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.
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.
Captain Marcusnow arrives the hour of actionRegistered Userregular
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?
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ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
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 Marcusnow arrives the hour of actionRegistered Userregular
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.
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ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
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
ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
edited February 2015
Good point, forgot about those ini files.
A clean break is always the best way.
Shimshai on
Steam/Origin: Shimshai
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Captain Marcusnow arrives the hour of actionRegistered Userregular
Thanks, trying it again.
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Captain Marcusnow arrives the hour of actionRegistered Userregular
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?
+1
The DeliveratorSlingin PiesThe California BurbclavesRegistered Userregular
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.
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?
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.
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?
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.
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.
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.
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ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
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. ChaosPost nuclear nuisanceRegistered Userregular
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.
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.
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.
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?
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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.
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!
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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).
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.
ShimshaiFlush with Success!Isle of EmeraldRegistered Userregular
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.
Posts
Steam: MightyPotatoKing
TTW has an optional plugin that does this, it's still a work in progress though.
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.
I love those things! But I suppose they are annoying at times.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Have you had any trouble like this previously?
Where would the remnants of mods be? And no, I don't remember this happening before.
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: MightyPotatoKing
A clean break is always the best way.
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?
Steam: MightyPotatoKing
http://www.fallout3nexus.com/downloads/file.php?id=16534
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.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
You may want some more survival mods to make the game harder, darker, more dangerous.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Steam: MightyPotatoKing
Gopher's tutorial for modding the game pretty much takes you through every type of mod that you may want for it.
http://www.fallout3nexus.com/downloads/file.php?id=16534
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.
http://www.fallout3nexus.com/downloads/file.php?id=16534
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.
Shitty Tumblr:lighthouse1138.tumblr.com
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.
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.
Didn't you once play as a Captian America robot?
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.
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.
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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!
"Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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.