rhystel Posted December 14, 2010 Share Posted December 14, 2010 Yep those improved the look on mine too just installed Powered Power Armor (http://www.newvegasnexus.com/downloads/file.php?id=37983) from imp too it seems nice but as i am on a new playthrough i didnt get the chance to really try it yet. Link to comment Share on other sites More sharing options...
Frodric Posted December 14, 2010 Author Share Posted December 14, 2010 For a fun change of pace I'm running an energy and explosives based game with the I am Robot mod. Might grab a plasma sword or such for melee. Though the ripper chain saw and autoaxes might be mechanical enough. Link to comment Share on other sites More sharing options...
rhystel Posted December 14, 2010 Share Posted December 14, 2010 Sweet :) Link to comment Share on other sites More sharing options...
Brigand231 Posted December 14, 2010 Share Posted December 14, 2010 (edited) Same here, installed PPA but haven't gotten far enough to take advantage of it yet. I looked into improved smoke and ballistics and think you might be having limited success since it's currently geared for either pure vanilla or WME with RH Ironsights installed. A non RH, but WME version seems to be in the works. I'm tracking it and will give a head's up if/when that changes. Right now I'm hesitant to make progress in any game with NVSE not working after the update, I don't want to break anything or lose progress... I finally achieved the carnivore perk after going 3 days at 500% protein. It seems, with the update, that a lot of vanilla is fixed. Previously I had serious problems with semi auto fire due to performance or framerate or.... something despite cranking down settings. After the update I can empty a service rifle like it was an automatic. I'm wondering what other mechanics might have changed and if any mods might now be redundant, need changing, or are pointless now. Hehe! I saw that last night, didn't really appeal to me, but you make it sound like fun. Maybe someday. Is there an autoaxe available in vanilla? Edited December 14, 2010 by Brigand231 Link to comment Share on other sites More sharing options...
rhystel Posted December 14, 2010 Share Posted December 14, 2010 i did install RH just to see if it would help with my muzzle flash but still nothing i do get the smoke and new tracer though i remember that i installed a performance pack that ive removed since among other thing it removed the vanilla flash and i wonder if it just stayed that way after that so now i just have to figure where that info would be :) well since ive got nothing else to do while waiting for nvse seems ive got my work cut out for me. Link to comment Share on other sites More sharing options...
Brigand231 Posted December 18, 2010 Share Posted December 18, 2010 (edited) BulletSix's Survival Weapons was just updated with an .ESP to use the new 9x39 from the most recent Caliber update. Gonna give it a shot (pun intended) http://www.newvegasnexus.com/downloads/file.php?id=37407 Update: Well, since reload hasn't been updated yet for the new ammo types, making 9x39 uses the direct lead method with this mod. It also sort of renames/hijacks the "stock" Caliber 9x39, but doesn't butcher it. One thing it does do is override the improved holdout list changes for Reload and Rearm, which isn't a huge deal given how often those come into play. Perhaps once the Reload suite receives its next official update and all that's in the works is finalized BulletSix could be talked into a compatability version or I could try my hand at making one... My confidence with FNVEdit and GECK are growing, but making a patch is still a touch intimidating to me. I've gone as far as correcting spelling/grammar in mods and renaming named containers and duplicating generic containers, that's about it aside from tweaking ammo lists and damages or adding the RBX reloading bench to a mod (Yes, I went ahead and changed the 1911 and EBR metnioned earlier), but none of those changes affect more than one mod at a time. Edited December 20, 2010 by Brigand231 Link to comment Share on other sites More sharing options...
rhystel Posted December 21, 2010 Share Posted December 21, 2010 im tracking that file so id be interested in more feedback once youve played it a bit :) Just downloaded that new file INSECTS makes me think of MMM ill keep you posted about that. As for geck ive been meaning to give it a real shot for over a year! i can do some pretty basic stuff with it but i never seems to get the time to do more, maybe this year i do have something id like to try so this will probably give me some incentives. Link to comment Share on other sites More sharing options...
Brigand231 Posted December 21, 2010 Share Posted December 21, 2010 (edited) At this exact point and time, I'd possibly reccommend waiting for the next Reload update, THEN we ask BulletSix if he would mind either making a Reload compatible patch or make one and offer it to him. Until then, the only way to get casings witohut an updated Reload is his proprietary recipe that involves flamer fuel, lead, and microfusion cells at the reloading bench. I see the logic behind it but it doesn't flow right for me. It's silly to ask for anything with a Reload/Rearm/Rebalance update on the horizon not to mention anything else that might or might not be in the works and released soon. He also (quite legitimately, I might add) changed the names and effects of the ammo a little to fit his vision of the ammo for his mod. Nothing wrong with it at all, BUT if another mod uses 9x39 in the future his mod would need to be overidden if the other 9x39 is to be more of a standard version of that ammo or rework any sort of Reload compatability patch already existant to more or less discard his "flavor" changes to the ammo. That might not be quite fair to BulletSix's work or vision though - it would all be legitimate and "legal", but would it be the "right" thing to do? Here's one I've been playing with for a while and is good for some visual variety in the melee department or if anyone has a sentimental attachment to the item in question.... http://www.newvegasnexus.com/downloads/file.php?id=38491 If the attack values are not particularly appealing, they can be changed easilly enough. They are a little weak as is, but not totally underpowered so I haven't bothered messing with them myself. Edited December 21, 2010 by Brigand231 Link to comment Share on other sites More sharing options...
Brigand231 Posted December 25, 2010 Share Posted December 25, 2010 (edited) Since it's sort of in the open now... The best I was able to do with the alpha was no Rearm (and hence no rearmrebalance) and no prospector. I didn't get as far as trying the casino mod, but suppose it's possible to test after rolling back. Also, the custom 1911 mod was somehow stopping it from loading, but rolling that back to a version that didn't use Caliber worked ok. Thinking maybe next time some kind of thread to communicate while the test is in progress. Edited December 25, 2010 by Brigand231 Link to comment Share on other sites More sharing options...
Frodric Posted December 26, 2010 Author Share Posted December 26, 2010 Mine conflicted so bad I had to purge FNV and start over from scratch. Waiting for the new test materials. Link to comment Share on other sites More sharing options...
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