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Adonis_VII

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Everything posted by Adonis_VII

  1. REPCONN fixes is no longer needed with new YUP: "- Turns out I hadn't integrated my REPCONN Test Site Fixes mod at all into YUP. Whoops. No idea how that happened. Now fixed."
  2. They're small compared to anything for a Bethesda game, but here's the link: https://www.reddit.com/r/kotor/comments/20ioc0/kotor_1_and_2_mod_builds_guaranteed_compatibility/
  3. Yea it's unfortunate. The intent of TTW site is first and foremost a development site. TTW, while extremely stable, is still in development with many features being tested out. Generally, more finished independent mods go to the nexus while in progress mods and patches go to the TTW site. While I think in general, the TTW forum members are more mature like STEP forum members, because registration is required to download TTW you do get alot of the nexus crowd that you might not otherwise get that just wants 100% completed and automated mods without understanding the WIP components that go into them.
  4. I do remember something about building off the editor for NWN2 to use for KotoR mods. I have guides I found for both KotoRs + all the mods sitting in my game installer directory, but never got around to replaying them with the restored content. I should get around to that.
  5. Couple cool new videos: FNV Background NPCs: https://www.youtube.com/watch?v=firzz_VcNrYFO3 Atomic Radio (New station): https://www.youtube.com/watch?v=1OVR3OfyKtUFO3 Death and Taxes (Quest): https://www.youtube.com/watch?v=_0W2cW_BUyI
  6. The answer to your question is no, ILO NV Interiors is only for NVINteriors. ILO - TTWInteriors will have its own release next month. That said, you really can't do TTW with the guide. It is currently out of the scope of whats its trying to do. Among mods that need completely different versions or pathes: YUP, PoweredPowerArmor, PN, Flashlight NVSE, Nevada Skies, Lauren's Bathroom Poetry, Willow, FCO, Distributed Necklaces and Chains, WoTNM,CaliberX,EVE,WMX,OJO-Bueno NukaCola Machine,Courier's Stach Integration, Faction Armor Usage Enhancement(maybe),More Perks, More Perks Merged, Roleplayers Alt Start,Craft and Cook at BBQ, Improved Transponder - Old World Blues, Removeable Pip-Boy Glove (maybe), custom weapons sections (for distribution)
  7. Chris's should work. I'm working on the TTW-WEP-EVE-IMPACT-WMX patch atm, and Chris's textures have the same UV map as WMX. However anything WMX added attachments, such as a scope, may not match the main weapon then.
  8. This an engine bug and cannot be fixed outright. Having too many light sources close to one another is known to increase the chance of this (one of the things ILO fixes in this way is moving light sources in such a way as to reduce the chances of this occuring). If they start to become prominent, restarting New Vegas seems to help.
  9. EVE already has 2k laser weapons done by Cabal. Also WRP for NV should be coming out soonish.
  10. Well Normal just adds light effects to existing statics. Extra adds new statics with light effects to places he felt were too dark. I would recommend Extra Lights. It's not quite as extensive as Electro City in its distribution of new lights, but I personally prefer it that way. It's a bit more subtle change. Electro City additionally steals powderganger npc's and can mess up some quests near primm due to change in its AI package (Something that would otherwise be fixed by YUP). I know it had the broken cateye (I just removed the entries when I played with it), I haven't looked if that's overriden by another mod. LOD issues should be fixable with LODGen, but haven't looked into it as I don't use it currently.
  11. That is the right one. It is what is linked from the TTW merge of FO3 & FNV Streetlights mods.
  12. So I came across some cool news recently that there is quite a bit of work being done for Fallout versions of Interesting NPCs for both Fallout 3 and New Vegas. They're all modular currently, and are pretty impressive as you'd expect from the Skyrim version. Since they're not released on nexus yet, I thought I'd post in this subforum instead of the mod subforum. Here is the link to the Fallout subforum with some gameplay videos and trailers. https://3dnpc.com/forums/forum/fallout-mods/
  13. MG's already includes this retexture (with slightly different tint).
  14. New Vegas Railroads by Trainwiz: https://www.nexusmods.com/newvegas/mods/59674/? Description: You ever find it funny that even though the NCR canonically have working railroads, and New Vegas is a high-profile area, there's no working trains, freight or otherwise? I did. And because I'm the best, I've decided to add some actual trains to New Vegas. But then I decided to go the extra mile. Welcome to New Vegas Railroads. A worldspace/immersion mod that aims to get the Mojave moving a little bit, by expanding upon the NCR's often mentioned but little seen railroading endeavors. With this, the player may travel to the town of Bullhead, the major NCR railroad hub in the Mojave, and help them get New Vegas' railroads back up and running. But even if they choose to ignore that, Bullhead Railyard is full of things to do, with tons of unique weapons, equipment, and secrets scattered about. It includes the Rifle 'Locomotive' mod. It is compabitle with NVInteriors and AWOP.
  15. The Interiors .esm. For FO3 it might be limited to just the file for DC Interiors Room with a View. Since they inherit the parent world space, they'll still get the generated LOD after reactivating.
  16. I just posted in F&L that Interiors may cause xLODGen trouble in some areas, particularly ones that have "a view" where they inherit the main worldspace as a parent. I think this would be just be Rivet City in the case of FO3 (not sure how many have propagated from TTW version to FO3 version). I've found the TTW version does cause these issues. Disabling the .esm, running xLODGen, and renabling should remove these errors. It might be worth checking if this also occurs in FO3 versions.
  17. It's come to my attention that Interiors may cause FNVLODGen trouble in some areas. Particularly ones that have "a view" where they inherit the main worldspace as a parent. I think this would be Goodsprings, Novac, etc (I'm not sure which ones he's released the for NV version). I've found the TTW version does cause these issues. Disabling the .esm, running FNVLODGen, and renabling removes these errors.
  18. Fixes should apply to both Medium and Large (certain textures are the same resolution in both). It was the same before they merged.
  19. Yea, I also doubled checked meshes and its not used. It's identical to the default texture, so no point in changing its path to override. It should be able to be safely hidden/removed.
  20. I guess he is releasing RWL Enhancement for plain NV: https://www.nexusmods.com/newvegas/mods/59591/?
  21. New updates with JIP allows better weather state tracking and control so that it can persist through multiple loading. RWL will get the capability, I don't know about NS (don't talk to the devs of that one).
  22. The Enhanced version of RWL that I've been using adds in some of those weather types based on where in the game you are which is really nice. It's development has been paused lately due to Witcher 3 and GTA V. I'm not sure unfortunately if it'll get a NV only release though.
  23. I've been following this. I'm really excited to see how it handles when released.
  24. Also what's kinda cool (Borderlands talk reminded me of it since it has similar effect) is a couple of the weapons guys being led by Precise as Pins (thinks its subnectrol or similar on nexus) are scopes that look like they actually refract, instead of just reflecting:
  25. Looks pretty cool, but I don't think I'll use it. I love Borderlands, but not sure it fits with Fallout for me. I am however looking forward to his Robot overhaul.
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