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Everything posted by MonoAccipiter
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DarnUI related crash on startup
MonoAccipiter replied to senorfi's question in Guide Support & Bug Reports
Mods can load just fine in FNVEdit and then end up missing resources when you try to load them into the game. If reinstalling the UI mods fixed your problems, then that was probably the case. -
DarnUI related crash on startup
MonoAccipiter replied to senorfi's question in Guide Support & Bug Reports
Did you install Darnfied UI before all the other mods that check for it, and move it below "The Weapon Mod Menu" after installing that? If so, odds are that's not what's causing the crash. Have you ticked "Have MO manage archives" under the archives tab, ticked all the bsa-files there and made sure Fallout - Invalidation.bsa is sorted first? Might not be related, but it's easy to miss when going through a long installation process. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
I see. I'm guessing you'd have to use the G.E.C.K. to manually add them? Otherwise I might have given it a go myself, as I understand they're part of Hitman's modding resource. -
I've been having some issued with the lod texture not disappearing when I get close to the 188 Trading Post, but instead staying and causing a flicker between it and the default texture as shown in the pictures below: Any idea what could be causing this? I'm running mostly standard F&LNV (I have an extra companion and my own mod which changes the names of Millenia's weapons) with an ENB on top.
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Adding radio station mods to F&L
MonoAccipiter replied to FuzzRocket9's topic in Fear & Loathing in New Vegas
Hi, FuzzRocket. Completely new radio stations won't modify any vanilla assets and should be compatible with just about anything. As for adding it to an existing savegame, well, I don't know the ins and outs of the Gamebryo Engine, but I can't honestly see what harm it would do and I've added mods without starting over several times without seeing much negative impact. The performance hit of an audio mod depends on the compression of the audio files and unless the mod specifies otherwise it's safe to assume it doesn't use a special format (like the ambient wasteland 2 mod which has a .waw version) and has about the same impact as the vanilla radio stations. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
Sounds fair. I'll probably take a look once I finish my NVInteriors Rewritten mod (about 3/4 done). -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
I see, well they're not too hard to merge on their own though. So very disappointing I wouldn't call it. EssArrBee would you by any chance need any help with maintaining the guide? I've started playing around with NV again (including an ever so small endeavor into the world modmaking) and I've got a lot of time on my hands, so I thought I'd offer my services if you'd find them of any use. -
GUIDE Fear and Loathing in New Vegas - Feedback
MonoAccipiter replied to EssArrBee's topic in Fear & Loathing in New Vegas
What was that update supposed to include, Jax? -
I believe we misunderstood eachother. I asked whether you were doing a) or b) and you said a), therefore I went ahead and said you were not b). Hope that clears up the misunderstanding. As for your citations on the law in question. If they're correct, I'll concede that you have a point and that the extent of its harm is overblown. I still feel you make a lot of inconsequential analogies, but I have no problems with admitting to having been in the wrong. I couldn't disagree more with the necessity of such a legislation however, and philosophically I won't pretend to be agreeing to either your interpretation of the importance of morals, or what morals are befitting of an ideal condition of existence (i.e. ideologically).
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FALLOUTNV TFH HD Gauss Rifle (by TheFourthHorse)
MonoAccipiter replied to MonoAccipiter's topic in Fallout: New Vegas Mods
I took some comparison pictures if anyone's interested. TFH: EVE: Not really sure which one I like the best, TFH's seems a lot more loyal to the original, and I think I prefer its barrel, but EVE's version has a lot of detail on the back half (engraved version number etc). -
LINK: https://www.nexusmods.com/newvegas/mods/61111 Made my first ever mod for Fallout New: Vegas. It's just a small plugin that renames most of the weapons from Weapons of the New Milennia to more "lore friendly" names (i.e. names that are more like how the vanilla game names their weapons). Transcluded from the Nexus description (written by me): Description: Millenia's new weapons are a great addition to Fallout: New Vegas and add so much to the game in terms of variety. Yet, I've always been slightly bothered by how he used the model names for all his weapons, while all of the vanilla weapons used more generic names, like "Colt Pocket 1849" as opposed to ".357 Revolver" (not the same weapon). So I went ahead and made a small mod that changes the name of all of his weapons to more "lore friendly" variants. This mod requires Weapons of the New Millenia and all of the credit for the great new weapons goes to that mod, I just changed the names to fit in more with the game. There's a version for the normal mod, and for those using the Caliber-X patch. Just install it with your favorite mod manager and make sure to sort it after WotNM (and the Caliber-X patch if you're using that). FULL LIST OF NAME CHANGES: Mateba Model 6 Unica - Autorevolver MP412 REX - Soviet .357 Magnum Revolver TT Tokarev - Tokarev Pistol Colt Pocket 1849 - Pocket Revolver Mare's Leg - Mare's Leg Homemade SMG "Borz" - Homemade Submachine Gun UZI - Compact 9mm Submachine Gun M14 - Marksman Rifle M4A1 "Bushmaster" - .556 Assault Carbine Pancor Jackhammer - Jackhammer Shotgun (see 1.4 changelog for explanation) KA-BAR - KA-BAR Throwing KA-BAR - Throwable KA-BAR M37 Ithaca - Sheriff Shotgun Remington 870 - Tactical Hunting Shotgun H&K CAWS - Assault Shotgun AK-47 - Kalashnikov (iconic name and pre-divergence) AKS-74u - Bulgarian Assault Carbine (see 1.3 changelog for explanation) Mauser C96 - Mauser Pistol F-S Fighting Knife - Battle Knife F-S Throwing Knife - Throwable Battle Knife Taurus Raging Bull - Bull-Barreled Revolver Taurus Raging Boner - Raging Bull A Really Terrible Shotgun - A Really Terrible Shotgun (Faullout 3 reference) Combat Shotgun - Action Shotgun (see 1.4 changelog for explanation) Smith & Wesson Model 10 - Sheriff Revolver AN-94 - Abakan Assault Rifle VSS Vintorez - Spetsnaz Sniper Rifle Duplet - Duplet Boomstick - Boomstick MBA Gyrojet - Gyrojet Pistol MBA DIE!-rojet - Pocket Rocket AEK-972 - Soviet Service Rifle (unsure about this name) AK-74 - Bulgarian Assault Rifle H&K USP - Small 10mm Pistol (.40 S&W Pistol in the Caliber-X version) Makarov - Makarov Pistol PPSh41 - Soviet 9mm Submachine Gun (Russian 7.62mm SMG in the Caliber-X version) 9A-91 - Soviet Militsiya Carbine Colt M1911 - Army Pistol Sten Mk II - Stengun (from the nickname) AS "Val" - Shaftgun (from the codename) L96A1 - PM-82 Sniper Rifle Beretta 92FS - Beretta Pistol (unsure about this name) H&K G3SG/1 - .308 Assault Rifle Colt M4A1 - Navy Assault Carbine TOZ-34 - Soviet Hunting Shotgun KS-23 - Soviet Grenade Launcher GSh-18 - Soviet 9mm Pistol Steyr AUG A1 - Bullpup Assault Rifle FN FNC - European Assault Rifle PB-6P9 - Soviet Pocket Pistol KS-23 12ga - Soviet Riot Shotgun H&K G36K - European Assault Carbine Author's Note: I might do a version of the weapons not yet in WotNM if there's any interest for that. Let me know if you have any input on the names I've chosen. This mod was made entirely in FNVEdit. Credits: Millenia and his team for Weapons of the New Millenia. Though no assets of his were included here, the weapons which this mod changes were made and distributed by Millenia. Version 1.41 Carried 1.4's changes over to weapon mods Version 1.4 Renamed "Russian Revolver" (MP412 REX) to "Soviet .357 Magnum Revolver" Renamed "Homemade SMG" (BORZ) to "Homemade Submachine Gun" to be consistent with the vanilla game Renamed "Small 9mm SMG" (IMI UZI) to "Compact 9mm Submachine Gun" to be consistent with the vanilla game Renamed ".556 Assault Rifle" (M4A1 "Bushmaster") to ".556 Assault Carbine" as it is a carbine... Changed "Jackhammer" (Pancor Jackhammer) to "Jackhammer Shotgun", as a jackhammer is a tool Renamed "Automatic Shotgun" (H&K CAWS) to "Assault Shotgun", the reason I'm not naming it "HK CAWS" (and this applies for the Jackhammer as well) is that I follow Project Nevada's precendence when it comes to weapon naming (e.g. the P90 from Fallout 2 becoming the 5mm Submachine Gun) Renamed "Combat Shotgun" (not previously touched by this mod) to "Action Shotgun" in order to prevent confusion when using with Project Nevada (which adds a better combat shotgun to the game). Imagine it as a civilian version ;) Renamed "Russian Assault Rifle" (AN-94) to "Abakan Assault Rifle" (from the project) Renamed "Russian Sniper Rifle" to "Spetsnaz Sniper Rifle" (from the Soviet special forces) Renamed "German Tactical Pistol" (H&K USP) to "Small 10mm Pistol" in the base version, and ".40 S&W Pistol" in the CaliberX version Renamed "Russian Police Carbine" (9A-91) to "Soviet Militsiya Carbine" as Russia didn't adopt the western like "police" name until 2011, which is way past convergence Renamed "Small 10mm Pistol"/"Small .45 Pistol" (Colt M1911) to "Army Pistol" (as per VikingofTamriel's suggestion) Renamed "German Battle Rifle" (G3SG1) to ".308 Assault Rifle", as the Assault Rifle (R91) in Fallout 3 is based off of the G3 (but instead produced by Stent Security Solutions). I can't use Assault Rifle, as Project Nevada already uses that Renamed "German Assault Rifle" (HK G36K) to "European Assault Carbine", following precedence set by Project Nevada (which is probably more lore friendly anyways, because of the European Commonwealth) Renamed "Belgian Service Rifle" (FN FAL) to "European Assault Rifle", again taking precendence from Project Nevada which has a semi-automatic FAL firing .308 rounds Renamed several instances of "Russian ..." to "Soviet ..." Version 1.3 Changed "Black Combat Knife" (KA-BAR) back to "KA-BAR" (felt it's an iconic name and I also want to avoid modified versions of the same denominator, like Black (modifier) Combat Knife (denominator)) Changed "Black Throwing Knife" (Throwing KA-BAR) to "Throwable KA-BAR" in accordance with the changes above. Changed "Russian Assault Carbine" (9A-91) to "Russian Police Carbine" in accordance with how it's employed in reality. Changed "Chinese Assault Rifle" (AK-74) to "Bulgarian Assault Rifle" as I needed to solve how similar it was to the Kalashnikov without calling it a Chinese Version. There were apparantly several copies of the AK-74 made in Bulgaria, so it should be considered lore friendly. Changed "Chinese Assault Carbine" (AKS-74u) to "Bulgarian Assault Carbine", see reasoning above. Changed "Battle Shotgun" (Remington 870 Sawn-Off) to "Tactical Hunting Shotgun" as the vanilla hunting shotgun is (afaik) based off of the Remington 870 Classic. The inspiration came from Remington's model names. Version 1.21 Edited weapon mods for consistency with 1.2 changes (Sorry, forgot about this in 1.2) Added Bash Tags to the file header Version 1.2 Renamed "Small Chinese Assault Rifle" (AKS-74u) to "Chinese Assault Carbine" Renamed "Mauser" (Mauser C96) to "Mauser Pistol" for consistency Renamed "Makarov" to "Makarov Pistol" for consistency Renamed "Small 10mm Pistol" (Colt M1911) to "Small .45 Pistol" in the Caliber-X version to be consistent with ammo type. Renamed "Russian 9mm SMG" (PPSh41) to "Russian 7.62mm SMG" in the Caliber-X version to be consistent with ammo type. Renamed "Pinpoint Sniper Rifle" (L96A1) to "PM-82 Sniper Rifle" to avoid confusing comparison with standard Sniper Rifle and for variety (PM stands for Precision Marksman and 82 for the year it entered service) Version 1.1 Cleaned the plugins with FNVEdit
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FALLOUTNV TFH HD Gauss Rifle (by TheFourthHorse)
MonoAccipiter replied to MonoAccipiter's topic in Fallout: New Vegas Mods
You're right. There's no pictures of it however, so I'll see if I can do a comparison of it depending on whether I get my old save to work. What/who is ER? -
Landscape LOD Generator tess4ll and MO
MonoAccipiter replied to darlinggj's question in Mod Organizer Support
Okey, I'm terribly sorry but I have no idea where or how to input the "_datadir" or "_tmpdir" command when running it from MO. I tried adding _tmpdir="C:\SteamLibrary\steamapps\common\Fallout New Vegas\Mod Organizer\mods\TES4LL" at an arbitrary line in the the tes4ll_all.mbp file but that just returned an error. No prior experience with anything like this so I'm just lost trying to make sense of the file. -
I'm working on a mod rewriting all of the terminal entries and notes in this mod, as well as rectifying a lot of errors in item and location names ("abandon house" to "abandoned house" etc). Should be done in about one or two days depending on how much time I have to spend, as I'm about 2/3 done. I've also contacted Chucksteel to see if I can have his permission to upload it on the nexus, but he hasn't got back to me yet.
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In this case I believe differentiating between what the law says (de jure) and how it is enforced (de facto). History teaches us that what a state should impose on their citizens according to written law isn't necessarily consistent with the common interpretation and/or the intention of the legislator. For example, in my country the passing of a law is per the constitution done by the monarch, yet since 1884 this role has been filled by a democratically elected government. Inferring is from ought would be fallacious in nature, and as elwaps have demonstrated several times, how this law ought to effect homosexuals isn't at all similar to the reality of its impact. I wasn't arguing the the attempt to shift the burden of proof rendered your conclusion false, I was simply pointing out that if you were discussing it on a moral basis (which you were not, so this answer doesn't really bear that much relevance) you were simply reiterating the same claims you had made before, and not refuting anything elwaps had said. For my stance on your conclusion see what I wrote above, and what elwaps wrote earlier. This entire analogy is based on the assumption that the damage caused by open displays of homosexuality is as objective as the damage caused by smoking related illness, which is entirely false. The fact that the child legislation bundles the protection of morals and the protection of health into the same question is completely and utterly irrelevant unless that assumption holds true. I stand by my point.
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Removing mods w/ plugins mid play-through
MonoAccipiter replied to FuzzRocket9's topic in Fear & Loathing in New Vegas
There's a stickied comment on the FNV Redesigned 3 page mentioning purple faces. Perhaps you've downloaded the newer version of FCO. -
Are you talking about justification in a) a judicial sense or in b) a moral sense? Cause, if a) that's a red herring (as he clearly was not suggesting it in that sense) and if b) you're simply shifting the burden of proof, and that doesn't really prove anything. The analogy is also false, as the argument for discrimination against smokers can be made on entirely different grounds than the argument for discrimination against homosexuals.
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FALLOUTNV TFH HD Gauss Rifle (by TheFourthHorse)
MonoAccipiter posted a topic in Fallout: New Vegas Mods
https://www.nexusmods.com/newvegas/mods/50818/ Stumbled across this while reinstalling Fear and Loathing in New Vegas. Seems like a rather high quality retexture of the Gauss Rifle and YCS/186. As far as I can tell F&LNV doesn't have another Gauss Rifle retexture, so I'll be using this in my install. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
MonoAccipiter replied to Neovalen's topic in Unsupported Game Guides
Oh right, so that's what I was supposed to be doing! *quickly packs up gwent deck and scuttles on to help pellar with his goat* -
FALLOUT3 3DNPC Fallout Bundle (by Kris Takahashi)
MonoAccipiter replied to Kelmych's topic in Fallout 3 Mods
I believe you forgot the link. ^^ -
I haven't played Skyrim in a while, so I'm not sure about your minor issues, but you shouldn't be sitting at 2-3 FPS inside, even with SR:LE (with that hardware). Perhaps you did something wrong with the memory section of the ENB? Also, what is your resolution? Are you runing FNIS from within MO? (i.e. have you added it as an executable?)
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I found most of the mod's additions immersive, and I must admit I had no idea some of these interiors were added by the mod before reading this thread. The major downside for me, however, was the grammar, or lack therof, used in all of the writing. I did start working on a patch to rewrite some of the texts using G.E.C.K. (as I couldn't edit that much text is FNVEdit), but sadly that was lost when my hard drive died, and I doubt I'll find the energy to redo it. :( I don't supposed anyone has done anything similar and would be willing to share? @Adonis_VII: Isn't there already an NMC-patch? There is also this addition being worked on for anyone interested, apparently chucksteel has endorsed it.
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Thanks, LordKain73, marked as solved.

