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Manan6619

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Everything posted by Manan6619

  1. Thanks. Hmm, now that sounds interesting - so basically it has a 100% chance of spawning as it is, huh? Damn. So what happens to those 70% it decides not to equip it with? Does it select a different weapon for them? Would they just be unarmed? I notice that every other weapon in the list(sorry, now I understand my screenshot didn't even show the info about the weapon I was talking about!) also has a Chance None of 0. Thank you. Yeah, looking at it I see that it can spawn from level one, all across the board. Geez. Alright, another question. I see this section but I'm not quite sure what its leveled list entry is for. Vendors? Legendaries?
  2. Hello! I've been enjoying a mod(linked at bottom) that adds the Assault Rifle as it was in Fallout 3, but as nice as it is I've found it has a multitude of little problems. First, it was appearing on many Super Mutants despite their inability to use it. Thankfully I found help in the comments for that issue(and only that issue). Here are some of my other concerns: -This thing is spawning far too often for my liking -It's been easily obtainable from level 1 or so, and outclasses a great many of the guns you can find for the first 20 levels I feel like those are both easy fixes that could be done in FO4edit or the CK, but I'm not sure exactly where to start. Google has not been my friend for this, I'll tell you that. Let's look at some of its leveled list entries for raiders in FO4edit, shall we? Perhaps someone can help me understand what I'm looking at, and if there is anything that I can directly change from their to influence the gun's rarity: R91 Assault Rifle mod: http://www.nexusmods.com/fallout4/mods/7715/?
  3. Hi there. So I've tried replacing a couple of the little tunes that play when you select a new perk, using a mod that removes the music altogether as a framework(sounds pretty silly now, doesn't it?). I replaced two of the .xwm files in the mod with my own .xwm files that had the level up music I want to hear, and deleted the third one so that I could hear one of the normal ones occasionally. However, upon installing this package to my game, I hear silence rather than my new themes, and the one I let be untouched still plays sometimes as well. Of course, I figured I just installed the wrong package, so I repacked a mod with the sounds I wanted to hear, deleted the original version with silent .xwm files, and reinstalled my little mod. Still nothing, and, in fact, I still get nothing when I uninstall the mod in Wrye Flash! Yet, this same process worked when I changed a couple of the death music files. I'm baffled. Help? The mod I mentioned: http://www.nexusmods.com/fallout4/mods/11110/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D11110%26preview%3D&pUp=1 I should point out, I am certain that I installed the correct file with music rather than blank audio files - the one I have installed is 462 KB, whereas the original mod is only 5.54 KB.
  4. I cleared OWB and ran gleefully to the Capital Wasteland with my shiny new Dr. Mobius' Glove. The one that causes NPCs to be frenzied upon critical hits. However, I'm finding lots of NPCs there are immune to its knockdown + frenzy effect. I can't find a pattern for who will be immune and who won't... Anybody familiar with this? I don't remember it ever being a problem on vanilla New Vegas. Even NPCs that I would expect to be the same across the board act differently. Some Super Mutant Overlords are affected, some aren't, etc... This is my load order:
  5. Yeah, I've always had a soft spot for Freeside and its issues. I help 'em out how I can in the vanilla game, and drop off some robots from RobCo Certified every now and then that will stick around and deal with the hostile junkies. Hmmm, interesting, never got it that far in the Inheritance. I'll have to try replaying that to its completion. Hmm, may have to look into RTS. I had it figured for a Wasteland Defense clone, looks more interesting than that, now that I investigate some. A while ago I was reading about a mod intended for TTW that eliminates the mutant threat after the endgame and lets you rebuild a little bit, I should go try digging that up.
  6. One of the types of mods I most enjoy are mods that allow you to rebuild and reclaim parts of the wasteland for civilization(or yourself). Doesn't matter if it's as big as Freeside or some random little place like El Rey Motel, I've always felt very accomplished after fixing a place up with some effort. Even in Fallout 4, there were a lot of times I found myself going, "damn, I wish I could rebuild this place." Some of the better ones I've found are "The New Bison Steve Lucky Hotel and Casino", "Nipton Rebuilt", and "Afterschool Special", to name a few. In fact, if anyone would link me to more like these, I'd appreciate it. I'd like to know if there's anyone else out there who feels the same way, and what their thoughts are. Which places they'd like to be able to rebuild, that sort of idea. For example, I think El Rey Motel would be a fun one to build back up - rehabilitate the junkies, clean out the rooms. You could have a small quest to convince the NCR to post some troopers to specifically guard it(or even inhabit the rooms). I'm not expecting someone to come make these random mods, but discussing them is fun.
  7. Looks like the gun is called "Feminista!", and as far as I can tell, it is a custom retexture that cannot be found on the Nexus.
  8. Yeesh, every page? On the Nexus, right, and not just mobile in general? If I were you I'd get an adblocking browser, and maybe switch back to a normal browser if the issue gets fixed... your device is definitely worth more than the ad revenue you produce. If you have Android you can get Firefox or Dolphin Jetpack. I'm not sure about Apple devices - you might be able to get Firefox to block ads for those as well.
  9. Yup, I've been having a similar issue on android for a couple of weeks now. I haven't had any of them be nasty enough that I can't just restart my browser to escape, but obviously it's still a pain - I can't use the back button, either. I'm gonna try and edit a screenshot in here eventually. EDIT: Got it.
  10. @magmameister: The Groovatron NV may be what you're looking for: http://www.nexusmods.com/newvegas/mods/42528/? I'm still on the lookout for whatever is causing my issue with TTW and Enclave Soldiers. Living anatomy shows me that certain soldiers, even with their armor itself removed, have a DT of 38...? Also - if anyone happens to know of a mod that integrates both DT and DR more completely into TWW(e.g. giving armors such as the enclave hellfire armor DR on top of its DT), I'd appreciate it. I haven't looked myself yet, so I'll edit this post if I find anything after looking on my own. EDIT: I found something, but I don't I'm allowed to post links to the TTW website. There's a thread on there about if adding DR to armors is a good idea. Google should help you find it~
  11. Everything I've seen is pointing to New Vegas not being involved in the whole Games for Windows Live racket at all - are you sure you need that in the first place? Also, if you install Tale of Two Wastelands, not needing GFWL as well as better performance in general are advantages besides combining both of the two games~
  12. So, a bit of an unusual request here: I'm running Tale of Two Wastelands, and Enclave Soldiers have a REALLY high base DT, even without armor, for some reason. Takes armor piercing Anti-Materiel Rifle rounds to actually penetrate, and just barely. Anyone know which of these mods in my load order may cause this...? EDIT: I've tried using the NVSE GetBaseObject console command to see if they're from a particular mod, and their base IDs all start with "ff", so that doesn't help.
  13. EDIT: Yep, sorry, wrong subforum to put this topic in. I'd appreciate if a moderator could move this to the New Vegas Mod Talk section. Thanks! So, I'm a big fan of mods that require putting caps/resource gathering into building or rebuilding of towns, structures, etc. to be more useful or inhabitable. Bonus points if I can freely arm people to guard the place, as well. Here are some mods I already use like this, both for example and if you want to use them yourself: Wasteland Defense: http://www.nexusmods.com/newvegas/mods/38049/? Lore Friendly Goodsprings Gas Station Home: http://www.nexusmods.com/newvegas/mods/57655/? Nipton Rebuilt: http://www.nexusmods.com/newvegas/mods/56663/? The New Bison Steve Hotel and Lucky Casino: http://www.nexusmods.com/newvegas/mods/40433/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fcomments%2F%3Fmod_id%3D40433%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D303852&pUp=1 Afterschool Special: http://www.nexusmods.com/newvegas/mods/43757/? Thanks to anyone who helps :smile:
  14. Saw a mod some time ago on the Nexus that changed a lot of the loading screen tips to be less helpful and much funnier. Possibly also notable, the author had pictures with My Little Pony loading screen backgrounds for the mod, so you should notice those as well as the expected flame wars in the comments(I mention this because there's a couple of mods that do a similar thing but without as good a sense of humor).
  15. So, I'd like to know if there's anyone who's willing to take existing mods and make them work properly with vendor and leveled lists - there's some really great content on the Nexus that doesn't do much besides sit in Doc Mitchell's house and look good on the player should they decide to use it - especially stuff with a lot of content that you can't exactly carry around everywhere. If I'm unclear, here is an example of what I'm talking about that was done with TG's Armor mod(albeit not done as meticulously as I prefer with vault and powder ganger uniforms appear on Legion and NCR troopers, but still WAY better than nothing): http://www.nexusmods.com/newvegas/mods/50485/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fcomments%2F%3Fmod_id%3D50485%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1006756&pUp=1 Here's some examples of mods that could use proper integration. I'll add more later, as well. http://www.nexusmods.com/newvegas/mods/50381/? http://www.nexusmods.com/newvegas/mods/36660/? Also, if anyone has/can make tutorials for those unfamiliar with the G.E.C.K. and FNVedit(cough, cough, ME :tongue: ), that could be helpful as well. Thanks!
  16. Yeah, I third this motion. I always enjoy mods that allow me to improve things via cap investments. There's a mod by the name of Nipton Rebuilt that lets you do this with Nipton.
  17. I agree with this entirely. It would be great to assemble a package of as many high-quality weapon mods as possible, and hopefully merge them together to save a TON load order space. I'd suggest looking at the Combined Weapons mod for some lore-friendly melee and throwing items(it even has one explosive item as well). Homemade grenades is nice as well for lore-friendly, home-crafted weapons. Combined Weapons allows crafting of its weapons AND integrates them into the leveled lists, while Homemade grenades just adds them all as crafting recipes. Raudhan2300 made some interesting(albeit not very lore friendly, some of them) weapons as well, but I'm pretty sure they're not integrated into the leveled lists(you may have seen some already if you have Monster Wars, which uses some of them). Raudhan's profile is here if you're interested: http://www.nexusmods.com/newvegas/users/1454396/?tb=mods&pUp=1 Now, to go look for more possible mods... I really like this idea :smile:
  18. A while ago I found a mod that added various gas masks into the game from different points in time. The masks are great, but are only located in certain parts of the world as the only masks of their kind there is. I requested that the author add them to leveled and merchant lists, and although they sort of liked the idea they decided against it for the sake of lore. Generally I prefer lore-friendly, but the possibility of having a variety of gas masks available for purchase as well as being found on NPCs is too good to pass up. With that, I give thanks in advance to anyone that decides to go through with it. The mod can be found here: http://www.nexusmods.com/newvegas/mods/49475/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D49475%26preview%3D&pUp=1
  19. Wow! Having just come onto this topic for the first time and noticing that the OP was from 2012, I had figured this would be another unfortunately dead project.... But, I stand corrected, given that the last post was today with an update. The armor looks great. Looking forward to seeing it on the Nexus!
  20. That's from Fallout 3, given that they're in Moriarty's Saloon.
  21. Best I've got is a huge crafting overhaul mod that I know allows you to make plain power armor from BoS armor: http://www.nexusmods.com/newvegas/mods/49857/?
  22. Hey, what the heck - looks like nobody else is willing to do anything - if you did, I'd appreciate it :)
  23. Add a little more variety, take away the riot shotguns but still give them decent weapons, then release as a mod and give us think link...? Pleeeaaassee? :D
  24. I've got a bit of an unusual request. I'd like to quickly see if anyone can recognize which particular mod in my load order is causing an issue before I go and tear the sucker up myself. It seems I have a mod that adds dialogue to just about every character in the game. It changes some of the idle chatter between NPCs as well as their goodbyes. I'll see NPCs walk around, face each other to chat and make no noise, but my subtitles will say "See you later friend". This will happen between anyone. Even robots and lobotomites from RobCo Certified, for goodness sake's. It adds a separate 'goodbye' option to some characters(for others it just overrides it completely) as well. When I use it - once again, works on any character with proper dialogue - they will look at me silently and the subtitle will say 'Goodbye' or 'See you later friend'. Legion, robots, NCR, Goodsprings townsfolk, doesn't matter which. If it helps, here's my load order: Thank you in advance for anyone who helps and saves me the grief of going through my load order and individually disabling things one by one.
  25. I've got an issue with the DT/DR system in the UI. I'm sure by now we've noticed how when the Pip-Boy shows the DT and DR on an apparel item with both, the two will fade out and show the other every few seconds, similar to the way it shows Damage vs. Damage per Second with weapons. Well, not only is this mildly annoying, but I have an issue where if I move my selection from an object with both DT and DR to an object that only has one of the two, the display will remain as it was on the object with both. So, for example, if I have Combat Armor selected and the DR is showing, then I move to a Breathing Mask that only has DT, the DT won't show because the game is staying on the DR stat, which is blank due to the Breathing Mask's lack of DR. I have to then move my selection back to an item with the correct stat and wait for it to change to that, then select the object that I wanted to read. It's slowly driving me insane. Dilemma aside, I'm almost positive this kind of mod has been done before, or can be done in a short amount of time. I'd like something that shows both the DT and DR stats for objects separately without fading(if said mod does it with DAM/DPS too, that's cool but I don't have an issue with those). I'm aware that there is a mod that does just for DarnUI, but I've tried using DarnUI and not only did it take me forever for all the text to be the proper size, but in my opinion it looked pretty strange anyway. So that's not an option. Well, that's it - anyone mind helping me out, please? EDIT: Whoops, this is probably better off in the requests section, isn't it? Would a moderator please move it there once they get the chance? My apologies.
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