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Everything posted by Gnubee
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Depending on what you like (action mods/ quest mods / visual enhancement mods / overhaul mods) there are a few that I consider must haves (not in any particular order): Not Really Mods, But Needed For Modding: NMM FOMM (if you want to do a few more advanced things) FNVEdit (take the time to learn this, it is exceptionally helpful) Wrye Flash (a pain to install, but super helpful for making mods work together - use with FNVEdit to fine tune bashed patches) GECK (still haven't figured this thing out, but I'm trying) New Creatures and Places that are Good for Shooting at Them: Monster Mod IWS - Increased Wasteland Spawns (can be run at the same time as MoMod with a bashed patch and a bit of work in FNVEdit) Harder Than You (not perfect, but really fun) Warzones (LOTS of stuff to shoot at) A World Of Pain - (AN ABSOLUTE MUST HAVE MOD!!) Angel Park - (by the AWOP modder, fun stuff!) New Vegas Bounties I & II - (personally, I think II is executed better, but both are worthwhile) Weapons WME or WMX - (both are good, WME is designed to work with EVE, and there are patches for WMX & EVE) Book of Earache - can be tricky to find, but pretty cool - works well with AWOP -any weapons retex packages by arenovalis are a safe bet for good looking guns. I suspect WMX might come with them built in, but I can't recall off hand Nordic Firearms - (very nicely done, great weapons to use in game) CalibrX - needed for lots of weapon mods anyway Overhaul Mods and other Stuff Project Nevada - no question the one to go to. Wonderfully done, compatible with lots of stuff. Requiem For The Capitol Wasteland (RFCW) - if you have a retail copy of Fallout 3, this is pretty amazing. A testament to the skill of the FO modding community Mod Control Menu (MCM) - nice way to adjust compatible mods through a central menu system Weapon Mod Menu (WMM) - See what mods go with what weapons, add and remove mods to/from weapons at your convenience. Totally unobtrusive and intuitive. Why was this not part of the original game ?!? CASM - save manage to avoid the buggy vanilla one. Luck 38 Suite Reloaded - best player home mod that remains more or less lore friendly I have found Underground HIdeout NV - super popular mod, well done As to your current mods, there are few redundancies. PN Rebalance.esm allows you to set when you get perks, so Perk Every Level is not needed. I also suspect that PN and FOOK do much the same things. I would choose only one (PN, actually). If you get AWOP, ditch the Goodsprings Player Home mod as well, since AWOP has at least a few homes you can use - including a good one in Goodsprings.
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Where will the next Fallout be?
Gnubee replied to jukehero461's topic in Fallout New Vegas's Discussion
If it is set in Detroit, then you could pretty easily incorporate Toronto ('Ronto) in the game since it is so close. How about a combo Chicago/Detroit/Toronto/Buffalo - or even all the way to the Commonwealth of Massachusetts? Large maps don't seem to be a problem after Skyrim (and all the hidden goodies there). -
Where will the next Fallout be?
Gnubee replied to jukehero461's topic in Fallout New Vegas's Discussion
Just a quick note - all the reviewers are raving about how expansive Skyrim is, so it makes sense that Bethesda would build from a position of strength. The tunnel-rat aspect of FO3 started to bug me after a while, which (aside from lore reasons, the place would be a slag heap) is the reason I DONT want to see the next Fallout set in NYC. I hope that the next version of the game takes on a huge scope (Nor Cal / NCR territory up to Canada would be great). Perhaps something in the Commonwealth of MA, extending up to Montreal would be good too. -
This happens to me all the time. I keep starting games thinking "ok, this time I can only use revolvers" or some such thing, but then find some other cool toy that I have to use. I run the game pretty heavily modded and I have found that once I get to a certain point (generally some time after I get to New Vegas) one of the mods gets a significant update, so of course I have to start over to check it all out (again!) If I actually calculate the cost of this game based on $/hr played, it is approaching totally free.
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New Vegas Modification Recommendations
Gnubee replied to Deleted2855419User's topic in Fallout New Vegas's Discussion
I run a bunch of mods, but here are the ones I would have a hard time playing without: WMX (or WME, either one really - same idea, different execution) A World Of Pain (This is an absolute must for the game. Huge number of new locations and loot. I have not tried djmystro's Psiclones yet, but it is likely very good as well.) Monster Mod (adds giant Tarantulas, among many other things!) AWOP Monster Patch (integrates the new creatures of MM with AWOP and adds a range of "Rumble Zones" - meaning harder fights with nicer loot - in various locations. Still a bit glitchy here and there, but well worth it.) Project Nevada (this one is just flat out great. Visor effect and nightvision alone are worth it.) Harder Than You (makes things, um, harder - by a lot. Forget about charging in to fix your problems, unless you like dying a bunch. Among a variety of creature tweaks, it adds exploding fire geckos, centaurs with VERY bad breath, and angry ants that shoot plasma, all of which are awesome. Watch out for the Radscorps though.) Warzones: Misanthropy Pure (more stuff to shoot at - and it all shoots back! Bring LOTS of ammo.) Nevada Bounties 1 & 2 (I completely prefer 2, but 1 is fun. There is apparently a conflict with NVB2 and Psiclones that has yet to be resolved.) Increased Wasteland Spawns (which can be really quirky. Rumor has it that Harderman, responsible for Harder Than You and some aspects of AWOP, is going to be working on a replacement of sorts which should be outstanding) Also, I really hated the vanilla Luck 38 player home, so felt the need for another one. There are tons of choices out there, and AWOP comes with quite a good one built right in to one of the abandoned homes in Goodsprings. My favourites (aside from the AWOP one) are down to 3, depending on what you like: Underground Hideout NV - well refined, lots of automated stuff, looks good, includes a cool simulator feature that can add a bit of fun. Plays nicely with DLCs (more or less). Lucky 38 Redesigned (the one by Kopsy) - fantastic look, a few quirks here and there, not perfectly DLC friendly, but really, really well done. Survivalist Bunker - minimalist approach, but very useful. Odd location. One last thing, in order to get all this stuff to work together as smoothy as it can, you are going to need three other programs (not exactly mods): Fallout Mod Manager (FOMM) NV Flash FNVEdit Here is what I do: Set the load order using FOMM, which includes a BOSS autosort feature. Make a Bashed Patch using NV Flash. Tweak the Bashed Patch to your liking with FNVEdit, rather than using the Master Update or Master Patch feature of FNVEdit, which some mods really don't like. Works great. If you like to experiment with different mods, you can build your own patches that cover specific things rather than having to redo the bashed patch every time you add or delete a mod. Doing this takes time, and there is a learning curve to it, but in the end it pays off. -
Secret Valley of DEATH!
Gnubee replied to inthedark7's topic in Fallout New Vegas's Mod Troubleshooting
I have no idea why this works, but sometimes it does: 1.) Load your existing character 2.) remove all protective gear 3.) drop explosive(s) at your feet until dead. If you don't have any, pick a fight that you intentionally lose. 4.) wait for the character to reload 5.) hard save 6.) continue your game with a now uncorrupted save This has helped me a number of times. when dealing with corrupt save files. This used to happen to me all the time, but since I put together a modified Bashed Patch (subsequently tweaked with FNVEdit) it happens a lot less. -
No, I think the Divide access point will be somewhere else. Closer to Primm there is another blocked access point. The outstanding WARZONES: Misanthropy Pure mod allows you to open the Mojave Outpost gate and places the town of Bakersfield there. Full of fiends and other fun things to shoot at.
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Project Nevada adds in a generic "44 Mag Pistol" which is basically a DE. Lots of other mods add one in as well. Not exactly sure why it is not in the vanilla game though. Come to think of it, the vanilla game has only one .22 calbre weapon as well - just pistol, no revolver, although I think the Varmint Rifle was originally intended to be .22.
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Wasn't Dead Money a horrible DLC?
Gnubee replied to nukafish's topic in Fallout New Vegas's Spoilers
I rather liked the earlier parts of it. The Vault bugged me though. Super linear - had to do everything at the right time following the right path. None of that seemed to fit the whole sandbox idea that drew me to FNV in the first place. Other than that, I found myself pleasantly surprised by a lot of it, given how low my expectations were going in. I had hoped that there would be a bit more about how/why the ghost people were there, or what the whole deadly cloud thing was all about. Maybe I just missed that bit on my (only) play through (so far anyway). -
Mods to make the game harder and immersion
Gnubee replied to bcooper18's topic in Fallout New Vegas's Discussion
If you want to make things more difficult, try Harder Than You. It adds all kinds of goodies to the wasteland creatures and makes the fights much more interesting. -
Having now played both for some time, I have to say that I prefer the game mechanics of FNV to FO3. The repair/workbench/reloading bench functions feel much more refined. Dealing with companions is better and, the biggest one for me, wandering the desert is far more appealing than struggling to find the one path through a maze of sewer tunnels to get where you are going. The balance of the two games (energy weapons & power armour vs regular firearms & armour) is considerably different, and I like that. Personally I think FO3 played via FNV, (using a mod like Requiem) would be ideal. Have't tried it yet though.
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Cyberweasel89's List of Mods for the Casual Gamer
Gnubee replied to Cyberweasel89's topic in Fallout New Vegas's Discussion
I'm surprised that AWOP did not show up on the list. That mod is more like a great big free DLC. Adds HOURS of playtime to the game for sure. Once you add MoMod and Monster Patch, then you are really in for it (makes me understand why there are so many uber-weapon mods out there). -
Where will the next Fallout be?
Gnubee replied to jukehero461's topic in Fallout New Vegas's Discussion
Excuse me as I bounce kind of randomly between the game world, the business world and the real world... There have been a couple of mentions of 'Ronto in the game so far, so that is a distinct possibility. I'd rather see it as a later DLC though. At the same time, a bunch of the preview vids of Skyrim (which is using the engine I assume the next FO will use) has a ton of forested area, which makes me think a pacific northwest locale might work well. (Aside from being quicker to code, since a lot of the grunt work is already done.) Seattle has (or rather had) Boeing, so it would likely be mostly a smoking ruin, but the FO series specializes in that. Probably fun to explore a bit though. Imagine the irony of poking through the shell of the old Bethesda Softworks HQ. Up the coast is Whidbey Island Naval Station, which could have a ton of cool places/bunkers to explore and tech to find. Vancouver has amazing scenery - how better to show off what the creation engine can do? Besides, it is a nuke free zone, so it might have a chance of coming out of the war somewhat intact. Also, given the geography, there is room for an "NCR expanding north" storyline - which would fit the lore about the NCR tending to overreach. It would also fit with the whole thing Seattle has going about "Californians coming up here" in today's world - a bit of the same, lore friendly tounge-in-cheek humor. Also, Bethesda is based in the PNW, so area research would be cheaper and faster. In any case, I'd very much like to see a MUCH larger, more geographically expansive game. The maze-like feel of DC got me annoyed most of the time. I don't mind some of it, but not a whole game worth, especially if they use a new engine that is supposed to do open spaces better. "The Great Ones" (AWESOME idea, BTW; fits perfectly with the kind of goofy lore of the whole FO series) could definitely have a strong presence anywhere in Canada... -
Get a PC copy for sure. I can hardly imagine playing this with no mods any more. I have a great combo of PNV, AWOP, Monster Mod, IWS, VVV, and a few others going at this point. Took some doing to get it all stable, but oh man is it fun!
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Mods that don't take away from Vanilla experience?
Gnubee replied to craznn's topic in Fallout New Vegas's Discussion
I'd say no. Play Vanilla through first, then decide what you would like to see changed and go for mods that do that. Personally, having played through mod-less, I now find it hard to play without A World of Pain and WMX at a bare minimum. -
My favourite housing mod to date is Lucky 38 Suite Reloaded. It is fantastic and allows you to display weapons (with script borrowed from UHNV). I highly recommend it. If you use the New Bison Steve mod, it comes with Buck's Place which has a huge room just for display - should work great with Feng Shui. Adds a fun quest line as well.
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SWEET! Thanks. I can't even play F:NV without AWOP, and it just got better! I'll look for the Stoner as soon as I can. What I was going to do was to make a patch that modified M weapons to use the more obscure ammo (and tweak their stats accordingly) - so the Varmint Rifle M would use .22-250, the Assault Carbine M might use 6.8, the Gobi Rife .338 Lapua, the Hunting Rifle M might use Winchester 300 Mag (although I really do like it in 5.56), and the Anti-Materiel Rifle M something like the Barrett .416 or Chey-Tac.408. (I already tweaked the Lever Shotgun M to use 12ga ammo, which makes it incredibly useful. I made it just slightly less powerful than the Hunting Shotgun (base damage of 80 instead of 85), but it reloads a bit faster.)
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If you make it a robot, be sure it crashes every 20 minutes or so...you could include a "patch" quest that makes it worse... OK, sorry. Couldn't resist.
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I'd DL this if someone made it, especially in .338 Lapua Magnum (which it is, and which Caliber/AWOP adds, but without any weapons that use it).
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DreadWolf's Westside Munitions Mod has one (it is an M4A1, not an M16 though) and it works GREAT. He has a "Masterkey" version that uses a 12ga pump shotgun (4round mag) in place of the 203 as well. I have used both extensively and they are some of my favourite weapons out there.
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FO:NV Crashes Just Before Main Menu Loads
Gnubee replied to GothikaGeist's topic in Fallout New Vegas's Mod Troubleshooting
OK, I'm still in Goodsprings, but everything seems to be working. I do get the occasional random CTD, but that is how the game has always run for me. So far I have gone through the GS Sewer (part of AWOP) and with the new mods (AWOP Monster Patch, Monster Mod and VVV) it was one heck of a fight for a 1st level character armed with a crowbar, a 9mm pistol and 23 rounds of ammo. -
FO:NV Crashes Just Before Main Menu Loads
Gnubee replied to GothikaGeist's topic in Fallout New Vegas's Mod Troubleshooting
Well, that took an inordinate amount of time, but at least my game will load now. Not sure if it will actually work or not, but at least it loads and I can start a new game. Haven't got far out of Doc Mitchell's door, but so far so good. -
FO:NV Crashes Just Before Main Menu Loads
Gnubee replied to GothikaGeist's topic in Fallout New Vegas's Mod Troubleshooting
You are pretty much describing exactly what is happening to me. I am down to loading only the Fallout.esm and still can't get any further than the first credit screen. About 50% of the time, my system locks up solid and I have to do a hard restart. I'd really like to know what is going on. -
Problems with the new patch
Gnubee replied to kugkings's topic in Fallout New Vegas's Mod Troubleshooting
Yeah, that one didn't work for me either.