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DigitalBlasphemer

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Everything posted by DigitalBlasphemer

  1. I'll have to table this for now as I am about to sleep for the night. (It's 1:30AM here). However, I thank you for the feedback and I shall definitely get started on that soon after I wake up again. If there's any other steps you can list for me to do on top of those, go ahead and I shall follow them to the letter.
  2. Absolutely. I've done this 4 times already, and it only kinda worked, so I'm willing to give it another shot.
  3. Ah, whoops, location is Documents and from everything I've read, the Program Files x86 folder is a system folder or something like that and prone to problems when you have things that try to override other things, I think? So just to be safe, I totally moved all that stuff to Documents. As for the hardware...admittedly, it's complete crap. I got an HP laptop running W10, 4gb RAM, I believe the processor is an Intel Quad core or 3 core, I forget, not sure, tbch. The graphics I'm forgetting too. To clarify though, for whatever reason, the game runs super smoothly, (both before, with all of those mods installed and using MO2, and currently, just running the 3 mods and FOMM)...and when I say super smoothly, like, there's no stutter, no lag, quick load times (a couple seconds at best), WAY faster than the PS3 version.
  4. Crap, I meant to actually reply to that. My bad. Okay, so, first off, thanks for your timely reply. As for the version, it's Steam. As I mentioned above, I didn't just go in blind...I made sure to at least do some basic research in order to avoid messing everything up the first go around. Of course it didn't take off like I expected, but I wasn't surprised. I researched the basics of modding, how to mod for beginners, etc. I looked up how to sort, best tools to use, etc etc. I had a basic idea, for sure, and I cleaned the mods that I was told to clean with the tools I was told to clean them with. Now, with about 40 mods, I was kinda alright, and yes, this was all done post-101 intro. I waited till I was outside, saved, quit to desktop, then and only then did I begin nodding. I went back through the list and unchecked everything except for Flora Overhaul, FWE and all it's components, and Ironsights and all of it's respective components. Those are currently the only ones I have active at the moment, though I would definitely like to add more. The 3 I just mentioned are absolutely essential. I crave immersive gameplay and realism and while those 3 alone don't even come close, it is a start. That being said, with just these 3, game works like a charm. If I left anything out, let me know.
  5. I have seen the shots on twitterwhat exactly do you want to do? in order to establish a problem, you need to slow down with all the mods first. Ok, I get your new at this. that's fine. But your head long in to advanced modding and doing advanced things without knowing what is right or wrong. From what I see here, you just dumped a lot of mods in and overwrote a ton of things that broke the games structure. No amount of load ordering is going to fix that.  When you start out. you establish a known working game, and that means exiting the demo / Vault 101. raw. and scout around first. let the game stabilize first. From what I gather ,your installing the game some place wrong, or the hardware is incompatible. I neither case. yes, there are reasons the game will crash. But given the circumstance's you laid out here ? that's the problem. wait on all the mods , OK ? don't jam pack the game with code if you don't know what the issues are first. 2nd. starting out installing mods using fomm is not a problem if done in the correct sequence of events. otherwise you can corrupt the data. Mo2 as you said had no issues until about a few minutes passed. Now, the question is ? did you reinstall the game first? Or-did you just install MOd Organizer and go for broke? because that's wrong. Post your hardware specs please, post where the game is installed at too. Steam game ?GOG game ?Location the game is?Hardware specs / AKA graphic's card / Processor type and brand.you answer those questions and maybe I can help you.
  6. And whaddya know, boss says to use loot... Not only that, but it ordered the mods exactly the same way as loot did. Also, FOOK was an oversight. Sue me.
  7. I'm not really sure how to respond to that. Am I supposed to say thanks or something? I have no answers except that my mod order is a complete mess... Okay? So how do I fix it? You just gonna tell me it's a mess and offer nothing besides telling me to get one piece of a multi-part mod sorted and then...what? I'm pretty sure I mentioned I'm new to modding, so maybe take it easy on me, yeah? It's not like I'm just gonna magically figure out how to do this with the vague description you gave.
  8. So, I've recently begun modding and before going into it, I did some research so as to be able to mod effectively, even being a beginner, however, I have hit a snag. After reading up on various things to do when modding, including sorting, cleaning mods, etc, I've come across a CTD issue that I just can't pin down. I've been at this for days, installing, uninstalling, cleaning the mods LOOT said needed cleaning, reinstalling, sorting, just, everything, and none of the "solutions" work for very long. The most success I have had was getting out of Vault 101, but then the game crashes about every 5-10 minutes when exploring the wasteland. I've got quite a few mods installed, this go around using FOMM, which, though finnicky, seems to be quite good at detecting repeats and conflicts. Now, I will say this, with MO2, i got the game up and running, mods going, cleaned, correct order, etc, and it worked...for about 5 minutes each time. In this particular instance, using FOMM, the game loads, the intro slides begin their sequence, but right as the "PLEASE WAIT" slide comes up, boom, instant CTD. Attached are links to screenshots of the mods I have currently installed and the only ones that have been cleaned are the ones LOOT said to cleaned. Besides those cleaned, all others are fresh from NM, dirty as all get-out. https://twitter.com/ReverendKilljo2/status/1280316458711441408/photo/1 https://twitter.com/ReverendKilljo2/status/1280316560981147650/photo/1 https://twitter.com/ReverendKilljo2/status/1280316639007793152/photo/1 https://twitter.com/ReverendKilljo2/status/1280316719861428225/photo/1 https://twitter.com/ReverendKilljo2/status/1280316782922698752/photo/1 If anyone could help me get this game up and running with the listed mods included, I'd be eternally grateful.
  9. If anyone wants to jump on this project or test it out, I'd be eternally grateful. I've got a friend who has some background in the story aspect of video game design and he's going to help me with a sinister background for this vault. I want to come up with some super heinous vault-tec goings on for this particular entry, hence the secret vault. I may not even give it a number, as the plan is for this vault to be secreted from even certain parts of the vault-tec staff, simply to test a wholly unethical, immoral experiment.
  10. To clarify, I don't wish to make the sewer area leading to the vault entrance a large place. The vault, however, is going to take up far more space. I think instead of having a sloped sewer, I'm going to opt for a level one, as that would mesh better aesthetically with the area just outside the pipe. I'm think of the same junction, as to just have a sewer leading to a vault with no other connections on the sewer system wouldn't exactly make sense aesthetically, as the area outside the pipe is a bunch of irradiated muck. How did the muck get there? Had to be water coming through the pipe from somewhere, and so, the junction in the sewer will have a large...what is this called...the areas in the sewers in Fallout 3 that are blocked off by vertical metal bars, kinda like an old school jail cell, and you can see through the bars? Yeah, that thing. Gonna have one of those in the direction of Primm. (Sewer line from Primm flows out to this location, aesthetics make sense now). A bit of rubble behind the vertical bars, a few barrels of radioactive waste down the blocked end (leading to Primm), perhaps a small stretch of shallow, mildly irradiated water in the lowest part of the sewer pipe interior. Then, the vault door. Dynamic, rolls open and everything. The vault entrance interior, and an elevator (exit, leads to whatever the most logical next interior space would be, atrium, diner, living quarters, etc) And I plan on having multiple separate interiors for each of these spaces.
  11. Thank you all for the detailed answers. The NPC idea I had was a mini fire gecko that was not hostile and lived in the bunker. I was thinking of having it scripted to randomly breathe fire, as well as pace around, lick it's eyeball as they are wont to do, etc. No dialogue, just have it there as like, a pet of sorts. I was also thinking with the multiple interiors of creating a secret vault. I'm gonna refer to Fallout 3, specifically the sewer type entrances that look like cross crossed bars with a huge split down the middle, (as if someone previously had cut the bars and pried the grate open, lol, yeah, that one). There's one of them next to the large shallow rectangular pond in the DC ruins and it leads to a cavernous network under DC that's filled with leaking pipes and mirelurks. There's also this same type of pried open sewer grate in New Vegas, right next to a cesspool with an old blue and yellow truck, (explodable, engine blows up if you shoot it too many times). Next to this truck is a powder ganger camp, (I forget which camp, but it's the one north of Primm). Anyway, this cesspool is irradiated, causing 1rps and the truck has a bed frame falling out of the back, a cabinet, and various miscellaneous items such as plates and cans. For this pried open grate, there is no entrance in the game, even though it looks like a super obvious entrance to a sewer and is unobstructed by anything. I was thinking to make a sewer system running at a short, descending slope, coming to a flat area with 2 paths, one heading the direction Primm would be and straight, but blocked by a collapse. The second path would be facing the sewer entrance with a vault door control panel and a vault door. (Any numbers that aren't already claimed by modders or exist in the series?) I forget the experiment vault-tec was running for this idea, though I was going to have multiple interiors for it and a unique boss NPC. Any tips, pointers, anything, hit me with it.
  12. Makes sense. So this particular addition wouldn't bog the game down any noticeable amount, would it?
  13. Oh, a very important question to add to that list: 7. The Nuka-Cola lamp... I've seen two types, both types have one difference, the light source. In one version, the light source is a light bulb under the lamp shade. In the other version, (the one I wish to use),the bottle on the base lights up. My question is, can I place a lamp with a light up bottle base in my bunker and givee it a dynamic action? I want to make it to where I can toggle it on and off.
  14. I do know from watching the tutorials that I'd have to make a copy of the item I wish to create, rename the copy to make it unique to the mod and easier to find, and also so I can tweak it without messing with the original. I've been studying hardcore and this task seems less and less daunting. I have a feeling that once I get my PC going, I'll have this interior space created in a week with all the cosmetics taking another week or so implement, and then another week to make everything absolutely perfect. That said though, I have another question...or rather, a few questions... 1. How do I create an NPC? 2. How do I generate that NPC's demeanor? (Hostile/not hostile) 3. Can I resize the unique NPC? 4. How would I attribute appropriate sound files to the NPC? (ie, speech, growls, grunts, sighs, cries, etc) 5. How big can my interior space be before it's too big? 6. How many additional interior spaces can I attach via exits to the original?
  15. Well, to attempt to be as specific as possible, (lacking pictures to help my explanation), if you head to North Vegas Square, right there in front of the apartment building is a manhole leading to North Central Sewers. (Crandon gives you a quest to head into the sewers to stop some greasers making trouble.) Now, idk the specific size reference, as I've yet to use the GECK, however, I'm willing to bet this, as well as the various other manholes found in the Mojave, (both accessible and inaccessible alike), are probably the standard size, (or if I'm using the term correctly in reference to the GECK, "sized 1"...1 being the standard, anything higher than 1 being oversized and anything lower than 1 being undersized). Note, I said probably, as there are quite a few of these manhole covers. There is another type of manhole cover that looks almost exactly like the one I just described, but instead of being flat on the ground, they're vertical, always covering the entrance to a huge pipe. An example would be while inside the Central Sewers, the giant pipes connecting one part of the sewer to the other, (Central Sewer to East Central Sewer, for example). If you notice, both of these manhole covers have the word "sewer" on them and they look almost exactly the same, if not being the same exact thing. The only differences are, one is horizontal, flat on the ground, and "normal" sized, ie, big enough for a human to fit through, and the other is very large, vertical, and covering the end of a huge pipe. I really hope this all makes sense. That all being said, it boils down to this simple question: Using the GECK, were I to make this all happen, if I want to use this manhole model as an entrance to my bunker, could I resize it? As is, the ones around New Vegas, (the small, or "standard" sized ones), are still a bit too big. If I tried to place it in the location I referred to between the boulders and behind the banana yucca, it would simply be too big and would be clipping through the boulders and plants.
  16. After looking at the manhole that's leads to the North Sewers (manhole located within North Vegas Square), it seems to be slightly too big for what I need, however, would I be able to resize the manhole to make it slightly smaller while still being able to function as an entrance?
  17. Some points of note: 1. I don't actually have my PC up and running yet, so this project is currently nothing more than an idea and I do apologize for any confusion. 2. I'm using New Vegas UE (PS3) as my reference tool, as currently, it's what I've got to work with. 3. Regarding the Little Rock Camp... After revisiting it, I've come to realize there's only one wooden plank bench for seating, the camp is smaller than I remember, it's south and ever so slightly east of the Smith Mesa Prospector Camp, and if you've got the Corvega at your back, facing directly east, camp fire directly north of you, (your character should be facing the banana yucca plant)* *this is the point of reference* There is a static scrub plant right up next to the banana yucca. If you look just right if the banana yucca, there's a small boulder, and just left of the banana yucca is the large boulder. Right there, nestled between the large boulder, small boulder, behind the scrub plant and banana yucca, is a small, flat ground space... This is the space where I'm going to put the sewer lid entrance. I really wish I could drop a pic on here, kudos to anyone who can tell me how to do so, and I'll take some pics of the area and show precisely what I'm talking about. Again, sorry for any confusion.
  18. I just re read that. My apologies. Yes, a sewer entrance would be far easier, now that I think about it. Something flush with the ground, easily concealed from view, cause the bunker entrance, after viewing the BoS bunker, looks like it would be far too obvious and doesn't really fit aesthetically in a pleasing manner.
  19. I just re read that. My apologies. Yes, a sewer entrance would be far easier, now that I think about it. Something flush with the ground, easily concealed from view, cause the bunker entrance, after viewing the BoS bunker, looks like it would be far too obvious and doesn't really fit aesthetically in a pleasing manner.
  20. That helps a lot, though the particular entrance I'm referring to isn't a door, though it is an entrance. I'm referring to the same type of entrance found at the Abandoned BoS Bunker, (looks kinda like...I guess you'd say a rusty grate on the end of a pipe sticking out of the ground). Though, now that I think about it, I might use an actual sewer lid entrance instead, as those are flush with the ground. (For reference: East Central Sewer, North Central Sewer, both entrances are just manholes with a sewer lid)
  21. Forgive me, I believe if you were inside the camp, staring at the large boulder, the Corvega would be to your right**, not your left.
  22. Makes sense how you put it, though, if I may ask for more input, I'd hope you'll oblige. To flesh the entrance alone out in it's entirety, I'm hoping for, as I said, the bunker style entrance as seen with the Abandoned BoS bunker entrance, same as the BoS Safehouse bunker entrance. If you'll refer to the location I mentioned, (Little Rock Camp, sorry for not having pics or any reference tools besides what is mentioned above)...specifically, the boulder... If you're inside the camp, the camp fire directly in front of you, the rusted out Corvega to your left, (out of sight, I think), and staring at the boulder, (in this instance, facing the direction given, it should be directly across the camp fire from you...if you look to your right-hand side, past the 4Ã4 wooden plank bench, there should be some static scrub plant and a smaller boulder, if I'm not mistaken... I wish to place the bunker entrance nestled between the tiny boulder and the large one, behind the static scrub plant, somewhat out of site, so it's not too readily obvious. As for a quest to find it, I haven't thought of such and the way I see i, I don't really intend to. I do understand the whole, "well how would someone implementing your mod find this place?", well, I plan on leaving that description in the mod info section. Back to the entrance part, I don't plan on having the bunker entrance protruding out from the ground as much as the Abandoned BoS Bunker's entrance or the BoS Safe House bunker's entrance. That's just a bit too high. I plan on lowering it a bit, maybe a little over 2/3 down, so it's just ever so slightly protruding, (like, a few inches instead of like a foot like the originals this entrance would be based off of). I hope this all makes sense. I tried to explain my idea to the best of my ability.
  23. No, the concept isn't lost to me. I knew even before watching the tutorial that I'd need to create an entrance and exit door, I just wasn't sure about the specifics of how to get it exactly where I want it in the Mojave Wasteland. My reasoning for confusion on how to go about this is because the Monave is a huge world space, so my mind went to, "well, how exactly am I going to narrow down the area where I'd like to place my entrance?"
  24. I'm wanting an entrance like the Abandoned BoS bunker. I already know the mechanics of how to place it somewhere, just wasn't quite sure on how to get it in the actual wasteland. (In the tutorial I saw, the narrator placed a door inside the Bison Steve Hotel).
  25. I named it Little Rock Camp* because that's the only thing about it I could find anywhere on the net. I did a search for a new vegas map with all the locations and unmarked locations. This was listed in the unmarked as "Little Rock Camp" [#158] on the only map that has ever made note of it. See here: https://www.supercheats.com/guides/files/guid/fallout-new-vegas/mojave-wasteland-map.gif
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