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Posted

SRB - something looks wrong with the new instructions (I think).  In your recent revision, one thing I think you removed by accident that was previously there was to remove the error lines from "TeslaRifleForms".  You added in this:

  1. Expand Worldspace->000DA726->Block 0, -1
  2. Right click on Sub-Block 0, -2 and select "Remove"

But you removed "TeslaRifleForms" from the part where it mentions this:

 

"From the EditorID column, check MNK-RHINOgaussRevolverForms, R700Forms, and MCL_Pre_warXbowForms for errors."

 

After deleting the worldspace entries given up above this I had 3 error lines (I think it was 3...) appear in "TeslaRifleForms" (I think they were for the Novak placement of the Tesla Rifle stuff).  To me it looked like the Helios One placement remains though, since it wasn't in the deleted "Sub-Block 0, -2".

Posted

I still cant see why you need to get rid of a gun in Novac. By then you're probably around level 8 ish and starting to need better weapons...

 

Ah well different strokes, as they say.

Posted
  On 1/7/2015 at 1:21 AM, Nozzer66 said:

I still cant see why you need to get rid of a gun in Novac. By then you're probably around level 8 ish and starting to need better weapons...

 

Ah well different strokes, as they say.

It's just laying on ground. The author didn't even hide it or put it behind a lock.

Posted

I just installed the latest MO update which is supposed to add the Legacy Script Support, but it isn't working for me with PN - EO and FlashlightNVSE. PN worked fine though. 

Posted
  On 1/7/2015 at 2:43 AM, EssArrBee said:

I just installed the latest MO update which is supposed to add the Legacy Script Support, but it isn't working for me with PN - EO and FlashlightNVSE. PN worked fine though. 

So what do we do since Legacy scripts have been pulled?

Posted
  On 1/7/2015 at 4:17 PM, Livnthedream said:

So what do we do since Legacy scripts have been pulled?

Did you update? If yes, I'll help you out when I get home. If no, the dont update.

Posted

So just a heads up. I added the Machienzo section. It's only three mods, but they are all great mods. The Lonessome Road mod was already in F&L, the Primm one should have been in a long time ago, but I forgot about it, and the third one adds a little diversity to the casinos.

 

Also, the Nipton Fires Extinguished is a no brainer, really that is something I should have found a long time ago.

 

Dropped Alternative Blood Sprout since EVE has blood spurts.

 

Added a cigarette retex by Audley. He will probably redo it, but until then I like the way the alternative version looks in game. Add that banner you made me to your pages bro!!!

 

I wrote this really long post about the direction of F&L, so I'll update it for anyone interested:

  Reveal hidden contents

 

 

Wow, this post took longer than I expected. I'm sure I forgot something, but whateves. 

Posted
  On 1/7/2015 at 7:15 PM, EssArrBee said:

Did you update? If yes, I'll help you out when I get home. If no, the dont update.

I second Adonis's awesome statement. Looking forward to the stat/Breeder changes!

 

And yes, I updated, like an idiot. I wiped everything and started from scratch to follow the guide. Been missing Fallout, and I don't plan on doing F3 till a TTW play through, and right now I don't want to put in the effort of converting so much/working through compatibilities. Besides, figured it was time to switch my FNV install over to MO. I still have some mods to test to see if I want to try an include them on top of the guide or not, mainly house and armor stuff. You already have more weapons than I will ever need. Outside of Millenia stuff, mostly for variety, I don't see the point unless its something very specific to fit a character. Though I did snag Nordic Firearms from somewhere if you want the archive. I also have Lombard Station, its not to my taste but you may want it included in the guide. Its basically a grungy version of Underground Hideout, and works pretty well for Enclave rp'ers.

Posted (edited)

SRB, something else I thought of, in addition to the junk I threw up a few days ago.

 

Mark Morgan's "Vault Archive" - Some people, such as myself, never use the actual radio and prefer the in-game music.  This is a collection of all the tracks from FO1 and FO2 in high quality MP3 or Lossless format.  Yes, it requires a bit of work to install, as you'll have to manual replace each track in your FONV folder with one of these and rename the file, but once you've done that you're set.  Noticeable difference, doesn't take up a mod slot, and add's a nice touch to the game for folks that played FO in the past.

 

EDIT:  A few immersion options:

 

Rusty Highways - Adds some bombed out vehicles to the roads.  Really enhances the feeling of the area being destroyed while people were still going about their day.

Military Expansion Program - Add's soldiers to a few of the military locations.

Repopulated Wasteland - Adds additional NPCs all over the world to give it a bit more life.

Increased Wasteland Spawns - More world spawns.  More stuff to shoot at.

Edited by Veezy
Posted

Conflict Resolution - are you working on a "Fear and Loathing Patch"?

 

Veezy - You mentioned how adding more cars with Rusty Highways to give the feeling that the area got bombed.  The problem with that idea is that the lore/story is that the area around New Vegas was left virtually untouched by the nuclear attacks.

Posted
  On 1/9/2015 at 1:09 AM, oqhansoloqo said:

Conflict Resolution - are you working on a "Fear and Loathing Patch"?

 

Veezy - You mentioned how adding more cars with Rusty Highways to give the feeling that the area got bombed.  The problem with that idea is that the lore/story is that the area around New Vegas was left virtually untouched by the nuclear attacks.

True.  That being said, the main strip is pretty well kept while Freeside and the rest of the world is left crumbling, save the dam (which still needed some NCR effort to get running).  I would say it's open to however you'd want the world to look.  Rusty Highways pretty much leaves the vehicles it adds to the main highways.  Which would fit, as some bombs did get through.

 

Of course, to be TRULY accurate we'd need a traffic report from the 50s in the Fallout universe and an accurate layout of how far past the strip the destruction goes. As, in game, the look of the strip compared to Freeside is strikingly different.  But that's getting into silly territory.  Video games aren't as serious as comic books, gosh.

Posted

FYI: rePopulated Wasteland conflicts with Goodsprings Reborn.

 

The former adds a number of markers around Goodsprings that don't align with the changes made by Goodsprings Reborn, so you'll see NPCs leaning against trees that aren't there, for example. That said, Goodsprings Reborn has some issues with object placement (e.g., floating corn stalks.)

 

Disappointing, as Goodsprings Reborn makes Goodsprings much more believable.

 

The other problem is that rePopulated Wasteland and Goodsprings Reborn together make Goodsprings more populous than most of the larger settlements.

 

YUP also changes the positioning of yet more objects around Goodsprings. /sigh

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