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Well it's kinda ... buggy hehe and there are too many good things in PN-rebalance module, i think i'm just gonna wait for a compatible patch (if it ever happens), thx anyway ^^

Well, IMCNNV is the hardcore mode with a much more complex system. Instead of three categories you end up with seven or eight. It does calories, fat, sugar type stuff with food and drinks. I'd have to really look at the NVSE code and see if Imp would even respond to me doing a patch. I haven't even seen him around since he did IMCN for Skryim like 2 years ago. His mods could all use an MCM menu and probably an update for the latest NVSE stuff, so if anyone has really good coding skills and can get permission that would be awesome, but I'm not going to hold my breathe. PN permission is pretty much implied on the page, so that would be the easy part.

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I'm not sure what you meant though? I installed the Ojo bueno ones as you suggested for floral overhaul but still have the issue.  do you mean I should try others as the instructions might not be right (or might not be right for me for some reason)? If so what others should I try?  vurts FAQ just says to not use the one i stated.

Have you tried the anti-aliasing patch there on the vurt's files? That often fixes the odd, flat, blocky look.

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Okay, someone brought up that all the guns are in Doc Mitchell's crib and that it was toooooo easy to get them, so I am going to suggest that part of the merging instructions that I put instructions to disarm the ole doc by deleting the records for those placed items. The mods will still put their guns in the leveled lists and the vendor lists so you can get lucky and steal one off a dead guy or buy them. I even think that the Gauss RHINO pistol has a recipe that I didn't even notice before. I really like that gun too and it's ammo is in the leveled lists, so if the gun is too and it can be crafted then I'm down to delete it from the schoolhouse.

 

It pretty much just makes the game better for people that have no will power and hording issues, so let me know. ::P:

 

Let me know and I'll put those instructions in tomorrow-ish, maybe. Tonight I'm going to add four guns to the Addtional Weapons page. The Remington 700 which I forgot I even tested, the Rifle Locomotive which is awesome, THOR because it's crazy how badass that gun is, and VT-191 Murderlizer since it's unreal how awesome that gun is. The last two are overpowered, but THOR and it's mods are going to cost you like 60-70K caps and the Murderlizer is behind a very hard safe. Also, the Murderlizer runs on an MF Breeder and it only has one charge, so you can't just sit there and annihilate everything. THOR is a heavy weapon and most of those can clear out a room of deathclaws pretty quick, so it's about on par with those weapons. Both are by the same guy and there are some errors in the plugins so some FNVEdit work has to be done, which is why I thought adding the instructions to delete the stuff from doc mitchell's is no biggie. You'll already be deleting records from other plugins so it's like practice or something.

 

The same person also asked me what version of completeness the guide is. I consider it at v0.8 right now. So, here are some things I'm thinking about for the guide going forward...

 

  1. I'm about ready to start giving the axe to some mods. I want to maybe drop a few gameplay mods that don't add much or are covered/partially covered by mods already included or I want to include. Some of those would be:
    1. KFE - Refill Water Bottles. I can't figure out how to get rid of the message. I use this about 3-4 times a playthrough, then I have way to much water in my inventory. If I can make water scarce then I'll think about keeping it, but those stupid messages need to be fixed.
    2. You take a sip from your trusty Vault 13 canteen. I've thought that with the pro-order pack stuff in the leveled list this mod might not even be necessary. I can't ever find canteen, does anyone know where it is?
    3. Less Intrusive Killcam. I can tell you how to make this on your own and combine it with another plugin that does something similar so you save a plugin spot. Should have done that a long time ago, but my eyes tend to just gloss over some stuff.
    4. Nevada Skies. I might goes with something like Realistic Wasteland Lighting or that URWL mod. I'm going to test those soon.
    5. Hall of Equipment might get the axe too. I bet most people wouldn't even notice.
    6. Alternative Blood Sprout. EVE can handle blood sprouts just fine.
  2. The first point leads to the mods I want to add because I can free up some much needed plugin slots. Here are couple I want to use:
    1. First, a Machienzo section with merging instructions. Great modder, reminds me of Yuki a bit where some of the mods are almost like fixes, here are a few I like:
      1. Primm Reputation Restored. Kelmych recommended this ages ago and it just slipped my mind.
      2. Honest Hearts Extensions. Not my favorite DLC, but maybe this will help.
      3. Regional Slots, Expanded Gambling. More gambling dammit, it's Vegas baby!
      4. Freeside Map Markers. I'll probably add some strip markers too. Three load doors to get to the NCR embassy suuuuuuuuuucks.
      5. Refined Casino People and Suits. This almost like a fix.
      6. Lonesome Road True Faction Allegiance. Already in the guide, so this would get added.
    2. More Challenges. Same modder as More Perks, so it would fit right in.
    3. Deserters Fortress. Same mooder as More Perks, but this one is a quest.
    4. FNV REalistic Wasteland Lighting. Explained above, I'm going to start testing weather/lighting stuff just for the heck of it. This was updated early Dec, where some others are no longer supported.
    5. Mr Radioactiv's Weapon Collection. Probably more guns that you'll ever need, but I think a bunch have NVSE functionality that allows for on the fly weapon mod switching like using a dot sight or scope with a hotkey.
    6. Dire Contraptions. By Imp, totally forgot to add this mod like months ago now. Dart guns and grenades. Really want to do a pacifist run if I can.
  3. More pages. Yep more supplemental pages for stuff. I already have a few and I like them, so that means I need MOAR!!!
    1. Conflict Resolution Page. I've been saying this for a while, a long f'n while, but I might actually do it this time. I started on it a while ago and if I do about 50 conflicts week, then it will be done pretty quick and I won't burn myself out on it.
    2. FAQ/Troubleshooting/Tips/Hints. I never did one, but I should. It would be so easy to just link to questions I've answered instead of getting PMs or having to retype stuff in threads. Also, people send me messages on reddit since I help people out there and it's like I'm now known to be the guy that did the Fallout guide on those subreddits, so I get asked stuff a lot.
    3. Additional Armor/Clothes. I have two for guns, so it's time to do a nice armor set page. Suggestions?
    4. More guns. I'd almost like those pages to be packs. You pick a couple from the list and then you move on, but I like the idea of there being a bunch of different ones that may not even be compatible or may overlap. It was a way for me to bring the community in on making suggestion pages, but everyone just waits for me to test it all out. I've almost gotten to the point that if you were to just come up with a list of guns, I'd make a page for you.
    5. MCM settings. I want to make them different for different playthroughs. Playing a heavy with power armor and lasers, do this, playing a ranger with with a bounty hunter duster and pistols, do this, survivalist/pacifist, do this. Like a way to customize a playthrough even more.
  4. My own mods. I've been playing long enough and have enough know how that I want things a certain way and the only way to do that is to make it myself.
    1. Limbs heal over time. Like you know in nature and stuff. If I cut myself it heals in a couple days. Limbs stay damaged and never heal until you use (Hail) Hydra or a Doctor's Bag. I think they would heal up a little everyday on their own. This could be an NVSE plugin for sure. Maybe this exists some, but I missed it.
    2. There is a mod that adds bobbleheads for Special and Skills and then there are lots of implants, so I want to lower the starting Special and Skills, so you aren't a freak of nature by level 20 destroying everything in sight. With a perk every level that you can setup in one of the PN MCM menus, it also allows you to add Special through a perk you can take ten times. This will add balance.
    3. Implants bother me. I love to have them, but wish they were tiered. The regen implant could be three levels where each additional level is 6000 caps and adds other bonuses like limb regen. I was working on this a while back, but am more serious about it now then I was back them. I even had thought up a Blade Runner backstory. Tyrell Corporation, More human that human. ::P:

Wow, I really rambled on about stuff for while there. So, if you have been following this guide you know that I do these long posts every once in a while and then I go on to do about 25% of the stuff I say I will do. If I do 25% then that is bad. I need to do about 50% to ever smile again. This is all without doing an ENB section either, I left that out because I didn't even think about it till right now, but I'm tired.

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Have you tried the anti-aliasing patch there on the vurt's files? That often fixes the odd, flat, blocky look.

Thankyou very much! That seems to have done it.  Although the textures don't seem as sharp as i'd expected. I'll play around with my settings I found earlier int he process all my ini tweaks had reverted or something so had to redo them. I'll double check everything again

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Just saw you write this line and just saw this on the hotfiles for this week. Might already know of it but thought I'd mention it if only for yourself not the guide :)

 

STUN - Stun and Tie Up NPCs

I hate to be that guy but can you create a mod topic in the mods forum and then link the topic that you created in the post.

Here is the post that talks about requests

When it comes to creating a mod topic there are plenty of examples around.

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I hate to be that guy but can you create a mod topic in the mods forum and then link the topic that you created in the post.

Here is the post that talks about requests

When it comes to creating a mod topic there are plenty of examples around.

In this instance it was literally just as a response to a comment Essarbee had made.  The Mods forum seems to be purely Skyrim mods?  Not argument just checking.

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Just saw you write this line and just saw this on the hotfiles for this week. Might already know of it but thought I'd mention it if only for yourself not the guide :)

 

STUN - Stun and Tie Up NPCs

I did see that mod when it came out. I bet it would go good with Dire Contraptions since that adds a couple dart guns.

 

No problem rhodsey. Glad to help.

 

As for Ess's post, nope, leave the guns alone. People just need to show a little restraint. The only one I take is the sniper rifle. 

I can put the instructions separately so people can choose to remove them. It's actually very easy to do with FNVEdit. The Stery Scout is the rifle I'm guessing you take? I usually grab whatever is the newest gun to try it out, but my favorite sniper rifle from Millenia is the L96A1 which was added in the last WotNM update.

 

I hate to be that guy but can you create a mod topic in the mods forum and then link the topic that you created in the post.

Here is the post that talks about requests

When it comes to creating a mod topic there are plenty of examples around.

No one would use it. I will start making mod threads when I think it's worth it. Maybe for mods that really big and need discussion. I don't really test mods like STEP does, so having a thread for that is pretty useless.

 

In this instance it was literally just as a response to a comment Essarbee had made.  The Mods forum seems to be purely Skyrim mods?  Not argument just checking.

see above comment. You can make one, but it's not necessary at this point. When you create a thred in the subforum there is a dropdown for tagging a game with Skyrim, Fallout, or Oblivion.

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Just wanted post a thank you, SRB, for this great guide.

 

A few quick notes on some of the mods:

 

Some of the LOD issues being reported may be connected to the cut content restoration. Sandbox6's Uncut Wasteland's restored objects in particular seem to pop into view suddenly. I'm guessing that none of the current LOD files account for the various objects that the mod restores. I prefer the landscape with the content restored, but for those who are disturbed by some of the pop-in details, they could simply omit the mod.

 

Nevada Skies is really spectacular, but it sometimes gives me these very dark navy blue skies that are very strange looking. I switched back to FNV Realistic Wasteland Lighting, which I used on my last playthrough. It's not as dramatic as Nevada Skies, but it's very beautiful in its own more sedate way. It would be a great addition to the guide.

 

I'm getting the same slow downs in Goodsprings from the crossbow mod that others have reported. The posts on the mod's Nexus page mention deleting a worldspace entry in the plugin seems to help, but it was not very clear. For now, I've omitted the two crossbow mods, which is a shame as crossbows are my favorite weapons in Morrowind.

 

Again, thanks for this guide. I've really appreciated learning how to merge and edit with FNVEdit. Before this guide I only knew how to clean mods with the xEdit tools.

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I can put the instructions separately so people can choose to remove them. It's actually very easy to do with FNVEdit. The Stery Scout is the rifle I'm guessing you take? I usually grab whatever is the newest gun to try it out, but my favorite sniper rifle from Millenia is the L96A1 which was added in the last WotNM update.

 

Of the ones in Doc Mitchell's, yes. The Deagle's nice too, but a bit too much I think. I do quite like the other sniper rifle you added too, the one that's in the locked box by the side of the saloon. I sniped Joe Cobb from Chet's porch with that bad boy. Headshot, Boom. Complete with the IMPACT added arterial blood splatter, that was pretty dope. :)

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Of the ones in Doc Mitchell's, yes. The Deagle's nice too, but a bit too much I think. I do quite like the other sniper rifle you added too, the one that's in the locked box by the side of the saloon. I sniped Joe Cobb from Chet's porch with that bad boy. Headshot, Boom. Complete with the IMPACT added arterial blood splatter, that was pretty dope. :)

That would be the M24E1 and yes, that gun is awesome. AP cost in VATS, rate of fire, and damage are really well balanced with that mod.

 

Just wanted post a thank you, SRB, for this great guide.

 

A few quick notes on some of the mods:

 

Some of the LOD issues being reported may be connected to the cut content restoration. Sandbox6's Uncut Wasteland's restored objects in particular seem to pop into view suddenly. I'm guessing that none of the current LOD files account for the various objects that the mod restores. I prefer the landscape with the content restored, but for those who are disturbed by some of the pop-in details, they could simply omit the mod.

 

Nevada Skies is really spectacular, but it sometimes gives me these very dark navy blue skies that are very strange looking. I switched back to FNV Realistic Wasteland Lighting, which I used on my last playthrough. It's not as dramatic as Nevada Skies, but it's very beautiful in its own more sedate way. It would be a great addition to the guide.

 

I'm getting the same slow downs in Goodsprings from the crossbow mod that others have reported. The posts on the mod's Nexus page mention deleting a worldspace entry in the plugin seems to help, but it was not very clear. For now, I've omitted the two crossbow mods, which is a shame as crossbows are my favorite weapons in Morrowind.

 

Again, thanks for this guide. I've really appreciated learning how to merge and edit with FNVEdit. Before this guide I only knew how to clean mods with the xEdit tools.

I think the hidden container that weapon mods sometimes place in under the ground is messed up for Crossbow mods. Authors add that container to world so it can be called from a leveled list or something. I think the correct way to do it is through a quest script, but I've never had to do it myself, so who knows what it is. I don't get that problem, but maybe I'll run around Goodsprings and see.

 

As for LODs, I think the user with a problem had 2d trees, but that is known issue with vurts and he/she just needed the fix. We will probably never have great LODs for F&L unless I do them myself, which is probably not going to happen. It can take days to generate LODs with the GECK and I have no interest in doing that.

 

I am considering FWL Realistic Wasteland Lighting actually. I'll probably start with that and URWL for testing pretty soon. I live in the Western US so I know what color palette and weather conditions to look for. FWL looks like it might actually get that right.

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FWL Realistic Wasteland Lighting causes a whiteout issue in Freeside (i.e., there's a slightly transparent but mostly opaque white overlay covering the entire screen.) The modder claims to have fixed the issue in the Friend of the Night script, but that wasn't the culprit. Freeside is unplayable while this issue persists, so I don't recommend the mod.

Edited by fireundubh
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