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Posted

New Vegas Uncut 5 - A Wilder Wasteland. The Gojira encounter is a bit much and doesn't sound like was even intended content. With all the balancing we do to get the combat in the game to feel right being attacked by a super creature randomly has turned me off using that particular mod. I just wonder if including it in the 'uncut' section as-is makes the most sense when (well in my mind anyway) it conflicts with what it seems that section is trying to accomplish. Maybe adding a warning to the description of the mod in the guide to tip people off about the Gojira encounter or even making a patch for it would be helpful.

Well it should only occur with Wild Wasteland trait active so I don't see it too out of line. In either case the entire cut content section will be rendered moot (except for No More Giant Manhole Covers Strip Wall Billboards as they aren't actually cut content) when the New Vegas Uncut comes out next weekish. 

Posted (edited)

Well it should only occur with Wild Wasteland trait active so I don't see it too out of line. In either case the entire cut content section will be rendered moot (except for No More Giant Manhole Covers Strip Wall Billboards as they aren't actually cut content) when the New Vegas Uncut comes out next weekish. 

Really, how interesting.

Edited by Van555
Posted (edited)

Really, how interesting.

At the moment it includes merged, fixed, and optimized versions of:Freeside Open (Rotface to Riches, Pacers Gambit, A Van Graff Scorned)Outside BetsThe Strip OpenUncut WastelandUncut Wasteland ExtrasPrimm Reputation RestoredSheriff MeyersCut Sewers RestoredA Koch and Bohr StoryA Thorny SituationA Wilder WastelandIf It Wasn't For BetsyMore Caravan Players RestoredBenny's EscapeKing's Music RestorationRadscorpion Egg RestoredGoodsprings Tribute RestoredBlack Mountain Dish Explosion RestoredVarious small restorationsDead Money Suprise Vending ItemsCut Keys Restoration

Main authors are Moburma, TJ, Roy Batty, sandbox6.  I think the strip gate LOD is the last item needed before nexus release. Merging of the other worldspaces and recovering the cut Legion/dam fight content will come in later versions.

Edited by Adonis_VII
  • +1 1
Posted

Well it should only occur with Wild Wasteland trait active so I don't see it too out of line. In either case the entire cut content section will be rendered moot (except for No More Giant Manhole Covers Strip Wall Billboards as they aren't actually cut content) when the New Vegas Uncut comes out next weekish. 

Man, I just keep getting excited for the eventual next playthrough. Keep up the great work everyone!

Posted

awesome but seriously Roberts males needs to be sorted out.

I would say it's not really necessary. The modsite should be visible soon according to niveas reason:

 

"Updating, the downloads are not working yet so will be hidden until they do. Nexus issues lol. Check back later/tomorrow."

  • +1 1
Posted (edited)
At the moment it includes merged, fixed, and optimized versions of:Freeside Open (Rotface to Riches, Pacers Gambit, A Van Graff Scorned)Outside BetsThe Strip OpenUncut WastelandUncut Wasteland ExtrasPrimm Reputation RestoredSheriff MeyersCut Sewers RestoredA Koch and Bohr StoryA Thorny SituationA Wilder WastelandIf It Wasn't For BetsyMore Caravan Players RestoredBenny's EscapeKing's Music RestorationRadscorpion Egg RestoredGoodsprings Tribute RestoredBlack Mountain Dish Explosion RestoredVarious small restorationsDead Money Suprise Vending ItemsCut Keys Restoration

Main authors are Moburma, TJ, Roy Batty, sandbox6.  I think the strip gate LOD is the last item needed before nexus release. Merging of the other worldspaces and recovering the cut Legion/dam fight content will come in later versions.

 

 

Are Freeside Open and The Strip Open optional parts of this? While I agree that the whole environment would have been better without the loading screens in the first place, my go-to way of alleviating that is using an SSD, not using mods that break any other mods editing the same area (in this case FreesideNorthWorld or FreesideFortWorld, and, I assume, parts of the Strip ). Hence I've never been much of a fan of the "open" projects, whether it's in TES or Fallout, and would regret having to abstain from what seems like a rather large and noble effort on their part, just because they decided to take that choice away from me.

Edited by MonoAccipiter
Posted (edited)

I would say it's not really necessary. The modsite should be visible soon according to niveas reason:

 

"Updating, the downloads are not working yet so will be hidden until they do. Nexus issues lol. Check back later/tomorrow."

.

 

Yeah but I've seen that kind of message result in armor kit repair being gone forever!

 

Also not having the couriers stash part is vexing to my completeness fetish. So if anybody has that in thier downloads I'd appreciate it

Edited by Van555
Posted

Yeah but I've seen that kind of message result in armor kit repair being gone forever!

 

Also not having the couriers stash part is vexing to my completeness fetish. So if anybody has that in thier downloads I'd appreciate it

If the Armour Repair Kits mod would disappear, I'd just remake it from scratch. It's not that complicated.  ::P:

 

Users of my equipment pack, I have good news for you! I'm currently working on a modified version of darthbdaman's Camon and Scottmack Weapons - Compatibility Edition plugin, meaning some of the weapons will be making an appearance there as well. Joys of the eternal beta stage!  :^_^:

Posted (edited)

If the Armour Repair Kits mod would disappear, I'd just remake it from scratch. It's not that complicated. ::P:

 

Users of my equipment pack, I have good news for you! I'm currently working on a modified version of darthbdaman's Camon and Scottmack Weapons - Compatibility Edition plugin, meaning some of the weapons will be making an appearance there as well. Joys of the eternal beta stage! :^_^:

I am using this mod now and really like it. I found missing mesh on Contractors Snubbed Launcher or Looped. The ContractorGL1.nif is not in the mod package (Couriers Weapons) Just FYI.

 

If you have beta version that will not break my save, I can be your guinea pig.

Edited by darkside
Posted

Are Freeside Open and The Strip Open optional parts of this? While I agree that the whole environment would have been better without the loading screens in the first place, my go-to way of alleviating that is using an SSD, not using mods that break any other mods editing the same area (in this case FreesideNorthWorld or FreesideFortWorld, and, I assume, parts of the Strip ). Hence I've never been much of a fan of the "open" projects, whether it's in TES or Fallout, and would regret having to abstain from what seems like a rather large and noble effort on their part, just because they decided to take that choice away from me.

They won't be optional parts, but that's what patches are for; though I understand that is still extra work. It has patches for Interiors, AWOP, all of Someguy series, TTW, and streetlights currently. Which mods are you currently worried about? Does your casino overhaul make a lot of changes to the exteriors of the casinos?

Posted (edited)

They won't be optional parts, but that's what patches are for; though I understand that is still extra work. It has patches for Interiors, AWOP, all of Someguy series, TTW, and streetlights currently. Which mods are you currently worried about? Does your casino overhaul make a lot of changes to the exteriors of the casinos?

Not so much currently worried as generally skeptical to the concept. I'm glad to hear there will be patches and I could probably work from within the framework of that mod if I decided to make any large changes to the exteriors of the casinos. I do however feel sad for the modders who now have to force their users to decide between using their mods or that collection, seemingly decided by whether the team behind the collection thinks that said mod is worthy of a patch. Also, won't this include a lot more challenges related to performance for lower end users? If that is the case and I have decided to continue development of a mod I am working on (just an arbitrary example) by using that collection as a master (since I had to edit stuff in for example Freeside) wouldn't that mean that I've been forced to either abandon my users who have a lower-end setup, or abandon my users who want the updated uncut collection?

 

I know I make a lot of mental leaps here, but knowing all the work it takes to make sure the mods in a guide like this works properly with each other when they all work from the same baseline, I can't help but shudder a bit at the thought of having to manage two baselines.

 

@darkside: I love guinea pigs.  :devil: Don't think it will break your save either since with darth being the script-master he is, everything is properly integrated via scripts instead of editing leveled lists directly. Might want to make a clean save (wait inside for 3 days IIRC) to reset the leveled lists though. Just took a bunch of pictures today to decide which weapons to throw out and which to keep, since the model viewer in the GECK is pretty awful when you need a detailed look at things.

Edited by MonoAccipiter

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