Jump to content

LazyAmerican

Premium Member
  • Posts

    20
  • Joined

  • Last visited

Everything posted by LazyAmerican

  1. I search for the container tied to my vendor....add in the new ammos from another mod....yet it seems like the game isn't acknowledging the changes even though they stick with the .esp. (Each time I go back into the Creation Kit, my changes are still there) I know I've somehow done this before...admittedly by accident rather then knowing what I was doing...but definitely would like to figure this out for future reference.
  2. The one we currently have is....well completely useless. I propose someone give Ursine a strong ability suitable for a heavy attack user rather then some pathetic sign ability that does about 100 damage to a level 100 bandit lol. Not a clue how difficult it would be.....but it'd be awesome and a well deserved tweak considering Feline and Griffith have far better 6 slot abilities.
  3. One hell of a way to start a weekend :) been waiting for this one for a long time.
  4. Ugggh the anticipation for this mod. Been waiting a looonnngggg time for this one....take as long as you need to see it through :smile:.
  5. I have all stability fixes (NVAC, NVSR, YUP), newest FOMM, newest NVSE, and switch between LOOT and BOSS to see if certain load orders would work out better then others. Yet, I still keep getting infinite load screens even with a smaller mod list. The saves themselves are fine technically since if I move around files within my load order and or uncheck mods, go into game, save, then reload with the mod(s) reenabled the save loads as usual. But if I'm lucky that "fix" only gets me about a few saves before the same problem crops up again. What exactly am I missing? This is my current load order from BOSS (seems to make a bit more sense then LOOT quite frankly, but I'm no expert) FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm YUP - Base Game + All DLC.esm Caliber.esm Project Nevada - Core.esm Project Nevada - Equipment.esm SomeguySeries.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp Endless Warfare.esm YUP - NPC Fixes (Base Game + All DLC).esp Readius_NV.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp Alternative Start.esp New Vegas Trade Center.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-OWB.esp UHNV-Lonesome Road.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues.esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp StarBottleCaps.esp AK_AR15WP.esp DragsModernGunslinger.esp dD - Enhanced Blood Main NV.esp JIP Companions Command & Control.esp EVE FNV - ALL DLC.esp Project Nevada - EVE All DLC.esp PCB Hotkey.esp CASM with MCM.esp MoreChems.esp Russell.esp Badmothaf*#@a.esp CAM-DLC Patch.esp mergedpatch.esp Total active plugins: 44 Total plugins: 44
  6. Is it ok to have mods inside this folder? I use FOMM with MO to install PN, MCM, and JIP Companions (these mods don't play nicely through MO)
  7. Recently I'd say 90% or more of all quick saves I make wind up falling into getting stuck on the loading screen every time I fire the game up. Wondering if my load order of mods could be the culprit or simply the added strain of all mods I'm using combined with the fact that the game even in vanilla form has issues with this particular problem. Also yes I've already disabled all auto save functions and tried the whole "start a new game then load" fix I've seen floating around but with no results. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Caliber.esm Momod.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Weapons.of.the.New.Millenia.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp SomeguySeries.esm Endless Warfare.esm The Mod Configuration Menu.esp The Weapon Mod Menu.esp Alternative Start.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-OWB.esp UHNV-Lonesome Road.esp NewVegasBounties.esp NewVegasBountiesII.esp Alternative Repairing - Breakdown Item Icons.esp Alternative Repairing - Additional Campfires.esp pipboy2500_edisleado.esp AK_AR15WP.esp Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp Weapons.of.the.New.Millenia.Store.esp dD - Enhanced Blood Main NV.esp EVE FNV - ALL DLC.esp Project Nevada - EVE All DLC.esp housemod.esp TheInheritance.esp MoMod - Rebalanced Leveled Lists.esp MoMod - Vanilla Spawn Chance.esp Alternative Repairing - Ultimate Edition.esp Alternative Repairing - No Explosions.esp mergedfile.esp
  8. As title asks.....anyone create one large grouping of modern real life weapons? I know there are tons of singles floating around but any compilations? Preferably that are compatible or already incorporate CaliberX as well?
  9. that also either incorporate xcaliber or are compatible with it? I suppose the former would be more necessary, since I don't know where to get xcaliber from any more....and also of course assuming it's something that isn't breaking rules here since I recall there was some drama over xcaliber/boe a long while back.
  10. Whether it be some crazy powerful armor, a spell or ability, or some amazing sword....any mods that give you the player an unbelievable upper hand against the monsters of skyrim? I have mods such as Jaysus swords and Apocalypse spellpack....and while these are good mods....I honestly prefer a tad beyond just balanced really, especially considering I wouldn't mind using the increased Monster mod spawns which would definitely make things tough. And no...using something like god mod is a boring cop out response....would prefer something to be found in game rather then just cheat to get it.
  11. Where would I need to look in order to change blizzard's damage output? As it stands...30 damage per 10 seconds is so pathetic I wish I could get my time back doing that final quest. If it did, say, 100 damage for 5 or so seconds then we'd be in business! After all...it's a spell you can't just use at the drop of a hat due to it's casting delay and it's aoe isn't as large as I originally thought.
  12. You definitely do not need a $2000 computer to max this game save for ubersampling....
  13. the 4 gb loader worked...the game couldn't handle all the mods I had with only 2 gb of ram apparently. Of course now I get crashes whenever I launch a mini nuke into a horde of ghouls...in particular when going to clear the ghouls out of the repcon facility for Manny Vargas.
  14. Oh sorry yea this is my load order FalloutNV.esm Caliber.esm Mo'.esm AWorldOfPain(Preview).esm Project Nevada - Core.esm Project Nevada - Equipment.esm Mo'Guns.esp Alexscorpion's Custom AK103.esp AWOP-BOEWeaponPatch.esp AWOPCaliberXAmmoPatch.esp CONELRAD 640-1240.esp Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp UHNV.esp UHNV-Brighter Lighting.esp EVE FNV.esp Ahzteks Weapon Overhaul.esp Ahzteks Impact Data (Optional).esp Ahzteks Muzzle Flashes (Optional).esp mergedpatch.esp Total active plugins: 20 Total plugins: 20 I never expect it to run 100% flawlessly...but when the game crashes because I switched weapons, or moved to a different cell it gets quite frustrating.
  15. I had just wiped my entire directory and did a fresh reinstall....applied AWOP, Project Nevada, EVE, CaliberX, and Shrapnel the definitive weapons collection....and yet somehow these mods still make camp McCarren the most unstable buggiest place in the game. Seems like an act of god if I can play in that area roaming around for more then 5 minutes consecutively.
  16. FalloutNV.esm Caliber.esm Mo'.esm Project Nevada - Core.esm Project Nevada - Equipment.esm IWS-Core.esm AWorldOfPain(Preview).esm MoMod.esm Alexscorpion's Custom AK103.esp AllCompanionsEssential 2.0.esp UHNV.esp CONELRAD 640-1240.esp ExtendedNVRadio.esp levelcap46.esp dD - Enhanced Blood Main NV.esp Mo'IPP.esp Mo'Suite.esp Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp AWOP-BOEWeaponPatch.esp AWOPCaliberXAmmoPatch.esp IWS-MoMod.esp AWOP-MoMod.esp AWOPMonsterPatch.esp MoMod-Aliens.esp MoMod-Terminators.esp IWS-AS-HighSpawns.esp IWS-AS-NoInteriorSpawns.esp IWS-Core-Guards.esp IWS-Core-Civilians.esp IWS-Core-Patrols.esp EVE FNV.esp Ahzteks Weapon Overhaul.esp Ahzteks Impact Data (Optional).esp Ahzteks Muzzle Flashes (Optional).esp mergedpatch2.esp Mo'Guns.esp Total active plugins: 37 Total plugins: 41 With this list my game crashes are quite often...would rearranging anything matter or do I simply have too many things meshed together? Note that I had forgotten Mo guns was at the bottom but even if it hadn't been there I'd still get crashes. Also use weapon animation replacers and Ojo's graphics enhancements. Thank god this game loads relatively fast meh.
  17. I've been trying to make remington SPC rounds for that nice custom HK416 u get from Sy but when I break down rounds into gunpowder it still says I have 0 gunpowder when I attempt to create the ammo. Anyone else who uses book of earache encounter this problem? I'm also running FWE and MMM, of which maybe the former has some effect in regards to the problem?
  18. Is it even possible to complete the main storyline as a raider? Everyone who isn't one by default attacks me....so the moment I need to go to Rivet City everyone will attack me lol. I don't mind the caps and loot...but I can't talk to anyone when they are all shooting or fleeing from me.
  19. Ahhhh I could've sworn I searched upstairs from head to toe, thanks. On an unrelated note is there some way to target certain NPCs and make them non essential without wading through some ini file? Damn jericho was constantly hounding me the entire time I was searching for the way into the shop ugh.
  20. Can anyone please at the very least give me a better hint as to the how to get to the munitions shop?
×
×
  • Create New...