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yungskiz

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Everything posted by yungskiz

  1. i was actually going to put up a request for tiger stripe fatigues but since this is here.... i know cnt improved ncr adds some gear like that, but its not that in depth. if you have lonesome road, http://www.nexusmods.com/newvegas/mods/searchresults/?src_order=1&src_sort=0&src_view=1&src_tab=1&src_name=mci&src_language=0&src_showadult=1&page=1&pUp=1 this turns the mre's to mci's which isnt era correct gear, but food wise, as the modern MRE didnt come out till the 1980s, and thats a good mod in general what would work well for you is a basic group of fatigues - olive drab, woodland, and tiger stripe, both coat and pants and shirt and pants variants or sleeves rolled up then as separate/stand alone add ons to be worn on top of the fatigues(mix and match) you would have the flak vests, Alice gear ie the pistol belts with pouches (various setups since individual pouches would take up too many slots, like, one empty, one kitted out with magazine pouches ect) and the back packs and maybe a STABO harness (paratrooper) in black and green in a separate slot so as to be worn with the various set ups of pistol belts and so you can go naked snake.... the metal gear solid series is a good place to look for inspiration as the main characters gear is from that era and MGS is just awesome anyways vietnam era gear would fit too, i always wondered why there wasnt more gear in the game, there are military bases, and an active standing military, the fallout universe set around the Vietnam war, theres anti communist propaganda in game (mr. gutsy, liberty prime - the entire anchorage dlc, man i wish there was a vegas equivalent to that) so its after ww2, aside from the Korean war, the next American conflict in line would be Vietnam, then the cold war, i always wondered why the ncr's gear was from WW1
  2. so i was browsing magazines while getting a tire changed, and there was article about vivos shelters. as a fallout fan, this screamed vault-tec to me- http://www.terravivos.com/index.htm aside from the growing need or growing perception of need for these things i think its actually kind of cool, reminds me of a water tanker or shipping container underground. would anyone be interested in tossing a few of these around the wasteland, both the "survivalist" and "luxury" variants? they wouldnt need to be terribly large, theyre bunkers not mansions - however one or two in the style of the community "vaults" would be cool, like several largeish main areas with the individual container-houses joined around the perimeter thanks for reading
  3. you will need the Someguyseries.esm to run NVB I & II using AWOP and project Nevada can be tricky.....using anything with either of those mods can be tricky, so youll need to hunt for compatibility patches, both are good mods, but they alter many many things, and the more things a mod does, the greater the chance for it to conflict with something
  4. "Electro City light posts that are not in my immediate vicinity are replaced with red triangles. Same thing happens to pretty much every loose prop like toxic barrels, cars, fire hydrants, trash cans, etc." that sounds like an LOD issue. realistically an ENB can be a huge stress on the gfx card, idk if your familiar with photoshop, but i imagine you've used paint before. when you apply a special effect to your image it can take time to render, an ENB alters the visuals rendered, everything on screen, and while the process isnt exactly the same and its streamlined it can still be very taxing. use the 4 gig enabler, your 6gb of ram means nothing otherwise, FNV default is capped at 2g of ram so thats not helping your issue i have found enbs to be needlessly complex for a game this old, as cool as they are - if you want something beautiful graphics wise, use the OJO bueno texture pack and project reality, thats impressive!
  5. to run NVB I you will need the Someguyseries.esm file by the same author, idk about FCO though
  6. you have encountered the infinite load bug, theres no real "fix" sadly. insanity seems to work here, just keep trying to load a save you can also backup all your saves then try to load them individually with no other saves in your nvsave folder. to remedy this in the future -disable the games autosave features -use a save manager - many people including me like CASM -make a manual save before you exit i have had the ctd on exit before and it causes this same issue 90% of the time, so i no longer give NV the chance to crash, do a manual save, then go to the escape menu. then CTRL ALT DEL and open the task manager, then go to the processes tab, find FalloutNV.exe, right click and terminate process. thats basically like turning your computer off by ripping the plug out of the wall, but windows is designed to be able to end applications this way, ive yet to find any negative side effects and it DOES remedy the CTD's on exit...but only because you technically arent quitting the game
  7. i get the same thing man, the source is a buggy LOD. you can try to mess with the lod settings so it wont render until you are closer, or that might be the issue, you may need to bump it up. i first noticed it after installing.....replacing 90% of the vanilla textures with mods, but ive never played a "vanilla" NV on pc, and ive never had the issue on ps3 anyways im using a toshiba laptop with an AMD raedon (spelling?) chipset and i play on very high settings. idk what your using but what im getting at is that certain gfx cards may not be able to render the lod correctly ive always ignored it.....every now and then i play with it XD
  8. thanks, i will try the waiting indoor trick
  9. so i have a bad case of the infinite save glitch. normally i deal with it every now and then, but on this playthrough its all...the.....f******...time.. as in every time i load a save i get the infinite load glitch, nothing seems to help but to delete my saves one by one till i can find one that works, sometimes losing hours of work in-game. only thing that has changed since the last install of nv is now i notice there is an NVSE file with the same name of each save in the save folder. im using casm as well, never had the problem this bad, any ideas?
  10. not even sure it would be a script, i downloaded a no-tracers mod to get an idea of how many files im working with....theres only one file in the texture folder. my biggest problem with this, is that while it may be cool to look down a scope and see, it would be kind of lame with....every other gun in the game, i guess vegas only has one file for tracers.....not sure if it would even be possible to limit it to sniper rifles...if so it would only be vanilla ones so from what it seems......the tracer "texture" is just a color....while the actual "tracer" is an animation that stretches that color into a line thats already ingame i would need to find a tracer replacer to experiment though, as my file for tracers is already blank, due to a mod i installed that removes them.....oops...
  11. well for realism of course! and to trip up the player i suppose. this was asked in a previous thread, to which i answered, and have no problem answering again because i only have a concept, i cant actually do it.... so this would only work for the frag mine, but picture the.....cant remember the name, there are several though, toe-popper, bouncing betty....anyway the anti-personnel frag mine that has a pole with two angled antennae protruding from it, making the shape of a " Y " out of the ground..... if someone were to make a replacer for the frag mine that was just that top part.....your mines would be "buried" , and defusing would suck, go in the geck and put a pencil straight into the ground, now try to run up to and activate it in one shot, in the time it takes for a mine to detonate, thats what the mines would look like, and be like to diffuse. close as your going to get im afraid
  12. so ive seen mods that remove bullet tracers, ive seen a (removed) mod that added a separate ammo type that was a tracer round. sniper elite 3 was recently released, and its been a while since ghost warrior two, i got the bright idea to try a sniper playthrough one thing i really would like, but dont know if its possible or if it exists: VAPOR TRAILS in the real world, to my understanding if you shoot out to a long enough distance, providing that humidity and temp allow for it, you will be able to, in your scope view the vapor trail of the bullet getting to the target i thought this would be a neat tidbit of realism to add to new vegas, i play without tracers, but from my understanding (again) the way the "no tracer" mods work is by retexturing the tracer file to be blank, well a vapor trail is hard to see with the naked eye, and has no color......so my idea is that if someone could apply the visuals for the overlay that the activated/equipped stealth field has on the player....to the tracer file....then you vvould have a vapor trail!
  13. so my issue has not been solved, if someone has any advice for future issues in the same vein then by all means let us know. my advice to anyone coming across this is to backup your data files and do a fresh install. im currently going to do a fresh install, i just uninstalled FNV and nuked all my mods, some of which i can no longer obtain, but on the bright side, my data folder was just short of 100gigs, i was NOT kidding when i said ive played nv since it came out, ive seen every mod, and ive downloaded a good chunk, many of which i never used, hence my data folder being huge....im highly considering NMM, although fomm is my preferred manager, simply so i can uninstall mods...
  14. pressing the "ALT" and "TAB" key (above the caps lock left side) at the same time will switch windows. fnv crashing is a problem, but the problem in relation to closing it is usually windows as it tries to find a solution to the crash, and that just bogs things down, no way to disable or uninstall that feature from what ive found either
  15. i have had this happen before, i just had to reload a previous save, if that doesnt work go to the console and type enableplayercontrols and blow the white legs away and it may advance the quest, otherwise there is a set of commands in the engine that i have not used since morrowind, but you need the quest id found on the vault wiki, and then you type something like AQS or advance quest stage. again used it in morrowind, so the syntax is different and you need the quest id, and stage id......its easier to just reload and redo lol
  16. so ive had this issue before, and i fixed it...now its back, and my old fix isnt helping. long story short, even if a mod is checked, in FOMM, NMM, and the vanilla launcher it will not show up in new or existing games. the previous time it started with a loading screen replacer, this time it may be one of two (or a thousand unforeseen) things. last time i fixed it by deactivating all my mod packages in the package manager screen of fomm, and reactivated them one at a time until the issue returned. the mod at fault was the advanced recon thermal night vision. for whatever reason it broke, i used it fine since it was released, then SHTF anyway i found out there was a non FOMM version, which i installed, however i also installed a cross-hair replacer, since then i have re-downloaded the mods to see what files they added and i have deleted them from my data folder and no trace of the two mods remain, but i still cant use mods, so the issue is somewhere else, and i have no packages running at all, only new vegas and an alternative start mod so i can determine immediately if its still broken i have played FNV on this machine since it was released, ive had some crazy issues over the years, but there has always been a fix, this one baffles me Any ideas before i try a reinstall?
  17. both would be cool, and im a firm believer in trading protection for speed, so +1 agility would be good
  18. the first one im looking for: so i ran across this mod http://www.nexusmods.com/newvegas/mods/35528/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D35528&pUp=1 im looking for just the jumpsuit underneath no armor, the filmy latex-ey green portion as seen on the first picture, with sleeves i know there are not to many clothing modelers out there, but if you could retex one of the existing jumpsuits to that latex-ey green that would be great too, i tried but i got an awkward neon-grass color that was over the top which reminded me of something i was going to request ages ago, a jumpsuit similar in fashion to the metal gear 5 jumpsuit http://fc06.deviantart.net/fs70/i/2013/109/8/4/metal_gear_solid_v_the_phantom_pain_by_robintran-d629b3v.jpg http://static.gamespot.com/uploads/original/536/5360430/2400229-mgsvgz_ss_jamaisvu_002.jpg i got the bright idea of re-texturing the handy man jumpsuit to be black, but i did it with paint.net, an advanced version of paint, it looked funny and i lost it when i downloaded an hd retex of all the clothes and armor, which isnt so bad because it didnt really cut it to begin with
  19. FIXED.....i think. i use(d) advanced recon thermal nightvision, and for whatever reason thats what was causing the problem. not sure if fomod packages can become corrupted, or if it decided all of a sudden that it wasnt compatible. so from what ive gathered a mod package malfunctioning in some form has prevented any other mods from showing up, anyone have ANY idea how thats possible? i know computers can misbehave in strange ways but theres nothing like that on the mods page and i couldnt find my issue anywhere else on the nexus i intend (at some point) to redownload the night vision mod and hopefully make it work, its not a top priority right now as im going to do a lore friendly western style play-through, 99% of the time i play NV like a tactical shooter, and the night vision mods allowed me to do quests at night (with fellout)
  20. my two cents, and no you couldnt use your favorite revolver from mod x, but: the revolver the player is given for the duration of the duel could be a custom weapon, same graphical files and all but the stats tweaked to deal a one or two hit kill. a "legitimate" use for god guns
  21. do you actually use the content added by the pre order packs? from what ive heard running all of them can make things messy, but I only have the merc pack so I cant test it. also cut down where you can so you can add more mods down the road, for example, all the esp files for wmx, I thought they put out a merged esp but whatever, thing is the dlc's add very few guns to the game, with the exception of gun runners arsenal, do you really care if wmx handles the mods for the dlc guns? now if you use those dlc added guns, then by all means, keep the clutter in your load order, but if not you will benefit from trimming the fat off. after the first playthrough, I never ended up using the guns added by the dlc anyway, the .45 smg is wildly inaccurate even for what it portrayed, and the BAR hardly felt like a support weapon, and was a waste of ammo lol
  22. buried mines.....this has always bugged me. my understanding of mines comes from a book about combat survival. FNV vanilla frag mines look...to me...like anti tank mines which you have to try pretty hard to set off while on foot as they are not anti-personnel mines, why waste ordinance on a person when your aiming for a vehicle or piece of armor....or they could be the vs50 mine .....but idk, anyway i think it would be cool to have mines like this http://en.wikipedia.org/wiki/File:Schrapnel_allemand.JPG where if you set the mine only the top half is visible, but if you drop it unarmed it would be the whole thing...idk if thats possible though, and at that point it would be easier just to have the world model be the top half are you.....requesting mods...from prison?!?!? just kidding, although i do wonder what that statement means haha
  23. new vegas bounties one has a navy 1861 revolver i believe, ive never actually seen it since it corrupts my save game after a certain mission, but im one of two people that had this issue so you should be safe....also i have yet to play it since the recent-ish updates
  24. the problem is in here i believe WMEVE - FOOK -All DLCs.esp--this, wmx+eve+fook needs to be after eve esp, also if this is a compatibility patch for WMX, wmx needs to be before it, i dont see it Veronicapuppyfaceling.esp --not sure what this mod is, but i doubt its an issue EVE FNV -NO DLC.esp ------- EVE FNV - NO GRA.esp -----are all of these active? this would cause issues EVE FNV - ALL DLC.esp -------- you have all dlc so use this one try that
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