Fallout 3 and New Vegas mod discussion

I was having random CTD's and crashes/hangs when jumping to locations. Took AWOP and MoMod out and so far fine (used saved character and new character). Checked the load order with BOSS before turning them off. Didn't show any conflicts. I think AWOP and/or MoMod are a bit buggy.
 
Slackbladder said:
I was having random CTD's and crashes/hangs when jumping to locations. Took AWOP and MoMod out and so far fine (used saved character and new character). Checked the load order with BOSS before turning them off. Didn't show any conflicts. I think AWOP and/or MoMod are a bit buggy.
AWOP and MoMod essentially do the same thing, just differently (if that makes any sense). As far as I know Monster Mod adds a shit load of new creatures to the game which constantly respawn, I think AWOP does the exact same thing as well as adding a ton of new interior cells. As you can probably guess that'll make your game way unstable. On their own the mods are probably fine. I would've expected AWOP and Monster Mod to conflict though considering both add exterior spawn locations.

There's only so much punishment the game can take.
 
What do the error messages mean on FMM?
72HCm.png

Is it an error with the actual mod, or does the "Web version" header mean something else?
 
Ponti said:
Sorry I completely missed this and I notice you've given up but ILO-Rust Town was your problem. Plugins with missing masters will give you an instant CTD when you start the game.

Thanks, I'm going to download the game again soon enough, haven't decided if I still want to go through this again but all I want to run is Nevada skies and Ojo texture pack. Is there a risk that 1gb of vram leads to the game crashing if I'm running those 40xxX40xx textures?
 
so guys I have a lot mods installed and My game crashes every 4 hours or more. But I was wondering isn't there any commands in the fallout default configuration file.... that can make the game look a lot better.
I have messed with it and changed a lot of stuff. But I still have bad pop-in, and buildings look like shit far away I'm wondering if some of them are wrong. Here's mine... also the 4gb mod wont work for me.. not sure why.
Code:
[General]
SStartingCell=
SCharGenQuest=00102037
SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=FalloutNV.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=16
uExterior Cell Buffer=102
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=0
SIntroSequence=0
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=0
bUseThreadedMorpher=0
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=22428800
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=0
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=5
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=0
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
bLoadFaceGenHeadEGTFiles=0

[Display]
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=7000
iAutoViewHiFrameRate=30
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=90.0000
fNearDistance=5
fFarDistance=4500.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=1
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=1
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=0
bAllowPartialPrecision=1
iShadowMapResolution=256
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=2
iActorShadowCountExt=2
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=90.0000
bLODNoiseAniso=1
iMaxAnisotropy=16
fLandLOFadeSeconds=35.0
bEnableEyefinity=1

[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1

[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterDepth=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=0
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=0
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12

[Audio]
fASFadeInTime=2.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.6000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.6000
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fDialogMinDistance=600.00
fDialogMaxDistance=2000.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5
bEnableTextToSpeech=0
fTextToSpeechVolume=0.35
fDialogReverbAttenuation=0.15

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
iLastHDRSetting=-1

[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=1
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40

[RagdollAnim]
bRagdollFeedback=1
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0

[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7

[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045

[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=15
iSafeZoneYWide=15
iSafeZoneX=15
iSafeZoneY=15
bAllowConsole=1
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0

iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121

iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128

iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165

iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128

iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42

iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128

fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5

fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0


[Loading]
sWelcomeScreen1=loading_screen_legal
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen01
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=10.0000
fLoadingInitUpdateInterval=3.0000
iNumLocationSpecificScreens=1


[Menu]
fCreditsScrollSpeed=50.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=18
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=7.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21

[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt

[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.2000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500

[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0

[BackgroundLoad]
bBackgroundPathing=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1
bUseBackgroundFileLoader=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0

[LOD]
fLODLandDropAmount=230.0000
fLodDistance=700.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
bForceFullLOD=1
fLODFadeOutMultItems=3
fLODFadeOutMultObjects=5
fLODFadeOutMultActors=6
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000

[Weather]
fSunGlareSize=3.0000
fSunBaseSize=950.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,256,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg

[Grass]
iMinGrassSize=95
bGrassPointLighting=1
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=265.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=9000.0
fGrassDefaultStartFadeDistance=9500.0
fGrassFadeRange=4000.0

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds

[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.7000
fSunBrightness=0.0001F
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=1

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0

[DistantLOD]
bUseLODLandData=0
fFadeDistance=77288.0000
iDistantLODGroupWidth=8

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa,  Fallout - Misc.bsa

[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif

[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000

[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0

[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

[Pipboy]
fBlurRadiusPipboy=1
fBlurIntensityPipboy=0.01
fScanlineScalePipboy=0
bEnableFlickerPipboy=0
bUsePipboyMode=1

[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5

;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006

;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.01

fScanlineScaleMenus=10.0000
bEnableFlickerMenus=0
bEnableScanlinesMenus=0
bEnableScanlinesPipboy=0
fBlurRadiusMenus=0.3000
fBrightenMenus=1.9000
fBrightenPipboy=6.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=1.0000
fScanlineFrequencyHUD=0.0000

fScreenLightBaseIntensity=0.6
fScreenLightRadius=6

[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62

fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5

[Decals]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1

[TerrainManager]
fSplitDistanceMult=3.0
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=1325000.0
fDefaultBlockLoadDistanceLow=100000.0
fLowBlockLoadDistanceLow=825000.0
fHighBlockLoadDistanceLow=820000.0
fDefaultTreeLoadDistance=825000.0
fLowTreeLoadDistance=205000.0
fHighTreeLoadDistance=300000.0

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=1.35
fVatsLightColorG=2.35
fVatsLightColorB=5.35

[ScreenSplatter]
bScreenSplatterEnabled=1

bBackgroundLoadLipFiles=1

bLoadBackgroundFaceGen=1

bBackgroundCellLoads=1

bLoadHelmetsInBackground=1

iBackgroundLoadLoading=1

bBackgroundPathing=1

bBackgroundNavmeshUpdate=1

bCloneModelsInBackground=1

bUseHardDriveCache=1
sorry for the long post. Any help/pointers or anything would be appreciated.
 
Kind of weird how a tiny bit of tweaking does a lot do improve the feel of the game - disabling v-sync / mouse acc, setting a higher FOV and adding the no auto aim mod.

Is there a way to disable the DLC check that appears right at the start when you boot up the game?
 
neoism said:
so guys I have a lot mods installed and My game crashes every 4 hours or more. But I was wondering isn't there any commands in the fallout default configuration file.... that can make the game look a lot better.
I have messed with it and changed a lot of stuff. But I still have bad pop-in, and buildings look like shit far away I'm wondering if some of them are wrong. Here's mine... also the 4gb mod wont work for me.. not sure why.


sorry for the long post. Any help/pointers or anything would be appreciated.
The variable directly responsible for detailing distant objects is the uGridstoLoad command. Default is 5 but you can increase it (though I wouldn't go above 12 ish). The downside is it has a massive impact on performance and will likely cause stuttering. Also if you end up saving with the value set high and then lower the value again then your save game will be completely fucked and won't load, so make backups. You can increase the 'uExterior Cell Buffer' to compensate and reduce the likelihood of crashes but it's not required.

Some other commands that might be worth increasing:
fLODFadeOutMultActors
fLODFadeOutMultObjects
fShadowLODStartFade
fSpecularLODStartFade
fLODFadeOutMultItems
fLightLODStartFade

All of those can be upped in the launcher too, but the ini will let you go over the maximum the launcher allows.

I'd also recommend shoving the ini changes into all 3 ini files to make sure it sticks.

The Configator is a good program for tweaking graphics values and reverting back if something messes up. It doesn't have every value in it but it's pretty thorough.

54-46! said:
Kind of weird how a tiny bit of tweaking does a lot do improve the feel of the game - disabling v-sync / mouse acc, setting a higher FOV and adding the no auto aim mod.

Is there a way to disable the DLC check that appears right at the start when you boot up the game?
I'd also recommend the Manual Reload mod. Stops weapons from automatically reloading once a clip is empty (you'd be surprised how useful that feature is on a melee character) and also prevents weapons from magically reloading when you switch to another weapon and back again.

As for the DLC check, short of disabling the DLC itself I don't think it would be possible. The DLC popup is likely tied to the script that initiates the DLC quest and cap increase.

Corky said:
Is there a risk that 1gb of vram leads to the game crashing if I'm running those 40xxX40xx textures?
Nah shouldn't cause that much of an issue. You can always increase the PreloadSizeLimit command in your ini file if you're having any performance problems.
 
No idea neoism, but easy way to test if it's your configuration what's breaking the game, is backuping fallout.ini, deleting it and checking if the one that's created by the game works better.

Corky said:
Thanks, I'm going to download the game again soon enough, haven't decided if I still want to go through this again but all I want to run is Nevada skies and Ojo texture pack. Is there a risk that 1gb of vram leads to the game crashing if I'm running those 40xxX40xx textures?
Never heard of the game not working because the textures were too high res. Try Ojo Bueno, if that doesn't work, try Poco Bueno is all i can say. Frankly, i don't like either of those texture packs because their textures just look weird to me, like they're just the hi res textures, but they weren't actually thought for the game or something.

If you're gonna be messing with textures, make sure to use FOMM to install them so you can safely uninstall them if they're giving you errors. You should also try NMC's texture pack and see which one you like most: http://www.newvegasnexus.com/downloads/file.php?id=43135.
 
Welp I think I have all the mods in place I want for my playthrough. Dear god, I think I have at least 20.

edit: FUCK! I added a few before I was going to bed, and I now crash to desktop. :(
 
I installed Project Nevada and when I launched the game it said it couldn't find NVSE and couldn't run. Where was i supposed to save NVSE?
 
ShaneDude said:
I installed Project Nevada and when I launched the game it said it couldn't find NVSE and couldn't run. Where was i supposed to save NVSE?

In the main folder something like C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas
 
Do the mods replace the main story, or are they separate?

ie, can I switch between working on the main story and mod story?


thanks!
 
Jagxyz said:
Do the mods replace the main story, or are they separate?

ie, can I switch between working on the main story and mod story?


thanks!

You're thinking of Total Conversions? Those don't exist for either FO3 or NV afaik - even the mods that have questlines (and most don't, ie. mods that add new items, change graphics etc.) will work alongside the main quest.
 
Drazgul said:
You're thinking of Total Conversions? Those don't exist for either FO3 or NV afaik - even the mods that have questlines (and most don't, ie. mods that add new items, change graphics etc.) will work alongside the main quest.


Total conversion, yea, that was the phrase I was looking for. I'll try some out, thanks.
 
ZombieSupaStar said:
dear god wtf did they do the nexus series of mod download sites? it looks likea fuckin free half assed wordpress themed blog now.............

Holy shit! It's not that bad, though. I always found the RHS menu a pain, the only part which is really awful on NV Nexus is the pastel orange coloured background on the headings makes the text really hard to read.
 
When using the grenade hotkey in Project Nevada, a quick press is supposed to equip the grenade. If i press an hold the key its supposed to throw the grenade. Is this correct?

In my case what happens is, if i tap the key the grenade equips and unequips quickly, so it sets me back to my previous equipped weapon. I can trhow the grenade if i hold the key but its pretty useless since this way you can't use it with Vats.

Any ideas?
 
Refreshment.01 said:
When using the grenade hotkey in Project Nevada, a quick press is supposed to equip the grenade. If i press an hold the key its supposed to throw the grenade. Is this correct?

In my case what happens is, if i tap the key the grenade equips and unequips quickly, so it sets me back to my previous equipped weapon. I can trhow the grenade if i hold the key but its pretty useless since this way you can't use it with Vats.

Any ideas?
It's just made to work like that, so there's no way around it. You probably already know this, but in the inventory you can map any weapon (including grenades) to a number key if you want quick access for tossing grenades with VATS.
 
zkylon said:
It's just made to work like that, so there's no way around it. You probably already know this, but in the inventory you can map any weapon (including grenades) to a number key if you want quick access for tossing grenades with VATS.
Hi zkylon, how do you feeling today? :)

At first it worked like i wanted. A tap equiped the grendade.

Its kind of silly really. They should have made it, tap equip and press and hold throw. The problem with the in game number shortcuts its thats really not intuitive to hit the correct shortcut key, specially when in the dark.

So far the mod is really good, so thanks again for bring it to my attention.

On another note, is there a flash light mod? Fellout is really great because it makes night seem like night yet its really hard to navigate withouth a light source.
 
Refreshment.01 said:
Hi zkylon, how do you feeling today? :)

At first it worked like i wanted. A tap equiped the grendade.

Its kind of silly really. They should have made it, tap equip and press and hold throw. The problem with the in game number shortcuts its thats really not intuitive to hit the correct shortcut key, specially when in the dark.

So far the mod is really good, so thanks again for bring it to my attention.

On another note, is there a flash light mod? Fellout is really great because it makes night seem like night yet its really hard to navigate withouth a light source.

This was posted in the thread, but I don't know how well it works
 
Refreshment.01 said:
Hi zkylon, how do you feeling today? :)

At first it worked like i wanted. A tap equiped the grendade.

Its kind of silly really. They should have made it, tap equip and press and hold throw. The problem with the in game number shortcuts its thats really not intuitive to hit the correct shortcut key, specially when in the dark.

So far the mod is really good, so thanks again for bring it to my attention.

On another note, is there a flash light mod? Fellout is really great because it makes night seem like night yet its really hard to navigate withouth a light source.
Mighty fine, thank you.

The grenade hotkey is kinda buggy, but i don't think it's ever supposed to actually leave the grenade equipped. I just tested it and one press to equip is not working for me either, so you might've just stumbled upon one of those weird cases.

Do try the quoted flashlight mod:
hemtae said:
This was posted in the thread, but I don't know how well it works

I only tried the handheld flashlight and didn't like it much, but check it out yourself.
 
Refreshment.01 said:
On another note, is there a flash light mod? Fellout is really great because it makes night seem like night yet its really hard to navigate withouth a light source.
hemtae said:
This was posted in the thread, but I don't know how well it works
It's alright, not perfect. There's a lot of technical issues with using dynamic light sources like flashlights in NV, was the same with FO3 too. Lot's of flickering e.t.c.

Since your using PN finding a helmet with a night vision mode on it or using the Bionic Eyes implant usually works better for dealing with dark areas.
 
Ponti said:
It's alright, not perfect. There's a lot of technical issues with using dynamic light sources like flashlights in NV, was the same with FO3 too. Lot's of flickering e.t.c.

Since your using PN finding a helmet with a night vision mode on it or using the Bionic Eyes implant usually works better for dealing with dark areas.
Yes, the mod talks about night vision equiped helmets. I haven't found one yet. But then i would be able to see clearly at night, i wanted a limited light source. Is there a penalty for using night vision in Project Nevada? Maybe it consumes action points.

I was thinking to hit the oficial site and sugests the mod creators a modified hotkey behaiviour for grenades since vanilla shortcuts in New Vegas suck. Another option im interested in is the hability to adjust head/weapon bobing while walking and joging. It feels so unatural to have the screen and weapon perfectly aligned.
 
Refreshment.01 said:
Yes, the mod talks about night vision equiped helmets. I haven't found one yet. But then i would be able to see clearly at night, i wanted a limited light source. Is there a penalty for using night vision in Project Nevada? Maybe it consumes action points.

I think it uses energy cells but I'm not sure
 
Refreshment.01 said:
I was thinking to hit the oficial site and sugests the mod creators a modified hotkey behaiviour for grenades since vanilla shortcuts in New Vegas suck. Another option im interested in is the hability to adjust head/weapon bobing while walking and joging. It feels so unatural to have the screen and weapon perfectly aligned.
Double tapping the grenade key sometimes equips grenades so they can be usable in VATs. It doesn't always work though. That grenade hotkey is just badly implemented, I dunno if it's a problem with the game itself or the script.

There is a mod that adds head bobbing here. Don't know how well it works as I haven't used it myself.
 
I want to try Nhanced Shaders, the problem is i use afterburner to control my fan speed. Is there a way to use it while keeping afterburner running?
 
Refreshment.01 said:
I want to try Nhanced Shaders, the problem is i use afterburner to control my fan speed. Is there a way to use it while keeping afterburner running?
Wait. So THAT'S what is making my fan speed knock itself down while playing NV? I usually turn in up when I play games and I keep it around 60. When I play NV it makes afterburner knock it down to 40.
 
Branson said:
Wait. So THAT'S what is making my fan speed knock itself down while playing NV? I usually turn in up when I play games and I keep it around 60. When I play NV it makes afterburner knock it down to 40.
Afterburner has an user defined option that adjusts fan speed on the fly according to GPU activity, higher activity = higher fan RPM's. Vanilla New Vegas doesn't stress modern vid cards to their full capacity, so maybe its the reason you hear a drop in sound.

I want to keep the smart fan speed provided by afterburner and use the Nhance Shaders.
 
Just to let everyone else know, turns out you can use FNV Enhanced Shaders mod with Afterburner on if you keep it strictly for fan control.

To anyone that is using texture mods. I keep hearing good things about "poco bueno". I get more or less intense stuttering using default textures since my HD is a bit slow, will this mod made things significantly worse?

This brings me to my other question. Is anyone using the "4GB Fallout New Vegas" mod to make the game large adress aware. Does this help at all, even for the standard New Vegas? Does this cause any kinds of conflicts with the game or steam?
 
I would like to install Nevada Skies for a second walk through of the game. Is it ok to use Fellout with URWLified Nevada Skies?

Also is there a mod that takes into account the full moon to light the terrain? It's cool that fellout makes the night real dark but it looks silly when the lighting conditions remain the same when the full moon is out.
 
Having trouble installing a HD gun texture pack, its loaded in the mod manager but all my guns are the originals..

:(
 
Kentpaul said:
Having trouble installing a HD gun texture pack, its loaded in the mod manager but all my guns are the originals..

:(

in FOMM go to tools then click archive invalidation and I think that should do it
 
Hey thread!

As of this afternoon I'm going to be out of work for a little while, and one small project I'd like to get done is to get a good update done for the OP in preparation for Lonesome Road, since it's now pretty out of date. Since you guys have been doing a really fantastic job while I've been unable to update (especially hemtae, Ponti and zkylon -- you guys are the best) I thought I'd throw it to you all to say what you think should go in the OP.

So a few questions:

1. Should New Vegas be moved to the first post since it seems like that's what most people are interested in now?
2. Are there any mods in the OP which have been made redundant because of better versions or alternate mods?
3. Outside the obvious stuff (i.e. the "top" lists on Nexus) are there any super hot mods you guys think absolutely must make the cut?
 
jim-jam bongs said:
So a few questions:

1. Should New Vegas be moved to the first post since it seems like that's what most people are interested in now?
Yes, i think its the right thing to do at this stage in time.

jim-jam bongs said:
3. Outside the obvious stuff (i.e. the "top" lists on Nexus) are there any super hot mods you guys think absolutely must make the cut?
I don't know how at the top these are at the nexus:
Imaginator:
http://newvegasnexus.com/downloads/file.php?id=39619
Cinematech:
http://www.newvegasnexus.com/downloads/file.php?id=39947
For better textures that don't mess up performance that much i suggest Poco Bueno:
http://www.newvegasnexus.com/downloads/file.php?id=42028

Ojo Bueno:For a lot better quality textures with a performance hit:
http://www.newvegasnexus.com/downloads/file.php?id=39755

I haven't tried it myself but people complaining a bout dark nights from MODs like "fellout" or "nevada skies" they like to install Electrocity:
http://www.newvegasnexus.com/downloads/file.php?id=37908

Also i would like to hear recommendations for aesthetic and visual mods for a female character. I'll use a female for the 2nd play-through, if there's one mod that cover most bases (hair, eyes, body, clothes) the better.
 
Kentpaul said:
Having trouble installing a HD gun texture pack, its loaded in the mod manager but all my guns are the originals..

:(
Try what hemtae said, if that doesn't work then double check that everything is where it should be (i.e. you don't accidentally have a Textures folder in your Textures folder or something).

jim-jang bongs said:
1. Should New Vegas be moved to the first post since it seems like that's what most people are interested in now?
2. Are there any mods in the OP which have been made redundant because of better versions or alternate mods?
3. Outside the obvious stuff (i.e. the "top" lists on Nexus) are there any super hot mods you guys think absolutely must make the cut?
1. I would say so, haven't touched FO3 since NV came out.

2. I would add the PN Patches mod as some other mods on the list (as well as the DLC) will need those compatibility patches to work with PN.

3. New Vegas Restoration, for getting rid of the gate and generally making New Vegas more 'Vegas-y', and it's sister mod Freeside Restoration.
Interior Lighting Overhaul. Makes interiors look much better and gives a more spooky feeling to caves, vaults e.t.c.
BOSS for NV. Essential program for sorting load orders.

Refreshment.01 said:
Also i would like to hear recommendations for aesthetic and visual mods for a female character. I'll use a female for the 2nd play-through, if there's one mod that cover most bases (hair, eyes, body, clothes) the better.
DK's Female Face Textures are a must. There are two choices when it comes to new hair either Lings Coiffure or Mikotos. Unfortunately they can't be used together, personally I'd use Mikoto as it has the better selection and is updated more often. Hi Rez Eye Replacer is also worth installing (make sure to install it last so Mikoto's doesn't overwrite it). As for body mods there are quite a few to choose from, unfortunately most of them are on both ends of the ridiculous scale. The one that gets the most support from armour conversions and what not would be Type3 Body. The Armour Conversions to go with it. There are plenty of custom made armour and clothes for the Type3 body out there, going to the Armour and Clothing categories on Nexus and sorting by downloads is a good place to start. Not all armours have to be the exact same body type (Cali armour for a Berry body for example) to work.
 
jim-jam bongs said:
So a few questions:

1. Should New Vegas be moved to the first post since it seems like that's what most people are interested in now?
2. Are there any mods in the OP which have been made redundant because of better versions or alternate mods?
3. Outside the obvious stuff (i.e. the "top" lists on Nexus) are there any super hot mods you guys think absolutely must make the cut?

1. In contrast to the two previous posters, I kinda like FO3 first to preserve the chronology but I don't care enough to put up significant opposition.
2. I'm not sure how good detailed normals is with OJO BUENO and NMC texture packs out now.
3. Some people really like increased wasteland spawns. I am not one of them. Project Nevada also some compatibility patches that I think are worth mentioning. So does A World of Pain. If you mention WMX, you should probably mention WME. I really like FOOK, especially with PN. With the interest that the two weapon pack DLCs are getting, I think Classic Fallout Weapons should get a mention even if PN and FOOK do take a lot from it and the weapon packs might end up taking the rest. Also when things calm down a bit and if it catches up on the whole update game, nVamp might be worth a mention
 
I was wondering and thinking that if there is a mod for New Vegas related to skill books appearing on the entire map as mark icons or something similar even for starting a new games and when you take it the mark will disappear obvious. I always need to move my head to the right on my desk to view my printed map and remember the place. Putting the map mark on the skill book is much easier and precise for me to travel there.
 
Ponti said:
Interior Lighting Overhaul. Makes interiors look much better and gives a more spooky feeling to caves, vaults e.t.c.
orders.

DK's Female Face Textures are a must. There are two choices when it comes to new hair either Lings Coiffure or Mikotos. Unfortunately they can't be used together, personally I'd use Mikoto as it has the better selection and is updated more often. Hi Rez Eye Replacer is also worth installing (make sure to install it last so Mikoto's doesn't overwrite it). As for body mods there are quite a few to choose from, unfortunately most of them are on both ends of the ridiculous scale. The one that gets the most support from armour conversions and what not would be Type3 Body. The Armour Conversions to go with it. There are plenty of custom made armour and clothes for the Type3 body out there, going to the Armour and Clothing categories on Nexus and sorting by downloads is a good place to start. Not all armours have to be the exact same body type (Cali armour for a Berry body for example) to work.
Hey Ponti, just a comment to thank you for always coming up with good mod suggestions for people that need help, always pay close attention to what you bring. I will definitly had those in mind for the next run.

Regarding the Interior Lighting Mod Knew about that one, could you expand your personal take on it, is it a real improvement for the lighting? I was interested in the mod before just for one silly fact: for what i understood, the author claims he installed light switches for most rooms lights in the game. Not only i find this attention to detail amazing but i would inmerse alot more in the game. I'll try it but keep hearing it has some darkness problems with Enhanced Shaders.

MCV:
http://www.newvegasnexus.com/downloads/file.php?id=40097

I kept hearing about this. It's supposed to improve a bit the deficient enemy AI. Haven't triied myself but it has a problem it makes the companions go inzane. So its recomended for player that likes to adventure solo.
 
Refreshment.01 said:
Regarding the Interior Lighting Mod Knew about that one, could you expand your personal take on it, is it a real improvement for the lighting? I was interested in the mod before just for one silly fact: for what i understood, the author claims he installed light switches for most rooms lights in the game. Not only i find this attention to detail amazing but i would inmerse alot more in the game. I'll try it but keep hearing it has some darkness problems with Enhanced Shaders.
It definitely makes interiors far more realistic looking. In most interiors Obisidian just took to shoving light sources all around to give most places an even and occasionally overly bright look. ILM gets rid of those random lights and places them on top of light sources in the game, wall lamps, roof lamps e.t.c. So the light is coming from where you would expect it to come. It also adds to the 'feeling' of an area, which is difficult to explain. Caves just feel right. Dank, dark and spooky. The one downside to it is that some interiors can be a bit too dark, though I usually have either night vision equipment with me or I use flares from the Light My Flare mod. It's a bit off putting in some places, like the Mojave Outpost, where'd you'd expect the NCR to have set up better lighting rather than working in almost total darkness. And yes, some interiors come with light fixtures. If you're playing a sneaky character it's an awesome feature and it's just a great feature in general. Unfortunately I don't use Enhanced Shaders so I can't say for certain if there are any serious problems there.
Refreshment.01 said:
MCV:
http://www.newvegasnexus.com/downloads/file.php?id=40097

I kept hearing about this. It's supposed to improve a bit the deficient enemy AI. Haven't triied myself but it has a problem it makes the companions go inzane. So its recomended for player that likes to adventure solo.
Sounds like it would work well alongside Project Ultimatum. The AI can be really deadly in PN, I dont know if I want to make them even harder :P
 
Anybody has problems downloading any mods. Every time I click on download icon "error on page", appears in the left corner. I am login as well :(
 
Apologize in advance if it has been posted already:

Radio New Veagas: The Secret Stash:
http://www.newvegasnexus.com/downloads/file.php?id=37029

Adds lots of variety (up to 60 songs) to the Mr. New Vegas radio station, songs that mesh well with the game style. Downside: The new songs don't seem to play through the NPC's radios.

Regarding the Interior Lighting Overhaul (ILO):
For me it creates a problem... Rooms become dark spaces with puddles of light scattered around. There's not a gradual transition from darkness to light. However when it works, its great. For example, i entered a room full of NPCs, wanted to grab some things but i was always detected. I didn't knew it, but darkness affects NPC perception. So i flipped the switch to turn off the lights and grabbed the stuff undetected. Pretty sweet.

Another problem is that not all light switches work.
 
I'm looking for a mod that allows me to customize the controls more than vanilla, I want to bind single actions to different buttons instead of holding / tapping one to do two different things.

- TAB for Pip boy / F for flashlight
- R for reload / H holster
- 2 as a weapon slot / Q for ammo change

The list goes on.
 
What's the opinion of the "Monster Mod":

http://www.newvegasnexus.com/downloads/file.php?id=41361

How does it work exactly. Does it have the new monster plus the old ones?
I'm looking for a mod that allows me to customize the controls more than vanilla, I want to bind single actions to different buttons instead of holding / tapping one to do two different things.

- TAB for Pip boy / F for flashlight
I was trying to find a mod like that for you but came up empty. Well as for flashlight this has you covered i think, this has an assignable key for the flashlight:
http://www.newvegasnexus.com/downloads/file.php?id=39773
 
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