-
Posts
884 -
Joined
-
Last visited
-
Days Won
27
Everything posted by MonoAccipiter
-
Mono's Lore Friendly Equipment Pack - Feedback
MonoAccipiter replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
I'm always interested. Sometimes a bit too much. Going to revisit the remaining weapons in the pack this afternoon and hopefully get a presentable idea of the finished product, though a plugin might need some more changes. I haven't looked at the balance yet, but I want it to be along the lines of what I did with WotNM: Balanced around the power of the different ammunition types when compared with vanilla weapons which are actually rather well balanced when you look at those things (probably helped that Sawyer has an above-average interest in weaponry). I mostly look at the impact energy cited on Wikipedia for the different calibers, as well as the fire rate for the real world equivalents of the guns, then I make some adjustments based on stuff like barrel length and for RPG purposes. i.e. I try to make it so different weapons using the same calibers have different upsides and downsides. One example is my Iberian Pistol which does a bit more damage than the standard 9mm Pistol, but has a smaller magazine and need to be repaired more often. Another is the Homemade Submachine Gun which fires much faster than the standard 9mm Submachine Gun, but does much less damage. -
The Advanced Recon Patches.esp includes the changes from Advanced Recon Tech.esp. Hence the latter is rendered obsolete.
-
Problem with the Garret Twins
MonoAccipiter replied to Black_Angel's question in Guide Support & Bug Reports
No, the way MO works is it builds a virtual install directory when you launch the game, so what order you installed in doesn't really matter as long as the mods are sorted correctly in the left pane. -
Problem with the Garret Twins
MonoAccipiter replied to Black_Angel's question in Guide Support & Bug Reports
Just use 16 as a base for each slot. So 4E is 4x16 + E (which is 15) = 64 + 15 = 79 Running out of console commands to suggest I'm afraid, wonder if switching to NVR3 would solve the issue. :confused: If you're doing a new playthrough you can just use the wonder of Mod Organizer to shove NVR3 (and the FCO version TheHermit recommends) into where the guide has positioned FCO. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yes, instructions for that needs some changing. Since Drumber is the author for the separate mod as well I doubt there's any difference to using it (beyond avoiding the erronous file extension) and I'm gonna make an educated guess on the equip sound being unavoidable. This is because I assume he's added the effect as a translucent armor addon, which doesn't show in your inventory, but is equipped through a hardcoded script the same way lots of armors do it with gloves. -
Problem with the Garret Twins
MonoAccipiter replied to Black_Angel's question in Guide Support & Bug Reports
I haven't tested it myself, but TheHermit apparently found a way to install FCO and NVR3 without too many issues. https://www.youtube.com/watch?v=vHZ2pOgEgmQ As for your issue what happens if you click on the NPC in the console and use the resurrect command? Also, how many plugins do you have active? There's a hex number next to your final plugin in MO's right pane. The way hex works is that every slot has 16 values instead of 10 (0-9 AND A-F, instead of just 0-9) meaning that you will have to multiply the leftmost (of the two) number by 16. Do they go over 130? -
Game doesn't pass "standby" screen
MonoAccipiter replied to Skarrux156's topic in Fear & Loathing in New Vegas
Just merge the plugins listed. Advanced Recon Patches.esp makes Advanced Recon Tech.esp superfluous. -
Making bashed patch removed DLC master .esms
MonoAccipiter replied to Skarrux156's question in Guide Support & Bug Reports
Yeah. Since you install mods via MO there's nothing there that Steam will overwrite. -
Game doesn't pass "standby" screen
MonoAccipiter replied to Skarrux156's topic in Fear & Loathing in New Vegas
Check to see if all bsa files are ticked under the archives tab in MO, and if that doesn't help try unticking some plugins, launching intermittently to see if you can isolate the problem. Often this issue is cause by having a patch reference a record that's been removed from its master, but I did have it happen because of something else recently and it really frustrates me that I can't remember what it was. -
Just disable the plugin which lacks a master for now. Which section is this again?
-
Dialog bug with certain npc´s
MonoAccipiter replied to Terome's topic in Fear & Loathing in New Vegas
Okey. Let me know if there's anything else I can help with. -
Plasma Defender sound
MonoAccipiter replied to GopherEverett's topic in Fear & Loathing in New Vegas
What happens if you pull over the entries from WMX (the default sounds) to the bashed patch and check in-game again? Does the vanilla sounds loop as well? -
Plasma Defender sound
MonoAccipiter replied to GopherEverett's topic in Fear & Loathing in New Vegas
Okey, as far as I know the Bashed Patch should have copied over EVE's records and should be using its sounds, but the way WF chooses what to include in the patch depends on the bashed tags applied to mods, which is why we recommend you tag every plugin in FNVEdit with the Generate Bashed Tags script. -
Mono's Lore Friendly Equipment Pack - Feedback
MonoAccipiter replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
It didn't have an animated ejection port either. :confused: Have tracked the one you linked. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
@TheHermit, you lurker! (assuming you'll see this) Finally saw your video and found it very interesting. I do also like the philosophy of FNVR 3 a lot and it might be worth looking at it again a bit further down the road. Sadly I am a bit swamped at the moment. P.S: Don't worry about my name, to be honest I'm not 100% sure how to pronounce it either. -
Dialog bug with certain npc´s
MonoAccipiter replied to Terome's topic in Fear & Loathing in New Vegas
That's very odd. The easiest way to determine what is causing it would probably be to make a save next to one of these characters and disable 5 plugins (not mods) at at time until the problem disappears, and then isolate which of those five plugins is causing the issue. If you get locked in the conversation (unsure from your post) type "cam" into the console to close all menus and see if that helps. -
Plasma Defender sound
MonoAccipiter replied to GopherEverett's topic in Fear & Loathing in New Vegas
It's probably because EVE wants to change the sounds it uses, but since you use NMM and I assume, by extension, don't have a Bashed Patch, EVE's sounds will be overwritten by WMX. This guide kinda needs you to use MO and Wrye Flash to get it all working together, as a bare minimum. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
Sounds great then. I'm glad my antipathy was unfounded. -
Plasma Defender sound
MonoAccipiter replied to GopherEverett's topic in Fear & Loathing in New Vegas
Hi, GopherEverett. I will look into this in the morning. My brain is already fast asleep. -
Mono's Lore Friendly Equipment Pack - Feedback
MonoAccipiter replied to MonoAccipiter's topic in Fear & Loathing in New Vegas
NB: THIS POST WILL BE UPDATED THROUGH EDITS, BUT I NEED TO SLEEP. Here's a small update with my thoughts on the "Camon and Scottmack" pack and what I will add to the pack. I'll be using the names darthbdaman has set in his plugin when referring to them here, as I'm going to be basing my own plugin on that, but will probably change them later. The entirety of the Couriers Weapons pack was cut. I'm not a huge fan of mods where they just rehash parts of vanilla meshes (though sometimes they can look cool) and to me this had much lower quality overall than the rest of Scottmack's weapons. Scottmack's Service Revolver was cut. The revolver didn't have a properly animated cyilnder (the casings will stay there even when you reload) which was sad because the model and texture was really cool. Scottmack's Compact British Submachine Gun (Sten) was cut. I prefer the Millenia's Sten Gun. Might do a comparison shot tomorrow just to verify. Scottmack's Volkssturmgewehr was cut. It didn't have an animated ejection port and the textures on the screws and bolts didn't match up with the rest of the gun. Scottmack's British Rifle (Lee Enfield Mark 1) and its unique variant was cut. The wood texture wasn't all that good and the mesh had some weird seams. Scottmack's French Carbine was cut. The model looks a bit too thin for me, and I don't like the wood being "mushed" together towards the end of the barrel. Camon's Chinese Submachine Gun was cut. The carbine version of the Chinese Assault Rifle was a cool idea, but I didn't feel it warranted an even shorter variant. Camon's Combat Rifle (the G3) was cut. There's plenty of variants of this already in the game with my equipment pack installed, and Camon's version doesn't have an animated ejection port, which is annoying. Otherwise I would probably have considered replacing the Assault Rifle in Project Nevada with this model. Camon's British Machine Gun (the Bren) was cut. It didn't have an animated ejection port and the receiver-part of the mesh did not look all that good. Camon's MP5s were cut. None of them had animated ejection ports, which is a shame because they looked really good otherwise. Camon's unique revolver, Black Heart, was cut. It's texture was a bit too low-res. Camon's Burp Gun (PPSH-43) was cut. I prefer Millenia's and they don't look different enough to warrant two versions (kinda hard to balance a thousand 9mm SMGs too). Camon's Storm Rifle was cut. It didn't have an animated ejection port. darthbdaman linked a better looking variant later in the thread which I've tracked. Scottmack's Sewer Gun (the Bastard Gun from Metro) has had its version unique cut, and the normal version now uses the unique model as seen in the picture. They were a bit too alike for it to really be necessary with two versions, and the unique looked much better so I went with that. Haven't decided what to do with the weapon mods yet but will probably stick with the unique versions' mods. Unsure how I feel about the magazine though, as there's no real animation for bullet feed, so making it partially see-through doesn't seem like the best idea. I'm gonna say it barely made it in. Camon's Wolf Jaw was cut and Wolf Chief will be included. I decided to cut the Wolf Jaw because it's basically a stripped-down version of WRP's Caravan Shotgun, and keep the Wolf Chief. It will be renamed though. Comparison (from left to right) of WRP's Caravan Shotgun, Camon's Wolf Jaw and Camon's Wolf Chief: Camon's Mauser weapons (a carbine and one of the two pistols) are currently up for consideration. The automatic pistol has been cut as that was just the same mesh with a not-so-good-looking animation. I want to keep both since they look pretty great, but I need to figure out how to sort the cabal with Millenia's Mauser (might drop that or make Project Nevada use that model, as I prefer Camon's version). Will probably jump in-game tomorrow to make a compare between Camon's pistol and the one from WotNM. Camon's Browning and LSW will be included, the Machine Rifle was cut. This category doesn't have all that many weapons in the first place, and most of the models looked pretty good. Camon's Machine Rifle was cut because the holes don't above the handlebar didn't look quite right to me, and I didn't really want too many BAR-based weapons. Comparison (from left to right) of WRP's Automatic Rifle, Camon's Machine Rifle and Camon's Browning (all based on the BAR): Comparison (from left to right) of WRP's Light Machine Gun and Camon's Light Support Weapon: As you can see the LMGs are not that much similar which is good, but the BAR-based weapons I'm still a bit on the fence about keeping all three of. Should be noted that the Machine Rifle doesn't have an animated ejection port, but has a black hole where it would be, which at least is one step up from having a permanently closed one. Scottmack's Enfield (Lee Enfield Number 4) will be included. It's a huge, badass, wooden rifle, what more is there to say? Camon's German Light Support Weapon will be included. Best looking FG-42 around, and I might even be willing to turn a blind eye to the silly drum mag. Will need a rename though, because it's not a support weapon, and I also want a different inventory icon for it. NB: THIS POST WILL BE UPDATED THROUGH EDITS, BUT I NEED TO SLEEP. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
MonoAccipiter replied to Neovalen's topic in Unsupported Game Guides
Still a better deal than horse-armor. x) -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
No problem. I corrected some of the language. Also edited in a note for you in my last reply, but you sneaked in a reply of your own before I finished, so you might have missed it. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
Not so much currently worried as generally skeptical to the concept. I'm glad to hear there will be patches and I could probably work from within the framework of that mod if I decided to make any large changes to the exteriors of the casinos. I do however feel sad for the modders who now have to force their users to decide between using their mods or that collection, seemingly decided by whether the team behind the collection thinks that said mod is worthy of a patch. Also, won't this include a lot more challenges related to performance for lower end users? If that is the case and I have decided to continue development of a mod I am working on (just an arbitrary example) by using that collection as a master (since I had to edit stuff in for example Freeside) wouldn't that mean that I've been forced to either abandon my users who have a lower-end setup, or abandon my users who want the updated uncut collection? I know I make a lot of mental leaps here, but knowing all the work it takes to make sure the mods in a guide like this works properly with each other when they all work from the same baseline, I can't help but shudder a bit at the thought of having to manage two baselines. @darkside: I love guinea pigs. Don't think it will break your save either since with darth being the script-master he is, everything is properly integrated via scripts instead of editing leveled lists directly. Might want to make a clean save (wait inside for 3 days IIRC) to reset the leveled lists though. Just took a bunch of pictures today to decide which weapons to throw out and which to keep, since the model viewer in the GECK is pretty awful when you need a detailed look at things. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
If the Armour Repair Kits mod would disappear, I'd just remake it from scratch. It's not that complicated. Users of my equipment pack, I have good news for you! I'm currently working on a modified version of darthbdaman's Camon and Scottmack Weapons - Compatibility Edition plugin, meaning some of the weapons will be making an appearance there as well. Joys of the eternal beta stage! ::

