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New Vegas + Requiem + F03 Compatibility Thread


TheUprightMan

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So yeah, Requiem is the best. It's more than the best. It's the -super best-.

 

I'm not -really- a modder by any means, but I do want to make some headway into discovering what FO3 mods work with New Vegas, and what FO3 mods don't. Theoretically, every FO3 mod should work to some extent, with the exception of those mods dependent on Fallout 3 Script Extender, but we all know about the NavMesh problems that exist (for the time being) within the Capital Wasteland, when ran through New Vegas.

 

Requiem isn't perfect, yet. but together, with our captain planet powers combined, I reckon' we can combine the FO3/NV into one big seamless Fallout Universe that, coupled with the plethora of official and unofficial DLC, can become the largest, most immersive, and most expansive games of recent memory.

 

Alright, so, let's get down to the meat and potatoes.

 

 

GAMEPLAY MODIFICATIONS: FO3

 

1. FNNCQ Slavery Overhaul

http://fallout3nexus.com/downloads/file.php?id=9497

STATUS: SORT OF WORKS.

 

This is the one I was most excited to try.

 

It seems that the AI data packages are a little wonky. When you capture a slave, especially in combat, they'll continue to run around and hide all willy-nilly. If you attempt to talk to them, sometimes, you'll get the message that this character is fleeing. I switched off combat AI (tcai) and that seemed to do the trick.

 

[More will follow, pertaining to the other features of this mod as I continue to play-test.]

 

IN THE MOJAVE: Same situation, but- holy lords, it works. You can capture Doc Mitchell, or Sunny Smiles, or just about anyone and turn them into your slave. Slaves that you captured in the Capital Wasteland WILL travel with you to the Mojave. I'm unsure if you can sell them, but I'll give that a whirl in about an hour and report back.

 

2. BETTER LIVING THROUGH CHEMS

http://fallout3nexus.com/downloads/file.php?id=1745

STATUS: AS FAR AS I CAN TELL? FLAWLESS.

 

I'm aware that there's a NV port, but it's a port, and from what I've read in the comments, it's quite unfinished and glitchy, never really optimized to work solely with the New Vegas ESM. I haven't yet checked if the chems are available in the Nevada level lists, but I wouldn't imagine they would be. I'm unsure as to how to merge these level lists anyway, but I'm sure it's possible.

 

 

 

WEAPON MODIFICATIONS: FO3

 

APOCALYPSE ARMORY

STATUS: WONKY, BUT NOT BAD.

http://fallout3nexus.com/downloads/file.php?id=14773

 

 

Every NPC in the Capital Wasteland still spawns with their vanilla weapons, but they ALSO spawn with these weapons, and SOMETIMES, they use them. Not every time, and not nearly enough.

 

There is a SERIOUS problem with the iron-sights for most of these weapons: a lot of them don't have iron sights at all. It's been a while since I gave FO3 a proper play-through, so I don't even recall if FO3 even had iron sights. I'm not sure if some of these weapons even use iron sights. I'd have to compare it with vanilla FO3, which I'll probably do whenever I get around to it.

 

 

 

NPC MODIFICAITONS:

 

Playthings

STATUS: That ain't going to work.

 

 

 

While I'm sure the follower AI works moderately well enough, there's a major problem with the acquisition of the two NPCs. The big "silo" featured in the quest doesn't seem to work; there are visible texture problems outside of it, and entering it causes a CTD every time. Unless a workaround is figured out, avoid this one.

 

 

 

[THIS THREAD IS A WORK IN PROGRESS, BUT WE'LL NEED YOUR HELP! ONCE THIS STARTS TO GET FILLED UP, I'LL HOST A WIKI AND TOSS THE SUCKER UP THERE FOR PUBLIC RECORD.]

 

Thanks for reading. <3

Edited by TheUprightMan
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[update]

 

Oh my good sweet god above, this is so hard.

 

All of a sudden, Project Nevada stopped being compatible with Requiem. I uninstalled everything else except for PN and Requiem, and the same problem kept occurring:

 

My action points wouldn't drop, and when they would they would immediately recover. I have absolutely no idea why this would stop working all of a sudden. Maybe one of my RFCW files got corrupted? I can't even begin to play test compatibility issues without getting this resolved, so I'll be temporarily side-lined until then.

 

Sigh.

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UPDATED 12/28/11

 

Added:

 

Playthings

 

__________________________

 

I figured out a workaround to my previous issue with Requiem. The reason my AP was getting stuck, is because I was not using the modded version of Fallout 3. Thanks so much to the Requiem crew for getting that sorted out, they're seriously the best.

 

I'm running Requiem now at full stability, I never, ever crash. More updates will be following.

 

TONIGHT'S EXPERIMENTS

 

COMM

Crimsom Caravan

 

(Have requests? Shoot them over via PM and I'll do my best.)

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  • 3 weeks later...

i would like to contribute to this thread, but as i am only just installing Requiem, i havent tested any mods yet.

 

so..i have to ask

how do i install FO3 mods to NV?

do i just install them as if i were installing them to FO3?

if that is the case i will post any results i get from testing mods here!

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^ ^ Yes, just install them to NV.

 

This is a much needed thread, because after all, with Requiem the rules have changed dramatically. It's on a completely different level now.

 

I wonder though, the FOSE mods don't work with requiem, but could they eventually work via NVSE or by another method? How likely is it that these mods could be made to work with New Vegas, as a lot of FO3's best mods use it.

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  • 2 weeks later...

I've combined a large number of mods in my FO3 for personal use. So I'm trying to do the same with Requiem. It's slow going and I'm not running through the mods, just merging them and checking to see if I get a CTD on start.

 

But what I wanted to point out is based on documentation from the NVSE site, NVSE looks like an extension of FOSE. You can launch your FO3 mod in GECK with NVSE support ('there's a mod for that under utilities.. I think), and recompile all scripts. A small number of scripts change, which means the FOSE commands were implemented in NVSE in a slightly different way. The good news is that none of them have failed to recompile so far. To me, that means they should work.

 

VAPS seems to work .. although it needs more play testing.

Fallout Remastered is ok, except for a problem with one of the World cells -- still hunting down exactly what the problem is. Probably a bad navmesh, but I almost have it figured out.

 

I'll add some updates as I figure out what can be merged. Then I'll play test.

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