NecrumSlavery
Banned
(07-12-2011, 05:47 AM)

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#201

Originally Posted by legacyzero:
<3 Fallout 3! I wish Fallout New Vegas was as good. It just didn't hit that good spot like 3 did. I would love to seem some shots posted here that feature some awesome texture mods.
FALLOUT 3 Spoliers***


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.
UrbanRats
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.
KarmaCow
Member
(07-13-2011, 12:09 AM)

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#203

Originally Posted by UrbanRats:
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.
Luckily, there is one. I opted for the ELECTRO-CITY mod instead so I can't say how well it works.
jim-jam bongs
Banned
(07-13-2011, 03:26 AM)

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#204

Originally Posted by UrbanRats:
@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.
Awesome, weird to hear that Fellout NV started out too bright at night for you. Most people complain about how dark the FO3 version is. And I'm not a big fan of flashlights myself, but I really dig the nightvision in Project Nevada.
Orlandu84
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.
jim-jam bongs
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.
Wallach
Member
(07-14-2011, 01:19 AM)

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#207

Originally Posted by jim-jam bongs:
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.
What's inconsistent about Maria not being able to use weapon mods? No unique weapons are allowed to use weapon mods, because they all have different stats than the base weapons.
jim-jam bongs
Banned
(07-14-2011, 01:22 AM)

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#208

Originally Posted by Wallach:
What's inconsistent about Maria not being able to use weapon mods? No unique weapons are allowed to use weapon mods, because they all have different stats than the base weapons.
Well it looks exactly like a regular 9mm except for the chrome barrel and mother-of-pearl grip, and doesn't have any mods installed when you get it, so it seems weird that you can stick a scope on a regular 9mm but not on Maria. I don't mean it's inconsistent as far as game mechanics, just within the game world itself.
Orlandu84
Junior Member
(07-14-2011, 11:59 AM)

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#209

Originally Posted by jim-jam bongs:
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.
Thanks for the quick reply, jim-jam bongs! I hope (emphasis on the hope) to have New Vegas running with mods tonight. I will give the WME a try and see what happens.
Dizzy-4U
Member
(07-15-2011, 05:28 PM)

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#210

Finished downloading 5.4GB worth of Fallout3 mods. I'm gonna be busy this weekend, can't wait!
ezekial45
I have assigned to you one day for each year its punishment will last.
(07-15-2011, 05:44 PM)

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#211

Anyone else having problems with New Vegas Bounties 2? I know a number of people are getting the red ! box problem and are unable to get the quests going.
Orlandu84
Junior Member
(07-17-2011, 03:55 PM)

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#212

Originally Posted by ezekial45:
Anyone else having problems with New Vegas Bounties 2? I know a number of people are getting the red ! box problem and are unable to get the quests going.
I haven't tried New Vegas Bounties 2, but I had a lot of technical problems with the original. I loved the plot and the boss fights, but that mod did not like me or the other mods I had. I did complete the mod with the help of CASM NV http://www.newvegasnexus.com/downloa...e.php?id=36730

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.
kokujin
Banned
(07-18-2011, 03:19 AM)

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#213

What are the best graphical enhancing mods for NV right now.I can always pick through the the other mods, but I always have a hard time trying to figure which mods give the best visual enhancement.
Last edited by kokujin; 07-18-2011 at 03:43 AM.
hemtae
Member
(07-18-2011, 03:25 AM)

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#214

Originally Posted by kokujin:
What are the best graphical enhancement mods for NV right now.I can always pick through the the other mods, but I always have a hard time trying to figure which mods give the best visual enhancement.
somebody posted this in the other topic which looks decent to me
klee123
Member
(07-18-2011, 03:30 AM)

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#215

Originally Posted by jim-jam bongs:
Well it looks exactly like a regular 9mm except for the chrome barrel and mother-of-pearl grip, and doesn't have any mods installed when you get it, so it seems weird that you can stick a scope on a regular 9mm but not on Maria. I don't mean it's inconsistent as far as game mechanics, just within the game world itself.

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.
kokujin
Banned
(07-18-2011, 03:44 AM)

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#216

Originally Posted by hemtae:
somebody posted this in the other topic which looks decent to me
What topic is this from?
hemtae
Member
(07-18-2011, 06:20 PM)

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#217

Originally Posted by kokujin:
What topic is this from?
The OT
balladofwindfishes
Member
(07-18-2011, 06:24 PM)

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#218

In New Vegas Bounties II, how do I get villains to not attack me on sight so I can get the collar on them?
hemtae
Member
(07-18-2011, 06:25 PM)

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#219

Originally Posted by balladofwindfishes:
In New Vegas Bounties II, how do I get villains to not attack me on sight so I can get the collar on them?
Some will instigate dialogue first, others you'll have to get to a certain health like the mongol kid
water_wendi
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]
hemtae
Member
(07-21-2011, 04:56 PM)

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#221

Originally Posted by water_wendi:
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.
Lonesome road was suppose to come this month, but then again Old World Blues was suppose to be June. I suspect it will come in August

and yeah, I look forward to nVamp working again
water_wendi
Water is not wet!
(07-21-2011, 04:57 PM)

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#222

Originally Posted by hemtae:
and yeah, I look forward to nVamp working again
A new version came out today :)

edit: bah misread what you posted. im just so excited lol
Last edited by water_wendi; 07-21-2011 at 05:04 PM.
zazrx
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
teiresias
Member
(07-21-2011, 10:21 PM)

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#224

So there isn't a higher resolution texture pack for New Vegas? The OP just lists the three mods for NV under graphics.
jim-jam bongs
Banned
(07-21-2011, 10:31 PM)

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#225

Originally Posted by teiresias:
So there isn't a higher resolution texture pack for New Vegas? The OP just lists the three mods for NV under graphics.
There are a couple of them but nothing like the gigantic one for Fallout 3. The OP(s) need to be updated but I haven't had any time the past month or two. In the meantime, you should check out:

Essential Visual Enhancements
POCO BUENO Texture Pack
hemtae
Member
(07-21-2011, 11:08 PM)

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#226

Originally Posted by jim-jam bongs:
There are a couple of them but nothing like the gigantic one for Fallout 3. The OP(s) need to be updated but I haven't had any time the past month or two. In the meantime, you should check out:

Essential Visual Enhancements
POCO BUENO Texture Pack
Poco Bueno is the lower res version of Ojo Bueno
jim-jam bongs
Banned
(07-22-2011, 01:44 AM)

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#227

Originally Posted by hemtae:
Poco Bueno is the lower res version of Ojo Bueno
See? This is why I haven't done an update for ages. Thanks mate.
water_wendi
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).
Orlandu84
Junior Member
(07-22-2011, 02:21 AM)

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#229

Originally Posted by teiresias:
So there isn't a higher resolution texture pack for New Vegas? The OP just lists the three mods for NV under graphics.
Actually, there is a script http://www.newvegasnexus.com/downloa...e.php?id=35645 that installs the relevant parts of NMC’s Texture Pack for New Vegas! Does it cover everything? No. Does it make New Vegas look a lot better? Yes it does! You will need NMC's Texture Pack for the script to work though.
jim-jam bongs
Banned
(07-22-2011, 02:31 AM)

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#230

Originally Posted by water_wendi:
- 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.
This always annoyed me with UPP for FO3 too, glad they have the option to turn them off. Skill-based perks are always unbalanced. Usage-based perks, like in New Vegas and Alpha Protocol, work a lot better imo.
Red Blaster
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.
hemtae
Member
(07-22-2011, 02:47 AM)

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#232

Originally Posted by Red Blaster:
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.
read the readmes, but most of the time you extract the contents of the archived file to the data folder
klee123
Member
(07-22-2011, 02:49 AM)

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#233

Originally Posted by Red Blaster:
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.
Make sure you copied the files to the right folder. Which is the DATA folder. The esps should appear on the mod list.
Red Blaster
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.
Jerykk
Banned
(07-22-2011, 05:43 AM)
#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
moojito
Member
(07-22-2011, 12:21 PM)

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#236

What I would like is a mod which obscures the parts of the map you've not yet explored, and also marks things (buildings, vaults etc) with a tick or a cross or something once you've explored them so you can see immediately where you haven't yet been.
duckroll
mashadar's neko-mimi slave
(07-22-2011, 12:32 PM)

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#237

Originally Posted by moojito:
What I would like is a mod which obscures the parts of the map you've not yet explored, and also marks things (buildings, vaults etc) with a tick or a cross or something once you've explored them so you can see immediately where you haven't yet been.
I'm confused as to what you're asking for. It sounds like you're describing what is already in the game. There are two levels of maps on your Pip-boy. A world map and an area map. The world map is static and very general showing only the overall shape of the entire world area. No undiscovered locations are listed at all. The area map on the other hand, starts out completely blank and obscured. It only fills up as you physically move within the space and it automaps.
Orlandu84
Junior Member
(07-22-2011, 12:39 PM)

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#238

Originally Posted by Red Blaster:
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.
Yes, it can become pretty dark using Nevada Skies. I usually use Nevada Skies with URWL http://planetfallout.gamespy.com/mod...istic-Lighting so that it can be pitch black at night without a light. Now, I use night vision or thermal vision so that I can see. I would recommend getting The Imaginator http://www.newvegasnexus.com/downloa...e.php?id=39619 and using that amazing mod to make the lighting just the way you want it.
moojito
Member
(07-22-2011, 02:21 PM)

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#239

Originally Posted by duckroll:
I'm confused as to what you're asking for. It sounds like you're describing what is already in the game. There are two levels of maps on your Pip-boy. A world map and an area map. The world map is static and very general showing only the overall shape of the entire world area. No undiscovered locations are listed at all. The area map on the other hand, starts out completely blank and obscured. It only fills up as you physically move within the space and it automaps.
You're right, I'd forgotten about that as I rarely use it. I'd like the world map to have that same effect (not showing places you've not yet explored). While the world map doesn't show locations on the map by default, there's no difference between places you haven't explored and places you have explored that are just empty.

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.
duckroll
mashadar's neko-mimi slave
(07-22-2011, 02:30 PM)

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#240

Originally Posted by moojito:
You're right, I'd forgotten about that as I rarely use it. I'd like the world map to have that same effect (not showing places you've not yet explored). While the world map doesn't show locations on the map by default, there's no difference between places you haven't explored and places you have explored that are just empty.

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.
I think that feature would be a bit hard, because not all locations are places you can enter. There are a lot of marked locations which are basically wide open areas, or just a camp spot, or ruins. For such a feature to work, you would need to add additional scripting code to mark every single location which can be entered to separate them from those which are just open areas. Then you have to add additional variable flags to determine if the player has entered the area before.

Plus, when new locations are added either via other mods, or via a DLC, it would automatically break such a mod.
moojito
Member
(07-22-2011, 02:37 PM)

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#241

Originally Posted by duckroll:
I think that feature would be a bit hard, because not all locations are places you can enter. There are a lot of marked locations which are basically wide open areas, or just a camp spot, or ruins. For such a feature to work, you would need to add additional scripting code to mark every single location which can be entered to separate them from those which are just open areas. Then you have to add additional variable flags to determine if the player has entered the area before.

Plus, when new locations are added either via other mods, or via a DLC, it would automatically break such a mod.
Aye, I was pondering issues like that myself. Even marking anything with a door you've entered would be useful, but I do have a habit of picking things I'd like from mods that are impossible, like a radio chatter mod in x3. Sounds simple, turns out to be nigh on impossible due to the way the game was made :<
RedSwirl
Member
(07-22-2011, 02:53 PM)

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#242

That Resident Evil 2 total conversion out yet?

Nope?

Okay bye.
balladofwindfishes
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 :(
zkylon
Member
(07-22-2011, 03:21 PM)

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#244

Originally Posted by balladofwindfishes:
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 :(
I think they can't legally do so. I always see NV modders clarifying no assets were taken from FO3, etc.

Maybe you can get a music kick out of this: http://www.newvegasnexus.com/downloa...e.php?id=35061
Aaron
Member
(07-22-2011, 03:34 PM)

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#245

Originally Posted by balladofwindfishes:
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 :(
A Requiem for the Wasteland ports ALL of Fallout 3, including the radio stations.

Originally Posted by Red Blaster:
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.
Instead of just copying files, you should use the Mod Manager. Makes it very easy to install/uninstall and organize load order.
balladofwindfishes
Member
(07-22-2011, 03:47 PM)

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#246

Originally Posted by zkylon:
I think they can't legally do so. I always see NV modders clarifying no assets were taken from FO3, etc.

Maybe you can get a music kick out of this: http://www.newvegasnexus.com/downloa...e.php?id=35061
I have that station already.

I wish they'd put the file up and say "just copy the files from Fallout 3"
SuperSonic1305
Member
(07-23-2011, 03:34 AM)

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#247

Has anybody gotten MTUI working since the patch? I just reinstalled the game and i'm getting the default interface.
Lionheart1337
Member
(07-23-2011, 03:37 AM)

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#248

Originally Posted by SuperSonic1305:
Has anybody gotten MTUI working since the patch? I just reinstalled the game and i'm getting the default interface.
still works fine for me
Gvaz
Member
(07-24-2011, 01:30 AM)

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#249

Why not use DarnUI instead?
Sober
Member
(07-24-2011, 01:37 AM)

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#250

Originally Posted by balladofwindfishes:
I have that station already.

I wish they'd put the file up and say "just copy the files from Fallout 3"
Use the Radio Extender tool. The songs for FO3 though need to be extracted, but that's just an extra step and you need to use FOMM anyway.