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Banned
(07-12-2011, 05:47 AM)
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#201
Originally Posted by legacyzero:
I love New Vegas's more open ended and survival feel. Fallout 3 was brilliant but felt to controlled. In FNV you really are out there just making adventures for yourself. The NPCs have their own stories, there are 100x the quests and the paths you choose change the outcome of the game. The major choses in Fallout 3 never really mattered that much outsode of nuking Megaton. You couldnt effect anything if you poison the water to sent in a buddy, when Broken Steel came out it was as if the choses you made at the end of FO3 were totally useless. |
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Member
(07-12-2011, 05:52 AM)
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#202
@jim jam: i wonder if it's compatible with electric cities and realistic interiors.
I'll try fellout out. EDIT: Tried Fellout, it was a bit too bright for my tastes (i like pitch black nights) so i paired it with enbseries and now after a few tweaks (a custom palette i made for the enb) i love it :P Only thing i'm missing, and i don't know if it exist, a mod that adds some kind of torch or flashlight. Would be awesome to explore the wastelands at night with only a little flashlight.
Last edited by UrbanRats; 07-12-2011 at 07:07 AM.
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Member
(07-13-2011, 12:09 AM)
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#203
Originally Posted by UrbanRats:
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Banned
(07-13-2011, 03:26 AM)
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#204
Originally Posted by UrbanRats:
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Junior Member
(07-14-2011, 01:08 AM)
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#205
I am getting back into Fallout New Vegas thanks to the Steam Sales, which means that I will be installing a whole lot of mods now. Now, I have heard good things about Weapon Mod Expanded (WMX); I have also heard good things about Weapon Mod Expansion (WME). What are their relative strengths and weaknesses? I am especially curious about whether one of them is much more compatible with other mods than the other. Thanks.
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Banned
(07-14-2011, 01:15 AM)
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#206
Welcome to the thread Orlandu. I think that it depends on what you want out of your weapon mods to be honest. The thing which I really like about WMX is that it basically fixes the weapon modding system in the game but doesn't add whole stack of new weapon mods. It's more about getting rid of stupid inconsistencies like Maria not being able to take the standard 9mm mods.
WME I haven't played with yet, but it actually adds loads of new weapon mods to the game as opposed to just fixing the system. So if you want to get a really fresh take on the weapon mods it seems like your best bet. However, I'd guess that it's not quite as compatible as WMX. If you try it, post some impressions. I'd give it a whirl myself since it sounds pretty damned cool but I won't be near a gaming PC until at least the weekend. |
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Member
(07-14-2011, 01:19 AM)
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#207
Originally Posted by jim-jam bongs:
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Banned
(07-14-2011, 01:22 AM)
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#208
Originally Posted by Wallach:
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Junior Member
(07-14-2011, 11:59 AM)
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#209
Originally Posted by jim-jam bongs:
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Junior Member
(07-17-2011, 03:55 PM)
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#212
Originally Posted by ezekial45:
Also, I tried using WME to little avail. I am trying to get my old saved file running with WMX again. Before I can do that though, I have to use the console to remove every modded weapon from my inventory so that the game does not freeze. Lesson learned: do not ever uninstall a game once you get the mods working together. Speaking of which, back to that. |
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Member
(07-18-2011, 03:25 AM)
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#214
Originally Posted by kokujin:
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Member
(07-18-2011, 03:30 AM)
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#215
Originally Posted by jim-jam bongs:
Yeah, I really hate that the Unique weapons aren't moddable in the default game. First thing I did was get WME and attach a surpressor to the Gobi. |
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Water is not wet!
(07-21-2011, 04:53 PM)
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#220
So theres some great news for the New Vegas modding scene.. nVamp is still going strong by Essex despite his apparent near breakdown (dont be harsh on Essex, thats a huge responsibility and to have the others move on you cant really blame the guy).
Although we arent at the point where going super in-depth with mods is feasible, with the release of Lonesome Road coming quick (sometime this month, right?) its almost time to go crazy with mods. Also, i just updated to 1.4.whatever and i have to say, Obsidian has really come through with support for New Vegas. ive been combing the newcomer/low endorsement/low download mods and heres a cool little mod i found today.. Wearable Cigarette. [IMG]http://i55.************/2jb8rxi.jpg[/IMG] |
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Member
(07-21-2011, 04:56 PM)
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#221
Originally Posted by water_wendi:
and yeah, I look forward to nVamp working again |
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Member
(07-21-2011, 10:11 PM)
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#223
How is this looking to you guys? I don't know if I'm feeling it. Doesn't feel too fallout to me if you know what I mean.
http://i.imgur.com/6KmTU.jpg |
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Banned
(07-21-2011, 10:31 PM)
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#225
Originally Posted by teiresias:
Essential Visual Enhancements POCO BUENO Texture Pack |
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Member
(07-21-2011, 11:08 PM)
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#226
Originally Posted by jim-jam bongs:
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Water is not wet!
(07-22-2011, 02:07 AM)
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#228
So i spent a few hours today reinstalling New Vegas to test out the latest nVamp. Works great. Here are the official instructions which lay everything out pretty well. The only mods i have thats not part of this is World of Pain and Increased Wasteland Spawns and so far theres been no issues. i am tempted to try out things like EVE and Warzones: Misanthropy Pure but i really dont want to break the game right now lol
Some things if you are going to do nVamp.. - Make sure to follow directions closely. Towards the very end of the process i winged it like i normally do and found out that i needed to delete a file to get the compass marker to show. - Dialogue checks are hidden in the latest nVamp. The options are there but you wont be able to tell what skill and how much of it you need to pass it. They show up like normal dialogue so keep this in mind. Afaik, there is no way to disable this. - Skill based Perks are enabled by default. What these do is if you have 50 Barter you automatically get the Pack Rat perk.. at 70 you get Long Haul.. etc, etc. i find these to be extremely gamebreaking. With Tag skills acting like tagged Fallout skills, my level 2 character had Silent Running, Mr Sandman, Professional, and Ninja. In the instructions under nVamp Base Installation there is a file to disable this. i highly recommend disabling this. - Full list of nVamp features are here. Read them so you arent surprised. NOTE: this list is slightly outdated and does not include stuff from the mods A World of Pain, Increased Wasteland Spawns, Hardened (99% certain these 3 are absent).. so you may want to add these in separately. Eventually these are going to be added in but right now they are left out of the official installation to keep things stable (so far things have been stable for me but ymmv). |
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Junior Member
(07-22-2011, 02:21 AM)
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#229
Originally Posted by teiresias:
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Banned
(07-22-2011, 02:31 AM)
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#230
Originally Posted by water_wendi:
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downloading Angry Birds
(07-22-2011, 02:43 AM)
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#231
n00b question, but how do I get mods to work? I downloaded Nevada Skies and MTUI but I can't get them to show up in the mod manager.
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Member
(07-22-2011, 02:47 AM)
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#232
Originally Posted by Red Blaster:
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Member
(07-22-2011, 02:49 AM)
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#233
Originally Posted by Red Blaster:
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downloading Angry Birds
(07-22-2011, 05:24 AM)
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#234
Got it working, thanks. Is it normal in Nevada Skies for it to be nigh impossible to see at night? Looks cool but damn is it hard to navigate.
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Banned
(07-22-2011, 05:43 AM)
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#235
If you want the game to be more challenging (there were a lot of balancing issues in the core game), check out the following mods:
Add weight to every item Smarter AI Enemies heal themselves More expensive/less valuable items, less ammo, caps and chems in loot containers, slower backpedaling speed, slower leveling Companions no longer auto-heal after combat Companions no longer have infinite ammo |
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mashadar's neko-mimi slave
(07-22-2011, 12:32 PM)
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#237
Originally Posted by moojito:
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Junior Member
(07-22-2011, 12:39 PM)
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#238
Originally Posted by Red Blaster:
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Member
(07-22-2011, 02:21 PM)
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#239
Originally Posted by duckroll:
More useful I think would be having some kind of marker showing what buildings/vaults etc have been entered as I'd want to make a point of checking out every location on the map. |
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mashadar's neko-mimi slave
(07-22-2011, 02:30 PM)
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#240
Originally Posted by moojito:
Plus, when new locations are added either via other mods, or via a DLC, it would automatically break such a mod. |
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Member
(07-22-2011, 02:37 PM)
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#241
Originally Posted by duckroll:
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Member
(07-22-2011, 03:00 PM)
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#243
how come there isn't a nice vintage country music station for New Vegas
I haven't found a mod yet, or a mod that ports the radio music from Fallout 3 over to NV. I have the music files from F3 (since I own it), so why can't someone just make a mod that adds the station :( |
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Member
(07-22-2011, 03:21 PM)
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#244
Originally Posted by balladofwindfishes:
Maybe you can get a music kick out of this: http://www.newvegasnexus.com/downloa...e.php?id=35061 |
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Member
(07-22-2011, 03:34 PM)
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#245
Originally Posted by balladofwindfishes:
Originally Posted by Red Blaster:
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Member
(07-22-2011, 03:47 PM)
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#246
Originally Posted by zkylon:
I wish they'd put the file up and say "just copy the files from Fallout 3" |
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Member
(07-24-2011, 01:37 AM)
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#250
Originally Posted by balladofwindfishes:
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