Fallout 3 and New Vegas mod discussion

@jim jam: i wonder if it's compatible with electric cities and realistic interiors.
I'll try fellout out.

EDIT:
Tried Fellout, it was a bit too bright for my tastes (i like pitch black nights) so i paired it with enbseries and now after a few tweaks (a custom palette i made for the enb) i love it :P
Only thing i'm missing, and i don't know if it exist, a mod that adds some kind of torch or flashlight.
Would be awesome to explore the wastelands at night with only a little flashlight.
 
UrbanRats said:
@jim jam: i wonder if it's compatible with electric cities and realistic interiors.
I'll try fellout out.

EDIT:
Tried Fellout, it was a bit too bright for my tastes (i like pitch black nights) so i paired it with enbseries and now after a few tweaks (a custom palette i made for the enb) i love it :P
Only thing i'm missing, and i don't know if it exist, a mod that adds some kind of torch or flashlight.
Would be awesome to explore the wastelands at night with only a little flashlight.

Awesome, weird to hear that Fellout NV started out too bright at night for you. Most people complain about how dark the FO3 version is. And I'm not a big fan of flashlights myself, but I really dig the nightvision in Project Nevada.
 
I am getting back into Fallout New Vegas thanks to the Steam Sales, which means that I will be installing a whole lot of mods now. Now, I have heard good things about Weapon Mod Expanded (WMX); I have also heard good things about Weapon Mod Expansion (WME). What are their relative strengths and weaknesses? I am especially curious about whether one of them is much more compatible with other mods than the other. Thanks.
 
Welcome to the thread Orlandu. I think that it depends on what you want out of your weapon mods to be honest. The thing which I really like about WMX is that it basically fixes the weapon modding system in the game but doesn't add whole stack of new weapon mods. It's more about getting rid of stupid inconsistencies like Maria not being able to take the standard 9mm mods.

WME I haven't played with yet, but it actually adds loads of new weapon mods to the game as opposed to just fixing the system. So if you want to get a really fresh take on the weapon mods it seems like your best bet. However, I'd guess that it's not quite as compatible as WMX. If you try it, post some impressions. I'd give it a whirl myself since it sounds pretty damned cool but I won't be near a gaming PC until at least the weekend.
 
jim-jam bongs said:
Welcome to the thread Orlandu. I think that it depends on what you want out of your weapon mods to be honest. The thing which I really like about WMX is that it basically fixes the weapon modding system in the game but doesn't add whole stack of new weapon mods. It's more about getting rid of stupid inconsistencies like Maria not being able to take the standard 9mm mods.

What's inconsistent about Maria not being able to use weapon mods? No unique weapons are allowed to use weapon mods, because they all have different stats than the base weapons.
 
Wallach said:
What's inconsistent about Maria not being able to use weapon mods? No unique weapons are allowed to use weapon mods, because they all have different stats than the base weapons.

Well it looks exactly like a regular 9mm except for the chrome barrel and mother-of-pearl grip, and doesn't have any mods installed when you get it, so it seems weird that you can stick a scope on a regular 9mm but not on Maria. I don't mean it's inconsistent as far as game mechanics, just within the game world itself.
 
jim-jam bongs said:
Welcome to the thread Orlandu. I think that it depends on what you want out of your weapon mods to be honest. The thing which I really like about WMX is that it basically fixes the weapon modding system in the game but doesn't add whole stack of new weapon mods. It's more about getting rid of stupid inconsistencies like Maria not being able to take the standard 9mm mods.

WME I haven't played with yet, but it actually adds loads of new weapon mods to the game as opposed to just fixing the system. So if you want to get a really fresh take on the weapon mods it seems like your best bet. However, I'd guess that it's not quite as compatible as WMX. If you try it, post some impressions. I'd give it a whirl myself since it sounds pretty damned cool but I won't be near a gaming PC until at least the weekend.

Thanks for the quick reply, jim-jam bongs! I hope (emphasis on the hope) to have New Vegas running with mods tonight. I will give the WME a try and see what happens.
 
Anyone else having problems with New Vegas Bounties 2? I know a number of people are getting the red ! box problem and are unable to get the quests going.
 
ezekial45 said:
Anyone else having problems with New Vegas Bounties 2? I know a number of people are getting the red ! box problem and are unable to get the quests going.

I haven't tried New Vegas Bounties 2, but I had a lot of technical problems with the original. I loved the plot and the boss fights, but that mod did not like me or the other mods I had. I did complete the mod with the help of CASM NV http://www.newvegasnexus.com/downloads/file.php?id=36730

Also, I tried using WME to little avail. I am trying to get my old saved file running with WMX again. Before I can do that though, I have to use the console to remove every modded weapon from my inventory so that the game does not freeze. Lesson learned: do not ever uninstall a game once you get the mods working together. Speaking of which, back to that.
 
What are the best graphical enhancing mods for NV right now.I can always pick through the the other mods, but I always have a hard time trying to figure which mods give the best visual enhancement.
 
kokujin said:
What are the best graphical enhancement mods for NV right now.I can always pick through the the other mods, but I always have a hard time trying to figure which mods give the best visual enhancement.

somebody posted this in the other topic which looks decent to me
 
jim-jam bongs said:
Well it looks exactly like a regular 9mm except for the chrome barrel and mother-of-pearl grip, and doesn't have any mods installed when you get it, so it seems weird that you can stick a scope on a regular 9mm but not on Maria. I don't mean it's inconsistent as far as game mechanics, just within the game world itself.


Yeah, I really hate that the Unique weapons aren't moddable in the default game.

First thing I did was get WME and attach a surpressor to the Gobi.
 
balladofwindfishes said:
In New Vegas Bounties II, how do I get villains to not attack me on sight so I can get the collar on them?

Some will instigate dialogue first, others you'll have to get to a certain health like the mongol kid
 
So theres some great news for the New Vegas modding scene.. nVamp is still going strong by Essex despite his apparent near breakdown (dont be harsh on Essex, thats a huge responsibility and to have the others move on you cant really blame the guy).

Although we arent at the point where going super in-depth with mods is feasible, with the release of Lonesome Road coming quick (sometime this month, right?) its almost time to go crazy with mods. Also, i just updated to 1.4.whatever and i have to say, Obsidian has really come through with support for New Vegas.

ive been combing the newcomer/low endorsement/low download mods and heres a cool little mod i found today.. Wearable Cigarette.

2jb8rxi.jpg
 
water_wendi said:
So theres some great news for the New Vegas modding scene.. nVamp is still going strong by Essex despite his apparent near breakdown (dont be harsh on Essex, thats a huge responsibility and to have the others move on you cant really blame the guy).

Although we arent at the point where going super in-depth with mods is feasible, with the release of Lonesome Road coming quick (sometime this month, right?) its almost time to go crazy with mods. Also, i just updated to 1.4.whatever and i have to say, Obsidian has really come through with support for New Vegas.

Lonesome road was suppose to come this month, but then again Old World Blues was suppose to be June. I suspect it will come in August

and yeah, I look forward to nVamp working again
 
So i spent a few hours today reinstalling New Vegas to test out the latest nVamp. Works great. Here are the official instructions which lay everything out pretty well. The only mods i have thats not part of this is World of Pain and Increased Wasteland Spawns and so far theres been no issues. i am tempted to try out things like EVE and Warzones: Misanthropy Pure but i really dont want to break the game right now lol

Some things if you are going to do nVamp..

- Make sure to follow directions closely. Towards the very end of the process i winged it like i normally do and found out that i needed to delete a file to get the compass marker to show.

- Dialogue checks are hidden in the latest nVamp. The options are there but you wont be able to tell what skill and how much of it you need to pass it. They show up like normal dialogue so keep this in mind. Afaik, there is no way to disable this.

- Skill based Perks are enabled by default. What these do is if you have 50 Barter you automatically get the Pack Rat perk.. at 70 you get Long Haul.. etc, etc. i find these to be extremely gamebreaking. With Tag skills acting like tagged Fallout skills, my level 2 character had Silent Running, Mr Sandman, Professional, and Ninja. In the instructions under nVamp Base Installation there is a file to disable this. i highly recommend disabling this.

- Full list of nVamp features are here. Read them so you arent surprised. NOTE: this list is slightly outdated and does not include stuff from the mods A World of Pain, Increased Wasteland Spawns, Hardened (99% certain these 3 are absent).. so you may want to add these in separately. Eventually these are going to be added in but right now they are left out of the official installation to keep things stable (so far things have been stable for me but ymmv).
 
water_wendi said:
- Skill based Perks are enabled by default. What these do is if you have 50 Barter you automatically get the Pack Rat perk.. at 70 you get Long Haul.. etc, etc. i find these to be extremely gamebreaking. With Tag skills acting like tagged Fallout skills, my level 2 character had Silent Running, Mr Sandman, Professional, and Ninja. In the instructions under nVamp Base Installation there is a file to disable this. i highly recommend disabling this.

This always annoyed me with UPP for FO3 too, glad they have the option to turn them off. Skill-based perks are always unbalanced. Usage-based perks, like in New Vegas and Alpha Protocol, work a lot better imo.
 
Red Blaster said:
n00b question, but how do I get mods to work? I downloaded Nevada Skies and MTUI but I can't get them to show up in the mod manager.

read the readmes, but most of the time you extract the contents of the archived file to the data folder
 
Red Blaster said:
n00b question, but how do I get mods to work? I downloaded Nevada Skies and MTUI but I can't get them to show up in the mod manager.

Make sure you copied the files to the right folder. Which is the DATA folder. The esps should appear on the mod list.
 
Got it working, thanks. Is it normal in Nevada Skies for it to be nigh impossible to see at night? Looks cool but damn is it hard to navigate.
 
What I would like is a mod which obscures the parts of the map you've not yet explored, and also marks things (buildings, vaults etc) with a tick or a cross or something once you've explored them so you can see immediately where you haven't yet been.
 
moojito said:
What I would like is a mod which obscures the parts of the map you've not yet explored, and also marks things (buildings, vaults etc) with a tick or a cross or something once you've explored them so you can see immediately where you haven't yet been.

I'm confused as to what you're asking for. It sounds like you're describing what is already in the game. There are two levels of maps on your Pip-boy. A world map and an area map. The world map is static and very general showing only the overall shape of the entire world area. No undiscovered locations are listed at all. The area map on the other hand, starts out completely blank and obscured. It only fills up as you physically move within the space and it automaps.
 
Red Blaster said:
Got it working, thanks. Is it normal in Nevada Skies for it to be nigh impossible to see at night? Looks cool but damn is it hard to navigate.
Yes, it can become pretty dark using Nevada Skies. I usually use Nevada Skies with URWL http://planetfallout.gamespy.com/mods/494/URWL-for-New-Vegas-Realistic-Lighting so that it can be pitch black at night without a light. Now, I use night vision or thermal vision so that I can see. I would recommend getting The Imaginator http://www.newvegasnexus.com/downloads/file.php?id=39619 and using that amazing mod to make the lighting just the way you want it.
 
duckroll said:
I'm confused as to what you're asking for. It sounds like you're describing what is already in the game. There are two levels of maps on your Pip-boy. A world map and an area map. The world map is static and very general showing only the overall shape of the entire world area. No undiscovered locations are listed at all. The area map on the other hand, starts out completely blank and obscured. It only fills up as you physically move within the space and it automaps.

You're right, I'd forgotten about that as I rarely use it. I'd like the world map to have that same effect (not showing places you've not yet explored). While the world map doesn't show locations on the map by default, there's no difference between places you haven't explored and places you have explored that are just empty.

More useful I think would be having some kind of marker showing what buildings/vaults etc have been entered as I'd want to make a point of checking out every location on the map.
 
moojito said:
You're right, I'd forgotten about that as I rarely use it. I'd like the world map to have that same effect (not showing places you've not yet explored). While the world map doesn't show locations on the map by default, there's no difference between places you haven't explored and places you have explored that are just empty.

More useful I think would be having some kind of marker showing what buildings/vaults etc have been entered as I'd want to make a point of checking out every location on the map.

I think that feature would be a bit hard, because not all locations are places you can enter. There are a lot of marked locations which are basically wide open areas, or just a camp spot, or ruins. For such a feature to work, you would need to add additional scripting code to mark every single location which can be entered to separate them from those which are just open areas. Then you have to add additional variable flags to determine if the player has entered the area before.

Plus, when new locations are added either via other mods, or via a DLC, it would automatically break such a mod.
 
duckroll said:
I think that feature would be a bit hard, because not all locations are places you can enter. There are a lot of marked locations which are basically wide open areas, or just a camp spot, or ruins. For such a feature to work, you would need to add additional scripting code to mark every single location which can be entered to separate them from those which are just open areas. Then you have to add additional variable flags to determine if the player has entered the area before.

Plus, when new locations are added either via other mods, or via a DLC, it would automatically break such a mod.

Aye, I was pondering issues like that myself. Even marking anything with a door you've entered would be useful, but I do have a habit of picking things I'd like from mods that are impossible, like a radio chatter mod in x3. Sounds simple, turns out to be nigh on impossible due to the way the game was made :<
 
how come there isn't a nice vintage country music station for New Vegas

I haven't found a mod yet, or a mod that ports the radio music from Fallout 3 over to NV. I have the music files from F3 (since I own it), so why can't someone just make a mod that adds the station :(
 
balladofwindfishes said:
how come there isn't a nice vintage country music station for New Vegas

I haven't found a mod yet, or a mod that ports the radio music from Fallout 3 over to NV. I have the music files from F3 (since I own it), so why can't someone just make a mod that adds the station :(
A Requiem for the Wasteland ports ALL of Fallout 3, including the radio stations.

Red Blaster said:
n00b question, but how do I get mods to work? I downloaded Nevada Skies and MTUI but I can't get them to show up in the mod manager.
Instead of just copying files, you should use the Mod Manager. Makes it very easy to install/uninstall and organize load order.
 
balladofwindfishes said:
I have that station already.

I wish they'd put the file up and say "just copy the files from Fallout 3"
Use the Radio Extender tool. The songs for FO3 though need to be extracted, but that's just an extra step and you need to use FOMM anyway.
 
Two questions:

- I installed some texture mods (Ojo Bueno) via FOMM, but none of them have .esp files. The mods still work if I activated them via the package manager, right?

- Do visual mods such as EVE, Nevada Skies, and Ojo Bueno conflict with DLC's?

Thanks guys.
 
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