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adman85

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Everything posted by adman85

  1. First question, has this been done before? (obviously I know about AWOP, and fiendworld was pretty damn close to what I'm looking for.) Secondly can it be done without crash issues? (and who's volunteering to help me on it?) I've seen a few buildings in the geck that are three or so storys tall, with open windows etc, just waiting for snipers to be positioned, or to be filled with squatters or gangsters.. But I don't see these buildings in use in the game (FO3 had some sweet areas like this in the metro exterior or DC region). I'm thinking areas like outside freeside could bee filled with dangerous streets with buildings that can actually have the top floors reached etc, with patrolling guards and stuff. If anyone can point me towards something like this that I haven't seen yet either that'd be great. I also have angel park And DFBs encounter mod.
  2. Hey just thought i'd throw my experience in; Rolling as many mods as you can into one is a great idea (for some reason the mere number seems to make a difference no matter the size of the mod) I did this in a couple of ways (thanks to some advice from Northwolf); Obviously the first way was copying down basic info of what the small mods did and made my own version, doing what they did, for myself only of course (I used FNVEdit to get a quick list. Mods like XFO's were easy like this). The second, and far easier way is to use FNVEdit's "copy as new" or "copy as override" (override for making original edits, not for cleaning up) functions to trim down the number effectively. I also have found that while merge patches are great, they don't seem to cover a few things, I manually edited my merge patch (and still do) in FNVEdit to make sure it effects other things, such as dialogue. I used BOSS to sort my original "favorites" list, but after adding my own, editing combining others I have quite a silly knowledge of what the mods really do and what, if any, kind of incompatibility issues will most likely arise, so I generally order it myself. Also once it starts getting around and over 100 plugins. Strange things happen, at least for me anyway, stuff like archive invalidate not working properly. Texture mods, while awesome, have been some of the biggest problems for me, I have Weapon retexture project, detailed normals poco buenos and VFOs texture mods running alongside each other, in that order, beautifully (though some files were overridden from detailed normals by pocos).. But it seems a lot of armor retextures and the like cause massive framerate issues and CTDs, (NCR rearmament started to lag and crash whenever I encountered 3 or more troopers in the new armor at a time, Ojo buenos texures slowed my framerate massively when in the new interiors, and noticeably when outside and TGs armor mod had massive hangup issues when equipping etc, and even more when I tried to add certain armors to NPC leveled lists (namely the new helmets, gloves etc) Other problems have stemmed from IWS (check the forum, its ridiculous, that really needs to be taken over), and similar mods that spam spawn points. Also, sadly from a lot of new area or quest mods (NV Bounties 2 for example makes a weird dude pop up after about 3 hours of gametime who just follows you around, and Beyond the Borders made some npcs "wander" (cook cook was burning down goodsprings when I walked outside for the first time) I dunno if that's helpful. My mod list is nearing the dreaded 100 mark and I have already filtered down most of the smaller mods.
  3. Yes I noticed this too, even with the latest update of classic fallout weapons, it makes it so there are 2 different types of 45auto ammo. The only fix I could think of was to change the name listing for one of them (if I remember right I made one 48acp or something, then I changed all the references to it in game; the different types of ammo, the case for the ammo, the weapons and the recipe for the ammo)
  4. It is at all possible to add a random variable script to animations like that (animation, or movable static, one of the two)? Or am I peeing in a tornado here?
  5. Use the geck to make a perk that uses the "calculate weapon damage" function for the PC, Viola.
  6. First off thanks for the info and giving me the inspiration to get Novac working again. (I would give kudos but it wont let me :wallbash: ) Went through all my mods again, basically 1 by 1.. It seems you can add Creature Balance Overhaul to the list of mods causing this crash, for me at least.. I didn't find it earlier, as a home made mod also contributed to the same crash. But I have confirmed this with repeated testing, CBO (at least the version I have) causes CTD at the north of novac, around Gibsons scrapyard. The strange thing is, the first mods I tested for this were the big ones (IWS, Warzones, AWOP, Monster mod) but it seems they run just fine for me around novac. Definitely gonna test this more, but for the moment I can walk around novac with no fear! (except for a weird invisible (permanently stealthboyed) character with no name, no faction, and who i cannot loot on death, who is currently wandering around novac.. But hey who gives a s*** he doesn't make me CTD so he can live. Thanks again Darkhighlord. Somebody give this man a kudos. I'm gonna go through CBO in FNVEdit and find out why its crashing my game right now.
  7. Hey I wanted to see if its possible to change the little "whirly whirlys" (tiny dust tornadoes) so they are not on an endless loop, possibly even have the chance they fire randomized so they aren't so predictable. If you haven't seen them, they are all over goodsprings, going 24 7, endlessly looping from start to finish (once the dust devil peaks and disperses, it begins again immediately from its start point). It is just aesthetics, but they do drain my fps when i got too close, so I guess doing this would also increase performance. Again, I don't just want to remove them, I like the effect, I just want them to look less like a broken animation.
  8. Hey thanks for the input vgo. I had the same feelings about the Mojave being to small as well :D But extra space is still extra space. I really hope they go all out on the lonely road, give us miles to wander. We will see I suppose.
  9. Wait, wait , wait... "Epic fail that is NV?" Have you tried vanilla FO3 vs vanilla FNV? Or are you saying that because of the difference in community mods? Cos, you know... FO3s been out for just a bit longer... Just sticking up for my fav game here. Sorry if i'm off topic.
  10. Solid advice, thanks for the tip Northwolf, I was always a bit afraid to try that out. Does the copy as new record work without linking the original as a master? And also have you had any issues doing this to existing mods? I'm trying to compile my mod list a bit.
  11. Would that be a problem with harder stealth like that from project nevada? All in all these are some pretty good reviews, looks like i'm gonna spring the $12.
  12. Hmm, then you could make it a recipe for the workbench, (armor mod + leather armour = new leather armor)
  13. Hey I'm just happy when someone comments on my post at all.. Gets it back to the top of the list right? :D Wait whoops. So you can't just reduce weapon damage and add effects to bullets or projectile data? (effects that stack and are conditional obviously)
  14. That is a good idea.. I though about melee weapon mods too, and managed to find one, but as far as I could see it only modded the baseball bat and one other.. Surely you could have a quest perk run at the start up that adds an effect based on if a type of mod item is "equipped" or in the players inventory along with its type of armor. I'm not sure how to "equip" it though so you didnt have eight different mods on at the same time..
  15. Some things i'v noticed trying to get New Vegas running with all my favorite mods, plus the problems i've gotten adding more newer ones or going overboard; I can have around 20-30 mods running (including texture and animation packs that have esps) with no problems at all (aside from vanilla bugs) and my load times for everything are great. Once I breach around 30-40 mods, my load time for various mod screens increases somewhat (project nevada MCM screen, the start "loading downloadable content" screen etc), and I start getting crashes around the north side of Novac, around Helios 1. It seems that it levels out here for a while and i can get away with about 80-90 mods (I just have to live with the north Novac crash, and some occasional mod loading hangtime crashes) with only slight load time, load crash increases.. Once I start getting over the 100 mark, it gets quite iffy.. Last time I would get crashes 50% of the time when loading the main menu with just over 125 mods, which would increase to around 90% when i got around 140 (it was the easiest crash to test at least), I also had some conflict related crashes happening simply from overwrites (and sometimes no matter how many time I pressed on and off, archive invalidation would not apply to ALL the parts of every mod, only select ones, the load order didn't seem to matter at some points and they were loaded in the right most column in FNVEdit) That's my experience anyway, I can give you a list of my mods if u want but as I said I do get get crashes around Novac, directly related to at least two or more conflicts from the mods i am using. She's a temperamental old girl, to say the least. EDIT; and this is from mod NUMBERS alone, the size doesn't seem to make that big of a difference. And this list doesn't include mods with obvious conflicts as I usually notice and get rid of those immediately.
  16. Finally saw an image of the world map in a youtube video, (the guys ran around the facility for 20 mins in part 1 and 2 before finally deciding to look at the world map, seemingly accidentally, for a split second in the 3rd part... What a waste of 30 minutes!) and yes it does look huge. And I assume there are a LOT of interiors too by the look, that is really tempting. I do like a big sandbox. P.S. Who plays for that long without looking at the map?
  17. "1. The Big MT IS huge." That's what i'm talking about! That may just be enough for me to download it. Thanks Blacklight!
  18. I'm confused, is this out yet? Didn't see it on the nexus but, maybe i failed the search :D EDIT; hey I said lower case d damn it.. Not smiley face /\
  19. I was just looking for peoples opinion on the new official DLC, Old World Blues. What do you think of it so far if you haven't completed it. My main question is.. Is the big MT actually BIG? Or is that just the namesake? Also is it all contained in a new worldspace? Whats the deal with getting in and out? I'm curious, as I'm sure a lot of people a smashing their way through it as we speak. I'd like to see some screenies if thats ok too.. Like of the map and whatnot.. If thats cool of course.
  20. Had the same idea. I noticed theres more than double the wasteland just beyond the game borders.. Problem is it's not navmeshed (companions have big troubles, and melee enemies don't recognize the PC as a threat). Sad.. So anyone want to navmesh hundreds of miles of empty space?
  21. I made a new esp in the geck that added 1 line to the "GREETING" dialogue, then I went into FNVEdit and dragged over all the dialogues from other mods into mine (linking them as masters). After this I just deleted the line that i had inserted. Pretty basic, but it was the only conflict so i guess it works.
  22. That is a good point, updating would be an issue.. Maybe it could only be done with final versions. And I loved the idea for nVAMP, but when I saw u still needed all the pre existing esms and esps, I realised it's not really what I wanted as I have done a basic version of that myself already. Thanks for the geck advice, I could still probably eliminate another 10-20 mods that aren't based off dialogue or areas and what not, through importing and exporting. I might give that a try now.. Just to be clear you are saying to avoid exporting or importing quests, dialogue etc? Or just avoid attempting to merge them? (as I have already made a manual dialogue merge patch that incorporates all the AWOP, Project Nevada, NVR (and a couple of others) dialogue changes, I have not fully tested it though, I have been running it for a while with no obvious problems) Cheers for the input.
  23. Oh no's, NVFR (new vegas freeside restored) just came out recently, maybe you could collaborate with him? Remebering he apparently doesn't touch the freeside area with mick and ralphs (except for a new gate) is that north or south? http://www.newvegasnexus.com/downloads/file.php?id=42808 I don't wanna rain on anybodys parade or anything, I'm sure you could release it beside his as well, to the same effect. Best of luck with it. As for ideas; In freeside there needs to be more gangs (as opposed to the "freeside thugs" maybe give them gang names and locations, maybe respawn some but not others) Also more drugs and drug running (missions for people who aren't cowboys) Possibly more small casinos. Do you remember the porno filming building in fallout 2? That would be a funny remake. (not holding my breath there though) And a seedy bar or two wouldn't go astray. I see the area around the kings owned water pump is quite empty, maybe chuck a gang owned apartment, or a bar there (a bar next to the water pump actually sounds quite legit) Remember its the ghetto.
  24. Yes I'm surprised that this hasn't turned into a free for all for ideas already. if you are gonna have a look through check out my post. http://www.thenexusforums.com/index.php?/topic/409373-mod-compilations/ Don't know how difficult it would be though.
  25. I went through the geck and did something similar. I changed a few of the base actors in new vegas to tribals (as there are supposed to be remnants of tribals everywhere right? Getting recruited by NCR or enslaved by Caesars legion) By doing this I added HH tribal armors, a lot of HH weapons to the vanilla new vagas (But i did use warclubs, firebombs, tomahawks and the like) If you just want to add .45 weapons to New Vegas just go into the geck and load up FNV and HH; Under the "Items" tab in the list on the left there should be another category, "Leveled Items". Click on "leveled items" and in the window find the line "cond10mmpistol" (it may be "NVcond10mmpistol") or simply write 10mm into the filter while leveled items is selected and find the "cond10mmpistol" line. Open this line and inside you should see 4 versions of the 10mm pistol, each on a different condition level. Either add 4 more references to the HH .45 pistol in here (with varying condition levels) or change 2 of the pre existing 10mms to .45 pistols and up the condition a bit. Save your mod as w/e you want and activate it in your list. This will effectively give anyone who was supposed to have a 10mm pistol a 50% chance of holding a 45 pistol now. Rinse and repeat for any other weapons. (such as the 10mm sub machine gun)
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