Jump to content

Fear and Loathing in New Vegas - Feedback


Recommended Posts

So I've also been testing some stuff. There is a mod that turns all the stuff like hammers, wrenches, baseballs into weapons. Sounds really cool, but it is not. After I got a decent melee weapon, never wanted to swing a hammer or wrench and it clutters up the weapon category in the pipboy. Also, you have to go to a workbench to turn it into a Misc item to craft with it. Good idea, but the game just ins't as fun with it.

 

There's also this one companion mod called Rusty the Bear. He's cute for about an hour then his novelty wears off. He talks in a voice that sounds a bit like Mickey Mouse and he curses at enemies. No bugs with him so far, but he won't be in the guide, so install it if you want to have a teddy bear companion for bit. Oh, he really likes grenades.

 

Then I really like the Vulpes Inculta extended dialogue mod. It makes the character a bit more developed. That mod goes with Nipton Fires Extinguished. After one day the fires in Nipton go out instead of burning eternally.

Link to comment
Share on other sites

Okay, just did a big update. Enhanced Camera is finally because I figured out that one version of the rifle animations from WAR is what caused that weird bug with some iron sights. The other animation has a stupid running animation where the weapon swings back and forth, but whatevers right? Gotta take what you can get. Anyways reinstall WAR and do the Enhanced Camera/WAR mod stuff and it should be good to go.

 

I dropped three mods, Burning Campfires, You take a sip from... , and KFE Refill Water Botttles. It saves plugin spots, but mostly I didn't use them or there is an issue. I may add them back in after some more merging stuff I decide on, but for now I need the plugin spots more than anything.

 

The Vulpes Inculta mod and A Few More Map Markers were also added. They are simple, just install them. The Vulpes mod doesn't do anything if you've already gone to Nipton and talked to him.

 

Yesterday I added some mods too, but they are textures and meshes and one little fix, so just install them. That update finally gets audley into the guide. I may even add another on of his mods if I ever get around to testing it. He made that sweet ass banner that's on my mod pages, so now I can get other authors to hawk my guide. Gonna be at 100k page views soon. Man, where does the time go.... 

Link to comment
Share on other sites

I like the M24E1 mod being moved to the ranger idea of yours.  I had looked into trying to figure out how to give the rifle to the powder ganger in the prison tower, like that other guy talked about doing.  Unfortunately I am not familiar enough with FNVEdit to know how to do it properly.  Sounds like your idea is better.

 

I'm glad you looked into that misc object to weapons mod - the Yuki one I presume.  I had never tried it.  Too bad it's not worth using, because it did sound interesting.

Link to comment
Share on other sites

Re-installing the User Interface section due to a mod update I noticed that "JIP Realistic Weapon Overheating" pops up a Nexus Client CLI window asking for "yes" or "no" just as "Weapon Animation Replacers" does.  Should we select "no" like it says to do for "Weapon Animation Replacers"?

 

I'm guessing in this case we should select "Yes", but I'm not certain and I don't want to have to re-install this section again.

Link to comment
Share on other sites

I like the M24E1 mod being moved to the ranger idea of yours.  I had looked into trying to figure out how to give the rifle to the powder ganger in the prison tower, like that other guy talked about doing.  Unfortunately I am not familiar enough with FNVEdit to know how to do it properly.  Sounds like your idea is better.

 

I'm glad you looked into that misc object to weapons mod - the Yuki one I presume.  I had never tried it.  Too bad it's not worth using, because it did sound interesting.

I can make instructions, but unfortunately I can't make the ADAM Complete.esp have the merged plugin as a master because it everyone has different numbered FormIDs do to the way a merged patch is created. To do it yourself isn't that hard.

  1. Move SRB's Additional Weapons.esp above ADAM Complete.esp, if not already there.
  2. Load FNVEdit and load only those two plugins.
  3. Right click ADAM, clean masters, right click again, sort masters.
  4. Now right click again and find add masters, then tick SRB's Additional Weapons.esp.
  5. Expand ADAM->NPC and find the Outcast Ranger. Should be ADAMOutcastDEAD.
  6. Find the Minigun in his inventory and click the formID for the minigun twice, not a double click. Click it twice slowly so that it can edited.
  7. just type the letter 'z' and for the EditorID zM24E1 and hit enter.
  8. click twice on the ammo in the inventory and then you may see the dropdown arrow on the right and click that. It should be around all the LootAmmo records, find either LootAmmo308 or LootAmmo308Double and choose one of those.
  9. Now go to the SRB's Weapons plugin and expand Worldspace->000DA726->Block -1,0 all the way down. There should be five records under Temporary.
  10. Find zM24E1box and go to the Record Header at the top, right click that and select Edit. Tick Initially Disabled then go down to DATA - Postiion/Rotation and change 'Z' to -30000.
  11. Repeat the last step for the Mentats and Locksmith's Reader.
  12. Close and save both plugins.

Not sure about deleting the trunk like with the other guns. It would probably work, but I'd like to try this way since it doesn't remove stuff from the plugin. It looks like a lot of work, but it's ten minutes tops.

Re-installing the User Interface section due to a mod update I noticed that "JIP Realistic Weapon Overheating" pops up a Nexus Client CLI window asking for "yes" or "no" just as "Weapon Animation Replacers" does.  Should we select "no" like it says to do for "Weapon Animation Replacers"?

 

I'm guessing in this case we should select "Yes", but I'm not certain and I don't want to have to re-install this section again.

So far only WAR gives an error. Everything else needs to see the mods you have installed. That pop up is from the Legacy Script Installer and choosing yes is necessary for most mods.

Link to comment
Share on other sites

I actually haven't installed any of your SRB's additional weapons yet.  I had been waiting to see if the crossbow issue was going to be sorted out (looks like that one will remain though now - hopefully it's just an issue only when the crossbow is equipped and not all the time?).  And then I was waiting to see about instructions for getting the other weapons better distributed.  I'll give it a try after I get the UI part reinstalled.

Edited by oqhansoloqo
Link to comment
Share on other sites

I doubt the Crossbow things goes anywehre, but you could always leave those two mods out and just skip any instructions that include them. The merge instructions are basically setup so you just ingore what you don't use.

 

Most of the weapons are spread around now that I did the extra instructions. Either that or they come from the schematics, vendors, or leveled lists. The overpowered weapons are hidden behind Very Hard locks or cost so much money so can't get to them without raiding the casinos through gambling with high luck. THOR is so expensive you need like a Barter skill of at least 50 and a ton caps to afford that thing. The mod that makes some weapons to easy is The Right to Bear Arms. It places some really powerful weapons in really easy places. The MF Hyperbreeder is super easy to get, you just have to kill some rats for it. The Two-Step Goodbye is behind a Very Easy safe, I think, but that weapon is annoying since you can't get far enough away from enemies before they explode. Anyways, most stuff is now spread out. I think it's almost a quest to get those weapons now.

Link to comment
Share on other sites

I just re-installed the User Interface and now the game won't load.  I did everything in the guide so far but try your SRB additional weapons section.  So after re-installing the UI and having the game not want to load at all, I disabled the UI section (and the bashed patch I had made for it) and it worked.  Important to note is that I made other mod additions and subtractions prior to reinstalling the UI part of the guide and I hadn't tried to load the game until now.  I'm thinking that I ran into the BSA over limit issue.  I do not have any BSAs showing in my MO archives section that you said to extract...  Here is what my archives section shows: [all the vanilla and DLC BSAs], JIP Companions Command & Control.bsa, FlashlightNVSE.bsa, NevadaSkies - Main.bsa, NevadaSkies - Sounds.bsa, Interior Light Overhaul - Core.bsa, NVWIllow.bsa, Better Burned Man - Main.bsa, 1nivVSLArmors.bsa, CaliberX.bsa, DeadMoneyMoreCraftedKnifeVariants.bsa, RestoredCaravanPlayers.bsa, Sentry Bot Toy Attacks.bsa.

 

EDIT: In fact, I'm positive now that that is the issue.  The guide needs to show extraction for another/more BSA(s), now that the BSA number has increased again recently.

 

EDIT2: Unless too many .ESP files does the same thing...  I have kept some of the mods you previously removed from the mod list because they were no longer available on the Nexus.  Could that be the issue?

Edited by oqhansoloqo
Link to comment
Share on other sites

hmm... extract the last three. I forgot they even had BSAs since I test them then add them to the guide. I always forget to reinstall a mod to see if there are special instructions.

 

I'd say that you should try that first, since it's such frequent culprit.

Link to comment
Share on other sites

I just narrowed it down to definitely too many BSAs.  I just disabled some mods that only add BSAs to the Yuki Merged Mods consolidation (after following the guide) and that was what allowed the game to load.  So basically, disabling a few BSAs allowed the game to load up.

 

EDIT: if someone else follows the guide, as is, their game won't load either.

Edited by oqhansoloqo
Link to comment
Share on other sites

Installing the "TAR-3 Tesla Assault Rifle" mod, before and after doing the FNVEdit wild edit removal on the mod I get no notification from LOOT about a dirty edit (1 UDR).  Note that I am using LOOT version 0.6.1 instead of 0.6, so I don't know if that makes any difference or not.

 

EDIT: Same with "THOR"

 

EDIT2: Same with "VT-191 Murdelizer"

Edited by oqhansoloqo
Link to comment
Share on other sites

Installing the "TAR-3 Tesla Assault Rifle" mod, before and after doing the FNVEdit wild edit removal on the mod I get no notification from LOOT about a dirty edit (1 UDR).  Note that I am using LOOT version 0.6.1 instead of 0.6, so I don't know if that makes any difference or not.

 

EDIT: Same with "THOR"

 

EDIT2: Same with "VT-191 Murdelizer"

I know they have the UDR's and ITMs so clean them. I just copy paste my instructions for consistency. When I get some stuff done with IMPACT, I'll submit everything to the LOOT masterlist.

Link to comment
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
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.