Jump to content

Fear and Loathing in New Vegas - Feedback


Recommended Posts

I am installing the guide and noticed a possible small omission of instructions for the installation of https://www.nexusmods.com/newvegas/mods/49938/? on the https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas#Yukichigai_Gameplay_Tweaks page. A quote from the mod page:

"NOTES

Each download (normal and ''No Honest Hearts'') includes multiple files, one which modifies only the Mojave, and another which also modifies areas of the Big MT (Old World Blues). USE ONLY ONE ESP, NOT BOTH. If you want to be able to pick normal Cave Fungus in the Big MT's caves, use the "with OWB" version."

 

Thanks for sharing this guide and all your work!

Link to comment
Share on other sites

I've got a question about playing the game here, I'm mostly using this as a base so maybe someone has a similar problem or an idea about a few issues I'm having.

 

Some of the lights have a crazy loud buzz to them to the point where it can drown out everything. If their close enough and numerous then it's deafening. NPC voices are also muted where it sounds like people have a scarf over their mouths. Going into a conversation with them is fine but outside of that is where the issue happens. Does anyone else have these issues or know what the problems are?

Link to comment
Share on other sites

I am installing the guide and noticed a possible small omission of instructions for the installation of https://www.nexusmods.com/newvegas/mods/49938/? on the https://wiki.step-project.com/User:Essarrbee/FalloutNewVegas#Yukichigai_Gameplay_Tweaks page. A quote from the mod page:

"NOTES

 

Each download (normal and ''No Honest Hearts'') includes multiple files, one which modifies only the Mojave, and another which also modifies areas of the Big MT (Old World Blues). USE ONLY ONE ESP, NOT BOTH. If you want to be able to pick normal Cave Fungus in the Big MT's caves, use the "with OWB" version."

 

Thanks for sharing this guide and all your work!

Thank you for bringing this up - you're totally correct as I had it the correct way in my installation, but noticed it not described enough in the guide.  I just fixed the guide instructions.

Link to comment
Share on other sites

Right now there's no such step in the Guide (https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas), but maybe there should be. Certainly the Nexus instructions for Couriers Stash Integration (https://www.nexusmods.com/newvegas/mods/46251/) suggest one ends up with only one active .esp.

So, about this again.... I checked my own installation and noticed that only 1 esp is active, while a 2nd was placed into an "optional" directory.  This was brought up before, as I can see from reading past posts about it.  I assumed the instructions had been corrected, but for some reason they weren't.  I just fixed this now.  Thank you for bringing it up again.

Link to comment
Share on other sites

Thank you for bringing this up - you're totally correct as I had it the correct way in my installation, but noticed it not described enough in the guide.  I just fixed the guide instructions.

Does that mean that we have to re-install all of Yuki's Gameplay Tweaks and merge them again?

Edited by Hackerpcs
Link to comment
Share on other sites

Well, I think remerging mods can create issues with saved games due to the form IDs of items being renumbered or something (based off of what I remember people saying)... So unless you are starting a new game, I'd be careful about that.  What it can do, is cause items to disappear from the game.  I don't know the details about it, I just remember a discussion about this sort of thing.

 

EDIT: changed "do" to due"...

Link to comment
Share on other sites

Well, I think remerging mods can create issues with saved games do to the form IDs of items being renumbered or something (based off of what I remember people saying)... So unless you are starting a new game, I'd be careful about that.  What it can do, is cause items to disappear from the game.  I don't know the details about it, I just remember a discussion about this sort of thing.

It should be okay if you have the script only renumber FormIDs that need to be. The old script that was problem, but I think the new old less so.

Link to comment
Share on other sites

I just want to ask your guys opinion about new darn ui (darnui v5 alpha 9)

https://taleoftwowastelands.com/content/darnified-ui-ultimate-edition

will it replace old darn ui (soon)??

According to changelog all these feature already integrated:

DarNified UI - DT and DR
Traits Menu DarNified
Dynamic Quantity Prompt

But sadly, ohud is incompatible because ohud features will be integrated later.

 

Link to comment
Share on other sites

I just want to ask your guys opinion about new darn ui (darnui v5 alpha 9)

 

https://taleoftwowastelands.com/content/darnified-ui-ultimate-edition

 

will it replace old darn ui (soon)??

 

According to changelog all these feature already integrated:

 

DarNified UI - DT and DR

Traits Menu DarNified

Dynamic Quantity Prompt

 

But sadly, ohud is incompatible because ohud features will be integrated later.

I have that version installed and I haven't seen any of the issues that some users apparently have. It would be wise to remember though that @Roy has currently withdrawn it from the public, apart from on TTW, because of negative comments and may or may not be looking at fixing those and updating it accordingly.

 

NB. Despite the versioning change to the numbering when you download that file it will still be called darnui_ttw_3_0alpha9.7z not darnui_ttw_5_0alpha9.7z

Link to comment
Share on other sites

I had no idea that there was a new version.  Whoever has this new version installed, let the rest of us know if it works at least as well as the old version (the one in the guide currently).  Personally, in the past, messing around with the UI part of the guide had given me a lot of grief and I really don't feel up to tinkering around with it.  What would be really helpful would be if someone else in the mood for this does this first, offers assurance that they tested it a bit considering the entire UI portion of the guide, and also provides sufficient installation instructions.  If this is provided to the rest of us here in the forum then I'm sure it would prompt others to follow.  Maybe even end up in the guide as a result, since it is a new version of a mod already in the guide.

Link to comment
Share on other sites

Until I see that @Roy will be maintaining it again, I would suggest NOT recommending this version. The changes are not sufficient enough to warrant a change from the current, IMHO.

It's good, don't get me wrong, but as you say there will need to be revised instructions and maintenance of the guide, I can't see it as a necessity.

Link to comment
Share on other sites

It should be okay if you have the script only renumber FormIDs that need to be. The old script that was problem, but I think the new old less so.

What do you mean old-new script? I mean I followed the guide before the change with 1.9 merge script in FNVedit. I can pick cave fungus in HH and Mojave, haven't been to OWB yet.

 

If I can't keep oHUD then I'm not changing to another DarnUI version. When that is figured out, then I'll change it.

I agree 100%.

Edited by Hackerpcs
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.