• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=TestECull;44257121]Use a batch file. I have one called 'retardroundup' that I run whenever I need to round them all up. Basically, what it does: PRID (BaseID of desired companion) moveto player PRID (BaseID of next companion in the list) moveto player etc etc. Works a treat when DLC fire scripts throw companions away like that. Or when their AI derps out and they go running off into the distance chasing after nothing.[/QUOTE] If you want to save a kilobyte or two, you can change all of those into "refid".moveto player (yes the quotes are important)
[QUOTE=mikester112;44253612]IIRC he uses mini invisible explosions to make them move.[/QUOTE] That's 1950s as fuck [t]http://d1jqu7g1y74ds1.cloudfront.net/wp-content/uploads/2008/07/orion1_48.jpg[/t]
For me personally, TTW Fallout 3 runs better then the game on its own does. I haven't had nearly as many crashes as I would if I played the regular version.
[QUOTE=_Maverick_;44260142]Disagree [url]http://img1.wikia.nocookie.net/__cb20110223001520/fallout/images/6/6c/Automatic_rifle.png[/url] [url]http://img2.wikia.nocookie.net/__cb20110518015817/fallout/images/f/fd/.45_Auto_submachine_gun.png[/url] The solution to all of your metal and flesh based enemies.[/QUOTE] Have fun with your bulky, outdated as shit WW2 weapons while i kill people with motherfucking [i]lasers[/i].
[QUOTE=lavacano;44260445]If you want to save a kilobyte or two, you can change all of those into "refid".moveto player (yes the quotes are important)[/QUOTE] Heh. That reminds me of the days way back when a 120GB harddrive was considered massive. [QUOTE=U.S.S.R;44259991]You'll be sorry when you have to fight a Mister Gusty or go through the Divide.[/QUOTE] If you've got a healthy stash of .308 or .45/70 GVMT you need not worry about gutsies. [QUOTE=seano12;44259760]But what if you want to use F3 mods? Like there's a mod that adds more building interiors to the metropolitan DC area.[/QUOTE] NVInteriors and DCInteriors are maintained by one of the TTW devs, so there's a combined version called TTWInteriors on the TTW forum. That same guy also made a goddamn badass overhaul of the DC playerhomes and the Lucky 38 suite, which is an optional part of TTWInteriors. And I highly suggest installing it. Nothing more badass than having an art deco Megaton house. [QUOTE=seano12;44259175]Never heard of it. What's so good about it? Oh yeah right the mod that got banned from the Nexus a long time ago that puts F3 into FNV right?[/QUOTE] It lets you play Fallout 3 with all of FNV's gameplay improvements and most of FNV's mods active. I haven't touched FO3 proper in a couple years now because of TTW. [QUOTE=_Maverick_;44259156]because i dislike every single one of them. I personally find them beyond ugly and completely useless. [/quote] lol I feel the same way about them. But they're not totally useless. They're worth a fortune. Collecting them for resale at Gun Runners is a pretty damn efficient thing to do. [quote] I gleefully let that suicide traveller into the Van Graffs shop in every time[/QUOTE] You do rob them blind first, right? Because there's ~20,000 caps worth of merch just sitting there in the open waiting to be stolen which AFAIK is destroyed when the suicide bomber does his thing. [QUOTE=Tureis;44260158]The vanilla BAR is awful. It has one of the worst accuracies in the game.[/QUOTE] Indeed. I always collect one because I like BARs, but it sits on display in my player home and never gets used.[QUOTE=hypno-toad;44260518]That's 1950s as fuck [t]http://d1jqu7g1y74ds1.cloudfront.net/wp-content/uploads/2008/07/orion1_48.jpg[/t][/QUOTE] ....if you want to grab a copy of Kerbal Space Program [url=forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom]you can fly one of those things[/url]. Someone made a mod that adds Orion to KSP.
[QUOTE=overwatch pvt;44262482]For me personally, TTW Fallout 3 runs better then the game on its own does. I haven't had nearly as many crashes as I would if I played the regular version.[/QUOTE] I find that funny, given that installing TTW has made my game overall 10x more prone to crashing than before. I've pretty much had to forego fast travel altogether and I have to load saves using the "new game" trick if I don't want to run the risk of a crash on load with something like a 33% chance of failure.
[QUOTE=wheel_user;44262591]Have fun with your bulky, outdated as shit WW2 weapons while i kill people with motherfucking [i]lasers[/i].[/QUOTE] Yeah heaven forbid someone not like what you like. You are the ultimate authority on what is and isn't good in Fallout, after all....right? [editline]17th March 2014[/editline] [QUOTE=ElectricSquid;44262860]I have to load saves using the "new game" trick if I don't want to run the risk of a crash on load with something like a 33% chance of failure.[/QUOTE] I have that happen in Vanilla, too. My current install of NV does that and it's never seen TTW. May not be TTW. Also my solution is usually just hammer the continue button a few times. Or load an old save and then load a new one.
[QUOTE=TestECull;44262832] It lets you play Fallout 3 with all of FNV's gameplay improvements and most of FNV's mods active. I haven't touched FO3 proper in a couple years now because of TTW. [/QUOTE] Please tell me if there are any annoying bugs or gamebreaking glitches with TTW. At the very least tell me some of the drawbacks of the mod.
[QUOTE=TestECull;44263017]Yeah heaven forbid someone not like what you like. You are the ultimate authority on what is and isn't good in Fallout, after all....right? [/QUOTE] I wasn't trying to make some kind of serious point about weapons in a video game, i thought that was kinda obvious enough.
[QUOTE=wheel_user;44262591]Have fun with your bulky, outdated as shit WW2 weapons while i kill people with motherfucking [i]lasers[/i].[/QUOTE] hey guys, i found the 12 year old!
Oh boy, another pissing match over personal preferences.
I'm contemplating making a vocal variety mod that ports the FO3 voices to NV and mixing them up with the existing voices, so that it's less likely to encounter multiple guys with the same voice in the same general area. A few problems, though: - It'll be a mess to make. There'll be a shitton of extracting and renaming of ogg/lip files and I dunno if I'll be able to keep track of it all. That being said... - ...The Nexus would breathe down my neck big time if I don't figure out a way to make players get the required voice assets from their own copy of FO3 instead of supplying it in the file. And unless there's a way to automatize the process they'd too have to extract/rename shittons of NPCs. -I'd have to figure out which NPCs to give what dialogue. Stuff like robots, raiders, brotherhood NPCs and generic lines will be easy because the lines in both games for them are almost exactly alike, just different voices. But for stuff like the NCR and Caesar's Legion when FO3 dialogue makes no mention of those? Eeeeeesh. Still, I think it'd be a fun project to attempt if there's the demand for it. We'd be looking at about [i]52[/i] new voice types from Fo3 in NV amongst NPCs, and probably [i]massive[/i] amounts of new dialogue from it aswell.
[QUOTE=Blooper Reel;44263453]I'm contemplating making a vocal variety mod that ports the FO3 voices to NV and mixing them up with the existing voices, so that it's less likely to encounter multiple guys with the same voice in the same general area. -DETAILS- Still, I think it'd be a fun project to attempt if there's the demand for it. We'd be looking at about [i]52[/i] new voice types from Fo3 in NV amongst NPCs, and probably [i]massive[/i] amounts of new dialogue from it aswell.[/QUOTE] I'd download it.
[QUOTE=Blooper Reel;44263453]I'm contemplating making a vocal variety mod that ports the FO3 voices to NV and mixing them up with the existing voices, so that it's less likely to encounter multiple guys with the same voice in the same general area. A few problems, though: - It'll be a mess to make. There'll be a shitton of extracting and renaming of ogg/lip files and I dunno if I'll be able to keep track of it all. That being said... - ...The Nexus would breathe down my neck big time if I don't figure out a way to make players get the required voice assets from their own copy of FO3 instead of supplying it in the file. And unless there's a way to automatize the process they'd too have to extract/rename shittons of NPCs. -I'd have to figure out which NPCs to give what dialogue. Stuff like robots, raiders, brotherhood NPCs and generic lines will be easy because the lines in both games for them are almost exactly alike, just different voices. But for stuff like the NCR and Caesar's Legion when FO3 dialogue makes no mention of those? Eeeeeesh. Still, I think it'd be a fun project to attempt if there's the demand for it. We'd be looking at about [i]52[/i] new voice types from Fo3 in NV amongst NPCs, and probably [i]massive[/i] amounts of new dialogue from it aswell.[/QUOTE] I remember getting a voice variety mod for Skyrim, thinking it would be fantastic and that Skyrim's world needed a little variety anyway. Bizarrely enough, after having the mod for a while, I found myself being immersed even less because upon hearing a new voice, I'd immediately think, "Ah yes, there's one of the voices that is not found elsewhere in the world." I'm sure you could make it work, though.
[QUOTE=ElectricSquid;44263485]I remember getting a voice variety mod for Skyrim, thinking it would be fantastic and that Skyrim's world needed a little variety anyway. Bizarrely enough, after having the mod for a while, I found myself being immersed even less because upon hearing a new voice, I'd immediately think, "Ah yes, there's one of the voices that is not found elsewhere in the world." I'm sure you could make it work, though.[/QUOTE] I actually found it more immersive because each one of the characters had a story to tell that was tied to the game world, unlike many vanilla NPCs that do not have much to say about themselves. [editline]17th March 2014[/editline] [QUOTE=Blooper Reel;44263453]I'm contemplating making a vocal variety mod that ports the FO3 voices to NV and mixing them up with the existing voices, so that it's less likely to encounter multiple guys with the same voice in the same general area. A few problems, though: - It'll be a mess to make. There'll be a shitton of extracting and renaming of ogg/lip files and I dunno if I'll be able to keep track of it all. That being said... - ...The Nexus would breathe down my neck big time if I don't figure out a way to make players get the required voice assets from their own copy of FO3 instead of supplying it in the file. And unless there's a way to automatize the process they'd too have to extract/rename shittons of NPCs. -I'd have to figure out which NPCs to give what dialogue. Stuff like robots, raiders, brotherhood NPCs and generic lines will be easy because the lines in both games for them are almost exactly alike, just different voices. But for stuff like the NCR and Caesar's Legion when FO3 dialogue makes no mention of those? Eeeeeesh. Still, I think it'd be a fun project to attempt if there's the demand for it. We'd be looking at about [I]52[/I] new voice types from Fo3 in NV amongst NPCs, and probably [I]massive[/I] amounts of new dialogue from it aswell.[/QUOTE] Wouldn't most of the dialogue refer to Capital Wasteland events, people, and locations? If not I think it's a good idea, but it would be a lot of work no doubt. Sadly I see the Nexus banning your mod and you would have to host it elsewhere.
Hence why I'd avoid implementing lines related to Fo3 events. There's enough material to work with. I could try splicing together lines too to try and [i]somehow[/i] make them reference NV stuff, but it's a long stretch. As for The Nexus, I don't want to actually put the lines into the file. One, that would be a fucking [i]enormous[/i] file with so many voiced lines. Two, I'd rather make this accessible to the people who actually have Fo3 and the appropriate assets. That would require some kind of program to take the lines from FO3's voice BSAs, rename them and then put them into the NV directory. And I have no clue how I'd do that.
[QUOTE=seano12;44263039]Please tell me if there are any annoying bugs or gamebreaking glitches with TTW. At the very least tell me some of the drawbacks of the mod.[/QUOTE] Keeping in mind I haven't played the currently released TTW version yet, most of the ones I found were DLC related. 1: I use Willow, and when doing Mothership: Zeta, Willow actually killed the chick in the cell at the start. Which broke the game. I imagine any other follower that you get up there will do this as well. 2: The Pitt was six kinds of broken. I'm talking "Everything is invisible holy shit" levels of broken. And the start scrips in DC didn't want to work properly either. 3: Albino Radscorpions east of Vegas. Yes. Vegas. For some odd reason they were spawning there. Those coordinates do not correspond with anything related to spawn locations in DC and they never spawned at searchlight or in that canyon just north of Goodsprings. 4: The Feral Ghoul Reaver invulnerability glitch is alive and well. 5: Liberty Prime can be a bit touchy. I personally didn't have any issue with him, but a lot of people have reported that LP will just stand there at the citadel. Old Broken Steel glitch still manifesting. 6: Speaking of, unless you open it in the GECK, any custom race for New Vegas will not work properly. You will just get the credits at the end of Take it Back! and be kicked to the main menu. This was a problem in FO3 as well, and is due to how the BoS start scripts work. 7: AP .308 doesn't exist east of the Mississippi. You bring/craft your own. And boy are you gonna need it, 'cause the DC Super Mutants have a [i]lot[/i] of DT. Other than that I didn't notice any gamebreaking bugs in DC, and what I did bump into were problems FO3 had to begin with.[QUOTE=wheel_user;44263126] i thought that was kinda obvious enough.[/QUOTE] No, it wasn't. When you made that statement you came off as one of those holier-than-thou "My opinion is the law" assholes that pop up in games like this from time to time. That's sort of impossible to avoid making the sorts of statements you made.
[QUOTE=TestECull;44263570] No, it wasn't. When you made that statement you came off as one of those holier-than-thou "My opinion is the law" assholes that pop up in games like this from time to time. That's sort of impossible to avoid making the sorts of statements you made.[/QUOTE] "Sorts of statements" ? I posted a single sentence saying that the thompson and BAR are bulky and outdated and finished that with "motherfucking lasers". How is that a "holier-than-thou my opinion is the law" attitude ? You're the one making a fuss over something that was meant as a lighthearted comment. Also you do know that the thompson is bulky and outdated right ? not that it's a reason to not use it in a videogame and i never seriously said that, i'm just wondering what's this holier than thou attitude that you're talking about. [QUOTE=_Maverick_;44263697]Tone doesn't come across in text. It can be read however the person wants[/QUOTE] yeah but this one is a bit obvious, i don't know about you but i don't automatically assume that everyone on the internet is brain damaged.
Tone doesn't come across in text. It can be read however the person wants
I honestly would download a voice variety mod. Why don't people use their own voices though? It would be cool for a team of like 20 people to add their voice to random NPCs that don't say much.
[QUOTE=Original User;44264501]I honestly would download a voice variety mod. Why don't people use their own voices though? It would be cool for a team of like 20 people to add their voice to random NPCs that don't say much.[/QUOTE] Good voice acting and audio quality is harder to come by than you think, apparently.
[IMG]http://i.imgur.com/XiBKrGc.png[/IMG] So it seems the Kerbals are dabbling with interdimensional travel, as this Mr Handy was spotted floating around the space center earlier today...(Not my creation)
[QUOTE=wheel_user;44262591]while i kill people with motherfucking [i]lasers[/i].[/QUOTE] The problem with this statement is that they'll kill you first.
[QUOTE=seano12;44259760]But what if you want to use F3 mods? Like there's a mod that adds more building interiors to the metropolitan DC area.[/QUOTE] There's a mod conversion process outlined on TTW's site, and it seems fairly easy to do (also, there's an official TTW edition of DC Interiors since they're made by the same guy :v:) [QUOTE=Uncle Bourbon;44259929]it has noticable bugs e.g. no dlc music, op super mutants and one totally op ghould type (reaver iirc). still playable though.[/QUOTE] The Reavers are way, way less OP than they were in F3, and there's a patch for the muties! The beauty of TTW is that it's pretty modular dunno about the music though I just blasted McCarran Radio on repeat (rip Generic Monk)
[QUOTE=wheel_user;44263126]Whoa there buddy, sorry that i dissed your wooden guns. I wasn't trying to make some kind of serious point about weapons in a video game, i thought that was kinda obvious enough.[/QUOTE] I was actually about to defend you and say that you were just being sarcastic, but wow aren't you just annoying as fuck.
[QUOTE=cdr248;44267857]I was actually about to defend you and say that you were just being sarcastic, but wow aren't you just annoying as fuck.[/QUOTE] You're right, sorry about that, i just edited it out.
god dammit i can't get all my sex mods to work. My deathclaw pregnancy and the brutal raping mod seem to conflict and now i have to do a fresh install. there goes a few hours. today was bad day
What's worse, is given your past posts, I don't doubt you're being totally serious.
[QUOTE=_Maverick_;44268048]god dammit i can't get all my sex mods to work. My deathclaw pregnancy and the brutal raping mod seem to conflict and now i have to do a fresh install. there goes a few hours. today was bad day[/QUOTE] I had this same problem. The brutal raping mod conflicts with the necrophilia mod. It turns out that the coding for the brutal raping conflicts with the coding for fucking ghouls. Good luck in fixing it. The deathclaw pregnancy mod conflicts with the Fetishes of Fallout mod.
[QUOTE=Suttles;44268146]I had this same problem. The brutal raping mod conflicts with the necrophilia mod. [/QUOTE] god dammit facepunch i love you people
Sorry, you need to Log In to post a reply to this thread.