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MonoAccipiter

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Everything posted by MonoAccipiter

  1. I tried fINIpNV, but my game wouldn't launch and I couldn't figure out what setting it had changed that I needed, so I abandoned it for the time being. This was a while ago though.
  2. Watching the Hateful Eight (a few weeks back) made me wish FNV had revolver rifles. Too bad there's no animation for them as I'd make one myself if that were the case. Might get around to making a Colt Python eventually; because a revolver with a suppressor (like in the second Dirty Harry film) could be kinda new. If only I could find some energy. :confused: The Super Mutant Mesh Replacer file missing is probably just SRB not having found a new location for it yet. I have the file in question backed up if it gets lost somewhere. EDIT: Found this on the Nexus, might be interesting for people experiencing FCO-related bugs; or the guide, for that sake.
  3. I can play through NVBIII fairly soon, if I get my install back on its feet. The Inheritance too, though I only entered the one building there and got annoyed at the large seam between the doorway and the wall so I went straight into G.E.C.K. and kinda forgot about the rest of the mod for a while. :)
  4. There are already instructions for installing the YUP patch, and the NVInteriors one has been replaced by my own patch, which is compatible with NVInteriors Rewritten (and downloaded from that page). The Willow patch I don't know where you got from, but simply including it because you have in your installation isn't really going to work as I have nothing to link to. It was not included when the guide used I.L.O. 6.8.1 or with the new 6.9 version.
  5. If only he drew wear patterns by hand instead of with a huge splash brush, and added them to the plastic as well. I like my 200+ year old equipment looking a bit worn.
  6. Looks good to me. Could you add it to the changelog at the top just to keep it tidy?
  7. It's your game, I guess. All I can say is that I had no problems with it, and since you don't actually change anything when opening and closing the menu except for the brows which are already missing, I don't see how it would cause any other issues.
  8. Try entering and exiting the character creation menu via console or the machine in Buck's Place (from the New Bison Steve mod), a menu should pop up asking you to select a type of eyebrows.
  9. FNV is usually my cup of tea, but I'll see if I can shed some light on this. NoMerge mods should be deactivated, imported according to the proper bashed tags and then reactivated after having made the bashed patch. I can only assume the same applies for those tagged deactivate, though I've never encountered that tag myself, in any case as long as you don't go over the .esp limit reactivating them shouldn't present a problem that keeping them unticked would have avoided. Mergeable mods should be deactivated and imported just like WB suggests, and left unticked afterwards. Kelmych's guide recommends you check all boxes except: Alias Mod NamesReplace Form IDsImport Actors: AnimationsImport Script ContentsGlobalsTweak AssortedTweak NamesFor the right pane options I quote: Hope this made some things clearer. ~Mono
  10. Hmm, yes. You won't see an improvement in performance when adding the other sections to your install, but the gameplay section has lot of fairly essential improvements that doesn't impact performance at all. You can also try following the instructions here to optimize the vanilla textures.
  11. Well ENBoost should allow you to load some of the texture memory into your RAM instead of your VRAM, but your FPS is already pretty low, so you'd probably want to go back and see whether there are some more preformance friendly versions of the mods you've already installed, try avoiding STEP: Extended (sticking to STEP: Core) etcetera. There are also several mods in STEP that make the game look a lot nicer without taxing your resources too much, like Point the Way or 101Bugs.
  12. I fixed the eyes bug by downloading the FCO creator's EYES mod separately and sorting it after FCO in MO, wasn't really sure whether it was a problem with my game or in general so I didn't pursue it further. EDIT: Try this too.
  13. I upgraded from FCO 2 to FCO 3 without encountering any issues. I have the ILO - YUP patch in the ILO folder in MO, which I think should be from the new version, but I can't speak for the Willow patch as I don't use that mod. I'd guess it came from ILO too, though. Didn't have any noticable issue with recreating the Sandbox6 merged plugin either (had to, because I lost my entire install to a hardware death), but idk if that's because I used the same version of the files that I had earlier or if it's just me not encountering the issue yet, or whether it doesn't present any problems at all.
  14. Adding NVInteriors Rewritten shouldn't be a problem at all, as everything it touches is enabled by default (not quest-tied/script-tied) and it merely changes the writing (doesn't move/remove any objects etc). The ADAM upgrades for the file in the guide were done by me with permission from the original author. There's a new patch, the custom helmets have Project Nevada vision modes, and I've made a new version of the outcast poster which I've yet to upload.
  15. Decided to give XCOM: Enemy Unknown a shot as it was available for Kr. 50,- (a bit less than 6 dollars) on Steam this weekend. Not really sure whether it's my thing as I haven't tried anything like it before, and I'm not really a huge fan of the graphical style, but a friend spoke rather highly of it so I thought - why not? If I get hooked I'll probably arrive just in time for some of fancier mods when I get around to XCOM 2 anyways. ^^
  16. You have to dismiss all your companions when entering the Divide atleast, though I don't remember exactly from the other two (HH and Dead Money, as OWB allows companions with Yukichigai's changes IIRC). That includes custom companions (I've been playing with Jorge, the BoS Paladin companion mod), though I did have a strange bug where sometimes the normal ED-E would appear when I exited a building and I had to recruit and dismiss him to make him leave again.
  17. Well neither thing is really hard, I concede that, but fiends/ghouls and the like are things you will most likely end up killing no matter the character you're playing, while things affording bad karma would need to be actively pursued.
  18. IIRC the karma system doesn't really care whether you are observed or not in FNV (much like in Hinduism/Buddhism), something which is balanced out by how they tend to favor faction reputation over karma for deciding what effects your actions have. There's also the fact that the karma system in vanilla FNV is rather heavily biased towards good karma anyways, with stuff like killing ghouls giving good karma, making it rather difficult to achieve bad karma anyways. Josh Sawyer even said that he had a look at some of the karma values after the development cycle and had no idea why they'd ended up that way (which is why he changed a lot of them in JSawyer).
  19. This funny quote business reminded me of something from Skyrim. A lot of the names are obviously inspired by Scandinavian (and dare I say Ancient Norwegian, or Norrøn) languages, and some of them turn out rather "funny" if you translate the words from Norwegian to English. Alvor (the smith) translates to Serious (or a serious matter), and Faendal (the elf who is in a love triangle with Sven and Camilla Valerius) literally means F*** Valley (the profane word, not the act I'm afraid). Oh, 11 of November 2011, you had my face looking like this more often than I'd care to admit: :confused:
  20. Seems a logical addition and easy enough to add to the F&L Tweaks file, I'll write up some instructions for it on Sunday unless someone were to object. ^^
  21. Yes, Wasteland clothing Hires retexture is meant to overwrite Hall Of Equipment as it's deemed to be the better looking of the two, but HOE covers more textures. Hence, when installing in this fashion you get the HOE textures on the things WcHr doesn't cover, but the better WcHr textures on the things they both cover.
  22. See my post here (3rd post) for that.
  23. Haha! Thanks, I haven't seen that one before! :)
  24. Well, I can't really explain much better than the wiki page. Just try to follow it step by step and make sure your settings are the same as the pictures/everything is in the correct folders. If you have a fast internet connection I guess this is an alternative for the vanilla textures. When testing it I noticed that textures/clutter/museum/tracklighting01.dds was corrupted, but since my internet connection is so slow I have no way of verifying if it was just my download or the file itself, either way if you see tracklighting textures changing when you move (corrupted textures adopt other objects' textures sometimes) like in this picture (from my own mod), just remove/hide those textures from the file in MO.
  25. @Kesta: Allow me to ruin that for you: https://youtu.be/te4o4VQcNQg , also I think that picture is from the one artist who got discovered through reddit or something (remember seing a post about it a while back). EDIT: Yep @GSDFan: Your dog is cute, it's a nice avatar.
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