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Video games => Fallout series => FO: New Vegas => Topic started by: PZ on October 20, 2010, 09:34:25 AM

Title: Mods: Fallout New Vegas
Post by: PZ on October 20, 2010, 09:34:25 AM
Realistic PC/NPC health (http://www.newvegasnexus.com/downloads/file.php?id=34736)

This mod is easy to install and if you don't like it, just as easy to remove it without suffering any side effects (does not mod the game files)

QuoteThis mod reduces the health of all NPCs, as well the PC. Now the game plays more like an FPS. I chose to make the game deadlier through this method, rather than making all weapons deadlier for two reasons. 1: If you make guns deadlier, then they will all bypass armor damage threshold values, making pistols pierce power armor potentially. 2: If a mod adds a gun, you have to take the time to increase its damage manually in the GECK, which sucks.

I'm having fun with this mod and VATS - single shots to the head easily take out those nasty ghouls, and it is more fun to go to battle with your guns.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 20, 2010, 09:39:09 AM
No Auto-Aim (http://www.newvegasnexus.com/downloads/file.php?id=34723)

I like the idea that the aiming mechanism will turn red at longer distances.  :-X

QuoteIn fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread). This mod removes that while maintaining the other RPG elements of shooting like bullet spread based on skill levels, and no changes to the VATS system. Also the issue other modders have ran into with the guns not being aligned properly is avoided. Another effect of this mod is that your crosshair will turn red at a much larger distance when pointed at an enemy target, allowing you to tell friend from foe easier.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 20, 2010, 09:42:56 AM
Better Binoculars (http://www.newvegasnexus.com/downloads/file.php?id=34715)

This mod gives you lots more zoom to bring those distant objects up close and personal.  :-()
Title: Re: Fallout New Vegas mods
Post by: PZ on October 20, 2010, 01:46:54 PM
Faster Running (http://www.newvegasnexus.com/downloads/file.php?id=34783)

QuoteIncrease players running speed.  It does not modify any game files so if you don't like it, you can remove to revert back to vanilla.

I used this mod and found it to be quite useful to travel faster when doing so by foot.  The only down side is when you're trying to move in confined spaces where you'd like to go a bit slower than the fast walk.  However, you can turn off constant running by toggling the caps lock key - then when you want to run, hold down shift.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 21, 2010, 09:14:00 AM
d3d9 awesome perf fix (http://www.newvegasnexus.com/downloads/file.php?id=34778)

This is an interesting solution to frame rate problems.  However, for those that are using recorders like FRAPS, it might not w@&k.

QuoteDrop in "fallout new vegas" folder to force the game to use this dll instead.  You will know its in right place if launcher rescans/defaults settings. (after it defaults remember to redo your preferred graphics settings)

I have a quad core/5870/8gb ram and perf was awful until I did this. I instantly got 4x frame rate during "goodsprings event."

side effect
-since fraps etc.. hooks into windows directory .dll this will probably make those not w@&k.
-crashes with 2 monitors
---------------------
Jotti scan showed perfect

What a great mod!  I unziped it, checked it with a virus scanner (Art's) and then threw it into the FNV folder.  When I started the game, it immediately began assessing my system, and reported that it had been set to medium (with the standard Vista DX, the automatic settings detect set it to high).  I immediately set the game to ultra high, and started it - what a dramatic change over the frame rate I had before.  All of the micro-stutter was gone, and the game operated smooth as silk.

Title: Re: Fallout New Vegas mods
Post by: PZ on October 21, 2010, 11:00:51 AM
NV Craftable Items List (http://www.newvegasnexus.com/downloads/file.php?id=34876)

QuoteI made this printable reference list of the craft-able items in Fallout New Vegas, their ingredients and effects, in both .doc and .htm formats.

The tables are separated into Campfire, Workbench, and Reloading Bench items. I've only included one item from the Reloading Bench because it's the only one that requires a rare ingredient.

Permission granted to copy this list anywhere it can help.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 21, 2010, 11:28:46 AM
Barrett M82 (http://www.newvegasnexus.com/downloads/file.php?id=34875)

At last!  A cool weapon for Fallout New Vegas - can't wait to try it out.  :-X
Quote
16 variants of big powerful sniper rifle. In square brackets after the title: Standart - standart gray skin, Black - black skin, Gold - gold dkin, Camo1\...\Camo13 - camouflage skins.

       
  • Type: Sniper rifle.
  • Ammo: .308 Round.
  • Repair: Standart sniper rifles.
  • Where found: Crate with rifles in Goodsprings (See Screen 6)
Attention! Animated only magazine! I don't animate bolt, trigger, etc.

This is a good sniper rifle - the cross hair (bright red) is easy to see even in relatively dark conditions. 
Title: Re: Fallout New Vegas mods
Post by: PZ on October 21, 2010, 12:43:50 PM
Passive Critters (http://www.newvegasnexus.com/downloads/file.php?id=34886)

Looks like this one was designed for people like me that are tired of being viciously attacked  :-()

QuoteChanges AI to make various critters passive. They'll still attack if you shoot them however.

Critters changed:
Bloatfly
Coyote
Dogs
Radscorpions
Mantis

I really like this mod - I was walking through a dry lake bed and a bloatfly was poking about casually.  He did not react violently by my presence until I came a bit too close - just like any wild creature.  Now I don't need to suffer violent attack by creatures that seem to have telescopes for eyes - everything is more natural.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:20:48 AM
MTUI (http://www.newvegasnexus.com/downloads/file.php?id=34902)

I remember using something like this in FO3 - it's much easier to see things on the screen with this one.  :-X

QuoteDescription
Essential UI adjustments for Fallout: New Vegas. Smaller fonts, larger item selection areas, improved conversation menus, etc. Designed for screen resolutions of 1024x768 and higher.

If you have a widescreen monitor, you need this mod - the dialogs and menu items are so much better - before I needed to scroll through dialogs with relatively small lists (but huge fonts).  Now, those same lists don't even generate the scroll bars because everything is visible.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:29:53 AM
Companion Sandbox Mode (http://www.newvegasnexus.com/downloads/file.php?id=34955)

I've used this mod in FO3, and it is a good one.  Your companions actually do things rather than simply stand around.

QuoteEver annoyed by the fact that if you'd let your companions wait, they'd just stand there like a statue?

This very simple mod changes the 'Wait here' AI packages for all New Vegas companions from guard mode to sandbox mode, which allows them to interact with the environment.

Your companions will walk around, sit in chairs, lean against walls, or even harvest a nearby plant or dead animal for food. And possibly some other things.

NOTE: The screenshots may give the wrong impression. Companions do not leave the cell they're in. If you told someone to wait inside, he will only walk around and do stuff inside that area. For outside there's a limited radius so that companions don't wander off.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:34:33 AM
Inventory Sorters (http://www.newvegasnexus.com/downloads/file.php?id=34950)

Although I've not used this, it sounds interesting.  When you are carrying lots of items, your Pipboy can become quite cluttered.  This mod evidently sorts them to make finding the objects you need a bit easier.

QuotePrefix a description to items, for sorting. Currently has plugins for Books, Magazines, Cards, and Mods.  These types group together in Inventory so you can actually find what you're looking for.
Examples:
    * Book: Duck and Cover!
    * Mag: Lad's Life
    * Card: 10 of Clubs - Ultra-Luxe
    * Mod: 10mm Laser Sight
etc.

Will not be compatible with other mods changing the same base objects.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:37:16 AM
No Scan Lines or Distort on Pipboy (http://www.newvegasnexus.com/downloads/file.php?id=34949)

This one is essential in my book - one of the things that I find objectionable in FO3 is the vanilla Pipboy screen in which you see scan lines like you would if you tried to take video of a television screen.  Additionally, the image is distorted which makes it look entirely out of focus.

QuoteRemoves annoying scanlines or distort effect made by the Pipboy.

A quick port from Fallout 3 by Genovauk.

Just drag the textures folder into your data folder.

As was the case in FO3, this mod delivers as promised.  The map in the Pipboy is much more pleasing to the eye.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:39:20 AM
Logical Reputation Shifts (http://www.newvegasnexus.com/downloads/file.php?id=34944)

QuoteThis is, hopefully, a temporary fix for the over-the-top negative reputation shifts currently in the stock game. From testing, it fixes the drastic negative jumps in reputation for very little effort on the player's part. You'll have to make an active attempt to get on a faction's very naughty list now. Hopefully, it'll make becoming Vilified far more rewarding and gratifying.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:43:03 AM
Sprint Mod (http://www.newvegasnexus.com/downloads/file.php?id=34943)

I used something like this in FO3 - worked very well and added another level of realism to the vanilla game.

Note: I put the description into a spoiler tag because it is very long.

Spoiler
QuoteDescription
===========
Adds a sprint button. Now you can run freely around the wastes like you've always wanted to, limited only by your action points.


Details
=======
With FOSE: The sprint key replaces the run key. Simply hold down run to sprint. -OR- If you would like to preserve the functionality of the run key, you can set a custom keybinding from the control settings menu of the pedometer.

Without FOSE: In NoFOSE mode, you must bind the Sprint Hotkey / Pedometer in your inventory to a hotkey. To start sprinting, press the sprint hotkey and then move forward. To stop sprinting, press the hotkey again. To bind a hotkey, hold down a number key while viewing the inventory and click on the item you want to bind. You can set a sprint delay in the settings menu of the pedometer, which will allow you to run for a certain amount of time without sprinting. So if you choose a delay of 2 you'll need to run forward for 2 seconds before you start sprinting.

For both: Sprinting takes action points, and if you run out, you'll have to wait for them to recharge. The more endurance you have, the less AP it takes to sprint, and the more agility you have, the faster you'll go. The amount of weight you're carrying also affects your speed. There are certain situations in which you will be unable to sprint, such as when your legs are broken, or when you're overencumbered. Various screen effects are used to enhance the sense of speed. For a readout of your speed and distance potential and access to various settings, use the Pedometer located in the apparel section of your inventory.

Perks:

Tackle
Sprint into a hostile enemy (they have to be hostile) to attempt to tackle them. Your strength and unarmed skill will be compared to their strength and endurance, and if you win, they'll be knocked over. If you lose by too much you might be knocked down yourself, so watch out! Attempting a tackle takes 1/4 of your AP, so don't waste it all on the way there.

Charge!
With this perk, you can keep your weapon out while sprinting. Don't expect to be very accurate while you're doing this, though.


Formulas:

Speed multiplier: 100(base speed) + ( Agility * 4 + 40 * (1 -( current weight / max weight)) ) * SprintSpeedMult

AP drain: ( (25 - Endurance) * SprintAPMult ) per second

Tweaks:

SprintSpeedMult and SprintAPMult are global variables that can easily be changed in the GECK or ingame using the console. The speed and ap drain formulas are multiplied by these values respectively, so for example if you wanted to halve your speed while sprinting, you would change SprintSpeedMult to 0.5. Setting SprintAPMult to 0 will let you sprint forever. Both variables default to 1.

You can force the mod to run in noFOSE mode if you want by setting SprintForceNoFOSE to 1.

To set a variable in game, open the console with the tilde (~) key and enter "set x to y" without quotes, where x is the variable to change and y is the value to change it to.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:48:18 AM
Mega Container (http://www.newvegasnexus.com/downloads/file.php?id=34942)

This mod adds an item under Aid in your Pipboy called "Mega container" which is basically a cheat containing almost every item in the game - it appears to be a w@&k in progress, but because it does not physically alter files in the game, it will be easy to get rid of (just delete the .esp).

QuoteThis is a quick mod I made for myself which gives you an Aid item to access a container which contains pretty much every item in the game, from weapons to ammo to all the apparel.

If I forgot an item, or there's anything that you think can be improved, don't be afraid to tell me.

Issues:

       
  • The container will only respawn every 3 days, this is the default behavior and I have no idea how to change it yet.
  • It may take a while to initially load and add items into your own inventory, this is probably due to the large number of items inside the container. Not sure how to fix this one except to split the container.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:51:33 AM
Metal Squeezer (http://www.newvegasnexus.com/downloads/file.php?id=34940)

Spoiler tag is due to the long description:

Spoiler
QuoteMetal Squeezer is an item (AIDS in Inventory) that player can use to squeeze all
tedious metal objects such as conductor, clutch, toaster, etc. into scrap metals.

In Fallout New Vegas version, Metal Squeezer Mod also provides a service via workbench.

that require 5 scrap metals get crafted into 1 refined metals
and 3 refined metals can be crafted to 1 Weapon Repair Kit.

TIP: If you use metal squeezer frequently, it will be handy to assign a hotkey for it.

If you have any suggestion/bug-report, use the comment section. Thank you.


**************************
Table

50,000 Caps = 750 Scrap Metals
25,000 Caps = 350 Scrap Metals
10,000 Caps = 120 Scrap Metals
5,000 Caps = 55 Scrap Metals
1,000 Caps = 10 Scrap Metals

Items that are currently squeezable

Camera, Conductor, Coffee Pot, Clutch, Fire Nozzle, Fission Battery, Hammer
Harmonica, Hot Plate, Iron, Butter Knives, Lawnmoweblade, Leather Belt, Leaf Blower
Lunch Box, Medical Braces, Motorcycle Gas Tank, Motorcycle Handbrake, Nuka Truck
Sentry-Bot Item, Opthalmoscope, Paint Gun, Frying Pan, Paperweight, Pilot Light
Pressure Cooker, Rake, Spatula, Spoon, Surgical Equipments, Steam Guage Assembly
Tin Cans, Toy Cars, Toaster, Wrench, Wood Chipper, Rocket Souvenir, Dinosaur Souvenir
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:53:54 AM
Block Buster 44mag and Scoped 50cal Assault Rifle (http://www.newvegasnexus.com/downloads/file.php?id=34936)

Quotethe .44 is super magnum 1 shot kill
the scoped rifles are fun .50 cal is a stabilized-miniturized version of a M2HB with a scope
the g22 owned by st. anjolina herself. haha

found in hall of doc mitchells
guns never need repair and they use special weightless ammo found in a crate next to the guns
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 08:55:53 AM
Time Scale and Later Sunset (http://www.newvegasnexus.com/downloads/file.php?id=34859)

Quote== DESCRIPTION ==

Later Sunset : Day starts at 05:00, ends at 22:00. So you can enjoy the desert tan.

Time Scale(minutes) : 1 to 1, 1 to 10, 1 to 20. One minute in the real world(whatever that is) equals 20 in FNV. Load just one.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 09:04:19 AM
Fellout NV (http://www.newvegasnexus.com/downloads/file.php?id=34888)

QuoteFellout got rid of the green in Fallout3. Fellout NV will get rid of the yellow and will add nights to Fallout NV. Because NV sure doesn't have any nights from what I can see.

The mod does exactly what it claims - the slight yellowish is not present and the environment is vibrant.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 09:10:14 AM
AK-47 (http://www.newvegasnexus.com/downloads/file.php?id=34752)

Quote
Description:
===============

30 variants of the Soviet AK-47. In square brackets after the title: 1-5 - handguard\stock\grip color, Default\Camo1\Camo2\Camo3\Camo4\Camo5 - body color or camouflage.
Type: Rifle.
Ammo: 5mm Round.
Repair: Standart assault carbine.
Where found: Gun Cabinet with rifles in Goodsprings, near Doc Mitchell's House.

Also I place into Gun Cabinet 150 5mm rounds. Have fun!

Attention! Animated only magazine! I don't animate bolt, trigger, etc.
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 01:07:57 PM
Night Vision Binoculars (http://www.newvegasnexus.com/downloads/file.php?id=34984)

QuoteEver wanted a pair of Night vision binoculars?
Well, now you've got one!  (Please note, only one pair was added to the game.)
----------
All this modification does is simply adds a pair of Night vision binoculars to Doc Mitchell's house.  On the operating table right next to your bed!
Title: Re: Fallout New Vegas mods
Post by: PZ on October 22, 2010, 01:10:35 PM
Colt M4A1 (http://www.newvegasnexus.com/downloads/file.php?id=34983)

Wow, this one looks really cool  :-X

Long description:

Spoiler
QuoteDescription:
===============

36 variants of the M4A1 rifle. In square brackets after the title:
1 - Picatinny rail, long barrel.
2 - No Picatinny rail, long barrel.
3 - No Picatinny rail, short barrel.
Tl - Telescopic sight.
Cl - Collimator sight.
St1 - Stock 1.
St2 - Stock 2.
Sup - Suppressor.

Type: Rifle.
Ammo: 5mm Round.
Repair: Standart assault carbine.
Where found: Dumpster with rifles in Goodsprings, near Goodsprings Schoolhouse.

Attention! Animated only magazine! I don't animate bolt, trigger, etc. Also I don't use modifiaction system, because it very booooooring and hard for me.

I installed this mod wanting a good weapon from the start and it did not disappoint.  Found in a dumpster near the school house in Good springs, I chose a variant that had a strong scope and a silencer - the rifle fires single shot or automatic.  Definitely a good choice.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 22, 2010, 06:11:45 PM
Brighter Pip-Boy Light (http://www.newvegasnexus.com/downloads/file.php?id=34776)

QuoteHere a quick and simple mod to change how far the Pip-Boy light shines. 2 files included:

PipBoyLightx1.5 - One and a half times brighter than default
PipBoyLightx2 - Twice as bright as default

The Pipboy light is actually worthwhile with this mod.  I used the 2x range and it is just about perfect - not too much light, but enough to navigate dark rooms without feeling that you're carrying a single candle with a range of 2 feet.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 22, 2010, 06:17:37 PM
No Karma Loss for Stealing (http://www.newvegasnexus.com/downloads/file.php?id=34994)

QuoteI wiped out the powder gangers stronghold only to find that I was a bad guy for "stealing" there stuff so i fixed this little injustice. This is a temporary fix it makes it ok to steal anything from anyone I didnt intend for that I only wanted to make it ok to "steal" from bad guys im only playing as a good character right now so it isnt causing me any problems because I dont steal from good people only from the bad guys I just splattered on the wall
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 23, 2010, 05:56:44 PM
VATS disabled (http://www.newvegasnexus.com/downloads/file.php?id=35063)

QuoteThe original VATS system only existed because Fallout was a turn based 2D game. I don't see any reason for it to exist anymore, so I disabled it by setting its range to 0.

I made this mod for people who agree with me, but don't have the willpower to resist pressing V in a fight.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 23, 2010, 05:59:26 PM
CONELRAD 640-1240 - Civil Defense Radio (http://www.newvegasnexus.com/downloads/file.php?id=35061)

Very long description so I used the spoiler tag to condense the text to a reasonable level

Spoiler
QuoteThis mod adds a new radio station to your Pip-Boy 3000.

Hosted by Katrina, the station plays 55 music tracks from the era of the
Atomic Threat, including 29 authentic public service announcements from
Civil Defense Washington.

CONELRAD (Control of Electromagnetic [or Electronic] Radiation) was a method
of emergency broadcasting to the public of the United States in the event of
enemy attack. It was intended to serve two purposes; to prevent Soviet
bombers from homing in on American cities by using radio or TV stations as
beacons, and to provide essential civil defense information on 640-1240.

2 hours, 20 minutes of Music across 55 tracks
22 minutes of PSAs & Civil Defense
Custom station host dialogue

The station is fully scripted as per official stations.


==========
Track List
==========

"Uranium Fever" Elton Britt
"Old Man Atom" Sam Hinton
"Advice to Joe" Roy Acuff
"Atomic Energy" Sir Lancelot
"Bert the Turtle (Duck & Cover Song)" Two-Ton Baker
"Bikini" Dexter Gordon
"Crawl Out Through the Fallout" Sheldon Allman
"Fallout Shelter" Dore Alpert
"Atomic Cocktail" Slim Quartette
"Great Atomic Power" Louvin Brothers
"Hydrogen Bomb" Al Rex
"Jesus Hits Like an Atom Bomb" Valley Trio
"Atom Bomb" Glenn Barber
"A Bomb Bop" Mike Fernandez
"Krushchev and The Devil" Jay Chevalier
"Mr Stalin" Smith, Arthur
"My Radiation Baby (My Teenage Fallout Queen)" George McKelvey
"Old Man Atom" Sons of The Pioneers
"Atom Bomb Baby" Five Stars
"Radioactive Mama" Sheldon Allman
"Aint I Right" Marty Robbins
"Satellite" Teresa Brewer
"Sputniks and Mutniks" Ray Anderson
"Stalin Kicked the Bucket" Ray Anderson
"The Hydrogen Bomb" Rogers, Al
"Atomic Sermon" Billy Hughes
"Trial of Francis Powers" Red River Dave
"Uranium" Commodores
"Russia Russia (Lay That Missile Down)" Prescott Reed
"Atomic Bomb Blues" Homer Harris, Muddy Waters
"Uranium Fever" Rudy Gaddis
"Watch World War 3 (On Pay TV)" Crown City Four
"Atomic Baby" Amos Milburn
"West of the Wall" Fisher, Miss Toni, Shanklin
"The Bear Flew Over the Ocean" Jimmie Driftwood
"When That Hell Bomb Falls" Fred Kirby
"H Bomb" V.A.
"When They Found the Atomic power" Hawkshaw Hawkins
"You Hit Me Like an Atomic Bomb" Fay Simmons
"Tic Tic Tic" Doris Day
"No No Joe" Hank Williams
"When They Drop the Atomic Bomb" Doll, Jackie & His Pickled Peppers
"Thirteen Women" Haley, Bill & Comets
"Fujiyama Mama" Wanda Jackson
"Get That Communist Joe" Kavaliers
"Satellite Baby" Skip Stanley
"Theres a Power Greater Than Atomic" Buchanan Brothers
"Sputnik Satellite Girl" Four Ekkos
"Atom Bomb Baby" Five Stars
"I'm Gonna Dig Myself a Hole" Arthur Crudup
"I'm No Communist" Carson Robison
"Atomic Nightmare" Talbot Bros of Bermuda
"Uranium Rock" Warren Smith
"Atomic Power" Buchanan Brothers



=========================================
Installation & Uninstallation Instructions
=========================================


1. Extract and drop the DATA folder into your install folder
(typically \Steam\steamapps\common\fallout new vegas\)
2. Overwrite/merge files and folders when prompted
3. Enable "CONELRAD 640-1240.esp" plugin on the "Data Files" section of
the 'Fallout: New Vegas' Launcher (or in your 3rd party launcher)
4. Wait 10 seconds in-game for your PipBoy to pick up the station reception. Sometimes the game will withhold a radio update until a cell change, so load into a new area if it does not appear.

To un-install simply delete the following folder and .esp file:

1. \Data\Sound\Voice\CONELRAD 640-1240.esp\
2. \Data\CONELRAD 640-1240.esp

I love this radio.  The vanilla game has a limited number of songs that play with annoying repetition.  If you're tired of hearing the "Johnny" song play a dozen times in a single session, then get some kind of radio - this one works well.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 23, 2010, 06:02:11 PM
IIWR - Intrusive Invisible Wall Remover (http://www.newvegasnexus.com/downloads/file.php?id=35011)

QuoteThis mod removes all of the unnecessary invisible walls throughout the Mojave Wasteland.

The Hoover Dam is currently excluded for quest proofing.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 24, 2010, 02:26:35 PM
The Box of Wonders (http://www.newvegasnexus.com/downloads/file.php?id=35021)

QuoteSimple Box in GoodSprings that has all the Ammo and Weapons and ammo in the game.This Box is behind the General Goods Store on the Side of the with the reloading bench and workbench.

Version 2 Now includes 2 boxes. The First Box is a cabinet that has Guns Ammo and Mods, and the Box next to it has Armor and Meds.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 24, 2010, 02:28:24 PM
Skeleton Key (http://www.newvegasnexus.com/downloads/file.php?id=34801)

Now those pesky locked doors give you an additional prompt "Use the skeleton key" in addition to the usual "This door needs a key which you don't have and probably will never find"  ;D For people like me that are typically more FPS gamers, this takes some of the tedium out of finding some of the resources you need.  Sure, I'm cheating, but it is better than not playing the game at all for me.  :-()

Click to see the details:
Spoiler
QuoteDetails
=======
What is there to say : It's a Skeleton Key !! Opens all LOCK'S (DOESN'T HACK TERMINALS !!!!)
When the Skeleton Key is added to your inventory a hidden Perk is added to your character .
Every time you activate a locked container/door a menu will pop-up that gives two choices :
- open with the Skeleton Key
- or attempt to pick the lock

If you choose open with Skeleton Key, it will open no matter what Locklevel the Door/Container is.

Install
=======
1. Copy the .esp file to (install folder)\Fallout3\Data\
2. Start Fallout3 Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

Uninstall
=========
1. Start Fallout3 Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the .esp file from \Fallout 3\Data\

UPDATE: Because I don't have lots of patience, I use this mod quite often.  There are many instances where I want to get into a room, but don't want to be bothered hunting for a key.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 25, 2010, 02:15:19 PM
Darker Nights - Brighter Lights (http://www.newvegasnexus.com/downloads/file.php?id=35315)

The images on Nexus made me want this mod - the nights are darker, but the lighting effect is grand.  :-X

Click to see the details:
Spoiler
QuoteFirst, I want to thank Marcurios for his fantastic mod! Without his w@&k I'd never have been motivated to do this. Second, I will not be including his mod in this package, but it is required for this to function properly. You can get his mod here

This mod drastically alters the nights, leaving the wasteland a very dark, foreboding place to explore. However, the existing lighting is brighter and illuminates a larger area in civilized areas. Also, the night vision effect has been improved to feel more authentic.

Installation:

This mod comes with 3 esp's.
1) URWLNV Darker Nights
2) URWLNV Brighter Lights
3) DN More Lights

DN More Lights will be the core of this mod, adding more lights in civilized areas to give each a more lively feel. Considering how dark the wasteland is, it doesn't seem right that Goodsprings only has one lamp post. This is very incomplete, and will be the biggest change for revisions.

I had originally planned to keep these changes to myself, but it's quickly taking on a life of it's own, and maybe a few people out there would enjoy these changes. I am also not trying to step on ACR or Marcurios's toes and respect both of their works. I look forward to seeing their project! Thanks again for the inspiration guys!
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 25, 2010, 02:32:02 PM
A Weapon House (http://www.newvegasnexus.com/downloads/file.php?id=35267)

QuoteThis mod places a house in Nipton that is loaded with All types of weapons and ammo. There are many Unique weapons inside as well.Only take what you need, you can get over encumbered quick with all these weapons. Remember you can go back any time and grab a NEW gun or whatever,and re-stock up on ammo. All ammo boxes respawn.There's also a shelf inside with 2 of each type of skill book.

The Weapon House is located up on a hill.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 25, 2010, 02:47:27 PM
Adventurers New Vegas (http://www.newvegasnexus.com/downloads/file.php?id=34890)

Many game parameters have been changed to make the game more realistic.  Guns are more dangerous, armor protects better, and the weight of items are among the parameter changes.

Click to display details:
Spoiler
Quote=====================
WHAT IS IT:
=====================
Gameplay and difficulty balancing modifications. Our goals include increasing the fun and challenge of scrounging (less valuable loot in common containers), more realistic item weights, health restoration system changes, making combat deadlier, and more.

Yes, this is the creator of the original Adventurer's mods for Morrowind and Oblivion. This mod is designed in the same spirit; to increase the challenge and balance gameplay without increasing frustration.

This project is split into 2 parts, 1 with economy and item changes, the other with gameplay and combat changes.

=====================
ITEM & ECONOMY CHANGES:
=====================

- Valuable items appear less often in common containers, more junk. Finding valuable and useful items should be less likely, since scavengers have likely searched through most areas.
- most containers have a 3% chance for medium value loot (ammo, cigs, caps, tools, chems, etc.)
- many containers have a 1% chance for rare loot (weapon, ammo, etc.)
- Trash containers are actually filled with worthless trash now (except for small chance for rare loot)
- new leveled lists for

- Changed item weights:
*bottled liquid 1.0 -> .25
*meds 0.0 -> 0.01+
*packaged food 1.0 -> 0.2 avg
*animal meat 1.0 -> 0.4 avg
*fruit 1.0 - 0.15 avg

- Health restoration items changed:
*Stimpaks take at least 2 seconds to w@&k, to prevent god-mode healing even on normal
*Food restores 1 health per second
*Stimpaks heal 30 health, super stims 60
*Animal meat heals 4-15 health
*Cooked meats heal 2x as much
*Fruits heal 5-10 health
*Junk food heals 3-8 health
*Drinks restore 2 health per second
*Water heals 4-16 health
*Sodas restore 6-8 health

=====================
GAMEPLAY & COMBAT CHANGES:
=====================

- Weapons are more powerful. The firefights I've been in so far involved pumping ridiculous amount of lead into the enemy. Guns are supposed to be DANGEROUS, right? Expect more tweaking in the future.
*fDamageWeaponMult 1.0 -> 1.5 (50% more damage from weapons)

- Armor is more effective.
*fArmorRatingBase 0.2 -> 0.3 (armor reduces more damage?)
*fMinDamMultiplier 0.2 -> 0.0 (attacks against highly armored can do 0 damage now)

- Less dismemberment craziness.
*iCombatDismemberPartChance 50 -> 30
*iCombatExplodePartChance 75 -> 55

=====================
INSTALLATION:
=====================
Extract files into your [Fallout New Vegas\Data] directory and them enable the desired plugins in the launcher in the Data Files section.

The Steam version game folder can be tricky to find. Try looking here: [C:\Program Files\Steam\steamapps\common\Fallout New Vegas]
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 26, 2010, 05:31:04 PM
Accuracy International AS 50 (http://www.newvegasnexus.com/downloads/file.php?id=35448)

Quote12 variants of british sniper rifle. In square brackets after the title: D - default black skin, C1\...\C5 - camouflage skins, Sup - suppressor.
FOR ADMINISTRATION! Models and textures not from Munkeenuts mod. In Munkeenuts mod only one rifle with bipods and another telescopic sight. Also in Munkeenuts mod no variants with camouflage.
Type: Sniper rifle.
Ammo: .50 MG.
Repair: Standart sniper rifles.
Where found: Gun Cabinet with rifles in Primm.
Title: Re: Mods: Fallout New Vegas
Post by: deadman1 on October 27, 2010, 06:32:34 AM
New hud (http://www.newvegasnexus.com/downloads/file.php?id=34746)


This MOD changes the HUD

HP.AP frame
Crosshair
Target icon
Quest Markers
It also changes the face used for Tutorial commands.

The default version changes the face to a girl. There is an option to leave the face as the Pip-boy, choose which one you like.

"AsukaHUD.zip"
Girl Version

"NEWHUD.zip"
Vault-boy version

Installation:

Please put all the files in the DATA folder.

Uninstallation:

Delete the files contained in the data folder. If you forget their names you can reference the download for their file names.

Look´s good I´ll think I´ll try this one during my session this weekend
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 27, 2010, 03:11:08 PM
Show me what you have (http://www.newvegasnexus.com/downloads/file.php?id=35609)

QuoteLets you access the inventory of everybody.
If you can talk to them it will show an option to access their inventory. You can take what you want from them and they wont care.

I don't know if it will break your game if you take a quest item.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 28, 2010, 04:38:28 PM
Clean Up New Vegas (http://www.newvegasnexus.com/downloads/file.php?id=35719)

I used the FO3 version of this and it worked exactly as claimed - the frame rate dramatically improved by removing the trash from the waste land.

Spoiler
QuoteDESCRIPTION:
===============

One of my favorite mods (Taking out the Trash) from Fallout 3 was a very simple one. It removed all the ugly trash throughout Fallout 3. This mod aims to do what it did!

You see, Trash in Fallout: New Vegas is actually a static mesh. And like any other static, it has to be rendered by your graphics card separately because it isn't an actual texture. Not only does trash just look plain ugly, (no matter what) but it beats on your graphics card and CPU as you render static after static. Not only does this abuse your Frame Rate, but because trash is a static, it has to be placed on the ground. The result? Trash that "Floats" above the ground. Levitating, evil, FPS-sucking trash! I hate it!

This mod literally cleans up New Vegas by getting rid of these eye sores. Once you boot it up, you'll notice just how different the game looks without the trash everywhere.

If you hate the look of trash in your game and you want a FPS boost, you can't go wrong here. If you are a purist that likes the way trash looks, I recommend a mod floating around that increases the trash resolution.

You will notice a FPS boost in interiors using this mod, especially in vaults. You may also get a FPS boost outside, too.

This mod is *not* a port of Taking Out the Trash. It is completely done by hand by me.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 28, 2010, 04:47:50 PM
Shiloh DS - Colored Map and Icons (http://www.newvegasnexus.com/downloads/file.php?id=35619)

At last, descent mapping in FNV

Spoiler
QuoteSo... I was wandering through the wasteland practicing my head-shots on some local geckos when I realized I had gone and got myself lost again! Well no problem I thought I'll just use my trusty pipboy and get my bearings. That's when the thought hit me harder than a brahman in mating season. We can blow up the world, we can make all these fancy robots but we still can't manage to get color on our dang pipboys!

Luckily while I was traveling around the D.C neck of the woods Somewhere around Rivet I stumbled upon a kind young fella named Jarvis. He was quite the intriguing kinda guy, knew all sorts about fancy technologies. OK Yes we knocked boots if you really gotta know. Anywho I remembered what he showed me, ABOUT THE PIPBOY you pervs, and I figured I'd pass along that know-how to ya'll.

This is a colored version of the in-game map and "Vegas Style" map icons for Fallout New Vegas.

Please note that this was optimized and looks best if you use WHITE as your pipboy color.

___________________________________________________________

Installation:

Unzip the contents of the rar file into your \fallout new vegas\ directory.

***********************************
NOTE: This mod requires the use of the Archive Invalidation.txt file (Included). If you are currently using another
mod that also requires this file DO NOT OVERWRITE it. Simply open the version included and copy / paste it into yours.
***********************************

Follow the same instructions for installing the optional Clean Pipboy Screen. Don't forget to update the Archive Invalidation.txt file!
___________________________________________________________

Uninstall:

In order to uninstall the mod delete the files found in the following directories:

\Data\Textures\Interface\Worldmap
\Data\Textures\Interface\Icons\world map

To uninstall the Clean Pipboy Screen delete the files found in the following directories:

\Data\Textures\Pipboy3000\

Remove the following lines from your Archive Invalidation.txt file:

textures/interface/worldmap/wasteland_nv_1024_no_map.dds
textures/interface/icons/world map/icon_map_cave.dds
textures/interface/icons/world map/icon_map_city.dds
textures/interface/icons/world map/icon_map_encampment.dds
textures/interface/icons/world map/icon_map_factory.dds
textures/interface/icons/world map/icon_map_metro.dds
textures/interface/icons/world map/icon_map_military.dds
textures/interface/icons/world map/icon_map_monument.dds
textures/interface/icons/world map/icon_map_natural_landmark.dds
textures/interface/icons/world map/icon_map_office.dds
textures/interface/icons/world map/icon_map_ruins_sewer.dds
textures/interface/icons/world map/icon_map_ruins_town.dds
textures/interface/icons/world map/icon_map_ruins_urban.dds
textures/interface/icons/world map/icon_map_settlement.dds
textures/interface/icons/world map/icon_map_undiscovered.dds
textures/interface/icons/world map/icon_map_vault.dds

And the following if you are removing the Clean Pipboy Screen:

textures/pipboy3000/pipboydistorteffectmap.dds
textures/pipboy3000/pipboyscanlines.dds
textures/pipboy3000/screenglare.dds
textures/pipboy3000/pipboy.dds
textures/pipboy3000/screen_n.dds
___________________________________________________________
Title: Re: Mods: Fallout New Vegas
Post by: deadman1 on October 29, 2010, 02:02:16 AM
Quote from: PZ on October 28, 2010, 04:43:04 PM
Personal Vault (http://www.newvegasnexus.com/downloads/file.php?id=35716)

I don't know about you, but I collect vast amounts of materials and have yet to find a reasonable place to store the items.  I wish there was a sorter like was available in the FO3 Hideout mod, but nothing yet.  This one might do for the time being.

Spoiler
QuoteThis is my first housing mod for FO3:NV, although I dabbled a bit with FO3 and Oblivion.

The Personal Vault is located just outside Goodsprings. You can see the Vacant Shack from Doc Mitchell's House.

Inside the shack, you will find a dead body with a note on him. Spoilers are at the bottom of this page if you don't want to figure out the tiny little unmarked quest :)

The Personal Vault features:

2 Entrances
Living area
Computer/Tactical room (purely cosmetic)
Bathrooms (1 communal, 2 en-suite)
2 Bedrooms
Expansive storage room (an ammo box for every type of ammo, gun and armour cabinets)
Crafting room (with both workbenches, and storage. Campfire is outside the Vacant Shack)
Firing Range

Also, I have added a Rebored Hunting Rifle - it takes 5.56mm ammo, and does less damage than the standard hunting rifle. I haven't checked to see if it is repairable with standard hunting rifles (oops!)

There are no cheating or god items in this house. In fact, there is very little in this house except storage and a place to sleep :)

This is a w@&k IN PROGRESS. It is totally usable now, but it needs a few more touches before it's complete. I welcome any ideas, but be aware I do not know how to script, so I can't make any fantastic contraptions.

Future Additions:

Add visual lights to rooms where there are none
More clutter in living area and bedrooms
Make the oven in the kitchen usable as a campfire
Add logs to computer terminal
Change location of back entrance

****Spoilers****

The fast travel point actually points to the back entrance. I put it there because it is closer to the storage area, but slightly further away from Goodsprings. The key is on a dead body near the travel point, and opens the back door. The front door is opened by a keycard on the table in the computer room.

I saw in the comments for this mod that the author of the Underground hideout mod are apparently working on a version of it for New Vegas.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 29, 2010, 03:32:47 PM
Fallout New Vegas Stutter Remover Complete (http://www.newvegasnexus.com/downloads/file.php?id=35819)

QuoteDescription:
===============
This is a repack of New Vegas Stutter Remover, Alternate D3D9 performance fix for ATI, and Nvidia d3d9 perf fix. None of the mentioned are my w@&k.
I made this repack to help users download one, self-contained fix. These fixes combined remove the stuttering that you may experience while turning,
fighting, moving around, and every other instance of stuttering. This is a great fix if you don't feel like rolling back your drivers (just for one game)
to correct the anti-aliasing/water multisampling conflict. This repack fixes the frame rate issue, stuttering, and allows you to use anti-aliasing
without more stuttering.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on October 29, 2010, 08:42:22 PM
Scope Replacer (http://www.newvegasnexus.com/downloads/file.php?id=35908)

Spoiler
QuoteScope Replacer

Sniping in New Vegas was a refreshing change. It felt smoother had better accuracy and was all around more enjoyable. Until you get tired of the red cross hair scope. Finding the laserscope interface to be easier on the eyes I op'ed for a change.

This mod comes in two flavors.

A.) Laserscope: Uses the original laserscope sights to replace the default red-line sights.

B.) Laserscope With Dot: I took a lot of care to add the dot and lose zero-percent accuracy, with a little pixel mapping and a small amount of math I find the dot is a dead-aim addition. After several play tests.. the dot is as accurate as you can get.

Other than the dot, this is was a very simple and quick mod.
Do enjoy and Endorse if you like it!



## Compatibility ##

Will conflict/overwrite any scope mod changing the red-line sights. Will NOT modify scope mods changing laserscopes or binoculars. It only changes mildot_o.dds, other than that there should be no problems. Drop me a message if you find a bug.

// Install:

Extract file any where, select either "laserscope" or "laserscope_with_dot" being sure to use ONLY ONE and drop the texture folder into your fallout data directory.

//Uninstall:

Open Folder - \Bethesda Softworks\Fallout New Vegas\Data\textures\weapons\scope
Delete file: mildot_o.dds
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 03, 2010, 11:23:45 AM
Mojave Outpost Add On - WIP (http://www.newvegasnexus.com/downloads/file.php?id=36356)

Although I'm not using this mod yet, it is interesting and bears watching from time to time because it adds map areas to the game.

Spoiler
QuoteThis adds on and extends the Mojave Wasteland westward from the Mojave Outpost.

This adds onto the Mojave Wasteland, expanding it westward past the mountains that make an impassable barrier. The barriers are not just removed altogether, I removed a few of the barriers at the Mojave Outpost (it's located in the southwest corner of the map). Here's what this mod has.
---
FEATURES:
--------
-Adds a second gate at the Mojave Outpost that is lined up with the road. Also the gates open in the direction that would make the most sense for cars in the U.S. (driving on right hand side of road).
-Adds 2 keys for the gates. The keys are the same and one can open both gates. The Keys are considered property of the NCR and is considered stealing. Loss of Karma from taking key. KEYS ARE OBTAINED AT THE GATE CONTROL BOOTHS ON THE TABLES.
-Opening the gates with a key is not considered trespassing.
-There is a way to jump over the gate and no key is required. You can get over both ways.
-Some scenery is added along the road that extends from the Mojave Outpost so the walk isn't so boring.
-The first area you come across is a town called "Fairbank". There are map markers for the town of "Fairbank" and "Fairbank Checkpoint". At the checkpoint there are Fairbank guards.
-There are currently no citizens in Fairbank.
-None of the buildings in Fairbank are accessible for now but will be in future updates when the interiors are made.
-There is a wall with barriers on one side of the map but on the other side, there is nothing stopping you from wandering outside of the map. (Fix in later update).
-There is not much decoration around the town but A LOT more will come in future updates.
-Adds a non-unique version of the gun "This Machine (M1 Garand) called "Battle Rifle".

.::Known Issues::.
-The Caucasian Fairbank guards all look the same and do not have any dialog.
-"Jack's Sniper Rifle" special attack does not w@&k.
-Any more issues found will be posted here.
-----
--That's all for now. I will update the file on Nexus every so often.

===MORE LOCATIONS TO ACCESS THE WEST MOJAVE WILL BE ADDED IN THE FUTURE WHEN THE MOD GETS BIGGER===
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 04, 2010, 11:01:29 AM
Recall Device (http://www.newvegasnexus.com/downloads/file.php?id=36484)

This sounds good - mark any place for teleportation, and you can transport at any time.

Spoiler
QuoteRecall Device
=============

Written by Robin "betajaen" Southern
Beta tested and assisted by Reo.

What is it?
===========

The Recall Device allows you to "mark" an interior or exterior spot in the Mojave wasteland,
and then can teleport you back to that spot as many times as you like.

Examples of use
===============

- Find an empty house. Mark it for teleportation, and teleport there everytime you
need supplies or a place to sleep.
- Not sure what is around the corridor? Mark your current your position, then test it
out.
- Big scary monster? No problem, just teleport yourself away to safety!
- Bored of walking back and forth on fetch quests? Just put a marker down, and teleport
yourself on the way back!

How to install and to use
=========================

Simple copy the RecallDevice.esp file into your Fallout 3 New Vegas data
folder then enable it the configuration program.

Once your game is running, you'll be automatically given a Teleporter in the weapons
section of your pip-boy, and a Teleporter Marker in the aid section.

How to teleport
===============

Simple equip the teleporter from the weapons menu, and fire it. You and companions
that are following you will be teleported to the marked location.

By default this is outside the Prospector�s Saloon in Good Springs.

How to mark a spot for teleportation
====================================

Go to the spot where you want to mark. Access your pip boy, and from the aid menu, just
click on "Mark here for teleportation". Any future teleportations will bring you there.

Quest warning
=============

You need to be carefull when teleporting whilst doing a Quest. If a quest uses a trigger
to advance the plot, and you teleport pass it. The trigger won't fire and the quest may
appear to be in limbo or act oddly.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 05, 2010, 08:46:48 AM
Snuggles the Baby Deathclaw (http://www.newvegasnexus.com/downloads/file.php?id=36573)

Spoiler
QuoteTwo versions!

Hardcore Reward- Did you just murder an entire family reunion of Deathclaws on the east side of the river? Damn that was alot of claws. Oh man, that was Snuggles family! Since Snuggles now has nothing better to do, he hopes he can tag along with you!


More Balanced- Snuggles the baby Deathclaw is hanging out in Goodsprings Source, just waiting for the chance to follow the courier around! (Lowered stats and changed attitude and leveling path to be more in line with an early NPC. Probably still OP but not as bad.)

Snuggles hates the Legion because they killed his parents. Sadly, Snuggles can't talk yet. He sure can kill though!

This is my first mod. It is very simple but provides a nice starting npc in Snuggles the baby Deathclaw. I would like to eventually add dialogue and some quests to Snuggles. Try it out and let me know what you think! He levels with your character, and is set up to hopefully not murder any civilians. He attacks Legion on sight.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 05, 2010, 08:58:13 AM
Cheat Terminal (http://www.newvegasnexus.com/downloads/file.php?id=35358)

Spoiler
QuoteDescription
===========
A Terminal in Doc Mitchells house next to his Vigor machine with lots of options for cheating and other useful options.

One the Terminal you can:
-------------------------
Set SPECIALs and skills to 10 one-by-one or fine tune each of them to your liking.

Add perks and traits. Normal perks, companion perks, challenge perks, implant perks and even perks from Fallout
3 which were not included in NV. Also the option to remove each of the perks and traits.

Items and equipment. All weapons, armor, aid, ammo, weapon mods, meds, food, drinks, books, and miscellaneous
items are obtainable from the terminal. The option to add/remove a portable version of the terminal accessable
from Items and equipment to take with you into the wasteland. Select it in Pipboy listed under Aid and exit
Pipboy will bring up all the terminals options. There are some special weapons in weapons menu, they are:

1. Psychotropic Rifle, looks like a grenade launcher, but shoot globs of frenzying goop. When hit enemies in
close proximity to the poor chump coated in this crap will go insane for 1 min attacking each other. Due to the
projectile arc it's fairly difficult to hit anyone but in VATS it's much easier. Possible to frak up quests if
used too close to friendlys, use with caution.

2. Poisoned Throwing Knives, never really used throwing knives in my first game but I will now. Inflicts minor
damage on hit but will poison 5 points for 1 minute.

3. Lethal Combat Knife, does minor damage but in sneak mode and whilst undetected will cause massive damage,
probably killing outright. Though Deathclaws and such might survive the first strike. Although it will probably
detect you after that so...

4. Super Duper Sledge, same damage as a normal Sledge but will send 'em flying on each hit.

Under Character Cheats you can add 100 action points (I find around 200 is more than enough) also you can add
100 carry weight, add 1000 hit points, add experience, level up beyond 30 once 30 is reached, and add certain
amounts of experience. Alter Karma, repair current weapon or bring up the repair menu based on your own repair
skill. Will need caps for the more expensive repais but caps won't be taken from you. Based on your own repair
skill so a repair skill of 50 will only allow weapons to be repaied to 50%. And lastly there are some player
buffs, here you can:

1. Set critical chance to 100 so you always critical.
2. Damage resistance to 100, still take damage though it will be reduced.
3. Fire, Poison and Radiation resistance, though you will still take that damage but will be reduced.
4. Melee damage to 100, still need to use a weapon.
5. Unarmed damage to 100, but don't equip a weapon.

Under Game Alterations you can Set the timescale, there are 4 option from normal default gametime to realtime.
Set the players height, there's Small, Smaller and Even Smaller, Tall, Taller and Even Taller, also return back
to normal height. Set your repuation with the various communties in the wasteland, increase or decrease. Lastly
Reveal all mapmarkers, which is similar to the Explorer perk but you can instantly fast travel toy them.

Personal Storage. Access remote storage containers, 1 each for weapons, armor, ammo, and and misc items.

Marks and Recalls. The ability to set up to 4 Marks and Recall to them instantly. Use with caution as they can
allow you to bypass some limitations, for example being able to recall out of places and situations you
shouldn't, potentially breaking some quests.

Next to the Terminal there is a Plastic Surgery Console where you can alter facial features and facial hair,
change race, gender and your name.

-New- In game alterations you can now set companions status to essential and back to non-essential. Also the
ability to teleport them to your location. I HIGHLY recommend that you use that feature if you already have that companion though, as some require a quest to be completed first, so don't use it on them. Some were ok though like Arcade, Raul and Versonica as you can hire them soon after talkling to them, but still recommend you get to
where you find them in the first place to hire them. Boone, Cass, Lily and Rex you cannot hire at first so don't
use on those straight away. ED-E is a special case as there are 3 versions of it, the normal version you get at
first, the armor upgraded version and the weapon upgraded version, so I've included all 3. It's possible to have
all 3 at the same time, but you can only bring up the companion command wheel on the main ED-E, the others will
just do what the main one does. Also included the option to dismiss ED-E.

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Look for Program files, steam, steamapps, common, fallout new vegas. In the fallout new vegas folder look for
another folder called "Data", put the esp. file in there. Run the launcher, click "DATA FILES" and tick the box
next to FalloutNVCheatTerminal. Click ok and run the game, terminal will be next to doc Mitchells vigor machine
at game start.

Uninstall
=========
1. Start Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

Incompatibility
===============
Only if you have a mod which alters the same space.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 09, 2010, 03:30:22 PM
Fallout Mod Manager - FOMM (http://www.newvegasnexus.com/downloads/file.php?id=36901)

Finally!  The Fallout Mod Manager has been released and works with both FO3 and FNV, so the single utility organizes both of your games.  I'd highly recommend using the mod manager as a way to keep your game installation squeaky clean.  When I first played FO3, I did not know how to properly use the mod manager, resulting in a game that I reinstalled a couple of times as my installation corrupted due to the large number of mods I used.  Note: the author has taken the mod manager out of alpha.

Spoiler
QuoteI have taken FOMM out of alpha. I'm sure it's not perfect, but I believe it to be sufficiently stable for general use.

This version of FOMM is the first step in expanding the scope of the mod manager. Instead of having two different managers, one for Fallout 3 and another for Fallout: New Vegas, FOMM is able to manage mods for both games from a single install. This ensures that all new features that are added to FOMM will be available for both games. Further, the folders that FOMM uses to store install info and FOMods are now configurable, allowing you to place them wherever you have disk space, rather than wherever FOMM is insalled.

Main Features:
For the mod user:

    * Fail-Safe Mod Installs.
      Don't worry if a mod install fails; FOMM cleans up after itself, preventing half-installed mods.
    * Mod Versioning.
      FOMM is able to upgrade mods without have to re-activate them, and without changing which mods overwrite which.
    * Mod Reactivation
      You can change the installation options of mods without have to reinstall them.


For the mod author and tinkerers:

    * Configurable Scripts
      Control how your mod can be installed, and give your users choices. You can write powerful install scripts using the flexible XML Configuration scripts, the more powerful C# Scripts, or event the traditional OBMM/OMOD script language.
    * Low-Level Editing Tools
      FOMM still includes: TESsnip, BSA Creator/Unpacker, Shader Editor.


Note to Mod Authors:
FOMod scripts for FO:NV mods should derive from FalloutNewVegasBaseScript, instead of BaseScript. The functions in the scripting language have changed to reflect the differences between FO3 and FO:NV (for example, NVSE instead of FOSE). If your scripts don't derive from FalloutNewVegasBaseScript they will still w@&k, but you won't have access to the new functions, and calling FOSE-related functions will cause your script to fail.

Installation
If you are installing FOMM for the first time:

   1. Download the executable installer.
   2. Double-click the installer.
   3. Follow the instructions in the installation wizard.


If you are upgrading from a version of FOMM that is 0.13.0 or newer:

   1. Download the executable installer.
   2. Double-click the installer.
   3. Follow the instructions in the installation wizard.


If you are upgrading from a version of FOMM that is older than 0.13.0:

   1. Download the executable installer.
   2. Double-click the installer.
   3. Follow the instructions in the installation wizard.
   4. Start FOMM.
   5. Select Fallout 3.
   6. Let FOMM migrate your old mods.


FOMM will replace any existing FOMM installation that is 0.13.0 or newer. Any pre-0.13.0 version will be left intact in case you wish to continue using them for Fallout 3. After installing FOMM, if you don't wish to continue using the pre-0.13.0 version, you can uninstall the older version.

Because FOMM is no longer a mod manager for a single game, the recommendations for where to install it have changed since 0.12.x and older versions. Whereas it was usual and recommended to install FOMM in the Fallout game folder, that is no longer the case. While you are free to install FOMM wherever you like, the recommendation is to let FOM install itself in the Program Files directory. This is also true for users running Vista/Win7 with UAC.

When you run FOMM for the first time, you will be asked where you would like to store your FOMods, as well as where you would like to store FOMM mod installation information. The default locations are recommended, but you can specify alternate locations if you wish: for example, if you have a separate drive dedicated to FOMods. The only restriction is that you not set the directories to Fallout's game folder.

Uninstallation
If you wish to go back to an earlier version:

   1. Open FOMM.
   2. Deactivate all your mods.
   3. Close FOMM.
   4. Uninstal FOMM.
   5. Install the old FOMM version.
   6. Open the old FOMM.
   7. Activate the desired mods.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 10, 2010, 01:45:06 PM
JNF Sniper Zooming (http://www.newvegasnexus.com/downloads/file.php?id=37060)

Spoiler
QuoteDescription
-----------

If you used Artorp's brilliant Sniper Zooming mod for Fallout 3 you will be familiar with the functionality of this mod. I've included Artorp's original readme with the download for any technical infromation you might need.

Every weapon that has a scope can now zoom in and out from your target using the mouse wheel! Even weapon added by other modders which have scopes should behave this way! It even works on the binoculars, which actually makes them useful.

This is entirely Artorp's mod, all I've done is copy, paste and edit things in order to make it w@&k in New Vegas.

Requirements
------------
Fallout New Vegas

NVSE - always best to have the latest version:

http://nvse.silverlock.org/ (http://nvse.silverlock.org/)
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 11, 2010, 12:38:56 PM
More Magazines (http://www.newvegasnexus.com/downloads/file.php?id=37144)

Spoiler
QuoteThis first volume of what will be an on-going series of mods introduces eleven new magazines to the New Vegas wasteland. There are around fifteen copies of each spread around the Mojave desert, inside buildings and outside, out in the open and in containers. Like the vanilla magazines, each has an effect that, when consumed, lasts for a set period of time before expiring. Most of the magazines are also affected by the Retention and Comprehension perks. I've also attempted to carry on the general vintage seediness of the vanilla skillbooks and magazines.

The effects granted upon consumption vary greatly, and not all of them add skill points like the vanilla ones. Some give core skill bonuses, some detract from one area while adding to another, and some even momentarily add perks. They can be seen below.

Captain America - Commie Basher! = Crit Chance +6 for one minute/-2 Perception for one minute.
Bedtime Stories = Charisma +1 for one minute/-1 Perception for one minute.
If the Bomb Drops - A Guide to Nuclear Radiation = +30 Radiation Resistance for one minute/+10 medicine for one minute/-2 Agility for one minute.
Rifle Magazine = Commando Perk for two minutes.
The Big Book of Lesbian Horse Stories = Cherchez La Femme perk for two minutes.
Saturday Evening Post = +2 intelligence for one minute/-15 AP for one minute.
Dime Sports = Finesse Perk for two minutes.
Treasure Hunting Monthly = Fortune Finder for five minutes.
Bomb Shelters - A Primer = +12 Survival for one minute/-1 Luck for one minute.
This is Tomorrow - America Under Communism! = + 3 Damage Threshold for one minute/-15 AP for one minute.
Untamed - Death Orgy of the Doomed Vice Queens = Bloody Mess Perk for two minutes/-2 Damage Resistance

Bonuses and detractions are designed to be a bit more tactical, where one is often required to weigh options before using the magazine.

And in general this mod gives you more stuff to collect and hoard. That's always been one of my favorite things to do in Fallout, and I doubt I'm alone. This ones aren't always out in plain sight, and there aren't quite as many of them as there are vanilla magazines, so be prepared to snoop around a bit.

-

To install, drop the mod and the textures file into your 'fallout new vegas/data' folder and either check this mod in the launcher under 'Data Files' or use NVMM.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 12, 2010, 08:17:29 AM
Fast New Game (http://www.newvegasnexus.com/downloads/file.php?id=37197)

QuoteYou often start New Game and tired again and again listen Doc's speeches and answer his questions? No more boring game start! After skipping first intro (you skip it, right?), you can immediately pick all parameters (name, chargen, special, tags, traits, soft/hardmode) and freely go where you want!

If you have mods what activates after completing (or picking) this first tutorial quest - they will also w@&k normal
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 12, 2010, 09:24:55 AM
Good Things in Goodsprings (http://www.newvegasnexus.com/downloads/file.php?id=37205)

This is the first of the player houses that contains automatic sorters.  Although not to the caliber of the FO3 Hideout, it should certainly do until the Hideout author makes one for FNV

Spoiler
QuoteGood Things in Goodsprings...

LOCATION, LOCATION, LOCATION!!!

Here is my latest w@&k, and first of this magnitude, A player house in Good spings.. yeahh I know a few have popped up since
I started this, But Ive been on this almost a month solid..

I have learnt alot in that time.. Wow, Its been a journey..

Im yet to actually play the game lol.. Well to get out of GS at Least..

Ok,

The House Is right across the road from the General Store and the Tavern, So a prime location for buying and Selling..
It is NAVMeshed and there shouldnt be any problems with that..

The house itself is more for followers, With the Player Area in the basement.. Ohh goody..
The area of importance (downstairs) includes...

An Area to grow and Harvest Fresh Food.. Perfect for hardcore mode.... You can re harvest the food every 2-3 days

A player living area, With Plenty of storage, and a few secrets, I wont divulge here..

A bathroom where you can change your Hair/Race and look.. Cooooolll....

A firing Range

An Armory with a Materials sorter for all the custom items to be made..

A weapons Display wall (NOTE) Does not display Modded Weapons.

Sorted weapons Cabinets All you have to do is click Add Weapons to the various cabinets I moved away from the sorter Idea a little
and went with the Quick Cabinets idea.. Saves alot of time..

The Armour and Ammo boxes are the same, Quick Cabinets.. The bonus is If you come back and want to offload just 10mm ammo, it is
done in one click, instead of adding it all through a sorter then having to retrieve what you want again..

And lastly a Junk Sorter.. very very handy...



OK, Having tested everything, I havnt found any problems.. But Im sure therell be some, somewhere..

Now having sorted armour and weapons the best I could I may have missed some, so they may not get sorted as you may expect, If you come across anything
let me know.. But I know modded weapons etc wont sort..
I can safely say though that around 95% of the weapons and armour have been accounted for..
Title: Re: Mods: Fallout New Vegas
Post by: PZ on November 12, 2010, 09:26:06 AM
Fast-Travel from anwhere (http://www.newvegasnexus.com/downloads/file.php?id=37204)

This Mod will enable the fast-travel option in every indoor cell. You can now pick up your quest important whatchamacallit and directly fast travel to the Location where the NPC to give it to sits.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on December 13, 2010, 01:36:53 PM
Underground Hideout (http://www.newvegasnexus.com/downloads/file.php?id=37884)

Well, here it is at last - my favorite mod from FO3 has been recreated for FNV!

Spoiler
-Underground Hideout New Vegas

-------WARNING-------

IF you are updating from V1.6 or older to V1.9, exit the Display room before updating. That is all...


-------Description-------

This Mod adds a Player Vault on the the Wasteland near Spring Mt. Ranch State Park. The vault includes all the ammonites including a Armory, ammo Sorters, Weapons wall, water purifier, book shelf, grow area, and is Companion Friendly


-------Location-------

The entrance is located West of Spring Mt. Ranch State Park next to a boulder and pond. Check your map for the exact location.


-------Installation-------

Unzip the folder and copy the "UHNV.esp" and the "UHNV.bsa" files to the fallout new vegas data folder


-------Uninstall-------

Uncheck and Delete the Plug in File named "UHNV.esp" from the Data folder. Delete the BSA file name "UHNV.bsa".

Title: Re: Mods: Fallout New Vegas
Post by: PZ on December 16, 2010, 02:17:03 PM
A World Of Pain (http://www.newvegasnexus.com/downloads/file.php?id=38719)

Adds 35 intense locations to the wasteland filled with enemies and loot. They vary from small Gas Stations to huge maze-like sewers and derelict factories. Adds several hours of new gameplay possibilities. Also adds many modified weapons, armors and items to the game with enhanced stats to help and hinder you throughout.
Everything has been done using vanilla content at this stage so the filsesize should still be tiny. This is just a taste of things to come released for feedback purposes. That said everything is complete and navmeshed and there should be no gaps or unfinished interiors.
No quests or notes as of yet but there is a big quest on the plans. At the moment it's just a fight and loot mod but that's the most fun part anyway right?

Spoiler
The following locations have been added:
2x Abandoned Goodsprings Shacks
2x Cottonwood Overlook Shacks.
Abandoned Gas Station
Abandoned Military Facility
Ant Caves
Bonnie Springs Sewer
Canyon Station
Clark Field Reservoir
Devil's Gullet Cave
Drainage Chamber
Emergency Railyard Station
Fiend House
Frankie's Guns & Ammo
Goodsprings Sewer
Infested NCR Bunker
Ivanpah Maintenance Tunnels
Jean Sky Diving Bomb Shelter
Junction 15 Station
Nipton Road Gas Station
Pit Stop Bomb Shelter
Primm Sewer
Quarry Junction Break Room
Radiological Research Facility
Searchlight Bomb Shelter
Searchlight Sewer
Spring Mount Underground Station
Spring Mount Visitors Centre
Summer Springs Boarding House
Sunnytime Cigarettes HQ
Toxic Caves
Vault 40
Vault 41
Viper's Lair

Requirements:
None apart from one change to the Fallout.ini file in order to display the NPCs faces correctly.
Open the file Fallout.ini which should be found in My Documents/My Games/FalloutNV
Search for the line
bLoadFaceGenHeadEGTFiles=0
and change it to
bLoadFaceGenHeadEGTFiles=1
Without this all NPCs faces appear in default skin colour. Apart from this there are no requirements and the mod should run anyway.

Still to come:
Many more locations still to come, especially in the north and northeast of the wasteland which is yet to be altered.
Notes and terminals explaining the history of many locations (especially vaults 40 & 41).
New weapons (select firearms and armors, most likely from other peoples MODs)
Main quest involving retrieving lost and stolen holodiscs for a ghoul musician featuring original music made by myself with the aim creating a new radio station. The ghoul, Roach, will have adapted the advanced computer technology around him to create a new genre of music, known as 'Freetech'. A sound known to have scared away giant radscorpions when played loud enough.
Over the years Roach has even built up a large fanbase, some of whom will dwell in an underground city and live in peace. Others, known as 'Tech Raiders', are devoted to acquiring technology at any price and have adopted 'Freetech' as their official sound. Roach will assign you the task of re-acquiring many lost holodiscs scattered throughout the wasteland with unique rewards.
About half of the current interiors have relied heavily upon changing existing areas around (mostly as a time saving device) however, as I have grown accustomed to the interior kits expect to be confronted with much less familiar territory.

Bugs:
Exiting the Ant Caves to the wasteland seems to result in an unshakable graphics blur bug which I can't seem to solve. To get around this access to the wasteland from within the caves has been blocked though you can still get in from the outside.

Conflicts:
Changes to the exterior wasteland have been kept to an absolute minimum, mostly to avoid conflicts but also to avoid heavily changing the exterior navmesh which can be very awkward at times. As a result conflicts should be minimal. Goodsprings has been changed slightly so anything that alters certain Goodsprings interiors will conflict. The same with certain Stations, shacks etc... I don't think it will crash any games if you play with both mods running but you will only end up in the overriding mods interior.

Installation:
Drag AWorldOfPain(Preview).esm' to the Fallout NV data folder. Select from the data menu on startup or use FOMM in the same manner. Launch game & enjoy.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 09, 2011, 11:11:08 AM
RustTown (http://www.newvegasnexus.com/downloads/file.php?id=39454)

Spoiler
I hereby give you, my last month daily hard w@&k, Rust Town. It is a lore friendly town complete with everything one will ever need. It is packed with amenities and numerous places of interest to explore and immerse yourself.

My goal while working on this project was to provide a realistic town, full with detail and a unique fallout feel.


HOW TO REACH THE TOWN

The town is currently located to the far South West of the map west of Mojave Outpost. You can not reach it by foot at first because of the blocked road, but only by train.
Travel to the Vanilla EMERGENCY RAILWAY STATION, located in your pipboy. It is just southeast of POWDER GANGER CAMP SOUTH, and follow the railway tracks. A train will be waiting for you in the station to take you to Rust Town. After one trip, you can use fast travel to travel fourth and back, or keep using the railway stations. Walk to the second wagon behind the engine train and interact with it to travel. (I have included an extra, ready to use explored, map-marker near the station for those who might be having problem locating the vanilla one.)




THE TOWN

Current population: 28

So far, current .esp consists of:

1. Rust Town Outdoor Environment. Full of detail, themed lighting, dark mood, and lots of beautifully created unique environments and sections all packed in a single monstrous cell, fully navmeshed.

2. Dynamic NPC Population. A wide variety of NPCs, like Sheriff, Deputies, Merchants, Barkeepers, Guards, Residents, Engineers, Doctors, Bums, dogs e.t.c., most of which keep an everyday schedule and some of them have extensive dialogue.

3. Services. Certain NPCs will offer services (Buying/Selling, Repairing, Healing e.t.c.)

4. A Restaurant, to sit and grab a bite. Pick your table.

5. A Bar, to sit and enjoy your cocktails while admiring the view.

6. A Clinic, to stop by and heal your addictions, cleanse your radiation or patch up your crippled limps.

7. A Wildlife Exhibition Gallery, to check out captured wildlife, like cazzadors, geckos, mongrels, ants, rats etc.

8. Players House of course, for you to store your fancy equipment and get some rest.

9. Sheriffs Office with Jail. Behave and leave the prisoner alone.

10. Community Hall. This is where the townspeople meet and discuss their issues.

11. Barracks and Armory. All the guards and deputies need some rest too, right? Now with an implemented armory but not easy to reach.

12. Power Station. The town requires a steady supply of electricity. An engineer attends to this place everyday.

13. Five (5) unique Resident Houses (for the lucky ones that managed to secure a place with a roof, the rest have other means of housing)

14. Livestock Pen. Provides a steady supply of milk and meat.

Also, as a necessary part of the mod, i included:

15. Train Station with guess what� a train fully operational so one can travel back and forth to the city if you don�t want to make use of fast travel. (Currently the train station is located in the Mojave Region, at the vanilla EMERGENCY RAILWAY STATION outer cell, which I had to modify a little and bring it back to life in order to accommodate the train wagons). Also you�ll have to use it at least once to unlock Rust Town�s map marker.

16. Rust Towns Train Station and outer Gate, trains need to travel from station to station right?

Installation:
Unpack archive, copy the extracted RustTownV1.esp file into your Fallout New Vegas DATA folder and enable the .esp using the vanilla launcher or FOMM.

Uninstall:
Just delete RustTownV1.esp from your data folder

Compatibility:
There should be no conflicts as Rust Town consists of vanilla assets only and the city is located in a secluded place. May conflict with mods that alter in any way the
EMERGENCY RAILWAY STATION, but I have yet to see one.

Issues:
While travelling with the train to Rust Town, and upon arrival, your companions will spawn at some distance outside the Town Train Station for some reason. SOLUTION: Just fast travel to your current location (RustTown mapmarker) and they will spawn right next to you. Same if you travel back to Mojave. I will need to look more into this.

On a side note:
1. As the city is heavily populated and full of detail I experienced some small frame drop issues while beta testing in certain parts of it. Though take note, my computer is two years old. I expect some feedback on this frame drop by you guys. Maybe I will add a lighter version too if enough downloaders request it.

2. Because of the Cazadors behavior and flying animation they sometimes seem to momentarily noclip through their holding tank. But it�s just visual, they can�t get out.

3. The doctor goes to her resident every night to rest. Check back in the morning if you need her services.

4. Tom the handyman, does weapon and armor repairs, if you need his services he will either be wandering, sleeping or, during morning hours, working in the power station.

5. The merchants, barkeepers and restaurant cashiers w@&k 24/7.

6. There are no quests involved as i am not familiar with scripting. Maybe if i get some help something can be worked out.

7. A workbench and a reloading bench can be found inside the Power station.

8. Some doors in the town are inaccessible as I have future plans implementing more stuff.

9. Town lighting is part of the mood I wanted to create. Though screenshots may seem darker than the actual environment, if enough people request a brighter environment I may upload an extra .esp file.

10. The lawmen in the town are a little toughened up in comparison to usual vanilla npcs, so take notice.

11. I excluded npcs carrying energy weapons and spiced em up with wild west weaponry as part of the town�s concept.

12. I had to place a few collision markers in some tight spaces that would get player character stuck behind houses and walls at the outer perimeter of the town. I would have closed all gaps with visual references but, by the end, the mod had already become a little heavy for my cpu and maybe for others.

13. Zero use of scripting. Use of G.E.C.K. provided tools only. I wish I did use scripts for the mod to be more interactive and dynamic but I�m not familiar with scripting.

Things to come:

1. More dynamic NPC behavior, more dialogue. Also, maybe voice overs (if I have the time and courage. The voice actors are no issue as I have already gathered enough candidates).

2. Right now I am planning on paper for an adults only kind of themed interior cell and the Town Library, maybe later a place of worship and an underground cemetery.

3. Possibility of extending current town infrastructure to the third level up. Of course if, as is, the town is giving people bad frames per second I will scrap that idea.

4. Extending the Wildlife Exhibition Gallery to contain more animals and insects, add more rooms and sections.

Personal notes:
The heaviest w@&k: Town inner outdoor Environment (not taking into consideration the inner cells) ~ 8 straight hours working on paper, ~118 straight hours to complete in G.E.C.K. Not a stone unturned.

The best way to create new environments is: (A) Plan ahead, draw your ideas on the paper considering what assets the game can provide. (B) Knowing exactly the vanilla assets. Knowing where to find what you need and the variations of it. (C) Master the controls of G.E.C.K. (D) Do not let yourself down.

Working with G.E.C.K. is surely creative and gravely time consuming. If you love what you�re doing, believe in it, and want your imagination to come to life through a game mod, you occasionally find yourself working around the clock creating unique environments, doing night swifts.

UPDATE: RustTown is an addon area in the southeast corner of the map - claimed to be un-used by the vanilla game.  So far, I've not had any problems at all - the NPCs behave properly, all the textures and meshes w@&k flawlessly, and the town is pleasing to the eye.  Because this part of the map is inaccessible in the vanilla game, the mod developer created a transportation system similar to the fast travel in the Pipboy - you approach a train and are presented with the option of traveling to RustTown.  The graphics are well done, and I've enjoyed visiting this expanded area.
Title: Re: Mods: Fallout New Vegas
Post by: Art Blade on January 09, 2011, 11:33:17 AM
that was a huge text between spoiler tags. Interesting "personal notes" there :)
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 09, 2011, 12:05:45 PM
Indeed - the modder appears to be a planner  :-X
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 10, 2011, 02:11:09 PM
New Vegas Bounties I (http://www.newvegasnexus.com/downloads/file.php?id=37310)

The interesting thing about this mod is that it includes 436 lines of fully-voiced dialogue

Spoiler
"New Vegas Bounties I" is the first installment in a planned series for Fallout: New Vegas. Upon initiating the quest, you'll be tasked with tracking down the most malevolent and vile assortment of outlaws in the Mojave Wasteland.

Your targets will include rogue rangers, fiends, raiders, drug smugglers, cannibals, and pistoleros, to name a few. Your opponents are all designed to be boss-caliber, akin to the fiends in "Three-Card Bounty", and became gradually more difficult as you progress.

At its core, New Vegas Bounties is an action mod; extreme violence and profanity are ubiquitous. In lieu of mind-boggling puzzles or "go collect x or y resource"-type quests, you will be confronted with dangerous opponents who are designed to frustrate and kill you. You will be harried, ambushed, outnumbered, and outgunned. This is the path of a bounty hunter - take it or leave it.

This is my first mod for New Vegas, but I've released multiple action/adventure plugins for TES IV. If you leave comments or suggestions I will always respond, and make every effort to correct bugs or conflicts should they arise.
This adapts several characters and elements from JarheadWriter's mod, Potomac Breaks (FO3), with his permission.

It includes 436 lines of fully-voiced dialogue (as of version 1.2). I will continue to polish the lip-syncing in future updates, as it is a time-consuming process (and I've gained new respect for voiced mods!).

If you love it, hate, or are just indifferent, please post comments. My mods live and die by users who provide feedback!

Balancing:
This is an ongoing project, and I will adjust difficulty and rewards based on player feedback. Currently the mod will grant the player an addition perk for increased DT upon completion. (+ 2% DT)

As of version 1.2, the mod includes the [Taunt] speech option in confrontations with the final boss; when this is selected it will dramatically enhance the difficulty of the fight.

Compatibility:
- I try to ensure that my mods are as low-impact/conflict as possible. Besides a handful of remote bunkers and a shack, this mod only consists of NPC's, so it should be conflict-free. Please let me know if anything arises.

UPDATE: After trying this mod, I can say that I'm really pleased.  The mod adds a shooter aspect to the otherwise RPG game - now in addition to quests in which you speak to people, collect goods, and other sometimes tedious tasks, you are given assignments to assassinate certain unsavory characters in the FNV universe.  Additionally, the mod creator evidently plans to expand on these quests, which are loads of fun, and profitable at times.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 10, 2011, 02:17:12 PM
Wasteland Defense (http://www.newvegasnexus.com/downloads/file.php?id=38049)

Want to build your own fort?  This is the mod for you.

Spoiler
FEATURES

       
  • Fort Construction System: Acquire plans and use them to place objects within your fort. Objects can be placed in any manner you desire.
  • Guard System: Recruit guards to patrol your fort, defending it from enemy invaders. Specialized guards such as Snipers are available at a higher cost. Robots more your thing? Construct Securitrons from supplies you scavenge from raids.
  • Plan Market System: Allow a fort merchant to set up shop and offer various plans for necessities/defenses. The market's stock changes day by day, and special plans may become available.
  • Raid System: A remote activated system that can trigger a raid across three difficulties. Supplies are scavenged after fending off a raid, which can be used for future upgrades and defenses.
  • Automated Turret Defenses: Plans are available for automated turret defenses to assist your guards in defeating enemy raiders.
  • Light System: Be wary of shadows in your fort. Construct lights to keep your fort protected even on the darkest nights.
  • Power System: A destroyable generator that powers the lighting around your fort.
  • Stationary Guards: The ability to place guards at locations and have them hold their ground.
  • Random Raid System: Raider attacks will be randomized, coming when you least expect it (toggle-able in user options)
  • Scavenger System: Recruit scavengers to pick across the remnants of your enemies and salvage their equipment.
OTHER NOTES
This mod is very much a WIP still, so you may come across bugs or features that aren't fully implemented. However I ask that if you do find something of note, please leave a comment so I can look into your issue and hopefully solve it fast.

UPDATE:  I tested this mod by building a fort near Goodsprings, both on a flat area and on the hillside near the water tower.  It is probably best to choose a relatively flat location because some of the buildings will look like a corner is off the ground, or if you place it deeper, a corner will appear buried.  Additionally, don't place the item on plants or other items because they will end up inside the structure.

Creating a raid is fun - you choose that function from the fort menu, which you bring up by pressing the "h" key.  A short while after the system tells you that a raid is coming, they will appear in the distance, and run toward you looking for a fight.  After this initial contact, your fort setup is complete and you can access the terminal inside the headquarters to set random attacks, but you always have the option of digging yourself in and creating a raid on your homeland.

This is a great mod for anyone that likes to experiment with building things, and is quite reminiscent of the RTS (real time settlement) mod I tried in FO3.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 12, 2011, 11:34:49 AM
Extended New Vegas Radio Generator (http://www.newvegasnexus.com/downloads/file.php?id=36835)

Spoiler
This is both a mod and a utility based on the idea of Gamerzworld's Radio New Vegas Extender. It's purpose, just like his, is to extend the amount of songs that play on New Vegas Radio. Instead of being limited to the 20-25 original songs, you can now generate a mod to have up to 32,000 songs at the push of a button.

Features

       
  • A program that generates a mod file from scratch using your specified amount of songs you want (from 1 to 32,000).
  • There are batch files that perform the w@&k of converting your music to a working format, filenames, and mono tracks. Convert your music from WAV, MP3, OGG, and FLAC to a compatible MP3 format.
  • You can add songs from Fallout 3!
  • Compatible file and folder-wise to Gamerzworld's Radio New Vegas Extender
  • Can set how many songs the game keeps track of for less redundancy and set the number of songs that play before Mr. New Vegas's next announcement! (5, 10, 15, 20, 25)
  • NEW!* Import songs from other stations into Radio New Vegas including 5 songs not found on any station that were made especially for this game! (ex. "Home On The Wastes" and "New Vegas Valley")
  • NEW!* Change all world radios and jukeboxes that use Mojave Radio to NVR increasing the number of radios in the world to well over 70.
  • Modder resource editing!
Installation - Basic

       
  • Drop mod files into Fallout NV's base folder (i.e."fallout new vegas\")
  • Copy your music to "Fallout New Vegas\Data\Sound\songs\radionvextend\MusicToConvert"
  • Run "[1. Convert to MP3].bat" in the "radionvextend" folder.
  • Run "[2. Rename to xxx].bat" in the "radionvextend" folder.
  • Run "[3. Convert to Mono Ogg].bat" in the "radionvextend" folder.
  • Run "NVRExtended.exe" at the base folder of Fallout NV. Set number of songs in "radionvextend". Click Generate.
  • Enable mod using whatever you use for mods. Play game.

I don't know about you, but I get tired of hearing that same old "Johnny" song as I wander the wastelands, so I searched for a mod in which I could add my own songs as well as play the vanilla ones from FNV and FO3.  This mod does it all, and adds your content to the existing radio stations so you can have up to 32,000 mp3s in the play list!  Because someone developed a large list of pre-war tracks for FO3, I imported those into this mod, and it worked perfectly.  I even did a manual installation into a fake Data folder, and created a .fomod so I can easily uninstall if I need to.

The FO3 pre-war tracks can be found here (http://www.fallout3nexus.com/downloads/file.php?id=9855).

UPDATE: The FO3 tracks include music, but more importantly for me, old commercials from the 50's, and even public announcements relating to atomic attack.  For instance, last night I heard Pat Boone on the radio telling us what to do in case of an atomic bomb attack.  I recognized his voice so I wondered if it was authentic.  After a bit of research I found that it was, and here is a transcript of what he announces:

"Civil Defense is common sense! This is Pat Boone. In case of enemy attack, you must know your warning signals. A steady blast of 3 to 5 minutes means tune your radio dial to 640 or 1240. A 3 minute wavering tone or a series of short blasts – take cover immediately!"

Here is a link to the site (http://www.atomicplatters.com/more.php?id=15_0_1_0_M) where I discovered the transcript.

There are all kinds of advertisements and announcements which adds hugely to the sense of immersion when wandering the wastes.

For a trip down memory lane where you'll find hundreds of old time radio recordings, this is an excellent site (http://www.oldradioworld.com/).  You can download these mp3s and add them to the extended radio mod for FNV
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 14, 2011, 10:57:30 AM
Serial Killer Merc Beta A World Of Pain Addon (http://www.newvegasnexus.com/downloads/file.php?id=39264)

QuoteMerc has hired recruits and they are taking over they are very dangerous and will try to kill you on sight. As of now they are at war in a few places and they will be expanding. The wastelands are not going to be safe anymore. Brings lots of guns, ammo and companions there will be lots of bloodshed. Special thanks to David LeMaistre for A World Of Pain.
Title: Re: Mods: Fallout New Vegas
Post by: Ricamundo on January 15, 2011, 10:12:35 AM
I installed the RustTown mod a couple of days ago, and decided to start a new game after finishing off the Legion at the Dam. It seemed to w@&k pretty well, with a bit of lag, but quite managable. However, after wandering around, amd initiating some conversations, there's realy not anything going on here, except a handy gun merchant with lots a caps. For whatever reason, he doesnt do repairs, making me look around for the town engineer to get some w@&k done.

Today, i wandered up to Novac, and something was amiss. The motel was completely missing. ::) I use the room there as a home away from home, so i wanted ti find out and fix this glitch. I deactivated the RusTown mod, and lo and behold, the Novac Motel was back good as new. So, i guess i'll have to do without that particular mod, unfortunately. Sigh, bloody FO and glitches, CTD's and conflicts. Some things never change. :D
Title: Re: Mods: Fallout New Vegas
Post by: PZ on January 15, 2011, 08:24:03 PM
I've RustTown installed and was just at the Novak motel - everything was OK - it might be the combination of mods you are using or their load order, difficult to determine.  I've found that the best way to have mods that behave well with one another is to use FNVEdit and create your own override patches - however that is kind of a pain, and as you mentioned, RustTown is not all that exciting yet.
Title: Re: Mods: Fallout New Vegas
Post by: PZ on February 04, 2011, 08:29:32 PM
Project Nevada (http://www.newvegasnexus.com/downloads/file.php?id=40040)

This has to be one of the most ambitious mods created for FNV.  It combines many different mod ideas written from the ground up, into a unifying theme that makes the game behave more like a FPS.  Because these creators did all the w@&k, there is far less mod conflict.  The core of the mod is complete, and planned are: rebalance and equipment modules.  This one is a "must see" - check out the video:

Project Nevada - Trailer (http://www.youtube.com/watch?v=juMWKWR_BCo&feature=player_embedded#ws)

Spoiler
Details

Head Implants
* AR Scanner: Real-time target analysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)

Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing

Arm Implants
* Kinetic Accelerator: Attack and reload 25% (50%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)

Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)

Tech
* Enhanced vision modes for power armor helmets and other advanced headgear
* Stealth Boy field is controllable and status is displayed in the HUD

Title: Re: Mods: Fallout New Vegas
Post by: Art Blade on February 04, 2011, 08:50:16 PM
cool :-X :)
Title: Re: Mods: Fallout New Vegas
Post by: deadman1 on February 05, 2011, 03:39:46 AM
 ??? deadman wants it (gollum voice)
Title: Re: Mods: Fallout New Vegas
Post by: Art Blade on February 05, 2011, 03:43:29 AM
(gollum voice)

my PRESHHHHHHHHHHHHHHHHHHHHHHHHHHHHIOUS! [sic!]
Title: Re: Mods: Fallout New Vegas
Post by: deadman1 on February 05, 2011, 09:33:57 AM
 ^+-+ :-X
Title: Re: Mods: Fallout New Vegas
Post by: PZ on March 10, 2011, 10:25:35 PM
M110 (http://www.newvegasnexus.com/downloads/file.php?id=40813)

This is a great sniper rifle - removable flash suppressor, and silencer.  The best part: one shot kills rather than the cheesy weak RPG weapons.

Spoiler
Update: I've re-uploaded a file, that I've tested on my machine to be free of the DSR-1 master file (removed it from FOMM and run m110, no problem)

There is also a just ESP file in optional, so if you already dl it before, just get this esp file and replace the original

Update: Removed a useless master file.

The mod add a M110 Semi-Automatic Sniper System into the wasteland. It fires .308 rounds, and have 20 round mag for it.

The weapon comes with two detachable kit, suppressor and thermal sight. They are digestible, activate suppressor in your inventory will holding the rifle will give you a suppressed m110, activate flash suppressor will remove the sound suppressor. Same thing with thermal sight, activate scope will return m110 with normal scope on it.

To use thermal sight just zoom in and you'll see the effect, now don't anyone of you even think about call of d...

***NOTE**** Thermal sight needs NVSE to w@&k.

There are two sets of the weapon and mod, one in helios one observation tower, one in black mountain supply room.

Bug: Well not exactly a bug, it seems stealthboy covers infra-red spectrum too, so you can't see nightkins with thermalsight.
Title: Re: Mods: Fallout New Vegas
Post by: Ricamundo on March 11, 2011, 04:40:35 AM
I just noticed that the AWOP (A World Of Pain) mod has been updated and hugely expanded, going from 48 added locations, to 90!! 8) I think that warrants a new playthru. :-X
Title: Re: Mods: Fallout New Vegas
Post by: PZ on March 11, 2011, 05:45:45 AM
I installed it the other day but forgot to mention it - my map is full of icons.  Thanks for the reminder  :-X
Title: Re: Mods: Fallout New Vegas
Post by: PZ on March 16, 2011, 09:40:14 AM
Deja Vu Vegas (http://www.newvegasnexus.com/downloads/file.php?id=40835)

QuoteI present the first public release of a New Vegas/Fallout 3 merge mod, Deja Vu Vegas.
Frolic in the blasted DC wastes with your New Vegas character!
Explore an only-slightly-buggy world, bringing with you all the advantages New Vegas gives!

If you have both Fallout 3 and Fallout New Vegas, this will allow you to travel to the Capital Wastes from Fallout 3 while playing Fallout New Vegas.

Details:
Spoiler

MIRRORS:
http://rapidshare.com/files/452016204/Deja_Vu_Vegas-Beta_1.10.rar (http://rapidshare.com/files/452016204/Deja_Vu_Vegas-Beta_1.10.rar)
http://www.megaupload.com/?d=NSY6JQZW (http://www.megaupload.com/?d=NSY6JQZW)


FEATURES:
All weapons have been replaced with their New Vegas counterparts.
All weapons which do not have New Vegas versions have been rebalanced and changed to use New Vegas ammo.
All armour has been replaced with its New Vegas Versions.
All ammo has been replaced with its New Vegas versions.
All food and drink has been replaced with its New Vegas versions.
All chems have been editted to match their New Vegas equivalents.
All object based water-sources (toilets, sinks, etc.) have been changed to their New Vegas versions.
The buggy distance views have been fixed by extracting the DC lodsettings.
The invisible Super Mutants have been fixed by editing their model files to avoid a conflict with the Vegas version.
Fixed multiple cells in New Vegas which would Crash To Desktop when you entered.


KNOWN ISSUES
Loading the mod resets your character to its default state.
At around noon each day, there is a total solar eclipse.
Bodies of water such as rivers and lakes are still DC versions, and will not quench thirst.
Chems will not stack in your inventory.
Vendors do not sell all NV ammo types and items.
Some cells in New Vegas may now suffer from performance issues relating to the previous crash bug.


NOTE:
At this point, there's no way to transition between Vegas and DC except using the "coc" console command to teleport yourself.

I suggest using "coc Springvale" to put you in DC fairly near Megaton.

Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 07, 2012, 01:04:57 PM
Quote from: PZ on February 04, 2011, 08:29:32 PM
Project Nevada (http://www.newvegasnexus.com/downloads/file.php?id=40040)

This has to be one of the most ambitious mods created for FNV.  It combines many different mod ideas written from the ground up, into a unifying theme that makes the game behave more like a FPS.  Because these creators did all the w@&k, there is far less mod conflict.  The core of the mod is complete, and planned are: rebalance and equipment modules.  This one is a "must see" - check out the video:

Project Nevada - Trailer (http://www.youtube.com/watch?v=juMWKWR_BCo&feature=player_embedded#ws)

Spoiler
Details

Head Implants
* AR Scanner: Real-time target analysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)

Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing

Arm Implants
* Kinetic Accelerator: Attack and reload 25% (50%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)

Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)

Tech
* Enhanced vision modes for power armor helmets and other advanced headgear
* Stealth Boy field is controllable and status is displayed in the HUD

Hi Guys,

I D/L FNV Ultimate from Steam a month or so ago and just started with some mods. I probably have several thousand hours into FO3 & FNV on my x360, but wanted to try some of these cool mods. Anyway, I've installed NMM and have quite a few mods running OK....however Project Nevada is not one of them, and not because I haven't tried  :D I keep getting a 'script exception' error when trying to install, and it even locked up NMM several times so I've just left it inactivated...

So, mods that I like so far are> Rancho Villa, Darnified, Nevada Skies and Unified H.U.D. Project......I had installed NVSE, but I'm thinking maybe the fnv4gb_nvse might have been the better option?

Also, last night I'd d/l a couple mods and the game wouldn't start. I found out it was the 'underground bunker home' which probably conflicted with the Villa? After deactivating it the game started fine....OK, off to see if the latest mods are running ok  :-D
Title: Re: Mods: Fallout New Vegas
Post by: PZ on May 07, 2012, 01:16:41 PM
You're going to have a blast with the mods KingRat  :-X

One thing I'd recommend before you get to far into modding is a method of keeping things realy organized, and easy to get back to vanilla without having to do a reinstall.  Read about it in our Knowledge base here (http://www.openworldgames.org/owg/forums/index.php?action=kb;area=article;cont=40).

As to conflict resolution, I'd recommend FNVEdit, which allows you to go into the guts of the scripts to do editing - it is really simple to use once you get into how it works, and even allows you to build your own patches so you can run mods that supposedly won't run together.  I've even drilled down far enough to change the clothing, hair styles, and facial appearance on NPCs.  Check it out on the Nexus (http://newvegas.nexusmods.com/mods/34703).
Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 07, 2012, 03:47:54 PM
I'm having a blast figuring out which ones w@&k  ??? NMM does a good job of keeping them sorted, and its easy to activate/deactivate.

After my last post the game wouldn't start again, and I had to deactivate WMX. Played for a couple hours and just had a CTD....going to try again and see how it goes.

The details on the 'script' error I was getting with PN took up a whole page  :o I wouldn't know where to begin :) There was an issue with the d/l because when I used the NMM d/l it said 'file not found' even though it was in my download folder. Once I pointed NMM to the file it got unzipped, just couldn't activate it?

Off to try again  :)
Title: Re: Mods: Fallout New Vegas
Post by: PZ on May 07, 2012, 08:12:10 PM
Quote from: KingRat on May 07, 2012, 03:47:54 PM
... Once I pointed NMM to the file it got unzipped, just couldn't activate it?

Off to try again  :)

That is odd - I've not encountered the condition where I could not activate a mod, because the function of FNVMM is to simply copies the files into the proper place and activate the proper scripts.

The other thing that matters is the load order - sometimes you can play with that and give the problematic one the lowest (last) in the load order to help mitigate fatal conflicts.  However, the only sure cure is FNVEdit.
Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 10, 2012, 12:08:29 PM
Quote from: PZ on May 07, 2012, 08:12:10 PM
That is odd - I've not encountered the condition where I could not activate a mod, because the function of FNVMM is to simply copies the files into the proper place and activate the proper scripts.

The other thing that matters is the load order - sometimes you can play with that and give the problematic one the lowest (last) in the load order to help mitigate fatal conflicts.  However, the only sure cure is FNVEdit.

It appears NMM has a problem with 'Archive invalidate'...I tried copy/paste the suggested change, but that didn't w@&k either :D I've been changing the load order as recommended in the various 'read me' so I get to test that again today....also, I do have FNVEdit installed but haven't figured out how to use it yet  ???

It's pretty obvious to me the main issues stem from the 'adult only' mods  ;) :angel:
Title: Re: Mods: Fallout New Vegas
Post by: PZ on May 10, 2012, 01:19:14 PM
Quote from: KingRat on May 10, 2012, 12:08:29 PM
...also, I do have FNVEdit installed but haven't figured out how to use it yet  ???

It's pretty obvious to me the main issues stem from the 'adult only' mods  ;) :angel:

Naughty, naughty...  >:D

You can find several good FNVEdit tutorials and manuals on the nexus - it is worth taking the time to figure it out because once you do, you can add all kinds of patches to fix mod conflicts as well as change things to your liking.  For the most part it is point and click so there is no coding to do.
Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 13, 2012, 07:13:20 PM
 :-D
I watched Gophers vid on using NVEdit and made a small patch. Still get the occasional crash/lockup, but then this game engine isn't noted for being bug free...I've learned to save a lot, but still lost many hours in corrupt saves...still have over 100 hours into it. Kinda regret using one of those 'level up' mods since it took me from 16 to 36 and I'm now at 49 with all the DLC yet to do....probably have to start a new game and get the DLC done earlier...

One bug that cropped up, and is really annoying is a jumpy PC. ie going into sneak mode my PC keeps popping up like on a 3 count 1...2..stand; and it's really bad in 1st person as when you're aiming you get pulled about 20-30 degrees off target the back...tough to hit a moving target that way. I think one of the companions (perks) is causing it since targets are being highlighted in yellow/gold similar to the red you get from Boone's perk :D I'm pretty sure it's Pvt. Gilbert so I'm going to do a close inspection of her settings......back to w@&k  :angel:
Title: Re: Mods: Fallout New Vegas
Post by: PZ on May 13, 2012, 09:45:53 PM
I'm glad that you made your first patch - likely of many more to come if you like adding mods.  :-X

My favorite part of the Fallout series was the ability to add mods of all kinds, and because of the inevitable collisions, patching was mandatory.  In fact in my current Fallout 3 game has at least a dozen of patches I made for particular purposes.  Because I want to achieve many different effects, and want to keep them organized, I build small patches each with a specific function.
Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 20, 2012, 03:19:48 PM
The issue with the 'hops' got me to quit out of this play (over 100 hrs invested) and start a new one. About 25 hours in and after getting through DM & HH with no problem the 'hops' started up again. Started LR and made a FRAPS vid of the problem which is in the process of being uploaded to utube....I'll post a link when its done.

Also have a play of FO3 going, and so far no 'hops'....knock on wood  :)
Title: Re: Mods: Fallout New Vegas
Post by: KingRat on May 20, 2012, 04:00:52 PM
http://youtu.be/iv0OIub8JCk (http://youtu.be/iv0OIub8JCk)

3rd person view, will add 1st person when finished upload.

and finally the 1st person shot> FalloutNV 2012-05-20 11-19-28-06.wmv (http://www.youtube.com/watch?v=s0kXuOSvd5s#)

Let that one run a little to long, 15 seconds would have been enough.