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Everything posted by Majorman
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ACCEPTED NV Compatibility Skeleton (by Fallout2AM)
Majorman posted a topic in Fallout: New Vegas Mods
Discussion topic: NV Compatibility Skeleton by Fallout2AM Wiki Link- 2 replies
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- 05-animation and physics
- FALLOUTNV
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Discussion topic: Ragdolls by MadAce Wiki Link
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- 05-animation and physics
- FALLOUTNV
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Discussion topic: Poco Bueno Texture Pack by tapioks Wiki Link
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- 04-foundation
- FALLOUTNV
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Discussion topic: Wasteland Flora and Terrain Overhaul by vurt Wiki Link
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- 06-models and textures
- FALLOUTNV
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Discussion topic: NMCs_Texture_Pack_For_New_Vegas by NeilMC_NMC Wiki Link
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- 04-foundation
- FALLOUTNV
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Discussion topic: FCO - The Last Few Edits by mando69 Wiki Link Build upon Fallout Character Overhaul's assets this mod fixes all errors in the original's plugin and extends its effects over to characters introduced in Dead Money and Lonesome road. Now all the NPCs in FNV: Ultimate Edition should be covered. Requires: Fallout Character Overhaul (of course) Don't forget the following edit to fallout.ini and falloutprefs.ini: [General] bLoadFaceGenHeadEGTFiles = 1
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- 06-models and textures
- FALLOUTNV
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Discussion topic: Fallout Character Overhaul by Drumber Wiki Link FCO 3.01 is unstable and likely will never be fixed. However it introduces the best face and head assets available for FNV and is used as a basis for other character overhaul mods. I want to warn everyone against using FCO as a standalone mod.
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- 06-models and textures
- FALLOUTNV
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Quests aren't progressing, characters aren't initiating dialogue
Majorman replied to Darklustre's question in General Skyrim LE Support
Do you have "Not so Fast - Mage Guild"? Sounds like you've set some quest requirements under it and simply haven't met them all yet. -
Discussion topic: lStewieAl's Tweaks by lStewieAl Wiki Link It is highly recommended to read the ReadMe. the mod offers over 200 tweaks and bugfixes, all fully optional and toggleable through the INI. Mods replaced by this mod* (i.e. users no longer need to download the listed mods from Nexus, they are included in this file) and how to activate them: Automatic weapons fix (bSpinWeaponsSoundFix = 1; bAutoWeaponNoFiringDelay = 1) All savegame managers (Better Saves, Simple Saves, CASM with MCM, etc.) - bImprovedAutoSave = 1 and then tweak the options under [Save Manager] Weapon mod menu - bUnequipWeaponMods = 1 All mods that modify XP gain rate and/starting stats, skillpoints, perks (like Perk Every Level, Level cap Increaser, Balanced Skill Points, etc.) - bModifySkillPointsEarned = 1 and the settings under [Skill Points]; bCustomSpecialPoints = 1 and settings under [SPECIAL Points]; iPerksPerLevel = <custom number>; iMaxCharacterLevel =<custom number> (can be set up to 100) bReduceXP = 1 and tweak the percentage under [Reduced XP] Tutorial killer - bDisableTutorialMessages = 1 Inentory search/Quicksearch - bMenuSearch = 1 (the function is activated through Ctrl+f) Self-carrying Power Armor, similar mods that make worn power armor weightless - bWeightlessWornPowerArmor = 1 Zooming Scope - bAdjustableScopeZoom = 1 Just Hold Breath - bScopeHoldBreath = 1 Enhanced Camera Ground Sink Fix- bFixEnhancedCameraGroundSinkBug = 1 Other cool features toggle scope nightvision bAddNightVisionToggle = 1 stop the player's automatic reloading when the clip is emptied bManualReload = 1 Further optimize game performance -bInlineVanillaFunctions =1 better controller support allow NPCs to perform stealth criticals on the player various UI tweaks and so much more... *The list does not pretend for completeness, I've only listed the most popular ones (the ones I know).
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- 04-foundation
- FALLOUTNV
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Discussion thread: New Vegas Heap Replacer by iranrmrf Wiki page
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- 03-resources
- FALLOUTNV
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Discussion topic: DarNified UI - TTW by Axonis, DarN, Roy Batty, pintocat, MamaStankum, Jesus H Christ Wiki Link Requirements: NVSE JIP LN NVSE plugin. UIO (not a hard requirement, but never use UI mods unless UIO is set up) DarNified UI Font Dummies is highly recommended unless you want to modify your Fallout.ini files. The TTW team has taken over the old and abandoned DarNified UI and taken it out of Beta into a fully functional mod. Don't be worried by its name. it works with "regular" FNV as well. Alternatives: Vanilla UI Plus Vanilla HUD Remastered
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- 16-interface
- FALLOUTNV
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Discussion thread: FNV Mod Limit Fix by iranrmrf Wiki page Fixes a decade-old problem of FNV not being able to load more that 135 plugins at once (compare this to Skyrim's 255). The solution also improves the game's stability. Requires NVSE.
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- 03-resources
- FALLOUTNV
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Discussion topic: NVTF by carxt, lStewieAl, tgspy Wiki Link Features: Tick Count Fix - Removes micro stuttering, replacing the old NVSR fix under Windows 10. Hashtable Optimization - Optimizes performance; decreases loading times. High FPS Fix - prevents various issues when playing above 60 FPS. For optimal experience play in windowed mod and do not use ENBoost:
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- 03-resources
- FALLOUTNV
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---START--- Discussion topic: Ogg Vorbis Libraries by KaneWright Wiki Link So what does this do then? Well, I have taken upon the task to enlighten the profligates of the wastes (or, rather, shamelessly copy-paste other people's comments from Nexus): Elflat 63 wrote:
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- 03-resources
- FALLOUTNV
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Discussion topic: NVSE by DemoRome, IstewieAI, c6-dev, carxt, iranrmrf, jazzisparis, and korri123 Wiki Link
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- 02-extenders
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Thanks for the prompt replies. So, if I understood correctly, the recommended way to update the guide would be to: 1. Create a separate entry/mod page for each mod and utility I'll be using. Specific install instructions should be listed on this "mod page". 2. Format the guide as a mod list that links to both the download page and the wiki page. Should I necessarily follow the 3-column table format? Drawing tables in PHP is inconvenient IMO. The requirement to split core from supplemental mods is not a big issue, I have a general idea on which is which. Regarding the modlist - I plan to basically upgrade SRB's current one, because those are already proven to work along nicely and are at the same time different from the ones provided in Viva New Vegas, so that will not be a carbon copy of the most cited modlist at the moment. I have gone through the "Mods to avoid section" of VNV and at least half a dozen of F&L's mods are there. Not because they are bad mods, mind you, but because xNVSE now allows to achieve these same effect with far less scripts. Timing will be flunky, as life always interferes with modding (and I have a wife and a child that require a lot of my time and attention), but if I manage to get the Script extenders, Stability and Fixes, UI and Weather mods done by the end of June, I will be happy. I had a plan on updating the P&L guide in phases, but if I am going for the STEP Mandate approach, I think I'll work section-by-section, following SRB's structure as reference to keep track of my progress. I'm sorry that this post got a bit lengthy, I'm a bit hyped now and life will probably catch up at some point to bite me in the leg and spoil my plans. TL; DR: I'm willing the "official" guide format a shot, even if I get nowhere, at least that way someone can take over more easily than if the guide is linked to my profile.
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I've recently beaten Alduin and Miraak and found out that I don't like Skyrim enough to replay it with a different character or to do the Dawnguard DLC (I know, a big shock). So it came to my attention that while I was committing genocide against the dragonkin, FNV's modding community has evolved quite a lot. I had to see what it looks like. And now that I'm back to playing Fallout: New Vegas, I think I can find the time to update/modernize EssArrBee's Fear and Loathing guide. The issue is that I don't know if I am allowed to do so under this site's rules and since EssArrBee is not active anymore, I don't know fow I might ask for his consent. Can someone from the site's staff tell me whether I can (legally) update the current guide and how can I start? If such an option even exists, I would like to do it respectfully and give the original author all the respect and praise he deserves. P.S. I don't have the time and/or eloquence to do a guide from the ground up, nor would I be able to do a job that comes even close to the current guide, especially when it comes to writing the technical sections (i.e. how to set up Mod Organizer, how to run FNV LODGen or Wrye bash). My only intention is to make the guide practically useful by today's standards. P.P.S. I know that Viva New Vegas Exists and it has given me ideas on which mods from F&L need to be replaced by a better written ones. The issue I have with Viva New Vegas is that it promotes WMIM over WMX, NV Redesigned over FCO and is build around JSUE instead of PN (though it has an almost complete list on how to recreate PN with newly released mod content).
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FALLOUTNV Weird foliage in Fallout NV with ENB installed
Majorman posted a question in Post-Processing Support
Hi all, I have faced a really weird issue while running F:NV with ENBoost (just the VRAM tweak, no effects installed) and SMAA injected. Besides the weird anti alising on distant object while moving, which, as far as I know is to be expected for this particular game, I discovered that foliage is extremely pixelated and ugly, as if not rendered properly. See for yourselves: Here are my ENB settings: [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=true DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=true ReservedMemorySizeMb=256 VideoMemorySizeMb=16320 -->(I have 16 GB RAM, 8 GB VRAM) EnableCompression=true AutodetectVideoMemorySize=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 AddDisplaySuperSamplingResolutions=false [ANTIALIASING] EnableEdgeAA=true EnableAccumulativeAA=false As already mentioned, I inject SMAA Standalone as a proxy. I have disabled AA, anisotropic filtering and water-what's-it in fallout.ini, as per instructions. Please tell me whether it's a normal effect of using ENB on Fallout's enjine, or something's wrong with my setup. Also, is it possible to improve the AA by forcing supersampling through Radeon Crimson while using an ENB, without negating its effects? -
[FNV] Migrating Steam games to a new SSD, what to watch out for
Majorman replied to Majorman's question in General Skyrim SE Support
Thanks, Greg! It took me some time due to real life engagements, but I managed to install the SSD and migrate FNV to it. Turns out Steam did everything for me, turns out there was no need to backup NVSE and the 4 GB patch - Steam didn't overwrite (or "verify" as it calls it) anything in my folder. Easy as goblin pie (yup, I'm old enough to have played IWD 2 when it came out)!- 2 replies
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- installation
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Finally, with the recent drop in SSD prices, I have now ordered a SSD. Naturally, I plan to migrate my modded FNV from the HHD to the new location in order to optimize load time. I have read a guide on how to do it and for the time being, do not plan to use Steam Mover. However, I would very much appreciate your insights on how to migrate my mods properly without screwing up my savegames. This will help with preparation immensely. First of all, I would like to know whether during migration/Steam verification (after migrating the files), Steam will replace my modified .ini files and the 4GB-enabled .exe and delete NVSE? Secondly, I expect that I will have to fix all links to the FNV installation folder. This includes game utilities (xEdit, LOOT, Merge Plugins, etc.) installed in an separate location, but what about the ones installed in the game folder (MO Legacy, Wrye Bash)? Thirdly, how to migrate successfully assets located under C:/Users (I believe that there are some .ini files and savegames there)? Is there something else I should be careful about? Thanks in advance for any help in this.
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- installation
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Spent 5 hours googling and found a solution - I hadn't updated NVSE in 2 years. So in case others encounter this issue, always update JIP LN, the mods that display error messages and NVSE to the latest version.
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Sorry for resurrecting this thread, but I've encountered the same issue today. After updating to the latest version of JIP and updating some of the related mods (like CASM, JIP CC&C and the JIP Recipe Menu), the latter no longer work (I also receive a big warning message on loading my latest save). I tried reinstalling JIP and then reverting to an older version, but to no avail. What can I do to "save" my savegame (200+ hours in)?
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GUIDE Fear and Loathing in New Vegas - Feedback
Majorman replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hi Mono, if you are still taking care of the guide, please note the instructions on Unofficial Patch Plus have to be edited. Any version newer than 2.0 is split into 2 plugins - one for bugfixes only, and another for modifying gameplay aspects.

