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Fallout: New Vegas

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theadmiral
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#4141

Posted 31 January 2014 - 04:35 PM

^ I've got fellout and electro city and both work flawlessly. I only started having problems when I installed the texture pack - Even running the 4gb mod I run out of memory and crash constantly despite having 16 gigs of ram.

 

You definitely need Fook and project Nevada.

 

There is a good location mod called "A world of pain" but it causes so many stability issues that it is virtually not usable. I'm going to give the enhanced shaders a try. I love the way this NMC pack looks but I just can't deal with a crash every five-ten minutes.


Fireman
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#4142

Posted 01 February 2014 - 12:09 PM Edited by Fireman, 01 February 2014 - 12:25 PM.

^ I've got fellout and electro city and both work flawlessly. I only started having problems when I installed the texture pack - Even running the 4gb mod I run out of memory and crash constantly despite having 16 gigs of ram.

 

You definitely need Fook and project Nevada.

 

There is a good location mod called "A world of pain" but it causes so many stability issues that it is virtually not usable. I'm going to give the enhanced shaders a try. I love the way this NMC pack looks but I just can't deal with a crash every five-ten minutes.

 

Did you install New Vegas Anti-Crash and Stutter-remover? Those fixed almost all my constant crashes

 

I'm using A World of Pain and NMC Texture Pack, the only problem I have is that my current shaders don't work very well at night with the pip-boy light on (I also have Fellout installed so not using pip-boy light is impossible). 

 

I also recently found a place where the VGU ripped mofel files are downloadable fornormal people:

http://archive.foolz...thread/9478516/ - 2nd post

Direct link: https://www.mediafire.com/modsforv

 

Also contains the famous Uterus Eater mod, Requiem for a Capital Wasteland (which was a project which put both Fallout 3 and Fallout New Vegas in the same game, now called Tale of the Two Wastelands) and a bunch of other mods which weren't allowed on the Nexus.

 

I only downloaded DragBody's Armor Pack (god damn 1GB of armors), so I can't guarantee the other ones being virus-free, but /v/ never hurts anyone.

 

Someone also uploaded a nice compilation of weapons on the Nexus, which made me able to get another few .esps in; Wasteland Weapon Pack


theadmiral
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#4143

Posted 01 February 2014 - 01:37 PM

^ Which version of NMC are you using, light, medium, or heavy? I've got the NV Anti Crash but I do not have the anti stutter thing. I'll give it a shot. I think I've got the game stable using NMC - Light and no world of pain, but as soon as I enable world of pain I'm back to crashing. A shame because I like all the added locations. I am a cock gobbler and I love to gobble cock.


Fireman
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#4144

Posted 01 February 2014 - 01:49 PM Edited by Fireman, 01 February 2014 - 01:49 PM.

I think I downloaded the medium one, but it was quite some time ago since I downloaded that.

 

I couldn't get into Goodsprings anymore until I downloaded Stutter Remover and Anti-crash. It still lags a lot when I face my camera towards goodsprings, but I can actually walk there now if I keep my head down. It also doesn't crash anymore like it used to (it used to instant-crash), now it just slows down to a ridiculous 0.1 FPS.

 

Note that I have so much crap installed it could just be pure luck that everything still works. Parts of the clutter are in Russian now though. You might need to fix your load order if you haven't already, here's mine.

 

Spoiler

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#4145

Posted 14 March 2014 - 10:55 AM

Bit of a bump

After a long time away from NV I reinstalled, rebuilt my mod database and started building stuff again.

My latest project is a sniper rifle (no surprises there) heavily based on the Tubb 2000 series of competition rifles.

983904-1394786502.jpg
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Daz
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#4146

Posted 17 March 2014 - 11:31 AM

Nice gun.

 

Anyone know if Milenia has released any more weapon mods? His are by far the best and I believe the last one of his released on the nexus was possibly the 92FS or G3, or maybe one or two after. All the other gun mods out there suck. Though there were some amazing ones in fallout 3 I had. Came in a huge pack, some sh*t, some ok, some great.

 

I also never knew about the vehicle mods, fully functioning drivable vehicles, that is just a total jizz in the pants moment. I really need to get that.

 

I need some improved textures, I might grab some more RAM and install a f*ckload of stuff soon.

 

Still can't find a centaur remover mod/tool.


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#4147

Posted 17 March 2014 - 12:25 PM

Damnit, if FO4 ever comes, i might have to get a PC for it. Some of these mods i've seen are sweet.

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Moth
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#4148

Posted 17 March 2014 - 12:34 PM

Nice gun.

 

Anyone know if Milenia has released any more weapon mods? 

Yeah he has. Made a pack that includes all but his 2 newest guns as well. Bam for the mod pack. These two are his guns that haven't been added. 1, 2. But Millenia isn't the only good gun modder on the nexus, there are a few. Hell he made textures for another guy, who's guns are almost at the same level as his. Here he is.


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#4149

Posted 17 March 2014 - 01:20 PM

I just checked and saw those, I was waiting for a pack with all of his guns for ages, but it would be pointless me getting it as I have the rest, though I wouldn't mind seeing what the quest and other related stuff in it is like. That other guy doesn't have much, and I still don't think the quality is as good as Millenia, but who knows.

 

If there are any decent mods that aren't on the nexus, let me know.

 

 

 

Btw this was the vehicle mod I was on about, kinda NSFW so I had to quickly grab it and paste it, so ignore the filth, but it is near the end. Just f*cking mindblowing, there was also another one I saw with a flatbed truck that could be used as a base as well, wasn't too bad. But I think a better idea would be to just go with motorcycles, it fits in more with the theme and they probably would handle better on the dodgy terrain.

 

Shame there isn't a co-op mod, but that would no doubt be hard as f*ck to do.

 

If my PC can handle it I really need to stock up on some HD textures and filters. It is kind of looking a little shabby around town in my game compared to my Fallout 3 setup.


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#4150

Posted 17 March 2014 - 01:50 PM Edited by Fireman, 17 March 2014 - 01:53 PM.

I've been using the vehicle mod since the release but it's still not very stable. For me the repair stations never take the car I use, I can't reset the cars to be back at the garage. The cars themselves drive good though and the physics work properly. There's been a motorcycle mod out for a few years now, but it's not as advanced (the vehicle mod completely changes the physics, motorcycle just goes straight forward almost).

 

If you want more mods not featured on Nexus, there's Loverslab (lots of NSFW content, but also normal ports and I LOVE good ports), and check out the posts here: http://archive.foolz...thread/9478516/ Mainly this link with all Dragbody's work (from VGUNetwork, which is now shutdown, had some great packs, kinda sucks it's gone now) is amazing. http://www.mediafire.com/modsforv

 

There's also modgames.net (Russian site, so contains lots of ports as well and about everything from other sites). I always translate the pages and look for good stuff :p

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Mokrie Dela
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#4151

Posted 17 March 2014 - 02:36 PM

I've always wondered why Fallout never gave the player access to a vehicle of some sort. Perhaps it'd undermine the desolate feel that a post apoc' game must have, or perhaps it was technical limitations or perhaps they just cba. At times, crossing 80% of the map to do a quest could get tedious. Obviously that's a large part of the games' appeal, but once you unlock fast travel to a location does anyone actually walk there?

 

The car looks pretty funny, actually. The handling physics - groundbreaking! haha


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#4152

Posted 17 March 2014 - 05:21 PM

Fallout 2 and BoS both had drivable vehicles.

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#4153

Posted 17 March 2014 - 06:04 PM

Fallout 2 and BoS both had drivable vehicles.

they were drivable?

i thought you just walked up to it, pressed a button and then you and your got teleported to another location? since it used an isometric perspective

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#4154

Posted 17 March 2014 - 08:41 PM

Fallout 2 was using vehicle as fast travel method and storage. It wasn't drivable per se, but still usable. 

FOT had drivable vehicles, which were steerable in the same ways as in every other strategy/turn based game. Of course you needed character with pilot skill to fully utilize car potential. Other characters could even shoot via windows. 


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#4155

Posted 18 March 2014 - 06:14 AM

You know you're f*cked when your status says [DANGER] in the quarry...

Claws_Out.jpg


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#4156

Posted 18 March 2014 - 02:01 PM

Ha! I found a rock in there that I jumped on and the deathclaws couldn't figure out how to get to me. It took ages but i kept hammering away with my guns and finally took them out. Bad tactic in the end, i must have spent about 5000 Caps worth of ammo in that one outing.


Moth
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#4157

Posted 19 March 2014 - 12:39 AM

I remember when I first saw that place. I decided to put god mod on. It took half an hour to just kill one of them, with my little 9mm pistol.


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#4158

Posted 19 March 2014 - 10:16 AM

That was a pain in the arse the first time, definite overleveled area, you wouldn't think it would be that batsh*t near the starting areas.

 

One thing that annoys me in NV as oppsoed to 3, is that almost all the fully automatic weapons don't have the power or accuracy like they did in 3. For example the Assault Carbine, LMG or SMG's just don't have that tripple pop sound with power in VATS anymore. I think the Automatic Rifle (BAR) does, as it is a higher caliber, but it just seems like all the smaller caliber weapons lower than 7.62 all do f*ck all to things. I don't know if it is because of the DT addition and it cant penetrate people's armor but either way it was not the same feel as Fallout 3. Some mods solved that but only on the odd few guns.

 

Not sure why that is.


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#4159

Posted 19 March 2014 - 11:06 AM

I think the quarry is overlevelled because the devs didn't want you going that way so early in the story. It's a relatively unchallenged route to Freeside iirc, and therefore possibly the quickest way into NV itself?

 

I'm not sure but the story pushes you south to begin with so it's probably partly for that reason.


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#4160

Posted 19 March 2014 - 01:11 PM

Yeah, I get that, it is pretty obvious as they told us that before the game shipped.

 

I just find it stupid to force everyone down the same route. You kind of ruin the purpose of choosable factions and storylines if you are forced down the same path at the beginning, there is no unique journey there. Everyone ends up experiencing exactly the same first half of the game.


Mokrie Dela
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#4161

Posted 19 March 2014 - 02:14 PM

Good point. I was not aware of them saying it beforehand. Surprising how linear openended games can be at times. But Fallout NV makes up for it in the latter stages in a way


Fireman
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#4162

Posted 19 March 2014 - 02:49 PM Edited by Fireman, 19 March 2014 - 02:50 PM.

You can still do what you want, but it comes with risks, besides Fallout always had a linear storyline, but you don't have to FOLLOW it, which is what makes it an open game.

 

If you follow the storyline, no matter how hard you try to avoid it, it'll be linear.

 

I decided to go north right away with my dumb melee character, 'cause I wanted the fireaxe. Ran into those mosquito wasp guys, picked up the axe as fast as possible and ran back while popping a huge amount of stimpacks, it wasn't impossible :p


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#4163

Posted 19 March 2014 - 04:01 PM

Cazadors? f*ck man they creep me out. The ants are the worse though. I hate them so much. I have a constant chill down my spine when I see them, and tbh avoid them where possible.

 

I know Fallout has a linear storyline - technically any story structure is linear - but compare Fallout NV to, say, GTA Vice City, and it isn't linear. You can choose your "faction" so to speak, and your choices to change the story - that's what I meant by linear.

 

GTA V your "choices" seem irrelevant.

Spoiler

 

Fallout is one of those games that I praise for its freedom. Perhaps that's just the RPG genre, i dunno


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#4164

Posted 19 March 2014 - 04:56 PM

Project Nevada fixes the issues with poor automatic weapon performance by virtue of massively decreasing the HP multiplier of enemies as they level up. With that set low a three-round burst from an assault carbine or 10mm SMG is fatal to all but the most elite human troops. Three rounds in the face of an NCR soldier or legion recruit and you'll be wiping eyeball paste off your shoes.

Most of them will never see the light of day as I never end up fully happy with them but I'll stick some images of some working weapon projects I've been doing on here later.

-EDIT

Here's a selection. If anyone wants the .nif files, they're welcome to them. You might have to sort the texture paths and GECK integration yourself though.

Black Asp 12.7 mm handgun, based on the LAR Grizzly .50 AE. Basically a more powerful 12.7mm pistol, offset with lower durability and the fact it can't be silenced. Mods are a match barrel, hair trigger and extended magazine. Shown here with barrel and trigger.
hPGIBY0.jpg

Copperhead V-Match .308 version of the Service Rifle, based on the Armalite AR-10T. I think I've posted it before, basically it trades lower fire rate, magazine size, durability and a higher weight for higher damage and a nifty critical bonus. Can be fitted with a mid-range scope, forged receiver and lightweight sniper stock. Shown here in both unmodified and fully modified form.
Zao5GW1.jpg

Copperhead SAERTR Effectively a Copperhead V-Match turned up to 11, this is based on the KAC SR-25/M110 SASS. Same principle as above, but heavier, less durable and slower firing still, in exchange for more damage and the ability to mount a silencer. Comes as standard with a target-style peep sight, can be upgraded with a very high magnification scope, aforementioned silencer and forged receiver. Similar performance to the CoS Silencer Rifle from OWB. Shown here unmodified and modified.
GwQqLOc.jpg

Fenrir A reworking of a released mod so that it no longer uses third-party resources (apart from Millennia's textures), .308 bolt-action sniper rifle. Small magazine, AMR animations for a very low fire rate (one round every two seconds), offset with high damage and high crit. Modifies with a silencer, custom bolt and match barrel.
reOeFfQ.jpg

Frontier Rifle Based on the Ruger M77 Frontier scout rifle, a more versatile version of the Hunting Rifle. Lighter, more accurate and found earlier in the game, it's limited by the lack of silencer and small magazine size, but fully modified fires faster and does more damage than the HR. Mounts a mid-range scope, plus a muzzle brake and custom action.
VsX7kNS.jpg

Jormugand Custom long-range target rifle, based on the Tubb 2000 in 6.5 Creedmoor form. Fires custom rounds crafted from limited-availability cases found littered around the map (around 180 at last count). Reasonably fast-firing with high damage, extreme critical damage, armour penetration on part with 5mm and a huge critical multiplier, it's almost as heavy as an anti-materiel rifle and has the highest degradation rate of any weapon in the game (40hp). Designed as a tactical weapon, the idea is that you limit use to extremely high-value target missions as without the right crafting bits (and a steady supply of very limited availability cases) it effectively becomes deadweight. Ammo must be hand-loaded, comes in two varieties- one with bonus damage but even higher weapon damage. Can be fitted with a custom bolt, target scope and forged receiver.
xux4KAw.jpg

Enhanced Battle Rifle Another rework of an existing release, this is based on the Mk14 Mod 0 and M39 Enhanced Marksman Rifle. Think This Machine with a magazine and better accuracy, plus the ability to mount a mid-range scope, silencer and 20-round magazine.
FwM5mrF.jpg

Mjolnir Yet another rework of an existing release, this is an anti-materiel rifle for connoisseurs based on the Accuracy International AX-50. Smaller magazine, same damage, but zero spread, lower weight requirement and a higher critical bonus, it's designed to make carrying a .50 BMG rifle a realistic prospect for characters with lower strength requirements (a strength of 8 a la the original rifle is ridiculous). Can be fitted with a higher magnification scope, custom action and a muzzle brake for a bit more punch when you absolutely, positively have to sneak-critical decapitate a deathclaw alpha from 1000yds.
Zj8OjK3.jpg

Velociraptor Thread regulars will have seen this before, based on the CZ-550 in .577 Tyrannosaur. Ever though "gee, this anti-material rifle doesn't quite hit the spot"? Ever though "man, what I really wish I had was a 12lb hunting rifle that out-classes every weapon in the game in single-shot damage?" Well now you can! Three round magazine, slow rate of fire but catastrophically high single shot damage. Even with standard FMJ rounds, a high-level character with a decent critical bonus can one-shot a deathclaw mother without a sneak attack. Can be fitted with custom bolt, mid-range scope and muzzle brake (again, even MORE power). Four ammo types- FMJ (moderate armour bypass), hollow point (2x DT, 1.5x damage), man-stopper (4 reduced damage .22 submunitions with an increased spread, handy for turning people into pulp when they sneak up on you) or monometal (even more damage, even more DT bypass but extreme weapon degradation. You can only fire about 5 magazines of these before your weapon becomes unusable!)
WVvXAuH.jpg

As-yet unnamed Similar to the Jormugand, big cartridge with a small bullet, little magazine and lots of punch. Mods are going to be bolt, polymer furniture and big scope...
983904-1395599845.jpg
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RyanBurnsRed
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#4165

Posted 04 May 2014 - 03:29 AM

Started playing this game again after a long break. The first time I used mods the game kept crashing constantly within minutes. Now it crashes after a few hours. Big improvement there  :^:

I like this game a lot, and it has resparked my interest in Fallout 3 (which I also have on Steam). The only thing I can't seem to do in this game is to find enough quests to keep me going.

 

In Skyrim if I go do a quest I can pick up another unrelated quest right there. But with Fallout NV I can't seem to do this. I know some places where I can get quests, but there aren't that many.

Any advice?

 

I've also got the Ultimate Edition, so that means all the DLC...but I don't want to touch those until I can get as much as I can out of the vanilla quests. 

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#4166

Posted 07 May 2014 - 09:05 AM

It might be worth looking on the fallout wikia under "quests" - that should tell you where to find them. For the most part though, IIRC, you'll find them when you visit places and talk to people.

Gonna be starting this game soon, too.


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#4167

Posted 24 May 2014 - 11:44 AM Edited by Ciaran, 24 May 2014 - 11:45 AM.

*Slight spoiler.
But I need a little help.

Spoiler

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#4168

Posted 24 May 2014 - 11:51 AM

*Slight spoiler.
But I need a little help.

Spoiler

 

This might help you http://fallout.wikia.../Planting_items

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#4169

Posted 24 May 2014 - 11:53 AM Edited by Ciaran, 24 May 2014 - 12:58 PM.

*Slight spoiler.
But I need a little help.

Spoiler

 
This might help you http://fallout.wikia.../Planting_items
Thanks mate, it's been a good while since I played New Vegas, my memory on how to do certain actions is fading away :p

E: Got 5 Stealth Boys so I'm going to try reverse pickpocket a frag on his ass and hope for the best....might be a good thing for me to save the game before I do it :p

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#4170

Posted 25 May 2014 - 10:36 AM

Fallout Rule 1: Save a lot.

I save before doing anything. Find a new location, save. Enter it, save. It's annoying but I've had a lot of crashes, and done a lot of mistakes. My problem is, while I'm currently playing as "Eli", my mind automatically tries to go down "do everything" route, instead of doing what the character would actually do. EG (slight spoilers, involving star bottle caps encounter by nipton):

Spoiler





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