Fallout: New Vegas
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 29th Oct 2010 06:16    Post subject:
Rifleman wrote:
Yeah i love rifles, but in Fallout serie i fell in love in 14mm pistol and .233.
BTW
"A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill."
http://fallout.wikia.com/wiki/.223_pistol


This is supposed to be your .223 pistol:
http://fallout.wikia.com/wiki/That_gun

This is supposed to be your 14mm pistol:
http://fallout.wikia.com/wiki/12.7mm_pistol

And this is an SMG 12.7mm:
http://fallout.wikia.com/wiki/12.7mm_SMG

Both 12.7mm guns are upgradeable with an silencer and they are pretty powerful.
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inz




Posts: 11914

PostPosted: Fri, 29th Oct 2010 08:27    Post subject:
Gah, my respect for new area modders and the original level designers just grew tenfold; the GECK isn't exactly a breeze to work with. Making even a small area is a real pain because of the clunky camera and the buttload of different static objects (naming them like VRmWallEndCorInExSmRALTR01 doesn't really help either Laughing). Copy and pasting works of course but making even small alterations just takes so much time.
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trucane




Posts: 1300

PostPosted: Fri, 29th Oct 2010 09:09    Post subject:
Man this armor system is getting really ridiculous. At first I was happy to see DT instead of the DR from Fallout 3. However when I realize that wearing enclave armor makes me last one more hits from Deathclaws compared to being naked I can't help but think what the fuck they were on when they came up with this...

Hopefully they realize that they should use both for fallout 4 and hopefully overall a bit more complex system with different defence values vs different damage types.
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Mafste




Posts: 256

PostPosted: Fri, 29th Oct 2010 09:20    Post subject:
I think that's more related to deathclaws imho.
I believe Deathclaws have ignore DT, which I can mostly confirm by removing armor and taking a MED-X (increases DR instead of DT).
MED-X gives an actual buff vs deathclaws while armor is pretty much useless.
I'd like a mod for that though (if there isn't any already).
To stop the DT ignore on Deathclaws as it makes unarmed/melee pretty useless vs them.
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SpykeZ




Posts: 23710

PostPosted: Fri, 29th Oct 2010 09:22    Post subject:
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peter980




Posts: 1977

PostPosted: Fri, 29th Oct 2010 09:23    Post subject:
I think those deathclaw claw weapons from F3 also had similar ability, if I remember.
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 29th Oct 2010 10:00    Post subject:
A few weapons and creatures such as just the Deathlclaw have the "Ignore DT" checkbox or what it's called in the G.E.C.K. editor, this also goes for some of the new NV weapons like the Mantis Claw and possibly the unique variants of some weapons.

Not too difficult to disable, unsure if there's any mods that does it though.
(Deathclaws, even the baby variant not to speak of the rarer variations, are thus a rather difficult opponent even in Power Armor since it bypasses most, though not all I think, of the armors DT.)

EDIT: Ah there might also be a resistance from certain weapons and attacks now that I've re-read your post, that could also be why they're such a problem.
(Although high-damage weapons like the Oh Baby / Super-Sledge or Pushy / Displacer Glove kinda mauls them down in just a few hits regardless.)
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Cabola




Posts: 132
Location: Denmark
PostPosted: Fri, 29th Oct 2010 10:06    Post subject:
Rynath wrote:
Mod Manager (NVMM)
Early release so expect some issues:

Quote:
http://newvegasnexus.com/downloads/file.php?id=35726

WARNING: THIS IS A FORK OF TIMESLIP'S FALLOUT MOD MANAGER FITTED TO NEW VEGAS AND RELEASED HERE BEFORE TIMESLIP WILL MAKE NEW VEGAS VERSION OF HIS TOOL.
I use The Load Order Sorting Tool: http://newvegasnexus.com/downloads/file.php?id=34969
If or when timeslip releases his/hers version of the Mod Manager I'll be using that, but for now Load Order Sorting works just fine..


SpykeZ wrote:
Fellout NV Weather mod

http://www.newvegasnexus.com/downloads/file.php?id=34888
I don't get why anyone would use that mod. I mean Fallout New Vegas takes place 204 years after the great war, I doubt that the New Vegas region would be "gray and dull" (or rather orange and dead) with a pure water supply close by and the fact that they weren't hit as hard as ex. the DC.

I haven't tried that mod, but from the screen it just makes it look like it turns the game into a dessert waste..


Friendship is like peeing on yourself; everyone can see it, but only you get the warm feeling that it brings.
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 29th Oct 2010 10:12    Post subject:
The orange picture half is meant as the "before" image for Fellout, was complained about so now there's a user image showing the actual difference instead.
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tonizito
VIP Member



Posts: 51425
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 29th Oct 2010 10:35    Post subject:
m3th0d2008 wrote:
This is supposed to be your 14mm pistol:
http://fallout.wikia.com/wiki/12.7mm_pistol

And this is an SMG 12.7mm:
http://fallout.wikia.com/wiki/12.7mm_SMG

Both 12.7mm guns are upgradeable with an silencer and they are pretty powerful.
So there's where those 12.7mm rounds I found yesterday go into.

Found Ratslayer too, which replaced both the cowboy repeater and the hunting rifle for me. It's only downside is the Night vision scope mode that doesn't seem to be playing along well with URLW when it's dusk or dawn. Sad


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Fri, 29th Oct 2010 10:43    Post subject:
Which side of the user image is before Fellout NV? The right side?
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mroussev




Posts: 776

PostPosted: Fri, 29th Oct 2010 10:46    Post subject:
Right i think.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 29th Oct 2010 10:47    Post subject:
I really wish they would have improved the inventory system.

It gets to be really annoying when you get a lot of stuff.


intel ultra 7 265k, 64gb ram, 3070
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 29th Oct 2010 10:53    Post subject:
There's three or so sorting mods, works in similar ways, prefixes all items in different ways so it's somewhat more sorted and organized. Smile
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Palegod




Posts: 354
Location: Hell
PostPosted: Fri, 29th Oct 2010 10:55    Post subject:
The reason you use Fellout NV is for what it does at night anyway.
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Cabola




Posts: 132
Location: Denmark
PostPosted: Fri, 29th Oct 2010 11:19    Post subject:
JBeckman wrote:
The orange picture half is meant as the "before" image for Fellout, was complained about so now there's a user image showing the actual difference instead.
I see, well I've never seen that kind of orange in the game. Even at red rocks it ain't like that.. :/

Palegod wrote:
The reason you use Fellout NV is for what it does at night anyway.
True, true.


Friendship is like peeing on yourself; everyone can see it, but only you get the warm feeling that it brings.
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b0se
Banned



Posts: 5901
Location: Rapture
PostPosted: Fri, 29th Oct 2010 13:00    Post subject:
My favourite weapon

http://fallout.wikia.com/wiki/Cowboy_repeater


[spoiler][quote="SteamDRM"]i've bought mohw :derp: / FPS of the year! [/quote]
[quote="SteamDRM"][quote="b0se"]BLACK OPS GOTY[/quote]
No.[/quote][/spoiler]
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moosenoodles




Posts: 18411

PostPosted: Fri, 29th Oct 2010 13:12    Post subject:
"Don't load before any ESMs."

wha ?

I cant even arrange my file order as there is no fucking tool for it yet right? how is this masterful shit done, ive seen other mods state must not be first loaded mod etc as well.. Well explain how in the readme cause with FO3 we had tools for mod loading..
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inz




Posts: 11914

PostPosted: Fri, 29th Oct 2010 13:24    Post subject:
http://www.newvegasnexus.com/downloads/file.php?id=35726

Initial release but works just fine for setting up a load order.
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csebal




Posts: 455

PostPosted: Fri, 29th Oct 2010 15:09    Post subject:
Thats the thing i always hated about oblivion modding. Sure its flexible, people make tons of mods but they are VERY vulnerable to load order induced problems and since most mods only change little things, you always end up using tens, if not hundreds of mods.

Hell, for my vanilla playthrough i'm already using about 10 or so mods even though I actively limit myself so I can experience the game in a way it was meant to be experienced.

Anyway, sometimes i wish there would be more cooperation in the Oblivion/FO3/FNV modding scene, so we would see less mods, but bigger ones that build upon eachother.

Quality over quantity, so to say.
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reckoner




Posts: 66
Location: NL
PostPosted: Fri, 29th Oct 2010 15:26    Post subject:
I eat deathclaws for breakfast with this:

http://fallout.wikia.com/wiki/Gobi_Campaign_scout_rifle
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pfeiffchen




Posts: 264

PostPosted: Fri, 29th Oct 2010 15:41    Post subject:
do u guys use a faster run speed mod? or use console command? if yes, which speed number do u use?

i have power armor now and running just became ugly slow! im not sure whether faster run speed fucks up the gameplay or whether its improving it!? ur opinion?
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inz




Posts: 11914

PostPosted: Fri, 29th Oct 2010 15:41    Post subject:
@csebal: That would be nice for the end-users, but not even remotely realistic. Very Happy

Most people mod just for fun and that's best done solo or with a very small team. The bigger the team gets the more conflicts you'll end up having - not to mention a big project would be a huge commitment of your time without really getting anything in return.

Anyway, nothing forces you to grab loads of mods, but with the small mods you mentioned there's rarely any major conflicts. Setting up a proper load order does take time, but with experience it gets much faster.
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Mister_s




Posts: 19863

PostPosted: Fri, 29th Oct 2010 15:44    Post subject:
The Gauss rifle kicks major ass. Back it up with the Multiplass rifle for close combat and you'll be an asskicking machine.

Just finished the game, took me 40 hours and some minutes. Very good game, better than FO3. This one would've been a classic if there hadn't been a FO3, there is simply too much recycling to make it a classic. People who've spent hours in FO3 will have a deja vu feel. Without Bethesda's prior world though, I doubt Obsidian would've been able to make this. Obsidian and Beth should really team up and make one single game. A Bethesda/Obsidian co-op Fallout 4 with the ID tech engine would be teh awesome.
I'd rate this one a 9/10 while FO3 would've been a 8.5 or so. I have never been a big Fallout fan, isometric or third person, so this one will nt reach my "best gamez evah!" list. It was great fun though and filled with detail. Even in the most remote places you'd find quests or interesting tidbits.
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moosenoodles




Posts: 18411

PostPosted: Fri, 29th Oct 2010 15:48    Post subject:
The color changing mod is nice, trouble is not sure I can get much done at night now lol.. All I see is red markers and my night scope is like limited to pick out shit..

Is there like a torch mod for weapons or something like a jacket torch light... the pipboy light is well meh really...
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 29th Oct 2010 15:50    Post subject:
The unique variant of the Gauss is even better, if a bit rusty looking and not everyone will acquire it depending on certain conditions.

http://fallout.wikia.com/wiki/YCS/186_Gauss_rifle
(Funny to name a weapon after "Your Console Sucks")
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 29th Oct 2010 15:53    Post subject:
Lame.... you can't get the 186 Gauss Rifle if you have the Wild Wasteland perk Sad
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 29th Oct 2010 15:56    Post subject:
Yeah you'd have to use the console or a mod that re-locates it elsewhere, it's a interesting decision.
(Unsure if said creatures located there when using that perk respawn as else ammo will be a bit difficult for that other thing.)

(And you get 14 other encounters with Wild Wasteland even if some stuff like Ratslayer can be found without it, and probably with less risk, hah.)

Still Wild Wasteland also allows one to find the.
 Spoiler:
 
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mroussev




Posts: 776

PostPosted: Fri, 29th Oct 2010 17:29    Post subject:
Anyone notice something "interesting"-SCHEMATICS doeast work.I get them,but they didnt appear in workbenches...Bug or what?
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nitetime




Posts: 70

PostPosted: Fri, 29th Oct 2010 17:46    Post subject:
pfeiffchen wrote:
do u guys use a faster run speed mod? or use console command? if yes, which speed number do u use?

i have power armor now and running just became ugly slow! im not sure whether faster run speed fucks up the gameplay or whether its improving it!? ur opinion?


Theres a few to pick from. I use this one: http://www.newvegasnexus.com/downloads/file.php?id=34783

The speed glasses one sucked when you slowed down to walk it still showed the running animation with the running audio, maybe its been fixed now. But so far I like the 4.5 speed mod which is just a little bit quicker.
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