Jump to content

PhoebeLilies

Members
  • Posts

    23
  • Joined

  • Last visited

Everything posted by PhoebeLilies

  1. Friendly fire between companions isn't really a problem in New Vegas, but it'd be nice if they actually acted like it and didn't immediate blow through all the ammo you give them spraying and praying at a mole rat a couple yards away. With this mod, the more companions you have, the less trigger happy they are. Less ammo wasted, and more chances for the player to actually participate in combat. Could maybe include an accuracy buff for a result reminiscent of the Trigger Discipline trait so that Boone will feel more like a sniper in combat, and so you don't have to watch him slowly miss every shot.
  2. A little immersion mod that'd make the Pip-Boy's radio actually come from the Pip-Boy (or the player character's body if a handheld Pip-Boy is used). The Pip-Boy's radio will appear quieter to the player (the one behind the screen) the more you scroll out in third person and would pair well with mods that add a stealth penalty to using the radio. Immersion!
  3. All recruited companions would be selectable within a menu accessible on the companion wheel, but only a couple can physically present at a time, all other companions remaining hidden. CONVENIENT COMPANION QUEST TRIGGERS Companions who aren't selected will momentarily materialize to initiate the player in their quest dialogue before disappearing back into the player's party. An example of this would be Raul materializing to speak to the player after their conversation with Ranger Andy despite the selected companions being Veronica and ED-E. CUSTOMIZATION Potential options would be to limit how many companions can be in a party and how many can be selected, whether by hard numbers or specific formulas (e.g. Charisma = Party Limit, Charisma / 2 = Selection Limit). WHY? Swapping followers can be a slog (especially when you play without fast travel like me), and having many active at the same time easily breaks combat balance. HOW WOULD THE VAST AMOUNT OF COMPANION INVENTORY SPACE BE HANDLED? Good question! I dunno.
  4. Mainly to pair with Simple Night Vision since having harshly glowing lenses while the night vision is turned off doesn't make much sense. The texture of the lenses would also need to be changed since I believe they're meant to emphasize the glowing effect. Some dark gray lenses or maybe more dull green ones like the visor from the Desert Ranger helmet would work best, I think. It'd have the downside of not looking as cool when the night vision is enabled, but it'd make it more consistent with other helmets effected by the night vision mod. Wouldn't want it to disable the glowing lenses on ghost people, though.
  5. "My granny could beat you, and she's dead!" Let's see if it's true.
  6. With the inclusion of a voiced DJ in Cowboy Radio, it got me thinking that Mojave Music Radio deserves a DJ of its own. Little comments from a colorful character leading up to the various songs not heard on Radio New Vegas. I also imagine that it'd be really neat if this hypothetical mod interacted with other mods. Ads for mods that include new businesses, a news segment that references events from quest mods, etc.
  7. Ever since Fallout 4, I've always found its take of the vault jumpsuit to be the best balance of Fallout 1's simple design and the extra details added in Fallout 3's design. There's been a couple takes on the Fallout 1 vault jumpsuit, and no offense to the mod authors, but I think they show that not all of the classic games' designs completely blend with Fallout 3/NV's art style. The Fallout 3 take on vault jumpsuits is also good and makes sense, but it's such a departure of the original formfitting design, I couldn't help but be bothered by it. A complete replacement that also covers things like Boomer attire and armored vault jumpsuits would be amazing, I think.
  8. I believe their Fallout 1 skeleton bodies to look around 1/2 to 2/3 the height of human bodies. Their heads are definitely massive, though. Replicating the head size might not artistically look the best. The hypothetical mod author tackling this would probably have to find a happy medium between Fallout 1 and Fallout 3/NV alien head sizes. EDIT: I should probably specify that, if they were to remain the same height as vanilla Fallout 3/NV aliens, I think I'd rather they just be retextured. Adding even larger heads to their tall, lanky bodies would just look too jarring, I think.
  9. I'm mainly hoping for a retexture that better matches the Fallout 1 Alien Blaster mod, but a new take based off the shorter stature of the alien skeletons in Fallout 1 would be super cool to see, I think. EDIT: New Fallout 1 screenshot. The previous image wasn't always loading properly.
  10. My primary request is just a little something that would make the recon armor more resemble the hood that Cabbot is wearing in Fallout 1, whether it's the navy blue of his overworld sprite or the more teal color of his talking head. While replacing the brown of the hood is all that would be needed to reasonably pull off the look, I figure that it'd only make sense to do the same for the rest of the armor's brown color to match. As for the secondary request, I think it'd be neat if the helmet was slightly reshaped to be a bit more snug around the head and face, maybe with details like the cable in the back being removed to better look like something one would put a power armor helmet over. EDIT: Clearer wording.
  11. A glamorous variant of the Pip-Boy 2500 would be fabulous, I think. Such a mod honestly feels long overdue.
  12. I am indeed using Mod Limit Fix and 4GB Patch, yes. EDIT: Pretty certain that it's FNVulkan. Totally forgot I had installed it and removed it before testing again. Been testing by traveling from Goodsprings to Primm and clearing out the Bison Steve Casino. The frame rate usually shits the bed after exiting the casino, but I was surprised to see that it was still fine. Ran around a bit more before getting killed by a blind deathclaw. Frames were totally fine all throughout. Noticed some stuttering and audio lag, but I dunno if that's due to the absence of FNVulkan or if it's just New Vegas being New Vegas, regardless of the stability mods thrown at it. EDIT 2: Saw a user claim to have fixed this issue by doing "unusual things," which was unhelpful, but another suggested installing Vulkan SDK, which I did, but it unfortunately didn't work. Still getting massive FPS drops anywhere between the middle and end of my usual testing routine. Even stood around for half an hour, but the frame rate never returned to normal. Not sure if simply installing Vulkan SDK was suppose to work, but I don't really know how to use what it installs, so I haven't messed with it yet. I definitely underestimated FNVulkan though. When it works, it really works. EDIT 3: I've recently read Viva New Vegas's Mods to Avoid section and learned that Charge's FNV HD Texture Packs is highly unoptimized, so I've uninstalled it along with Unnecessary Physics, but I feel like it's a tad less likely that Unnecessary Physics was as much of an issue. The massive frame drops are no longer happening now, so I guess something about FNVulkan did not want to tolerate Charge's FNV HD Texture Packs or Unnecessary Physics for one reason or another. Now I can enjoy a much more stable game.
  13. Been suffering massive frame rate issues during relatively short play sessions, usually after entering or exiting a cell, but it can also happen while simply wandering around. If I manage to save during the frame rate drop, loading said save results in the frame rate returning to normal. Could it be a memory issue? I'm using Tick Fix and Heap Replacer. Made sure to use the Heap Replacer version that the EXE file instructed. Tick Fix Settings: https://pastebin.com/1nYxdnex Mod List: https://pastebin.com/eg9bcfRg Load Order: https://pastebin.com/dbWbz5J0 EDIT: Turns out that the frame drops can happen after loading a save, but loading the same one again fixes it. Still no clue as to why this is happening. Final Edit: Removing Charge's FNV HD Texture Packs and Unnecessary Physics did the trick. Seems that either one of them may have had disagreements with FNVulkan. But they're also generally unstable anyway, so says Viva New Vegas's Mods to Avoid section.
  14. The first-person animation mods that have been put out this past year are really cool, but some of the inconsistencies between first-person and third-person have been a bother, whether it's the speed of animations effecting first-person gameplay or weapons being held with both hands in first-person while being held with only one in third-person. I'm just hoping for something that focuses on smoothing out some of the stiffer animations from the game while prioritizing balance and consistency.
  15. Similar to the Prescription Glasses mod, but different in a few ways. The first pair would be granted to the player alongside the Pip-Boy and Vault 21 jumpsuit, with the initial design being determined via INI file or different plugins. Future replacements would be purchasable from certain doctors for a moderate amount of caps through special dialogue granted by the Four Eyes perk. After accepting your request to be fitted for new glasses, the player would then choose a design to request. After that, it shortly fades to black, indicating that the player is taking an eye exam and/or waiting for the glasses to be put together. Alternatively, prescription glasses could just be added to a doctor's stock of goods, but I find it less immersive for them to just have a bunch of glasses that match your prescription laying around.
  16. I wanna start using Return Useful Empties, but I seem to already have a mod that does the empty syringe thing, so the game wants to give me two for each stimpak. If anyone could somehow identify the mod through my load order, I'd be thankful. My load order. EDIT: Found it. The mod's Classic Chem Effects and Chem Crafting Recipes.
  17. More than a decade later, I feel that New Vegas's modding community is still lacking in hairstyles reminiscent of the vanilla game, but after seeing Vanilla Female Hidden Hairs Playable, I think it'd be great if these and whatever other unused hairstyles within the game's files were properly reimplemented into the game's character creation.
  18. For rebalancing on the fly and to synergize with mods that alter when perks are rewarded. Like Object Renamer, but with perks and level requirements instead of objects and names. Being able to change the skill requirements for perks within the same file would also be really neat, but I'm personally not as interested in that and can't imagine what the inside of the file would look like with that feature implemented.
  19. I love the Pip-Boy 2000 Mk VI, but it unfortunately clips with the Type 4 Body's wrist. It'd be great if someone with better modeling know-how than I could adjust the Mk VI's mesh to better fit the Type 4 Body's wrist.
  20. I mainly ask this because I use the Pip-Boy 2500 with Titans of The New West, but I also just think it'd be cool to have the consistency of both Pip-Boys in the game being handheld.
  21. I've been poking around r/SkyrimMods and a couple Nexus comment sections, trying to figure out why my main menus and loading screens have gotten so bright. I've gotten little response, so I'm trying here now and could really use some help. I should note that I don't use ENB and ReShade, going as far as to use ENB and ReShade Manager to get rid of any possible files from either. I've also checked if it was Obsidian Weathers after being told that weather mods can also affect the main menu, but the brightness persists. How it looks just before loading: https://i.imgur.com/PuLsato.png How it looks after loading: https://i.imgur.com/PiAtUSf.png My load order: https://pastebin.com/4VpGm3VZ
  22. I've never been a fan of mod configuration being accessed via inventory item, but I like the Pip-Boy 2500 a lot. I tried to remove the "[RobCo Pip-Boy Widget]" with FNVEdit, but it seems to only break the mod, so I'm hoping that someone smarter than I could either help me remove it properly or replace it with MCM functionality.
×
×
  • Create New...