Mortercotic Posted October 23, 2016 Posted October 23, 2016 Mister Mono! So many new cool stuff lately. I've been making a break for Fallout and when i came back i have this things waiting. Make's me happy! Got some questions for you. About the caliberx patch, if i just change the weapon stats like your pack mods it will be ok? Or a patch for it its more than that? Cuz i don't really know what i do ahahahha I started to use JSawyer Ultimate Edition and i took out project nevada mods. Only keep core and equipment and i have to say i only keep equipment because of the amazing effort from you to make it much better to have! :D Of course project nevada is great but its kind of not following the same quality as other mods. Anyway is good to have it but with your intentions to it finding its stuff its much more pleasant! Right now im waiting for PushTheWinButton random encouters and item sorter mods so i can keep going on my playthrough :)Your last 3 uploaded mods seem great and im gonna try them (apart from recipes tweaks for the reasons you told in the nexus mod) so the big question is: Its there more stuff you working on? More goodies and awasomeness caming soon? Thanks kind sir!
MonoAccipiter Posted October 23, 2016 Author Posted October 23, 2016 I'm definitely working on more stuff. It just happens in kind of random bursts, depending on what I feel motivated for. There's also my casino overhaul which is about 80% done (every casino except the Ultra-Luxe has been overhauled with new NPCs, NPC behavior, table types, comps, some clutter, a less rewarding luck modifier, and new exchange rates). I just haven't felt too willing to revisit that for a while (partly because after a while you forget where you left off). I intend to continue changing the PN plugin as there still are some weapons that don't look all that nice. Especially the Gauss weapons don't look all too good. I might also revisit the way they're distributed, because I want more weapon variety on NCR and Legion troops (Forge Beyond actually helps with that a bit, since it adds the 10mm Carbine and 4.7mm Marksman Rifle to different NCR troops). Of course I also intend to add new weapons/equipment to this pack. This and all of Trentosaurus' weapons have been on my list for a while. I really should start looking for more armor, but for now there's the ones added by Project Nevada and Spice of Life. I'm not entirely sure what you're asking about in terms of the CaliberX patch, but I dropped you a reply on the Nexus if you meant a patch for JUE and CaliberX. 1
Audley Posted October 23, 2016 Posted October 23, 2016 That Forge Beyond pack is one I wish I'd have seen sooner. It seems like some really good work.
Mortercotic Posted October 24, 2016 Posted October 24, 2016 Hey! Sorry my bad explanation about the caliberx patch. The thing is with the latest update from it and because i use weapons of the new milenia from your pack the patch for it (WotNM-CalXVer5-Patch.esp) have different stats from weapon name to damage, etc. What im asking is if by just changing those stats to yours if it will be ok or maybe if that patch is even necessary. Another thing about Forge Beyond do we use the optional file for the Bozar? Cuz it says something about not being compatible for WMX. Those weapons seem a great addition! Hope you can add them with your personal touch of course :D
MonoAccipiter Posted October 24, 2016 Author Posted October 24, 2016 You don't need the CaliberX patch for my pack. I've integrated it into the main plugin to save a plugin slot. Don't use the Bozar, it is a nice model, but he never got around to adding weapon mod support to it. Millenia's retexture looks pretty good anyhow.
Mortercotic Posted October 24, 2016 Posted October 24, 2016 Great! Thank you. 2 less plugins! You the best
MonoAccipiter Posted November 5, 2016 Author Posted November 5, 2016 Just realized that due to some mistakes I made, the higher level guns from WOTNM are kinda underwhelming. Would recommend you shy away from the expensive ones until I make an update.
generalmx Posted November 10, 2016 Posted November 10, 2016 (edited) Thanks for the rebalance! I noticed the weapons really needed it. Unfortunately it seems your edits cause this TTW patch to hang the game on startup because of missing references: https://taleoftwowastelands.com/content/weapons-new-millenia-unified-distrbution I'm going to make my own patch to fix this but I think this is why xEdit does a "delete and disable" instead of just removing the record entirely, so the reference is still there and can just be ignored. Edited November 10, 2016 by generalmx
Genius384 Posted November 10, 2016 Posted November 10, 2016 I posted a few pages back about that, I ended up reverting to a Non TTW install to get this pack working with all the patches (I hardly ever go to DC in TTW anyway)
MonoAccipiter Posted November 10, 2016 Author Posted November 10, 2016 Just remove the error entries from the leveled lists and formlists in FNVEdit. You cant disable any record, just something placed in the game world. If I left them in you would either have to redo the patch anyway or have the weapons I removed from leveled lists show up in DC, and be kinda overpowered.
generalmx Posted November 10, 2016 Posted November 10, 2016 (edited) Ah OK, gotcha. Also Weapons.of.the.New.Millenia.Store.LITE.esp included in your download for "Weapons of the New Millenia Rebalanced" requires Millenia's Additional Weapons.esp, not sure if this was intended as this means your merged plugin and the additional weapons are required for your changes to Weapons.of.the.New.Millenia.Store.LITE.esp for the main Weapons of the new Millenia package and not just with the additional weapons. If it wasn't an oversight I suggest noting this on the wiki page.I also noticed one of the downloads says it requires Weapon Animation Replacers, which one would have if following Fear & Loathing in New Vegas, though it should probably be noted.Also it appears there is a missing reference in Millenia's Additional Weapons.esp when used with Caliber 5.x. The original plugins don't have this missing reference. Looking at the scripts it appears your merged version adds a call to "startquest CaliberActivateQuest762R" but that doesn't exist in Caliber 5.x. Note I see you haven't released an update yet for Caliber 5.x so I apologize if you're already aware of this.Again I seriously appreciate the time and effort it took to do this rebalancing. I love rebalancing. On 11/10/2016 at 12:38 PM, Genius384 said: I posted a few pages back about that, I ended up reverting to a Non TTW install to get this pack working with all the patches (I hardly ever go to DC in TTW anyway)I will be releasing a patch shortly on the TTW forum post that you can safely merge into the original. Edited November 10, 2016 by generalmx
MonoAccipiter Posted November 10, 2016 Author Posted November 10, 2016 I'll fix that when I get home. The requirement is there because I changed the vendortron from WotNM to include his additional weapons.
MonoAccipiter Posted November 10, 2016 Author Posted November 10, 2016 Placeholder for updates I should have released:
Mortercotic Posted November 12, 2016 Posted November 12, 2016 ahahahahah just take your time fallout lover!
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