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Thanks . will do .

 

Also Fallout redesigned 3 is back available  : https://www.nexusmods.com/newvegas/mods/56312/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D56312%26preview%3D&pUp=1

 

How do i install it with this setup  ?

I think you should wait on NVR3 for the moment. As the author states: "there is another version in the works..." I am confused about the current qualifications at the moment. 

 

Did you happen to get AWOP working though? Was wondering if you did. 

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Thanks . will do .

 

Also Fallout redesigned 3 is back available  : https://www.nexusmods.com/newvegas/mods/56312/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D56312%26preview%3D&pUp=1

 

How do i install it with this setup  ?

The one currently up requires (as far as I can tell) either Drumber to release an assets folder again or you need an older version of FCO that isn't available anymore. So yeah I'd recommend waiting on the next version which hopefully will actually be usable.

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I think you should wait on NVR3 for the moment. As the author states: "there is another version in the works..." I am confused about the current qualifications at the moment. 

 

Did you happen to get AWOP working though? Was wondering if you did. 

I did . (briefly though . been kind of busy with RL stuff ) 

I installed the main file  and both  the  Balance and cleanup   and the Revisions  mod  and so far it seems to work fine  . still gonna need to test a bit longer  to make sure .

 

Nvr3 still requires FCO. Nothing in the guide changes.There is an AWOP thread somewhere in the F&LNV forum. Maybe that will help.

 

 

The one currently up requires (as far as I can tell) either Drumber to release an assets folder again or you need an older version of FCO that isn't available anymore. So yeah I'd recommend waiting on the next version which hopefully will actually be usable.

In that case i might as well wait .

 

 

 

As for now  i am trying to figure out  why the area  next to goodsprings  ( near the  waterpumps  where the tutorial takes place ) still has a transparency issue (grass and the watertank visible through rocks ) despite the fix being enabled .

It is an ENB issue though as disabling it fixes it . 

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Have expressed my displeasure with having to rewrite a huge portion of my guide? I know it is for the better, but I'm still pretty pissed. Maybe it's just that I have no time lately and would rather watch football, eat BBQ, and drink beer.

 

"Good people drink good beer." - HST

 

Anyways, I put an announcement on the guide that I'll be redoing the first few sections, so if you are done building a new playthrough, just leave it be and play for a while. If you are about to build a new playthrough then wait a while until I redo the first few sections.

 

Basic idea is to switch from Quests and Cut Content->UI->Fixes to Fixes->Q & CC->UI. The original reason for having it in it's current order was a good one back when I started this whole thing, but now I'm thinking it is time to just put all that to bed. Starting with fixes, means that I'll be able to add YUP fixes to mods that after currently before it like the NV Uncut merged mod and any UI mods that I deem necessary like PN Rebalance.

 

I have this list of UI mods right now, up-side-down because that is how MO rolls:

+Traits Menu DarNified+Sortomatic for Tales from the Burning Sands+Misc Item Icons - New Vegas+FNV Classic Worldmap+Centered 3rd Person Camera+CASM with MCM+Lutana NVSE Plugin+UIO - UI Organizer+Flashlight NVSE+OneHUD+DUINVv04+The Weapon Mod Menu+The Mod Configuration Menu+Project Nevada - Extra Options - MCM Fix+Project Nevada - Extra Options -- Implant box texture fix+Project Nevada - Med-X Fix+Project Nevada - Extra Options+Project Nevada+Radar Mod+Powered Power Armor+JIP Companions Command & Control+JIP Selective-Fire+JIP Realistic Weapon Overheating+HUD Extended+FPS Weapon Wheel+Advanced Recon Thermal Nightvision+Advanced Recon Trap Detection+Advanced Recon Range Finder+Ambient Temperature

DUI was installed first and then moved up. Everything after UIO is supplemental UI mods that don't factor into the whole scheme of things. The three PN fixes are there too because my fixes section is now first and they need to be after PN and PN - EO. They can actually be anywhere after those mods.

 

My UI in game is working flawlessly right now using the framework that GSDFan laid out in the thread he created for that. Big thanks to him (her?) for that. I have so many icons on my screen it's like I'm a terminator or something. I picked the Brootherhood of Steel with Alternate Start so I could be power armor and training to start. It's pretty awesome being suited up with all the temp readings and a radar, but without power armor it might be dumb for some people to have all that. With OneHUD you can hid a lot of it though. I wish there were some MCM settings for getting them to show and then disappear like it has with the needs or combat stats in the iHUD settings. Either way I like all mods I added, but still not sure if I'll add them all. Thermal Night vision, PPA, and Ambient Temp are in. Then HUD Extended and Radar HUD are a maybe.

 

My current testing playthrough is at about 137 on plugins and I'm seeing issues and having crashes, so I may just drop some mods from testing due to the lack of spots left. Enhanced Camera may be one of those mods because I'm having problems with aiming and sprinting while using it. I've also had some animation errors in my logs during crashes, so I'm thinking it could be a problem. Has anyone else had issue with it?

 

Maybe I'll find a couple mods to drop if have some others I like more. Safe Show Race Menu might be one of those. I just don't use it that much now that I don't use Mikotos or Lings anymore with FCO not really compatible. Any suggestions for removals?

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I don't think Animated Sweat is needed. When built a bashed patch it wasn't merged. So I disabled it myself. I rarely spend time looking at my characters face; spend even less time looking closely enough to notice the effect. You also once told me that the FCO patches were mergeable via a Bashed Patch, however when I made mine that turned out not to be the case. Though keep in mind I still am learning how use the Bashed Patch function and I may have did it wrong.

 

While last going through the guide I merged all the misc. bugfixes. This includes the Child Armor NPC Fix, the Reload Game Start Fix, the PN Med-X fix, the PN MCM Fix, and the SafeShowRaceMenu. 

 

I also merged all the FCO patches. I merged the New Vegas Uncut series with SanBox6's mods to free up one .esp slot.

 

I thought about merging WMX but realized there were too many .esp's that needed them as masters. 

 

I dropped the Christine Rifle .esp thing from WRP, the Dean Tuxedo .esp from the Dead Money Type 3 replacer, I dropped the Ojo Bueno Nuka-Cola Machine retexture .esp too.

 

I also dropped:

 

Burning Campfire

Misc Item Icons

NV Interiors Room With a View

Wasteland Flora Overhaul (mostly due to performance reasons)

Laurens Bathroom Poetry

The GRA WRP Unofficial Patch

The Book of Steel

I also managed to add like 10 more guns to the "Additional Weapons" section in my own playthrough. Stuff like the Crossbow Mod and the Locomotive Rifle 

Alternative Blood Spout

Armor Repair Kits

Populated Casinos

 

All these are really cool mods but I did not (personally) think they were worth the .esp slots. I used them instead with things like AWOP, The Inheritance, Russel, Beyond Boulder Dome etc.

 

I would drop things that are texture replacers. Since while I like texture replacers, I like additional content more. 

Just some suggestions. 

Edited by Audley
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I don't think Animated Sweat is needed. When built a bashed patch it wasn't merged. So I disabled it myself. I rarely spend time looking at my characters face; spend even less time looking closely enough to notice the effect. You also once told me that the FCO patches were mergeable via a Bashed Patch, however when I made mine that turned out not to be the case. Though keep in mind I still am learning how use the Bashed Patch function and I may have did it wrong.

Really, what version of WB are you using? Only the Willow plugin is NOT mergable, so even if you merge them altogether it's still just one plugin.

While last going through the guide I merged all the misc. bugfixes. This includes the Child Armor NPC Fix, the Reload Game Start Fix, the PN Med-X fix, the PN MCM Fix, and the SafeShowRaceMenu. 

Yeah I didn't think about merging the small fixes.

I also merged all the FCO patches. I merged the New Vegas Uncut series with SanBox6's mods to free up one .esp slot.

 

I thought about merging WMX but realized there were too many .esp's that needed them as masters. 

Tried that, lots of headaches.

I dropped the Christine Rifle .esp thing from WRP, the Dean Tuxedo .esp from the Dead Money Type 3 replacer, I dropped the Ojo Bueno Nuka-Cola Machine retexture .esp too.

 

I also dropped:

 

Burning Campfire

Misc Item Icons

NV Interiors Room With a View

Wasteland Flora Overhaul (mostly due to performance reasons)

Laurens Bathroom Poetry

The GRA WRP Unofficial Patch

The Book of Steel

I also managed to add like 10 more guns to the "Additional Weapons" section in my own playthrough. Stuff like the Crossbow Mod and the Locomotive Rifle 

Alternative Blood Spout

Armor Repair Kits

Populated Casinos

 

All these are really cool mods but I did not (personally) think they were worth the .esp slots. I used them instead with things like AWOP, The Inheritance, Russel, Beyond Boulder Dome etc.

 

I would drop things that are texture replacers. Since while I like texture replacers, I like additional content more. 

Just some suggestions. 

Texture replacers are usually without an esp though, so removing them is for performance. You could try texture optimization on stuff like the Book of Steel. Lot of the mods you dropped are mergeable to bashed patch. Misc Item Icons, Alternative Blood Sprouts, and Burning Campfire are mergeable. WFO has an esp-less version, but I always had mesh errors with it.

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Hey, under Dragonskin Tactical Outfit it states:

 

Move "DragonskinNCRPersonnelWearingOutfits.esp" to the "Optional ESPs" box.

 
I am curious if it should state this as well:
 

Move "DragonskinNCRPersonnelWearingOutfits.esp" and "DTOBP-ProjectNevada.esp" to the "Optional ESPs" box.

 

In the readme from the DTO-Project Nevada Support v1_0_1 Optional File it says that the DTOBP is for the Bonus Pack which it appears Fear and Loathing does not use.

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Hey, under Dragonskin Tactical Outfit it states:Move "DragonskinNCRPersonnelWearingOutfits.esp" to the "Optional ESPs" box.I am curious if it should state this as well:Move "DragonskinNCRPersonnelWearingOutfits.esp" and "DTOBP-ProjectNevada.esp" to the "Optional ESPs" box.In the readme from the DTO-Project Nevada Support v1_0_1 Optional File it says that the DTOBP is for the Bonus Pack which it appears Fear and Loathing does not use.

This is correct I just keep forgetting about it. One day [emoji14]
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I don't actually delete anything I just hide it. You have to sign in to the wiki using your STEP account and then hit edit next the section FCO is in. You see some which hide wiki text. Anything between those symbols for FCO and nvr3 will let follow the instructions.

 

Please don't change anything of save the page though, just select cancel and it will take you to the main page.

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