Jump to content

Brigand231

Premium Member
  • Posts

    510
  • Joined

  • Last visited

Everything posted by Brigand231

  1. I'm seriously tempted to reinstall too. For starters I'd reinstall Steam on the same drive I have FNV installed on since I had no idea how things worked when I installed in the first place.
  2. Since it's sort of in the open now... The best I was able to do with the alpha was no Rearm (and hence no rearmrebalance) and no prospector. I didn't get as far as trying the casino mod, but suppose it's possible to test after rolling back. Also, the custom 1911 mod was somehow stopping it from loading, but rolling that back to a version that didn't use Caliber worked ok. Thinking maybe next time some kind of thread to communicate while the test is in progress.
  3. At this exact point and time, I'd possibly reccommend waiting for the next Reload update, THEN we ask BulletSix if he would mind either making a Reload compatible patch or make one and offer it to him. Until then, the only way to get casings witohut an updated Reload is his proprietary recipe that involves flamer fuel, lead, and microfusion cells at the reloading bench. I see the logic behind it but it doesn't flow right for me. It's silly to ask for anything with a Reload/Rearm/Rebalance update on the horizon not to mention anything else that might or might not be in the works and released soon. He also (quite legitimately, I might add) changed the names and effects of the ammo a little to fit his vision of the ammo for his mod. Nothing wrong with it at all, BUT if another mod uses 9x39 in the future his mod would need to be overidden if the other 9x39 is to be more of a standard version of that ammo or rework any sort of Reload compatability patch already existant to more or less discard his "flavor" changes to the ammo. That might not be quite fair to BulletSix's work or vision though - it would all be legitimate and "legal", but would it be the "right" thing to do? Here's one I've been playing with for a while and is good for some visual variety in the melee department or if anyone has a sentimental attachment to the item in question.... http://www.newvegasnexus.com/downloads/file.php?id=38491 If the attack values are not particularly appealing, they can be changed easilly enough. They are a little weak as is, but not totally underpowered so I haven't bothered messing with them myself.
  4. BulletSix's Survival Weapons was just updated with an .ESP to use the new 9x39 from the most recent Caliber update. Gonna give it a shot (pun intended) http://www.newvegasnexus.com/downloads/file.php?id=37407 Update: Well, since reload hasn't been updated yet for the new ammo types, making 9x39 uses the direct lead method with this mod. It also sort of renames/hijacks the "stock" Caliber 9x39, but doesn't butcher it. One thing it does do is override the improved holdout list changes for Reload and Rearm, which isn't a huge deal given how often those come into play. Perhaps once the Reload suite receives its next official update and all that's in the works is finalized BulletSix could be talked into a compatability version or I could try my hand at making one... My confidence with FNVEdit and GECK are growing, but making a patch is still a touch intimidating to me. I've gone as far as correcting spelling/grammar in mods and renaming named containers and duplicating generic containers, that's about it aside from tweaking ammo lists and damages or adding the RBX reloading bench to a mod (Yes, I went ahead and changed the 1911 and EBR metnioned earlier), but none of those changes affect more than one mod at a time.
  5. Same here, installed PPA but haven't gotten far enough to take advantage of it yet. I looked into improved smoke and ballistics and think you might be having limited success since it's currently geared for either pure vanilla or WME with RH Ironsights installed. A non RH, but WME version seems to be in the works. I'm tracking it and will give a head's up if/when that changes. Right now I'm hesitant to make progress in any game with NVSE not working after the update, I don't want to break anything or lose progress... I finally achieved the carnivore perk after going 3 days at 500% protein. It seems, with the update, that a lot of vanilla is fixed. Previously I had serious problems with semi auto fire due to performance or framerate or.... something despite cranking down settings. After the update I can empty a service rifle like it was an automatic. I'm wondering what other mechanics might have changed and if any mods might now be redundant, need changing, or are pointless now. Hehe! I saw that last night, didn't really appeal to me, but you make it sound like fun. Maybe someday. Is there an autoaxe available in vanilla?
  6. You got me hooked on Imp's. Congratulations. :) I gave Detailed Normals a try too, and it really does improve appearances, at least on my system. http://www.newvegasnexus.com/downloads/file.php?id=38196
  7. Oh yeah, meant to answer something you said in the Reload thread... All of those attachments like HK 9mm Silencer and mags and stuff that work on the 9mm, the 40, the 45 and those UMP attachments, those are all named that way in Reload/Rearm or in resort - Those are like that without WME. Figured I'd throw that out there. I'm thinking you already know, but in case you don't... If you decide to uninstall/untick a mod that adds attachments to weapons, get rid of weapons that have attachments that will "vanish" when you turn the mod off. If you do not, putting your cursor over them in an a container inventory screen or Pip boy screen will make your game freeze. 100% guaranteed, do not pass go do not collect $200, it will crash your game if you bring its attention to the fact that something has a mod that no longer exists on it. I discovered this when first removing Ahztec's replacers and then XCalibr Impulse Buys. Anyway, you likely won't have to deal with that as you're freshly installing, but figured I'd throw that out there. Had I known it as well as I do now I wouldn't have pulled out quite so much hair or wasted a few hours over it.
  8. Seeing as how you and I seem to be in most of the same threads Frodric, I'm guessing we use a lot of the same ones. Some that I use that I haven't seen your name in or already on your or rhystel's lists (we seem to have quite a few in common) are: Dragonskin Tactical Outfits: http://www.newvegasnexus.com/downloads/file.php?id=36152 TG's Armor Collection: http://www.newvegasnexus.com/downloads/file.php?id=35740 I have to be careful with this one, it's tempting to do silly things like use gloves that add 3DT and 30% rad resistance for each glove, but the textures and looks are nice! R.A.C.E Station: http://www.newvegasnexus.com/downloads/file.php?id=34999 People submit music packs ready to go or, like I've done, used the info within to convert my own music to useable in-game content for personal use. BlackWolf Backpacks: http://www.newvegasnexus.com/downloads/file.php?id=35034 You can find other versions of textures for these too, if you look. This works with Reload and MWE - They can be purchased from Nash at Primm. The description says Gibson too, but that's never worked for me. Portable Campsite: http://www.newvegasnexus.com/downloads/file.php?id=35134 You probably already knew this inspired the smelting pot we use in Reload, but it's not on anybody's list yet. DreadWolf's 1911 Custom: http://www.newvegasnexus.com/downloads/file.php?id=37680 Let's face it, weapons wouldn't be as fun without DreadWolf's work. I think this one has even been added to the holdout weapons list, but have not tested it out or looked in to how that works with other weapons mods as far as conflicts. As is, it's set for 10mm but I'm so tempted to tweak it with to match stats with a .45 Match pistol per rebalance and change the ammo... it just somehow feels disrespectful to me to alter someone else's work. I know, I need to get over it. :) DreadWolf's M-14 EBR: http://www.newvegasnexus.com/downloads/file.php?id=37885 This one was just updated and made Caliber only! Just like with the 1911, I want to bring it inline with something like a rebalance 7.62 sniper or marksman rifle and change it to 7.62x51 Nato instead of 7.62x54R like it currently is, but... I dunno. I wouldn't argue with Leonardo DaVinci and tell him how to paint, who am I to tell someone how to go about their art? Satchels/SCAV: http://www.newvegasnexus.com/downloads/file.php?id=35904 This one almost reminds me of reload in a way... It allows you to break down armor for component pieces to craft different armor addons from, modify a few vanilla armors, and craft some slightly useful wearable objects for uitility or appearance. Much abuse potential here, as you can break down any nonfaction armor you can wear (I specify that beacuse you have to have training to put on power armor to break it down) into component parts that weigh NOTHING. There are some things it allows you to craft that might be worth a little more than they should be. One thing it is NOT is overpowered - I think my favorite thing from this mod is making a "security vest" from parts, then combining it with a Merc Grunt Outfit to make Mercenary Armor - a light armor with DT of something like 12 or 15 and isn't too heavy - incredibly useful and reasonable stuff. There's some fun companion mods (individuals like Sunny, or systems like Nasco and RR) and homes out there too, but those are more a matter of personal taste and probably beyond the scope of what you're looking for. Thanks for the pointer to this in the Reload thread or I'd never have found it since I don't really do Forums yet. :) Hope you might like some of these!
×
×
  • Create New...