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Everything posted by daemondai
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GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
It should be compatible. Just make sure you take care that your esp list is not approaching too close to the cap, and as recommended on the BGP mod page, put it near the top of your load order (I'd personally put it straight after the cleaned official ESM's). The good thing about the way BGP works, is that if something tries to call a reference that it has disabled, the game will just re-enable the reference, instead of crashing. That being said, the fact that the mod 'publisher' is unable to give a list of the references that are disabled to me is concerning. Sure, he didn't make the mod and is just 'publishing' it on behalf of the author, but still... if you're gonna be providing support for the mod, you should probably know what it does. In more details than "It gives better FPS by disabling 'unused' references." -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
The full mod list is the one that you follow for the guide, all the mods used are listed on the main wiki page. As for load order, the guide says to run LOOT at the end of the installation, so after running LOOT, the only thing that changes from there is the bashed patch which goes at the end of your load order. If you follow all the steps in the installation guide, then you 'shouldn't' have issues, unless your hardware isn't up to standard. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
So I wasn't going completely insane? Good to know... :P I guess that means all the NVU mods are good to merge then? I did do some side to side comparisons with the merged mod and the original mod and found some inconsistencies, I'll take down some references when I'm back in front of the computer and able to do so, just to ensure everything is good to go for the merge. Edit: Just to clarify, as I realised that was clear as mud... I had both NVU6 only and the merged mods open in xEdit and specifically looking for records involving Betsy, obviously there are going to be other things in the merged mod that aren't in the NVU 6. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
EssArrBee had problems with dialogue records not transferring into the merged mod. I was also able to successfully merge them, but I need to do it again to check for any messages that may have popped up. If you're looking for more details, there has been some to and fro about it in the last few pages. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Perhaps I was not paying attention, but I don't recall seeing any popup saying that when I merged them... I'm pretty sure there is a version or a patch that gets rid of the ridiculously powerful weapons from the mod. I'd be keen for that version to make it in to F&LNV, mostly because the wasteland is a bit too wasteland in NV. The trouble is, there are a LOT of patches for it to work alongside other mods that are going to run up the ESP count. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Ah... I didn't look that far into it. My bad. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
What merging issues did you have? I've merged using the merged script and it 'seems' to be ok for me. Edit: To clarify - the ONLY mods active in my load order for testing this were NVU 1-7 and Darnified UI (because I didn't want to undo all the ini changes). So I double checked by following the Merging New Vegas Uncut instructions (minus 10. The YUP section), and I don't 'think' I have issues. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yeah, sorry for the delay in getting back to you, had some life stuff come up unexpectedly. I did manage to test it yesterday though. It all seems to work fine for me, but I've also been trying to see about the merge script. I'll keep looking at it and see how I go. But at least the new version you can leave Betsy behind with no issues when you go off map for DLCs. For me she just sorta vanished though, rather than walking back to Freeside. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Do you know if it has been an issue with just the NVU mods active? Or is it an issue being caused by one of F&LNV's bazillion other mods? If it is an issue just within the mod itself, I should be able to take a look at that later today. About to turn in to sleep right now though. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Thank you sir! I'm looking forward to getting stuck back into FNV in preparation for the new baby. ;) -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I've been playing Shelter. I honestly think the reason they are so addictive, is because things are CONSTANTLY happening. So you get to a point where you're ready to put the game down, but then you gotta collect resources, and then zomg, 2m30s until my radio station brings in another dweller, so I'd better wait until that happens, oh but then you assign him, you have more resources to collect, but wait... my dwellers have levelled up... you get the idea. By the by, I was wondering what happened to IMPACT, as I don't see it in the guide. I'd kinda decided to take a break from FNV in order to kick over some games I've been meaning to finish for a while, and before I took that break, IMPACT was being talked about, and I assumed it would make it in. I've tried reading through the forums, but there's a lot of reading there... -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
To be honest, I think this is a great idea, particularly if it is getting in the way of adding mods that you would like to add to the guide, but are unable to because of the plugin limit. Not to mention if someone wanted a different version of Mojave Nights, adding instructions on how to change which version of this kind of mod wouldn't exactly be rocket science... "Instead of copying this file, copy this file." -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I never had anything ask to overwrite either. It is usually just trying to add stuff to the includeshudmainmenu.xml or whatever it is. I never had it ask, and I never had any problems. The flashlight works just fine for me... except I converted it into a belt one and can't wear it with my armour... (not a bug, as intended by the mod author). Also, there is a good reason why you don't do it for OneHUD. OneHUD edits various existing HUD elements to make them able to be hidden by OneHUD. I'm pretty sure if you hide the file in OneHUD, when you install uHUD it doesn't like it. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Goodsprings Home is probably redundant in F&LNV, given that Afterschool Special adds an awesome player home in Goodsprings. And it has a fantastic quest that goes along with it that makes you WORK towards making it better as you go along. MTB on the other hand, I think is awesome. I, as a general rule in open world immersive games (FO3, FNV, TES series etc) don't use fast travel, because it breaks immersion. However, MTB adds a very decent player home away from home, as well as a non immersion breaking method of fast travel. The MTB is way underpriced when you get it though. It really should cost a lot more than it does. Aside from that, it isn't unbalanced, as it requires constant refuelling with flamer fuel. Quick Trade is handy, I do recommend (and use) that mod myself for convenience sake. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Not putting the font tweaks in the ini file wont cause the game not to load. Is your game not loading at all, or crashing soon after starting? If it's the first, you're probably over cap. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I already did a merge of the additional Millenia weapons (IMI Desert Eagle, Steyr Scout, TOZ-66, M16A2 and Winchester M1897) without any noticeable issues, so that appears to be all fine. I also merged JaySuS Rogue Ranger Coats, Gopher's Armoured Dusters (normal and Dark Justice) and Colossus T49XV into one plugin which also appears to have gone without a hitch. But I see what you mean about merging the ESPs into the ESM. Different beast there. Better to wait on Millenia merging those into his own mod. I have noticed something strange, and that is that when I kill one of the Freeside Thugs, they appear to have just about every basic melee weapon under the sun (I think I counted one having about 14 weapons on him... knives, tyre irons, sledgehammers et. al.) and some enemies have two or three firearms, others have excessive armours or clothing. Not quite sure what is causing that issue at this stage, but it doesn't really break things (except I get extra loot). -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Is there anything stopping WotNM being merged with the individual weapons not included in the pack? I was hesitant to do it because it 'seems' that the mod does more than just add new weapons to the game (though I confess, I haven't looked that deeply at it). I've merged most of my extra armour mods, excluding Courier 6 Power Armour due to the requirement for PN and AdvRec TNV patches and that all seems to be fine as it just adds the armours to the game. I'll check out Dead Money when I get a chance and post results here. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
There's a couple of gameplay mods I'd recommend trying out, I've been using them in my playthrough and they are pretty awesome. Manual reload is great fun. Nothing like shooting at a pack of raiders and then you go to pull the trigger and *click*. Really adds to the realism, but at the same time, doesn't detract from gameplay. Also keeps track of how many rounds you have loaded, so if you fire a couple of rounds of your revolver, then swap to shotgun, then back to the revolver, it only has 4 rounds in the cylinder still. Realistic Weapon Damages is also great, but DOES make the game a LOT more brutal and it works both ways. The great thing about this mod is that it doesn't actually change weapon damage (so doesn't need a ton of compatibility patches), but instead changes the way damage works. I also like what Alternative Repairing does to the repair system in game. Rather than using the same gun to repair another gun of the same kind, and same with armour, you can make patches and replacement parts to use for repairs. Also adds a lot of break down recipes for junk. The only thing I don't like about this mod is that you can't break down existing weapons for parts. That would be kinda cool. I've got The Inheritance in my load order, and the quest has started (you get a notification at level 10) and so appears to be working fine. I haven't actually DONE the quest yet, as it says that it is recommended for approx level 20. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Hey SRB, One note on the guide and a couple of power armour suggestions. In the section for merging the Advanced Recon stuff, it says: After FNVEdit loads, right click on kochandbohr.esp and select "Apply Script" I'm assuming you're not meant to click kochandbohr.esp and instead click on Detect Traps - DLC.esp or one of the other detect traps esps? Also, Courier 6 power armour is pretty cool for power armour and has patches for PN and Advanced Recon, as well as Liena's Squad Power Armour and Colossus T49XV. Really good quality textures on all 3 mods, and I think the Courier 6 armour fits really nicely into the game. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Ok... this is random. So when I finally got home after work, I thought I'd play around. Tried unsuccessfully for a time, but then thought I'd go back to non 4Gb loader and see if I could get ENBoost working. Dumped the wrapper version in the base game directory and fired it up. Game loaded but my save wouldn't load. So I went back to the 4Gb loader to make sure it wasn't an issue with the save. Without changing anything, all ENB files in the base directory of FNV, it loaded, with ENB. Strange, I thought, until I considered the command line for the 4gb loader. In the guide it says to add "-laaexe .falloutMO.exe" as arguments. Wouldn't this mean then that the executable running the game (and thus being the executable that ENB is trying to run with) is the falloutMO.exe? Thus the d3d dll is in the same folder as the actual executable if in the main directory, because that is where falloutMO.exe is. Now my game is running smooth as a baby's backside. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I'll have a play around with it and see what I come up with. I actually have a feeling that you could potentially copy the falloutnv.exe out of the exe folder into the main folder and that would make running enb even simpler. From my experience with similar fallout3 large address aware enablers all the 4gb program does is change a flag in the exe file that makes it large address aware, and therefore able to use more RAM. This would remove the need to move the dll file into the exe folder, and possibly eliminate the issues surrounding ENBoost and the 4gbfnv.exe. After moving the exe back into the main folder (after backing up the original falloutnv.exe) you would then run fallout just using the skse loader.Unfortunately I'm at work at the moment so I can't play around with it, but I'll come back and post any results. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
Yes and yes. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I'm back... I've noticed some major performance issues with my modified F&LNV setup so I was going to get ENBoost running to see if that helps (my system is a beast so I know it's not the problem - i7 4790k, 16gb RAM, GTX780Ti), but I can't seem to get enb working with 4gbfnv. I've tried both wrapper and injector versions, and the injector version is working fine with 4gb outside MO, as soon as I try to use it with MO, it just fails. I've tried running the ENBInjector both inside and outside MO, have added the exe to the list in ENBInjector.ini to no avail. Any suggestions? I've heard of performance issues with both 4gb and ENBoost. Should I just run ENBoost? Also on a slightly more comical note, some of my NCR troopers have no clothes on. Just underwear. Which is mildly amusing, however I imagine, not intended. I did notice the same on some random raiders, but thought that may have been intended, because raiders. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I did a count and with BSAs, ESPs and ESMs I was still under the 140, however that being said, merging plugins seems to have fixed my problems. Merged the loose millenia weapons together, and some armour mods together, and all my problems seem to have been solved. Well... all the ones I can see in the first 20 mins of playing the game. I'd like to thank EssArrBee for putting this guide together, all the people who suggested things to help, and coffee for being awesome. -
GUIDE Fear and Loathing in New Vegas - Feedback
daemondai replied to EssArrBee's topic in Fear & Loathing in New Vegas
I'm not running Tutorial Killer at all. Basically I'm running F&LNV with a couple of mod changes and additional mods, but not that many additional. I'll list the deviations from the F&LNV in case something jumps out for someone. Not using from F&LNV: No ENB. 5.1 - FPS Weapon Wheel. 5.2 - Centered 3rd Person Camera 7.2 - Nevada Skies, Uncut Wasteland (wasn't in guide when I started) 8.2 - NVR3 9.1 - Omnis Hi-Res Pipboy 3000, Pipboy Light Colours 21.1 - Couriers Stash Integration, Roleplayers Alt Start, Tutorial Killer Additional not from F&LNV: 4.1 - New Vegas Uncut 6, 7 and Outside Bets 4.2 - NVBII, The Inheritance (Someguy Series), The Couriers Cache, The New Bison Steve Hotel, Lucky 38 Suite Reloaded, Mobile Truck Base. 5.1 - Adv. Recon Thermal Nightvision, JIP Companion Command & Control, Stimpack Counter, Quick Trade, Dynavision 3 7.2 - NV Project Reality 9.1 - A Familiar Friend (Pipboy 2500), Brighter Pipboy Light, Quicker Pipboy Light, Advanced Recon Armour, Advanced Desert Ranger Helmet, Armoured Bounty Hunter Duster, Black Leather Armoured Duster, JaySuS Rogue Ranger Coats, Colossus Enclave - Lienas Squad Armour, Colossus T49XV, Courier 6 Power Armour 9.2 - Non WotNM weapons by Millenia (i.e. the ones that are still loose and haven't been added to WotM 10 - Improved Automatic Ironsights Animations 11 - Additional Radio Stations (Wave Radio, Radio Free Wasteland, Old World Radio) 12 - Alternative Repairing, Bottle That Water, Manual Reload, Puce Moose Tweak and Balance Centre (only the NPC kill detection and +health of vehicles), Realistic Weapon Damages