Fallout: New Vegas > Data Folder. Open the Data File with FNVEdit and change it's reference to FalloutNV.ESM. If the Mod you're trying to convert from FO3 to a FNV Mod uses FallOut Script Extender (FOSE), it may not work with the New Vegas Script Extender (NVSE). That's what I ran into when trying to convert a couple old Mods from one game to the other. ~ Daniel F. (User: Dafi536)
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If you want the ultimate Spoiler, Endgame Scenarios are listed in full on the Fallout: New Vegas Wikia: http://fallout.wikia.com/wiki/Endgame_Scenarios_(New_Vegas) ~Daniel F. (User: Dafi536)
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I had similar issues with the Service Rifle & Marksman Carbines, when I tried to make them Fully Automatic. The solution is actually, VERY simple... To start, you want to keep what you've already done. 1) Check the Box that reads, "Automatic." 2) In the Game Data Tab, set the Fire-Rate the way you want. Do understand that, every 3 Rounds Per Second (3 Rounds/Sec) of your Fire Rate, you will fire 1 bullet in VATS. With a Fire Rate of 1-3 Rounds/Sec, 1 Shot in VATS. With a Fire Rate of 4-6 Rounds/Sec, 2 Shot-Burst in VATS. With a Fire Rate of 7-9 Rounds/Sec, 3 Shot-Burst in VATS. And so on. Now, the key to making your weapon Fully Automatic, you have to go to the next Tab. Go to the Art and Sound Tab. Down near the bottom, you should see Attack Anim. This is the Attack Animation. To make your weapon Fully Automatic, change Attack Anim to AttackLoop. But, you're not done yet. Still in the Art and Sound Tab, On the right side of the screen, you should see a couple boxes called: Multiplier and Attack Multiplier. Make sure that BOTH of these, Multiplier and especially, Attack Multiplier are set at 1.0000. And that should be it! So, to summarize: 1) Click the box next to Automatic. 2) Go to Game Data Tab and set your Firing Rate. 3) Go to Art and Sound Tab and change the Attack Animation to AttackLoop. 4) Set the Attack Multiplier to 1.0000. Hope that works for you. Cheers, ~ Daniel (User: Dafi536)
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Trouble with my load order
dafi536 replied to AeneasV1's topic in Fallout New Vegas's Mod Troubleshooting
Have you processed through Conflict Detection & Resolution with FNVEdit? (FNVEdit can be found here: http://www.newvegasnexus.com/downloads/file.php?id=34703) I have found FNVEdit to be THE best resource to patch any conflict with the Mods I use. ~ Daniel F. (User: Dafi536) -
Check your Global Achievement List on Steam & you should see them. They are: May my Hand Forget its Skill Evacuate Zion. In a Foreign Land Scout the Zion Valley for signs of the White Legs O Daughters of Babylon Crush the White Legs. When We Remembered Zion Arrive at Zion. Restore our Fortunes Resupply Daniel and the Sorrows.
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Cool! Thanks for the assist. Cheers, ~ Daniel (User: Dafi536)
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I'm trying to write a very simple Script for a Companion Recall Radio that moves Ed-E to the Player when used. But the GECK won't save my custom Script. Why? There's something very simple that I'm missing... What is it guys? Thanks for your support, ~ Daniel F. (User: Dafi536)
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Dead money Heist quest
dafi536 replied to boredstupid420's topic in Fallout New Vegas's Mod Troubleshooting
Had some Dead Money bugs to deal with myself. After three or four tries, I managed to escape Vault after killing Elijah, getting to the Elevator to the Sierra Madre & it teleported me directly back to the fountain. (I did not have to leave the Casino & walk back, I was teleported there after escaping the Vault.) -
When I look at Camp McCarran in the GECK, Cell-View Window, I see the External Wall around the Courtyard, but the courtyard itself is not Populated with Tents & NCR NPC's walking about. When I look at Camp McCarran Interiors, I get the Terminal Interiors... The Courtyard is not there either. So, how do I find the Courtyard? It's the same with the Aerospace Office Park. From the Wasteland in the Cell-View Window, I can see the courtyard, but it isn't populated. Interiors doesn't give me the Populated Courtyard either. There's something very simple I'm missing... Suggestions?
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One of the issues I have with this idea IS that it is lore-UNfriendly. According to Lore, The Sierra Madre & the Villa are a closed environment, creating rare items & experiences. And the unavailability of Sierra Madre chips DID create the conundrum you mentioned, forcing me to make difficult choices about what items I needed to resupply with while running through Dead Money. Like you, I too want to experience the challenge of the game. If I really wanted a convenient cheat, I could easily drop Containers anywhere I’d like, and stock them with weapons, ammo or whatever supplies I wished. For me, the challenge is what makes the replay factor. What originally spawned this idea was, once I had run out of Sierra Madre Chips, the Abandoned BoS Bunker became an irrelevant Player House; there are much better Player Houses available on the Nexus. I thought it might be nice to have continued use out of some of the other features that came with Dead Money (Vending Machines & Electric Hot Plates), rather than seeing them become irrelevant after finding all the S.M. Chips, using them & leaving the Sierra Madre Villa for good. Thank you for your comments... This is EXACTLY the kind of input I’m looking for. Cheers, ~ Daniel (User: Dafi536)
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So, here's my idea: I just did a quick Mod that put a Dead Money Vending Machine in front of the Goodsprings General Store. I created a Vending Machine "Recipe" to exchange Sierra Madre Chips for Bottle Caps, AND another Machine Code to Exchange Bottle Caps into Sierra Madre Chips. I'm wondering if there is any interest in the Fallout: New Vegas Community to see a Mod like this. I'm considering placing Dead Money Vending Machines in other communities around New Vegas (Primm, Novac, Camp McCarran, etc.) and making new Machine Codes to Exchange Currency, Return useless items like Bent Tin Cans, Scorched/Burned/Ruined Books, etc. I'm also giving consideration to making Machine Codes for different types of Ammo and PERHAPS Weapons/Armor, etc. If I did make Special Codes, I would want to place them in different Interiors in the Fallout: New Vegas Game-World, like in Caves, or Vault 3... Somewhere you'd have to put in some work to acquire Machine Codes for harder to find Ammo or other Items. I'm not giving ANY consideration to putting in Machine Codes for Unique Weapons. They're rare/unique weapons... That's what makes them special. So that's what I'm thinking of doing... What do you think? Would you like to see Dead Money Vending Machines in the Mojave Wasteland? Or do you think that would take away some of the challenge in the game? Or perhaps you think it would be Lore-UNfriendly? Your input is greatly appreciated. ~ Daniel (User: Dafi536)
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Looks like somebody made one! http://www.newvegasnexus.com/downloads/file.php?id=40627
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Not that I don't support the idea... But how long before his/her "Nagging Script" gets triggered? You're on a really long day, hunting for Gecko or Coyote meat, and come home to hear about how you don't spend enough time at home with your kid or the that the house is falling down & won't fix itself... Yeah, sure... Try to explain to the little woman how you AREN'T sleeping with Joanna at The Gamorrah, or that your journey to the Sierra Madre was just a business trip! Love/Sex/Romance/Relationship Mods ARE intriguing in their own right... But for the time being, I'll just spend my quality time with Red Lucy at The Thorn or Sarah at Vault 21. (Don't mind me; I'm just being cynical.) :thumbsup:
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Was going to try my hand at it, but someone beat me to it. :-) http://www.newvegasnexus.com/downloads/file.php?id=40567
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Find end game save file?
dafi536 replied to aronsjoberg's topic in Fallout New Vegas's Mod Troubleshooting
Ah... That I don't know. Never tried before. Aren't some people are uploading Save Games to the Nexus? -
Find end game save file?
dafi536 replied to aronsjoberg's topic in Fallout New Vegas's Mod Troubleshooting
My Step-Dad had a similar issue after I turned him onto the game. Using Windows Vista (64), my Save-Game Files are located in: > Owner > Documents > My Games > FalloutNV > Saves Hope that helps, ~ Daniel -
Dead money crashes the game
dafi536 replied to ODSTmarine's topic in Fallout New Vegas's Mod Troubleshooting
I had a similar issue. After entering the BoS Abandoned Bunker, I walked up to the radio, triggering Dead Money, woke up in front of the Fountain with Father Elijah's Hologram talking to me and. . . Crash. Researching this in a Forum at the Bethesda Website, they said that crashing may be due to Quest Items in your Inventory upon starting Dead Money. At the time, I was running a personal GECK Mod which made some weapons & armor Quest Items. I had to untag them as Quest Items in the GECK. I placed everything in my Inventory into the Drop-Box (Small Wall Safe in the BoS Bunker) & basically went into Dead Money with nothing but the Rebreather, Keys, Snowglobes & other assorted Items. Walked to the radio, triggering Dead Money, listening to Father Elijah's Hologram and. . . It crashed again. The only thing I could think of was the Rebreather, so I went back into the GECK, untagged the Rebreather as a Quest Item. Reloaded the game & placed the Rebreather into the Drop-Box with everything else I was previously carrying. Walked over to the radio, triggering Dead Money again and that time it worked just fine. So, my suggestion is this: Make sure you remove every item in your Inventory that you possibly can. Empty your inventory into one of the Containers in the BoS Abandoned Bunker. If you have Quest Items on you (like the Rebreather or Motor Runner's Helmet), go into the GECK, untag them as Quest Items, place them into the Container with the rest of your gear, THEN go to the radio to trigger Dead Money. Hope that works for you, ~ Daniel -
Lost music for Radio New Vegas...
dafi536 replied to dafi536's topic in Fallout New Vegas's Mod Troubleshooting
Got it! Quick & easy fix. Just inserted the Fallout: New Vegas disc into my CD/DVD-ROM & selected "Reinstall Fallout: New Vegas." It searched my computer for my FONV Files, identified 51 missing files (Yes, the music files) & downloaded them through Steam. Thanks for your support Maniac. Happy Hunting, ~ Daniel