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MonoAccipiter

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Everything posted by MonoAccipiter

  1. My bad then, went by the LOOT message.
  2. I second this, he didn't take too long to reply when I uploaded the wrong image to EVE. @Darkside: Make sure you do not clean the UDRs from the WFO plugin. I changed the guide to include the reports for both versions.
  3. That's why I never really like the Capital Wasteland, as I saw no reason for it not to have grown back. I just always thought a naturally arid habitat would behave differently, I guess. Should be pointed out that the lush forests surrounding Nagasaki is a better example than Chernobyl (though it still backs your point just the same) which only had a reactor meltdown. According to this Stanford webpage nothing except very large doses of radiation makes noticeable damaged to the growth of an ecosystem, so the most adverse effects on plant life would probably come from other effects of the bomb. There's actually a fairly famous photo of three divers who dove into the radioactive pool at Chernobyl to fix a release valve. They died a few days later, but prevented the whole reactor block blowing up. Saw it just a few days ago:
  4. I'm aware that the Mojave is a lot more fertile than the dead version, as Satur9 showed with the pictures. I just meant that the original game is much more dead and I personally prefer to follow precedence when it comes to these things, so that was just my opinion. :: There's also the fact that a massive nuclear war should have had some rather drastic environmental consequences. As well as the 60+ years of man-made climate change they probably brought on (given that oil was mostly used up before the Great War). Just look at China's ever growing deserts or the Aral Sea. Not very fertile places. EDIT: Should point out I know the Aral Sea isn't shrinking because it got warmer, but I find it a fitting example of what could happen to already dry-zones when it gets even dryer.
  5. These things doesn't really have as much to do with the whether the guide is for new users or not, as they have with things getting lost in transit when additions are fairly free-flowing. Which is why feedback is always welcome. :: 4) The dead version is more along the lines of what was originally envisioned for the game. The environment is an integral element to the storytelling, so I'd recommend that version. EDIT: I've changed the guide according to your suggestions, with the exception of number one, because I'm still not 100% used to Merge Plugins Standalone. @Satur9: My guess is that the RWLE patch just changes the new worldspace added by NVBII, so therefore it's compatible with both standard NV as well as TTW.
  6. Orange plugins just means the masters have been reordered, it doesn't have any say in whether they should be active or not. I prefer to stick to the small signs in the checkboxes: Plusses means the mod has been merged to the bashed patch and can be left unactivated. Dots signify that the mod has a nomerge tag and was deactivated before creating the bashed patch, but should be reactivated afterwards. All other mods should be activated.
  7. I'm on it! EDIT: Will this do? I didn't want to cut too far into the border. Also tried to make the text a bit more straight like the original. EDIT2: Added some more flair to the Legion photo since you wanted to use it.
  8. Indeed they do. I've corrected the instructions.
  9. Yes, only pick the 3 options specified in the guide. This is because it includes my mod (NVInteriors Rewritten), which has its own patch for ILO. EDIT: More specifically in response to your second question - the instructions specify that you want to move "ILO - NVInteriors Project.esp" to the optional plugins list in the NVInteriors Rewritten mod, not the Interior Lighting Overhaul mod (as per step 9). The plugin you merge will also come from NVInteriors Rewritten. Relevant quotes:
  10. Building on what Ess said, you can keep the C.Light tag, it's actually just something which was missed the first time around, and I'll see to adding it to the guide. EDIT: I apologize in advance, but when I learned of this punny business involving patching, I couldn't help myself. Here's my go at the real logo:
  11. "ENB works fine on my Windows 10 setup." - MonoAccipiter In all seriousness though, he probably had a reason for saying so but I haven't had any issues at all. The 4GB loader is pretty important if you want to have a stable game, but I've had no issues with that either.
  12. FNV is much more of an RPG than Fallout 4. It loses out on the technical aspects of what it includes even when modded, as A.I. is better in Fallout 4, the shooter mechanics are much better and animations look much more realistic. Overall Fallout 4 made progress everywhere you'd expect that game to move forward, but in what has traditionally been the scope and aim of Fallout, I think FNV does much better. First of all the writing is far superior in my book. Bethesda hasn't really had that much of a flair for captivating storytelling since Oblivion (and then only in the side quests; the main quest was rather "normal" for a TES-game). Now I'm heavily biased since I'm very fond of both Obsidian as a developer and Chris Avellone as writer, but I truly think Obsidian is an example of someone taking the RPG genre as a storytelling medium and using its strengths to the fullest, as opposed to adapting the genre to a story you wanted telling. This is first and foremost heavily emphasized in FNV through a multi-faceted story that you can experience from several sides, but also through an attention to detail and a respect for their own work which is a rarity in today's video game industry. You know how all the guns in Fallout 4 are made for left-handed people? That's the thing that would only frustrate you if you actually know about it, but when you do it's gonna seem infinitely stupid. In FNV the main developer was more-than-averagely interested in weapons so they made an entire DLC dedicated to expanding the already detailed array of weaponry available to you. This kind of attention to detail is what often leads me to say that the main difference between the Bethesda Fallouts and FNV is that while the worlds Bethesda create have a tendency to fall apart once you start looking at them more closely (such as the fact that the Capital Wasteland had just a little over zero farms, or that they used bottlecaps as a currency without having anything backing it up), FNV just rewards this kind of attention. Wonder how bottlecaps work as a currency when there's nobody controlling the distribution of it in the first place? Boom, say hello to water merchants! Wonder what the people in New Vegas eat? Just explore the massive farmland outside of Freeside, or talk with Gundersen about the Brahmin Barons in one of the casinos. The world Obsidian created might not be as packed with scenery as Fallout 3 or Fallout 4 (though I actually found a lot of the scenery in Fallout 4 unrewarding because of the generic loot system, but that's a topic for another dicussion), but almost every single location has depth and attention given to it from several sides. Take the way they use an unleveled world to guide the player where they want them instead of collapsed buildings, subway tunnels and leveled loot. You know where a powerful weapon is not far from where you start the game? Fine, but you're still gonna have to get through that high-level lock, or that large mob of Cazadores. All this speaks volumes about the respect FNV has for the player, and moreso than any of that, the fact that every damn NPC in the game is killable bar one robot with a wicked smileyface on his monitor, and him only so because that's your always-available option to finish the game. Sure, sometimes this leads you into stupid situations, like when I managed to get the only one who would remove the bomb-collar around my neck to become hostile by wearing enemy faction armor in my first playthrough, but I'd still take this any day over a game that holds your hand all the way. In fact, one of my fondest memories from a video game ever was when Mr House called me a big idiot for having gone to see Benny before talking to him. I don't think I'd played a game that allowed me to live with my mistakes before, and having this all-powerful proprietor of New Vegas call me a fool and still require my help was a completely new experience for me. Just like when he tried to convince me to do what he wanted me to do, not for the material reward I had been offered so many times before, but rather for a part in mankind's future, or the very existence of one in the first place. The DLCs (directed by the aforementioned Mr. Avellone; the exception being Honest Hearts which was directed by J. Sawyer) only servers to further cement this attribute, serving to make your story a much more personal one, and providing a fitting finale to your (expectedly) much-blistered journey. I highly recommend them, and I think you'll enjoy FNV a lot if you're open to what it serves you. If you like western films like me you'll enjoy it even more.
  13. Actually, Yukichigai wouldn't require you to ask permission to do so. I quote from his sentrybot toy mod: The only exceptions would be the few mods of his where he uses other assets, such as the icon in the sentrybot mod, but that can be navigated simply by requiring you to download said mod and deactivate the included plugin, like I've done with Millenia's weapon mods for my pack.
  14. Welcome, Van. If I'm not incorrect I believe I've seen you around the F&L subforums. Hope you've gotten some enjoyment out of all that trying and failing. ::
  15. Welcome indeed. Economy is slow over here as well (Norway). Too much government money invested in the oil industry, and for some sad reason, we managed to elect the most conservative government we've had in years last election. Two years in and the prime minister just admitted that expecting the industry to grow in this political climate might have been a mistake. Oh well, at least our student loans are still amazing, and I won't really have to work for many years yet. Guess you guys know Zuccarello then. He started out on my hometown team actually, Frisk Asker. My dad used to be their physio, so I've seen them play several times, though hockey wasn't really my sport. ^o^
  16. I wonder how fast they are. Are they like SSDs if you have small lasers in your computer? I don't know about AI, really. I just think we'd destroy each other long before we'd allow any machine to do it. Might just be the post-humanist (not posthuman, that is a field entirely too complicated for me) in me speaking, but I see many a man willing to thread on his kin if it leads him where he wants.
  17. I honestly can't see why a machine would want to hurt man more than he is hurting himself. Though I suppose there could be a vindictive element to consider. Nonetheless, most courses on artificial intelligence within these shores give considerable weight to the ethical aspects of the subject.
  18. Not considering my time using it with Fallout 4, I think the last time I had touched NMM was back when it was still OBMM (which IIRC it is based on, but feel free to correct me if I'm wrong).
  19. Yet my mouth waters more at the thought of an old vinyl record. Guess I'm just an old soul in a young body (you and me, Matt Smith). More seriously though, is it weird that this unsettles me ever so little?
  20. What are the advantages of using NMM over MO in any case? I had to use NMM for Fallout 4 and I simply couldn't see a single area where I felt it was better than MO.
  21. Opening this thread to use as a feedback thread for the equipment pack I'm working on as a potential add-on to F&L. If anyone would like to test my plugins that would be welcome, as well as any feedback in general on either package structure, what's included, balancing etcetera etcetera LINK The two main tenets are as follows: Only include equipment which has sufficiently high quality to seem as though it might originally have been part of the game. This includes quality of design, but also implementation and art style. I will for example never include weaponry which looks much more modern than the art direction employed in New Vegas, as I find this diminishes the overall aesthetic. Attempt to make said mods follow the same precedence in terms of balance, appearance or implementation. This is an extension on the previous tenet, but mostly serves to dictate that no two mods have a noticeable gap in quality, or that any of the mods overlap eachother. The most noticeable change will be that I have renamed all weapons to use more general names, like the vanilla "Sniper Rifle" or "12.7mm Pistol". Currently what I'm looking at implementing more over the following days is making the Project Nevada - Equipment Module use Milennia's models where applicable (first and foremost the Desert Eagle, but also potentially the Mauser and the Combat Shotgun) to avoid duplicates, and give Trentosaurus' weapons the same treatment as I've given Milennia's. 03.01.16: I've rebalanced all of Milennia's Weapons. The PN weapons look pretty good overall, but if you think some of them are unbalanced or the like, just give me a heads up and I'm open for looking over them more in detail. Also added my pistol (Campo-Giro/Iberian Pistol). What I want to look at is the two armors in ADAM's Nemesis Pack, as at least the Prototype Riot Armor is ridiculously overpowered. The reason I haven't looked at this before is because there is no female mesh for it and I wanted to fix that (for the mod in general) before looking at the values, but I've had response from either of the authors so I'm not entirely sure it will ever be fixed. EDIT: I fixed this for ADAM a while back. Strike-through text means it's been fixed.
  22. Only re-enable the plugins that are tagged with nomerge after making the Bashed Patch, they will be disabled together with the mergeable plugins before creating the patch, but can be differentiated by having a dot (as opposed to a plus sign) in their checkboxes when unticked.
  23. It's safe to add, but you'll get the quest the moment you install it (before completing NVBI or NVBII), so I'd recommend you hold off on it (as well as the patch, I guess) until you've completed those two.
  24. Indeed. Thank you for verifying it at least, Grant.
  25. Really unsure whether it's actually just me being picky or this is an actual issue. Can anyone playing a Caucasian character post a screen for reference? Thing is, I looked over the race records in FNVEdit and checked the textures they pointed to in FCO and they don't look at all like how the hands look in-game.
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