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rainbranchtTJ

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Everything posted by rainbranchtTJ

  1. I wasn't using Ctrl+A, I tried with it, however it seemed to turn out the same patch as it did without pressing Ctrl+A. I was having conflicts with stronger mercs + stronger mercenaries + travelling merchant fix + outside bets + decrucifixion. I came up with a pretty decent load order, and then manually made my own patch for them, as it only resolves one of the 100 ish conflicts between the 5 mods, my manual patch solves them all, on top of my manual patch, I also added an automatic merged patch.
  2. I've got an idea for a mod that would make the different forms of currency more useful. The idea would essentially make certain merchants accept only certain forms of currency. Merchants in areas inhabited by Ceasers legion would only accept Legion Money (I only know of one), Merchants in NCR controlled towns would use NCR Money, and merchants in areas not controlled by either or that are just being visited by said factions, would accept caps as usual. The merchants would also be equipped with a dialogue option that opens a currency exchange window, to exchange your caps for the correct currency, however the exchange rate would be slightly less than normal (the merchant is taking advantage of the fact you don't have the correct form, to make some for himself). (like the menu at the casinos) Instead of paying 4 to 1, you'd pay 5 to 1. An NCR merchant wouldn't exchange Legion money, and vice versa. Any "cap" merchants would have a script to exchange for both types. I understand it'd might be impossible to change the currency that the merchant accepts (I understand bottle caps and NCR money are both miscellaneous items, maybe that's a start?) if it can't, I have a somewhat idea of where to start: When the player goes into the trade: - a temporary item is created in there inventory (or permanent), this represents the "trading credit" of the players NCR/Legion currency in caps. - When trading, instead of the worth of the trade being checked against your caps, it checked against the "trading credit". - When the trade is confirmed, the trading credit is decreased by how much you spend, at the same time your NCR/Legion currency is TRANSFERRED from your inventory to the traders, in corresponding values. I understand this sounds complicated, I imagine it would involve putting a flag on the merchants signifying there accepted currency (or base it off there faction affiliation), implementing new dialogue options, an exchange window, and a script for the trading that would go INTO the trading script already in the game, but I'm certain that if this mod is possible, it would be great one. I've always felt like the different forms of currency didn't really have a use, I think this would improve the overall challenge and immersion of the game.
  3. Hey everyone, I've modded my game before, but last time it got to the point where everyone had pink heads, just as I was installing the last of my 40 odd mods. I'm restarting and this time I took more time learning about how to do it properly, it's really the first time I've actually looked around inside the FNVEdit patch list, I used to just hit create merged patch and save. This time I opened up my merged patch, according to the tutorials I've read, the merged patch is supposed to contain a list of all mod's that were in conflict as masters. However when I expand the MergePatch2.esp it contains only a single sub folder- File Header, which seems to contain almost NO information whatsoever. The patch's that were in conflict were the more traits/more perks mod, for companions and all DLCS, should information from these not go into the merged patch? Also, shouldn't they be master files of my merged patch ?
  4. Hi everyone. I'm using NMM for the first time, only having used FOMM for F3 up until now. I'm having a problem I can't seem to find any help for. While installing Nevada and WMX, the WMX patch uninstalls the DLC patch, and vice versa. I can't get them to both install at the same time. I've done a couple searches and can't find any mention of this problem. Suggestions ?
  5. Hey all, I've been playing Fallout 3 for a long time now, and think it's time to switch to New Vegas again, just to change up the story/setting. I've always liked 3 a lot more than NV because NV feels to organized, it doesn't seem to have the same level of post apocalyptic chaos that 3 does. It always felt like in NV you were more reliant on interactions with other factions and that you had to do all there work and didn't have the lone survival feel as 3. Pretty much, it seems like the game revolves around you being every bodies b&@*$. So of course I'm going to use mods, I'm just wondering what direction you can point me in to make my game feel more free. I liked NPC's Travel, Travellers for F3, but couldn't find a version for New Vegas. Also, I'll be looking into this shortly, but what is the NV version of CALIBR, CRAFT, Darnified UI and other essentials ?
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