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Posts

  • ElderlycrawfishElderlycrawfish Registered User regular
    Part of it is because you're running TTW. Which has improved a great deal but still has some problem areas.

    PSN/Steam - Elderlycrawfish
    Shimshai
  • BionicPenguinBionicPenguin Registered User regular
    Speaking of TTW, I've installed that for the first time and now I'm working on compatibility patches for a bunch of mods. Some of these patches are...odd. Of all the mods I've installed, I've never had to move files from one mod into another before installing.

  • Talus9952Talus9952 Registered User regular
    I too have been playing TTW recently. Lot of other mods installed, been mostly stable thus far. Just got to level 20, and have maybe experienced 2 lockups. Other than that, it's been fairly stable. Steam account is in my sig, got plenty of screenshots for my TTW run there.

    steam_sig.png
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    I really just wish I could play Fallout 3 without percentile speech checks.

  • Talus9952Talus9952 Registered User regular
    I really just wish I could play Fallout 3 without percentile speech checks.

    TTW has an optional plugin that does this, it's still a work in progress though.

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    Dr. Chaos
  • ministerofetcministerofetc Registered User new member
    TTW has been rock-solid for me, 30+ levels (with a 50% EXP reducer plug-in installed) so far on my playthrough, and zero crashes.

  • Talus9952Talus9952 Registered User regular
    TTW has been rock-solid for me, 30+ levels (with a 50% EXP reducer plug-in installed) so far on my playthrough, and zero crashes.

    I just got to level 22, the 2 lockups I have is probably not due to TTW. I have over 80 plugins installed. TTW is solid.

    steam_sig.png
  • RoyceSraphimRoyceSraphim Registered User regular
    I really just wish I could play Fallout 3 without percentile speech checks.

    I love those things! But I suppose they are annoying at times.

    UnluckyKias
  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    I'd really like to play New Vegas but it keeps crashing every time I leave Doc Mitchell's house. I deleted the New Vegas folder in Steam after uninstalling the game, re-installed it and tried again but no dice. Anything I'm missing?

  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    Have you any mods installed, or might there be remnants of mods from a previous installation there somewhere?

    Have you had any trouble like this previously?

    Steam/Origin: Shimshai

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  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Shimshai wrote: »
    Have you any mods installed, or might there be remnants of mods from a previous installation there somewhere?

    Have you had any trouble like this previously?

    Where would the remnants of mods be? And no, I don't remember this happening before.

  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas

    That's where most of my mods go. Esp and Esm files will end up here, most of the main files will end up in the /Data folder. If you're launching the game the standard way through Steam, check the Data Files section, see if there's anything apart from the standard game files showing up there.

    If you have the bandwidth available for another fresh install, it might be worth just deleting the entire C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas directory to be sure. Nuka-cola that shit from orbit :)

    Steam/Origin: Shimshai

    steam_sig.png
    Donovan PuppyfuckerPoketpixie
  • BionicPenguinBionicPenguin Registered User regular
    If you're reinstalling, it couldn't hurt to delete the ini files in ...\documents\my games\falloutnv.

    ShimshaiRoyceSraphim
  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    edited February 2015
    Good point, forgot about those ini files.

    A clean break is always the best way.

    Shimshai on
    Steam/Origin: Shimshai

    steam_sig.png
  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Thanks, trying it again.

  • Captain MarcusCaptain Marcus now arrives the hour of actionRegistered User regular
    Huh. Turns out the correct solution is sometimes the simplest- turning down the graphics settings.

    Now how do you get the 4gb extender to play nice with Fallout Mod Manager? I can start up NVSE with the FMM, but the extender has its own "launch Fallout" button. If I put the extender in the New Vegas folder will it automatically run?

    RoyceSraphim
  • The DeliveratorThe Deliverator Slingin Pies The California BurbclavesRegistered User regular
    if you're using regular ol' FMM you shouldn't need to run fallout from the mod manager. I recall FMM did have an option to customize the command used for the "run fallout" button if you really want to launch from there. Really though, you should be using Mod Organizer. It's a much more advanced and flexible tool. It handles mod conflicts, especially in the case of file overwrites, much better than FMM or the nexus manager. It does some crazy witchcraft that keeps all the mods and their loose files separated out into individual folders but makes Fallout / NV see them as being in the data folder. This has the benefit of making mods with file overwrites much much easier to uninstall, toggle and debug issues with.

  • BionicPenguinBionicPenguin Registered User regular
    The 4gb extender automatically launches NVSE if it's present.

  • RoyceSraphimRoyceSraphim Registered User regular
    If I were to make a mod based around those pulp sci fi stories with space amazons in space bikinis with lazor pistols and transitors and vacume tubes, which mods would you recommend?

  • Steel AngelSteel Angel Registered User regular
    I started up a melee/unarmed character a week or two ago in New Vegas after a long hiatus from the game. Even if the melee combat is technically much more basic than Skyrim's, there's just something immensely satisfying about punching or axing something and watching it blow up due to Bloody Mess.

    Old World Blues is the only DLC is have but I hit it up to grab the melee weapons pretty quickly. I kind of wish that it didn't spit so much exp per kill at you though. It screws with the leveling curve to come out over 10 levels higher than you entered.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • Marty81Marty81 Registered User regular
    So I beat New Vegas with no mods and thoroughly enjoyed it. Now I'd like to start over and play a totally different kind of character and check out the expansions. What are the good gameplay mods?

  • RoyceSraphimRoyceSraphim Registered User regular
    Project Nevada adds a lot, not all welcome, but I enjoyed the whole package.

    You may want some more survival mods to make the game harder, darker, more dangerous.

    Unlucky
  • BionicPenguinBionicPenguin Registered User regular
    Project Nevada lets you fiddle with pretty much every setting, so you can change or deactivate the stuff you don't like.

    RoyceSraphimUnlucky
  • RoyceSraphimRoyceSraphim Registered User regular
    http://newvegas.nexusmods.com/mods/42832

    Gopher's tutorial for modding the game pretty much takes you through every type of mod that you may want for it.

    Marty81
  • RoyceSraphimRoyceSraphim Registered User regular
    edited March 2015
    If there's on thing you should listen to in this thread, DON'T INSTALL EVE!

    It caused a lot of instability in my game and while triggering a massive chain reaction of laser death in a crowded room of explosives was fun, all those crashes were not.

    http://www.nexusmods.com/newvegas/mods/35061/?
    http://www.nexusmods.com/newvegas/mods/40139/?

    I liked these mods as well, SFW.

    RoyceSraphim on
    Marty81
  • CaptainNemoCaptainNemo Registered User regular
    I'm never bothered by any sense of internal consistency in Fallout, simply because the world is fundamentally not a sane one. The laws of physics in that universe zig when ours zagged, and everything just kind of got weird.

    Now, I still find some narrative stuff dumb, like presenting the Legion as a valid choice compared to House/NCR/Anarchy, but that's a different matter.

    PSN:CaptainNemo1138
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    ProhassRoyceSraphimCommander ZoomGaslightFencingsaxBrocksMullet
  • KiasKias Registered User regular
    It's been forever since I revisited Fallout 3 and I am getting that open world itch, so I figure its time for another round of "collect all the mods".

    Any suggestions on solid mods to look up? I am not big on FWE stuff as I feel like it is just too much and I never really minded how the base game played that much. I am mostly looking for atmospheric improvements or other fun stuff for a replay.

    Some stuff I am already going to use:

    Marts Mutants Mod
    Some mod that adds new/diverse mods
    Diverse Gangs
    Some mods to add way more people to cities and wastes (forget exact names)
    A companion mod of some sort

    Any suggestions are welcome. Really wish we could get our next big world fix, whether it is the next Fallout or the next TES.

    steam_sig.png

  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    For me, the Ironsights mod made a huge difference. Being able to properly aim, and not being reliant entirely on boosting your guns skill changed the game completely for me.

    You may need to fiddle with the setting in-game if you use it, I think it sets the default weapon sway to be extreme.

    Steam/Origin: Shimshai

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  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited March 2015
    Marty81 wrote: »
    So I beat New Vegas with no mods and thoroughly enjoyed it. Now I'd like to start over and play a totally different kind of character and check out the expansions. What are the good gameplay mods?
    For starters, try switching things up by playing as a ghoul, robot or super mutant this time.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
    Fleeb
  • JusticeforPlutoJusticeforPluto Registered User regular
    @Dr. Chaos

    Didn't you once play as a Captian America robot?

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    @Dr. Chaos

    Didn't you once play as a Captian America robot?
    Indeed I did. It was a good time.

    Damn..wish I still had some of those screenshots.

    ST's race mods are really fun. They're not just cosmetic changes, he adds whole new perks, traits and features to them. Robots for instance can't eat food so in hardcore they siphon energy from machines in the enviroment and use batteries in their inventory, things like that.

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • JusticeforPlutoJusticeforPluto Registered User regular
    You could probably dig them out of the old screenshots thread. Just croos your fingers and hope vanilla's search function works.

  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Ah. here we go:
    U4TS1bk.png

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
    RoyceSraphimHefflingTalus9952JusticeforPlutoMvrckErin The Redyossarian_livesCommander ZoomPoketpixieCaptainNemoPLAJoolander
  • Talus9952Talus9952 Registered User regular
    Kias wrote: »
    It's been forever since I revisited Fallout 3 and I am getting that open world itch, so I figure its time for another round of "collect all the mods".

    Any suggestions on solid mods to look up? I am not big on FWE stuff as I feel like it is just too much and I never really minded how the base game played that much. I am mostly looking for atmospheric improvements or other fun stuff for a replay.

    Some stuff I am already going to use:

    Marts Mutants Mod
    Some mod that adds new/diverse mods
    Diverse Gangs
    Some mods to add way more people to cities and wastes (forget exact names)
    A companion mod of some sort

    Any suggestions are welcome. Really wish we could get our next big world fix, whether it is the next Fallout or the next TES.

    I've been playing TTW, and am still on FO3 content. Here's the ones that I've played through, but have not completed some of them yet:
    The overpass: A short content addon. Not a lot of enemies in here, mostly reading involved. I enjoyed it, but I suggest not doing it until you have high(maybe maxed) science and/or lockpicking. I remember having to reload because I couldn't get progress or backtrack when my science and/or lockpicking weren't high enough.
    A World of Pain: Adds a lot of lore friendly places to the Capital Wasteland. There are a few quests here and there, but I haven't completed everything yet, so I'm not sure how many there are. I'm enjoying it a lot.
    An evening with Mister Manchester: I haven't finished this one yet. It's heavy on reading, and does not have quest markers. You'll have to figure out a lot of it yourself including a lot of puzzles, etc. I'm having a lot of fun with it. The author has several mods, and from what I understand, they are all similar and note heavy, without quest markers. If you enjoy this one, you might try his other mods.
    A Note Easily Missed: Same author as Mister Manchester. I think I've finished this one, and I've enjoyed the puzzles. Again, reading heavy, no quest markers.
    Shadows and Dust: Volume 2: I've finished this one, I enjoyed it a lot. This one is also very note heavy. This adds a vault, 2 factions, and a pretty good lore friendly story. I have volume 1 installed as well, but I haven't started it yet.
    Regulators: Lore friendly. This expands the Regulators. It adds a bunch of new locations, and gives you bounty hunting quests. I'm still working my way through this one. It has bugs, in that the bounty targets may not spawn. The notes tell you to reload a save game, and so far, when it does happen, reloading has fixed it every time.

    I have a bunch more mods installed, but I haven't gone through them yet.

    steam_sig.png
    Commander ZoomKias
  • ThirithThirith Registered User regular
    Quick question concerning mod managers: what's the best way to manage mods for New Vegas? I'm currently playing Skyrim and am absolutely over the moon with the Mod Organizer and how well it works, which apparently can also be used for NV; how well does this work? Would it require me to have a second installation of MO, or can the regular installation be switched to NV? Or am I better served with FOMM or NMM, and do they have the same range of functions?

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    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
  • Talus9952Talus9952 Registered User regular
    I use Nexus Mod Manager, and it works pretty well. I hear that Mod Organizer is supposed to be better, but I've not had an issues with NMM. I've not had to mod multiple games at the same time, but it seems fairly straightforward. NMM lets you manage multiple games, and I assume Mod Organizer does the same thing. It just keeps track of where each game is installed so it knows where to apply mods for each game. I've used NMM separately for New Vegas and Skyrim, and it worked real well for me.

    steam_sig.png
  • ThirithThirith Registered User regular
    One of the things I love about the Mod Organizer is that it shows you very specifically whether and how mods clash. For instance, for each texture mod it shows me whether it overwrites any other mod's textures or whether any of its own textures are overwritten, which makes the process of sorting the mods so much easier. (It auto-sorts .esp files fairly reliably too.)

    Anyway, I've since found some information that it's possible to install several instances of MO, so I'll probably use that first. Otherwise I'll move on to NMM, so thanks for the tip!

    webp-net-resizeimage.jpg
    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
  • Talus9952Talus9952 Registered User regular
    Not sure how MO does it. But when installing textures in NMM, when it will overwrite another mod's textures, it will ask you to confirm it. You can, choose to overwrite the file, overwrite all of a mod's files, never overwrite a mod's files, overwrite everything, i may be forgetting an option here or two. For example, if I install the fairly standard NMC texture pack, and I install another texture pack after it, I can tell it to overwrite NMC's files, or not at all(which will cause it to skip installing textures that NMC has installed).

    steam_sig.png
  • Toxic PickleToxic Pickle Thash grape! Registered User regular
    Talus9952 wrote: »
    Not sure how MO does it. But when installing textures in NMM, when it will overwrite another mod's textures, it will ask you to confirm it. You can, choose to overwrite the file, overwrite all of a mod's files, never overwrite a mod's files, overwrite everything, i may be forgetting an option here or two. For example, if I install the fairly standard NMC texture pack, and I install another texture pack after it, I can tell it to overwrite NMC's files, or not at all(which will cause it to skip installing textures that NMC has installed).

    Since Mod Organizer creates virtual directories, nothing ever gets over-written... that's the beauty of it. So when, as in Thirith's example where he installed multiple texture mods, you can see what's going to get over-written by what at a glance when the game loads, but since nothing is actually over-written, you can simply reverse the order of things and change which mod over-writes. This allows you to quickly select your favorite textures and never worrying about having to copy and re-copy files into the game directory, as NMM does.

    This also extends to mods that use scripts. Many times, I've used mods that were pretty buggy because the modder was new, and as they improved their skills they figured out better ways to do things which eliminated scripts. Problem is that if you simply install the new version, those old scripts can get left behind because they aren't being over-written by the new version which simply doesn't have them. With MO, if you install a new version of a mod and tell it to 'replace' the old version, it completely deletes the old version and puts the new one in. For patches, you select 'merge' which doesn't delete the old files.

    Basically, MO gives you so much more control over your mods than does NMM.

    ThirithTalus9952
  • ShimshaiShimshai Flush with Success! Isle of EmeraldRegistered User regular
    The only issue I've had with MO is having performance issues with Skyrim, but that's purely because my PC is pretty much an antique now. Otherwise it was definitely the better mod organiser.

    Steam/Origin: Shimshai

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This discussion has been closed.