Jump to content
rootsrat

New Vegas mod for Farlo

Recommended Posts

You know what... I am a Commodore 64 Wasteland Veteran and I obvious love Elder Scrolls too.. Believe it or not, I have not played New Vegas and I think I played 2 hours of Fallout 3... I have a lot of modding to do!

Share this post


Link to post
Share on other sites

I bet Farlo's favorite video game achievements are "Little Rocket Man" and "Gaurdin' Gnome".

Share this post


Link to post
Share on other sites

We've had a thread talking about doing some stuff like that, but I don't think anyone would ever really put the time in. I did look it over for like 2 days though, and figured out that DDSopt works with FNV BSAs, and even had a list of textures to add to the exclusions list.

 

Basically, a STEP type guide would be around 50-60 mods I guess due to less mods being available, so it would be better to do a SR type guide to crank it up over 100. I'm sure if enough people bugged me about it I'd come up with a starter set of stuff to work with.

Share this post


Link to post
Share on other sites

Personally I have an idea of what mods I want to use but I'm worried about having to find out which work well together and which one of the same type to use (for example, which of the handful of unofficial patches is the best to go for).

Share this post


Link to post
Share on other sites

I've never seen a guide like STEP for the games in the Fallout series like FNV. One of the main emphases in STEP is in improving the game experience without making major changes to the vanilla game, including a lot of effort in graphics-related mods. There are far fewer purely graphics related mods in FNV; the emphasis is more on gameplay such as adding weapons/armor with different properties as well as improved meshes/textures, mods that change the looks/clothing of the major NPCs, and quests. There isn't a significant emphasis on remaining as consistent as possible with the vanilla game.

 

There are a lot of fix mods. There are a 3 major landscape/clutter texture overhaul mods (NMC, Ojo Bueno, Paco Bueno) plus mods like Wasteland Flora Overhaul for vegetation ; I use all 3 since there is some overlap but not so much that don't work together. There are two major mods that are somewhat like the unofficial patches; they are merged versions of other mods and include graphics and gameplay fixes. They also have options to include some gameplay changing mods like quests. These two mods (New Vegas Enhanced Content and Mission Mojave Ultimate Edition) can be used together; I use both. Unlike the unofficial patches in Skyrim, they take care of compatibility patching for all the mods they incorporate including the fixes so each of these has a single very large plugin and a small number of compatibility patch plugins.

Share this post


Link to post
Share on other sites

There's a new patch mod that is just fixes for vanilla and it would be the one want to start with over MMUE or NVEC, even though those are older and have more fixes they change other things in the game that aren't strictly bugs. It is called Yukichigai Unofficial Patch, check it out. Also, Weapon Retex Project by Millenia. There is currently no modder making better textures that him, nope not even Cabal. Actually I think he's also a staff member of the nexus.

 

Now can we get back to

?

Share this post


Link to post
Share on other sites

I think he might take offense to that.

 

Still, he did work for New Vegas before Skyrim, and his works for that are awesome too.

 

Sent from my LG-E970 using Tapatalk 2

Share this post


Link to post
Share on other sites

I think he might take offense to that.

 

Still, he did work for New Vegas before Skyrim, and his works for that are awesome too.

 

Sent from my LG-E970 using Tapatalk 2

Took me about five minutes to realize who you were referring to. I was thinking about Gnome Chompski being in Skyrim, what, where is he?

 

Yeah, the Book of Water is nice, really like the creatures pack for that.

Share this post


Link to post
Share on other sites

I'll look at the new patch. For Fallout games I'm not as tied to vanilla as STEP is in Skyrim; I'm more interested in what seems better while remaining reasonably lore friendly. I included the work by Millenia when I mentioned weapon mods since the weapons mods he has done typically have the best weapon textures, and some of Cabals work in armor mods.

 

NVEC does include a mod where you search for drunken gnome statues :gnome:.

 

Don't forget one of the other interesting "features" of FNV, which mods like NVEC and MMUE help mitigate. While all the other Bethesda Fallout and TES games support 255 plugins, the FNV software was written in a way that it can only use a much smaller number of plugins.

Share this post


Link to post
Share on other sites

Kelmych you just made my day (I just stumbled across this thread)! If I ever get around to playing NV again I'll remember to grab this :P

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 93 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By PaKaniuk
      Well not exactly shure is it Megatone it's after leaving Vault 101 heading in that direction and it CTD before I even reach mail box with grenade. Here is my mods load order:
      # This file was automatically generated by Mod Organizer. Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm Unofficial Fallout 3 Patch - Goodies.esm Xepha's Dynamic Weather.esm ATMS_AlternativeTravel.esp AutoAim_6000_v1.0.esp CanHasRecoil.esp SkyLine.esp CaravanFastTravel.esp Configurable essential F&C.esp Smart Almost Perfect.esp EpicMiniNukes.esp FirstPersonGunFollowCrosshairs.esp NoFastTravel.esp NoXPMultipliers.esp RHKFollowerXP.esp Xepha's Dynamic Weather - Anchorage.esp Xepha's Dynamic Weather - The Pitt.esp Xepha's Dynamic Weather - Broken Steel.esp Xepha's Dynamic Weather - Point Lookout.esp Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp Xepha's Dynamic Weather - Main + DLC Merged.esp Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp Xepha's Darkened Interiors.esp Xepha's Darkened Interiors - OA.esp Xepha's Darkened Interiors - BS.esp Xepha's Darkened Interiors - PL.esp As you can see it's not too big. Besides plugins there are also:
      Command extender Out Of Memory Fix IstewieAI's Tweaks One Tweak for FO3 F3TF - Fallout 3 Tick Fix High Quality Pip-Boy Icons HD Main Menu - Pause - Loading Screens - DLC Crisp Main Menu And Loading Screens Vanilla UI Plus (Fallout 3) Proper Power Armor Footsteps Quiet Molerat Footsteps Precision Collision - Clutter Fix Collision Meshes - Clutter Fix Collision Meshes Fallout 3 Re-Animated Fallout 3 Re-Animated - Fix A Decent Metro Map Visitant's HD Fallout Night Sky EXE - Effects teXtures Enhanced And couple of things installed manually:
      Fallout Anniversary Patcher fose (with deleted executable of course) True 3d Sounds for Headphones (HRTF mod) NVAC - New Vegas Anticrash F3HR (which stands for Fallout 3 Heap Replacer, if I remember good) Vorbis libraries As you can see nothing really fancy is on those modlists.
      Well my main suspect is "Caravan Fast Travel", because it messes up with travelling traders and those are always present in this area when you start the game. I runed xEdit and looked for conflicts, but I haven't found anything obvious to paching. I'm kinda shitty in this. In most cases I have no idea what I'm doing. Additional confusing is created by fact that I am apparently spoiled by New Vegas modding community where many mods are updated to unofficial patch. Here it isn't the case so when xEdit vomit list of conflicts many of them are simply with unofficial patch and because I'm stupid I don't know if I should do anything with them.
      Already tried:
      - creating merged patch: it was empty, I deleted it.
      - changing iNumHWThreads from 2 to 1 and disabling Vsync, didn't help.
      - cleaning DLC's and mods, but in this case I am not even shure if I performed this correctly.
      There are also things that I wanted to do but failed. Apparently command isdllloaded in fallout 3 console doesn't exist so I can't even say that I'm 100% sure is those mods are really loaded.
      My game is Fallout 3 from GOG with all DLCs, probably the one that is called GOTY by wide modding comunity (I'm not even know what it means).
      I would really try to make this work, but already finished my short list of actions that I can perform.
      So, I vomited all this stuff, because I was very focused and now can properly introduce myself. Sorry for that order, but with age I realised that it's very easy for me to get distracted. I'm playing games since elementary school, those were times of Baldur's Gate which had great cinematic localisation in my language and first Fallout, which didn't. This is my first post in this forum (probably, because I already had an account and have no idea when I created it). At this moment I jobless, so I decided to take my time and play games for month or two before going to another job. Last time played New Vegas (It's possible that I change jobs too often).
      I'm done boring. Big thanks for help in advance and if don't get anywhere with this it's The Journey thats really matter, not the destination. Right? 
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.