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GamerChas

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Everything posted by GamerChas

  1. I have the same thoughts. The easiest way I can think of is to leave the roamers as male but replace the basic feral ghouls with a female model.
  2. A little late and you may have started already. But, they removed the annoying "I hope you are not .." and the "I am watching .." from NV. FONV was made by a different company than FO3 so there are a lot of core differences. Even though it uses the same game engine. PS One other big change. FO3 allows you to continue exploring after completing the main task. FONV does not. There is a warning in game: this is the end, are you sure you want to do this?
  3. Strange. Very strange. You should have no problem at all with him. My best wildest guess is some mod bug. All I can do is to tell my experience as an example. I use MMUE as my only mod. I have Boone and ED-E, both with no enhancements. I am around level 20 with 60 something in guns. I use That Gun with 5.56 AP ammo. I walk in the door and Dead Sea is right in front of me. I use VATS and aim for the head (95%) and he dies in about 4 hits. I even have enough AP left over to target one round at one of the other soldiers. This is repeatable, not a one time lucky critical hits thing.
  4. I agree with the other posters, you should not have any problem with Dead Sea. What gun are you using? What ammo? The legion guys wear armor and all have a high DT. Especially Dead Sea. Do you use companions? I have always done Nelson on my own before going to Camp Forlorn Hope, so do the NCR guys follow you into the cabin with Dead Sea?
  5. Thanks. There IS a list of the addresses for the quests. I tried searching but did not find it. Gotta go back to Google 101 remedial, I guess :(
  6. I goofed in doing the quest for Veronica, If I could make you care. I got the Pulse Gun from vault 34. And the quest advanced to: return to the elder. But then I put the gun into Veronicas inventory. the quest reset to: you need to find the gun. I took the gun back into my inventory. The quest reset to: return to the elder, and looked as if it was OK. But when we get to the elder, Veronica just stands there staring at him and does not start her conversation. Looks like the quest state is buggered. How do I reset the quest state to: I just found the gun? ( I think that will set things right )
  7. I already use a mod that sets the global respawning timer to 6 months. I hate the idea of things just coming back to life by magic. But the viper camps (and maybe some legion camps) must be on a different timer. They still respawn every 3 days. Could the timer that controls these respawns be changed also? Would you have to change each camps timer individually?
  8. pintocat, did you mean uGridstoload? I cannot find uGridstoload or uGridsloaded in any of my ini files. The local map is way too detailed for what I want. It only shows a small area around me. The path it shows that I have taken through the area is only about 6 feet wide. When I zoom the local map all the way out, is that one whole map cell? They are that small? Are you saying that there is a way to display a bigger area in the local map? Gribbleshnibit8, you are reading too much into my title. I am not looking to find my way back the way I came in. I am looking for a way to see where all I have been in the world and where I have missed. Mainly, I want to know what areas I have missed. Just the named locations showing up on the map is not enough detail. I want to explore all the little nooks and crannies before I am done. As you talk to people and get quests, you travel all over the map, back and forth. Unless I stop and completely explore an entire square around everywhere I go, I will be missing a lot of the small stuff. And I must see it all. Look under every rock, so to speak. For instance, on the way to Nipton, you need to skip out on going too far up into the mountains to the west because you cannot handle the large radscorpians up there yet. I am looking for a way to show that this is an area I have not been too yet.
  9. How about a mod that shows where you have been to in the world. Maybe display a dot over each map cell that you have been inside on the main map. (I think map cell is the right term) I am not sure what the size of a map cell is but I think it is small enough to show how well you have explored the world. That is the easiest way I can think of to do this. The data management for each cell must allow for a lot of variable, random data. If you drop an item on the ground, it will still be there when you go back to that same spot. There must be a way to add a simple yes/no flag if you have been inside that cell. I have no idea how you would display these dots on the map or how hard that would be. You could get a higher resolution than map cells by making a big array of bits for the x and y coordinates at some better resolution than the map cells. As you walk around, check off each square you have been inside.
  10. I was playing GOTY with the expansions activated but not with the Gun Runners Arsenal activated. I wanted some bug fixes so I installed the NVEC bug fixes only mod and activated GRA because NVEC needs it. I just got ED-E in Primm and I notice that its gun is different. It now turns enemies into goo piles instead of lighting them on fire. Is this from NVEC or from GRA? is ED-E's weapon now stronger? Because, I do not want a stronger ED-E or anything else to be stronger from NVEC. I just want a bug fix pack.
  11. I am using the Mission Mojave mod as my only mod to FONV GOTY. I am using it because it is supposed to be the unofficial fix pack for NV. I am playing hardcore and just got to Novac and tried resting in my owned motel bed. But I did not heal. I deactivated MM then loaded my save game and then I did heal while resting. Is this supposed to be a feature of MM? I thought MM only fixed bugs.
  12. In FO3, you could tell Dogmeat to find weapons, ammo etc. Is there any mod that does something similar in FONV? When I get into a running battle with several enemies, I usually have a hard time to find the bodies to loot. Is there any mod that would help? Edit: OK, I see the almost same request in the Mod Requests forum, so my question is answered: http://forums.nexusmods.com/index.php?/topic/992013-corpse-detection/
  13. I would like it if the Pipboy light would automatically turn on when going indoors. With an option to enable/disable the automatic feature. If you are sure there are enemies inside then you can disable the automatic light. Edit: Or maybe just an option that keeps the light from going off automatically when you go back outside. For instance, in Nipton, when going from house to house looting. Just keep the light on until all done.
  14. In FO3, upgrading the 4 named caravans was a thing. There was plenty of extra armor and weapons to use that was much better than their default stuff. And if you did not upgrade, then later in the game they died a lot. I am level 10 now and in Novac. So far, I do not see anything good to upgrade them with. Is it a thing in FONV to upgrade caravans? If I add stimpacks to their inventory, Will they use them? I am playing in hard core if that makes any difference with the caravans. Assuming they will use a stimpack: I did give a couple of stimpacks to a crippled caravan guard that keeps limping along far behind the merchant and brahman. But he does not use it. In FO3 the caravans would only heal with a stimpack when in combat. A trick I read about in FO3 was to stealth, then shoot a wounded caravan guard with a BB so he would heal using a stimpack because he was in combat. I do not have a BB gun right now, so I cannot test this idea. Think it will work? If the guard gets into combat with something, will that auto-heal him? maybe I can lure a mole rat into his path. Any other way to heal the crippled guard?
  15. Does reducing your intelligence during a battle have any downsides? I am thinking of the Wasteland tequila that increases your DT, charisma and strength but reduces intelligence.
  16. Is the scaling of the enemies in FONV and FO3 based on my level alone, or is it modified if I have companions? In simpler terms, does having a companion make the enemies harder?
  17. I have never made it all the way to the end of Broken Steel yet. I know that you can continue after completing the main BS quest - nuking some Enclave base. But after completing this mission, is there a wrap-up cinematic that 'finishes' the game, even though you are not finished? In FO2, you could also continue playing after the main mission of rescuing your people. But, first there was a long cinematic that shows the long term effects of your actions. Then it asks you if you want to continue playing. The cinematic says that since you did not kill all the raiders, the raiders still plague the wasteland, etc. But I was not done yet Dammit! After I rescue my people I can go and finish all the side quests. And kill the raiders and slavers. And clean up Reno. etc. But the ending is already over, according to the cinematic that played. So, will the same thing happen in FO3?
  18. I found out how to keep the DLC's from always auto loading. No matter what is checked in the data files menu. In the data directory, each DLC has a .esm and a .bsa file as is normal. But they also have a .NAM file. Deleting these .NAM files keeps them from always loading. Now the data files menu works. I just like the idea of experiencing the game as it was first released before any expansions. Kinda like if I had bought it when it was first released before anything else was available. Then I will add the expansion packs. I always replay a couple of times anyway. I do not think I will ever add the extra weapons packs. Starting with that much stuff is too overpowering.
  19. I bought the Fallout new Vegas complete pack when it was on sale back in December. I just installed it. In the main menu, like in FO3, there are check marks for which DLC's to add. I have none of them checked except the main game. But when I start, all the DLC's are activated - the expansion packs and the additional items packs. Is there any way to just get the vanilla FNV game? I want to see what it is like first without any extras.
  20. I am getting a runtime error crash near the end of Operation Anchorage. I have Win 7 Home Premium 64bit and the Steam GOTY edition. I have all the DLC's enabled and the unofficial patch. No mods. My F3 has been pretty stable up to now. This is the first really hard crash I have had. I am near the end of Operation Anchorage, to take down the force field. I am at a point where you exit the trench. There is an open area with a bunker ahead of me with two turrets, several enemies off to my left, and a lot of barbed wire. Every time I try to enter this area, the sound goes very loud and then I get a runtime error crash. I have never had a runtime error crash before with F3. I do have the 2 cores .ini fix and I stripped my windows down to a gaming level. I run F3 from the Fallout3.exe directly without running Steam and I have the network connection disabled. Edit: OK I got it fixed. This info is for anyone else if they need it. I tried lowering graphics, window mode etc. That did not help. The problem is with the ASUS Xonar DX card and with Win7's optical output flux up. I am using the optical output from the DX card to a receiver to get Dolby 5.1 surround. It looks like selecting optical output from the Windows audio properties is the right way to go. But Win7 only supports stereo if you select optical output from the Windows audio properties. The work-around from ASUS is to select 5.1 speakers in Windows playback devices, then select Dolby optical output from the ASUS sound card control panel. The sound card then takes the 5.1 speaker streams being fed to it from the game/Windows and converts to Dolby before outputing on the optical S/PDIF. I am not sure where the actual error was. It was a runtime error in whatever C++ redistributable was being used. By Windows for the speaker output or by ASUS for the conversion? Don't know. I tried disabling all sound devices but FO3 will not run without any sound support. My fix was to disable the 5.1 speakers and enable S/PDIF pass-through from Windows playback devices. Then you only get stereo sound but at least I can play through the area and finish Operation Anchorage. Then I went back to my previous settings - telling Windows that I have 5.1 speakers attached and letting the Xonar DX card convert to S/PDIF.
  21. This is a common bug not related to any mod - happens in vanilla game too. Try turning off the auto saves in the game menu. Mainly, the save on travel one. This should let you get through the door. You may have to walk out of the Rivit City area before you can save.
  22. I am using the mod SlowerLevels350 to keep from hitting the level cap too soon. Because I want to do everything and explore every square foot. I am now wondering if this is too slow. My question is: If I have done every side quest possible and Operation Ankorage and The Pitt before I finish the main quest and start Broken Steel - About how many levels will I gain during Broken Steel and doing Point Lookout and Mothership Zeta? This is assuming a standard unmodded install and that I do everything possible. Maybe a better way of asking the question, how many points are possible in Broken Steel, Point Lookout and Mothership Zeta? Also, I am planning on doing Point Lookout and Mothership Zeta after Broken Steel starts because they were released after Broken Steel was released. Does it matter at all if you do them before or after broken Steel starts?
  23. I have the Steam GOTY edition with all the add-ons activated and the unofficial patch installed. No mods. I am getting repeatable bugs of enemies not spawining when I approach from a certain direction. I am wondering if this is a known bug and if there is some way to fix it. 1. The first area is just across the river from the Ankorage Memorial. There is a tent with a captive in it. There is supposed to be a Mutant guarding the captive, a dead wastelander just outside the tent and two centaurs patrolling. I go to the Ankorage Memorial first to plant the observer device. I can see the patrolling centaurs but I leave them alone for now. Later, I cross the river near the supermarket then head south from Senica Station towards Rivit City. When I get to the tent, there is no mutant, centaurs or dead wastelander. Just the captive. Also there is no mirelurk or radroaches near the Tepid Sewer and no radroaches on the other side of Dukov's Place. Later on, when I travel back to this area after being to Rivit City, all these enemies are now there, including the dead wastelander. I 'think' that I must come from the south, heading north, to make the enemies spawn again. After all, they did spawn once, when I was at the Ankorage Memorial. 2. The second area is the mutant camp just north of Rivit City. There are supposed to be four mutants in the camp, a captive and a couple dead raiders. Heading south from Dukov's Place, I go to the Jefferson Memorial first, and circle it while clearing out the 4 or 5 mutants there. I do not enter the Memorial. When I get to the point where I could cross directly to the camp from the Memorial I can see that the mutants are there. But I continue to do a complete circle around the Jefferson Memorial and back out the road I came in on. Past the fishing shack. I then head south towards Rivit City. When I get to the camp there are no mutants or dead raiders. Just the captive. Just like the case above. If I go back north, then around the Jefferson Memorial again, then directly across to the camp from the memorial, now the mutants and dead raiders are there. It seems like entering these cells from the north causes a bug. Like I said above, I am just wondering if this is a long time known bug.
  24. I am planning on upgrading the caravans by planting better guns, armor etc on them. You find so much stuff in the game that I might as well use some of it for the caravans. Doing a Google search, I saw a response on one forum that said you only need to plant one round of ammo for whatever gun you give them. They will never run out of ammo, kinda like your companions default weapon. But I cannot find any conformation of this. This does not sound right to me. Is this true?
  25. Is there a way to reduce the number of encounters with the random critters in the wasteland? I did 99 44/100 % of everything to do in downtown DC first. I am now level 17 and am starting the exploration of the Wasteland areas. Instead of dogs and moles, I am now getting Yao Quai and Deathclaws. The constant battles are tiresome. I have had my fill of combat during downtown DC. And I will still get combats in the locations I find. I just want to explore in some peace between locations. I could enable God mode but I would still have to spend time to kill all these things. I do not need the experience from these critters, I still have all the Wasteland locations and the expansion packs to explore. I think I will hit level 30 long before the end of Broken Steel. So , is there a way to reduce the random encounters (spawinig?) or to lower their type - ie dogs instead of Yao Quai? At least a dog can be killed without slowing down my exploring.
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