Jump to content
⚠ Known Issue: Media on User Profiles ×

UnicornOrigami

Premium Member
  • Posts

    8
  • Joined

  • Last visited

Everything posted by UnicornOrigami

  1. So the main thing I want to do is play with the jsawyer mod, AND play with Project Nevada. I get that there's an issue with the Rebalance module of PN and Sawyer's tweaks, but thankfully there's at least one compatibility patch for this here on the nexus that I've found: http://www.nexusmods.com/newvegas/mods/53354/? Unfortunately this patch seems to be locking me out of almost all the menu options in the rebalance module (and thus, all the extra options for that part of the module as well) other than the level cap, even the stuff that shouldn't conflict with sawyer's tweaks, like turning on the experimental stealth AI, or the alternate repairing set up. It does let me run the two together, so I suppose it does what it intends to do, but are there any other compatibility patches for these two mods that set sawyer's settings as the PN defaults, but then still allow me to alter them using Project Nevada? Or is what I'm running into a load order issue? I can't seem to load Project Nevada Rebalance any lower since it registers as an .esm even though it's labeled .esp (which is weird and I don't understand why that is but until now it hasn't been an issue), so I can't load it after jsawyer. I can load the rebalance extra options after jsawyer, but that doesn't change the locked out options (all of the rebalance options have blank screens except for the first, which doesn't show any of the extra options, and all options other than experience gained and max level show broken strings if you attempt to change them) and loading sawyer before rebalance extra options leads to the same functionality. The description of the patch says all it does is create an extra preset for PN, which would imply that all of PN's functionality remains, it's just that the defaults are set to Jsawyer levels. Or at least that's how I read it. Am I wrong there?
  2. Actually I was looking to ask this question as well, though more a generalized query about plugin merging as rather than just about Millenia's weapons. Is the method in the FNVEdit manual really the best? Is there a simpler method? I only ask because that one has a lot of steps that I guess I'm afraid I'll screw up on, and I was kind of hoping someone had made a script to merge plugins for New Vegas by now. I saw that for Skyrim someone had written a script for this function, and it just seems strange no one has done it for New Vegas, as that 140 mod limit can be reached quite easily after perusing the Nexus for even a little bit of time. What about the FNV Plugin Utility - http://www.nexusmods.com/newvegas/mods/39655/? - is that any good?
  3. I would only support this if it came with a counterpart Patton outfit. Both are worn by ghouls who are sending feral ghoul armies dressed in either ally and axis uniforms at each other once a day. Neither can get the edge on the other until the player comes along and gets to choose which side he's on. If you pick Ghoul-Patton, you lead the charge against the "Mojave Fox", kill Ghoul-Rommel as a mini-boss, get his uniform and his book (I READ YOUR BOOOOOK!). If you choose to side with Ghoul-Rommel, you lead the charge against Ghoul Patton, get his unique uniform, gun and horsewhip. Now THAT would be a fun mod!
  4. Hey there! Yeah, I'm fairly new too. First things first, the Nexus mod manager seems pretty great if you have it because it can handle your mods for both Skyrim AND New Vegas. Also, check out Gopher's videos: He'll cover literally everything you'll need to know about basic modding for New Vegas, and all the mods he recommends are pretty essential mods, especially Project Nevada. Though I do like Realistic Wasteland lighting - http://www.nexusmods.com/newvegas/mods/52037/? - more than Nevada Skies (which he mentions in video 3) because it doesn't interfere with the Interior Lighting Overhaul - http://www.nexusmods.com/newvegas/mods/35794/? - as much (and it has less of a performance hit). Seriously, I started there after browsing around and it helped me out a LOT to get my feet wet. Another mod manager to consider is the FOMM - Fallout Mod Manager. It's a bit older but lots of folks seem to like that one too, just run a search for it. Also, you'll want FNVEdit - - and the New Vegas Script Extender or NVSE - http://nvse.silverlock.org/ - to get more out of your modding. Gopher covers those as well, but you'll need them. As for Bugs - I think Yukichigai's Unofficial Patch (aka YUP) is the best one - http://www.nexusmods.com/newvegas/mods/51664/? Primarily because it's JUST a patch. There are some others that patch things as well - Mission Mojave, NVEC - but they also tend to come in packages that add lots of content too. I think NVEC has a bugfix only mod, and Mission Mojave x93 will work great at fixing a lot of the invisible walls in the game (that one is linked in the YUP page) but unless you LIKE everything in the MM or NVEC pages as mods, you may not want them to clog up your load order. Also, I'd suggest looking at Yukichigai's other mods as well. Several of them aren't bugfixes per se, but are mods that almost seem like they should be. Stuff like making certain items that have no use in the wasteland actually have the function you'd think they should. After that it's all your preference and there's a ton of stuff to find. Have fun!
  5. Thanks! I guess you're right about that though. More interested in New Vegas though, unfortunately it seems a bit less populated these days. But still, thanks!
  6. . . . but is there a place for newbies on this forum? I want to ask a lot of what I'm sure are dumb questions to old hands at modding, but I don't want to piss various subforums users off with my pestering. So is there a zone that the new folks like myself can congregate in and ask basic to slightly less basic questions?
  7. HAH! A Roving "British" (since they would've been living as a tribe in the US for some time now) Raider tribe. That's pretty good. A few ideas come to mind: - Obviously they need to have a pair of twin brother toughs named "Bangers" & "Mash" that travel together. One's quiet - Mash - one talks all the time - Bangers. - They need to have croquet mallets (weaker sledgehammer, repaired with other wooden weapons) and Cricket paddles (equal to baseball bat) as melee weapons. Absolute MUST to be truly british. - Once per day in their script, they have to have tea time, where all tribes men gather in a common room and sandbox so and use a drink animation. Ideally a custom one with tea cup replacing a nuka cola bottle or something. At this time they act overly cultured. Disrupting tea time (their most sacred ritual) causes the entire tribe to aggro to the player. - When aggro'd they scream "U WOT M8?!" Since they are Britbongs : http://www.urbandictionary.com/define.php?term=britbong - They're ruled by "The Queen" the only actually british person and from the original rugby team among them, since it's a female ghoul and they're quasi immortal. She's heavily protected. - Tribe heavy is Big Ben, and he is BIG. Lanius Big. Though with weaker armor so as to not overstep how awesome Lanius is. - On second thought . . . what if Big Ben is a Super Mutant? One long ago rehabilitated by the Queen. He wears a big broken clock face on his chest as part of his armor set. - Ones that aren't British Punked out with spikey hair or mohawks, need to be wearing the quintissential british hat: the Bowler. Big Ben has to have a bowler hat on. Anyway, those are some random thoughts to add on.
  8. "These are things I would love to see thrown around in Fallout: New Vegas." HA! Love it. Anyway, I don't think there's anything quite like that that I've seen, BUT . . . Yukichigai did make a Miscellaneous Items as weapons mod, and you can throw a couple of them (baseballs and 8 balls at least). Here's the link: http://www.nexusmods.com/newvegas/mods/38928/?
×
×
  • Create New...