• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=zombini;44406649]I installed Increased Wasteland Spawns for New Vegas. I had That Gun and 150 rounds of ammo and was heading to REPCONN. I had to turn on god mode because i couldn't get out of there alive, i killed at least 100 ferals and had leveled 4 times by the time i made it to the front door. I just remembered that there's even more ferals inside of Vault 34, so i think i'm gonna get to empty a vault of ferals. Also speaking of Vault 34, why were they all ferals? I was surprised to see zero sane ones there. I figured that there'd be a janitor named Miguel that's still sane taking care of a small room and tells you to fuck off as soon as he sees you.[/QUOTE] Well, the only sane Ghoul left before you got there. It's Chris at REPCONN.
[QUOTE=Ganerumo;44406895]Speaking of broken stuff the latest update of MO completely breaks fomod installation and the NCC downgrade fix brings up other script exception issues. So basically installing TTW will be permanent and irreversible because fomods are broken as fuck.[/quote] FOMM installed the fomods for me just fine. Like I said, you should be using FOMM. It's just better. [quote] And isn't the mod supposed to make me start at vault 101 ? I get the two successive intro movies, then I just start at goodsprings. I did the .ini changes.[/quote] Did you do them and then launch via the launcher? Whenever you launch via the launcher you overwrite Fallout.ini and FalloutPrefs.ini with the contents of FalloutDefault.ini, and since the ID of the chargen quest is stored within these files if the first two are overwritten by the third it will try to start you in Goodsprings instead. Launch via nvse_loader.exe. [QUOTE=Ganerumo;44405529]Why the fuck would I use an outdated pile of garbage like FOMM Point of MO is that it takes like 3 seconds to safely deactivate a mod, if no other mod manager can do that then I'll not use them.[/QUOTE] LOOOOOL 3 seconds to deactivate a mod? FOMM does it in an instant. I've used NMM before when I played Skyrim on my roomate's computer. I loathed it. It's bloated, it's too flashy, it's annoying, it bitches about not being able to log into the nexus whenever the net's not working(The fuck do I need to do that to change load order for!?), mandatory updates can burn in hell, and it's overall just an overrated pile of crap. FOMM > NMM.
Alright guys quickly when I get Fallout FIXT should I get the fixes only version or full? I'm doing fixes only since this is my first run.
All this TTW discussion, I've been playing FO3 because I figured that TTW would be a mess but it seems it isn't. So if I just deactivate the mods I've got for New Vegas, create a new save and install TTW, can I play Fallout 3 from the start but with all of the perks of New Vegas? Crashes less, iron-sights on guns, etc?
Guys, I really recommed the mod "For then Enclave" The vicewacting ins't the best, but the Enclave in that mod feels overall more proper than any other standard faction
[QUOTE=Ganerumo;44404882] Also, I assume they don't, but do mods for Fallout 3 work with TTW ?[/QUOTE] Some do, some require a conversion process though. There is a guide on the forums for TTW. There is also a dedicated section to any existing converted mods I believe.
Honestly I kinda do want to start a new playthrough, but I just can't be fucking bothered looking through tonnes of mods and spend the entire day installing them before playing. Is there any easier way of downloading them or something?
[QUOTE=zerosix;44408622]All this TTW discussion, I've been playing FO3 because I figured that TTW would be a mess but it seems it isn't. So if I just deactivate the mods I've got for New Vegas, create a new save and install TTW, can I play Fallout 3 from the start but with all of the perks of New Vegas? Crashes less, iron-sights on guns, etc?[/QUOTE] You get the perks, but there's no way in hell it crashes less. Get used to fast-traveling only to pre-approved locations (that you have to figure out for yourself which ones are safe or not) and loading your game using the new game glitch every time you want to play, just to avoid crashes. (Of course, that's just my personal experience with TTW's bugs, maybe for some people it's not that nasty) [editline]31st March 2014[/editline] [QUOTE=Campin Carl;44408752]The vicewacting ins't the best[/QUOTE] :v:
[QUOTE=Lleamen;44410179]Honestly I kinda do want to start a new playthrough, but I just can't be fucking bothered looking through tonnes of mods and spend the entire day installing them before playing. Is there any easier way of downloading them or something?[/QUOTE] Well, not really. Do you need help with load order?
[QUOTE=zerosix;44408622]All this TTW discussion, I've been playing FO3 because I figured that TTW would be a mess but it seems it isn't. So if I just deactivate the mods I've got for New Vegas, create a new save and install TTW, can I play Fallout 3 from the start but with all of the perks of New Vegas? Crashes less, iron-sights on guns, etc?[/QUOTE] 1: You don't need to deactivate your NV mods. 2: It can crash less or it can crash more. Depends on your setup. For me DC is actually more stable than the Mojave. 3: They did add ironsights to the DC weapons. Mostly. Some work better than others. The dart gun is almost unuseable unless firing from the hip, for example. [editline]31st March 2014[/editline] [QUOTE=ElectricSquid;44410182]You get the perks, but there's no way in hell it crashes less. Get used to fast-traveling only to pre-approved locations (that you have to figure out for yourself which ones are safe or not) and loading your game using the new game glitch every time you want to play, just to avoid crashes. (Of course, that's just my personal experience with TTW's bugs, maybe for some people it's not that nasty) [editline]31st March 2014[/editline] :v:[/QUOTE] It's nowhere near that bad for me. I actually find DC to be more stable than the Mojave most days. FO3 DLC can sometimes be pretty bizarre though.
[QUOTE=Original User;44410556]Well, not really. Do you need help with load order?[/QUOTE] Half of the time when I try and mod the game I either fuck something up or they don't install properly and I end up having to cut it down to only ten-ish mods. I use Nexus Mod Manager since I usually just grab them from there but finding mods that I want that wouldn't just completely destroy the gameplay/lore/whatever is hard too.
[QUOTE=Ganerumo;44405529]Why the fuck would I use an outdated pile of garbage like FOMM Point of MO is that it takes like 3 seconds to safely deactivate a mod, if no other mod manager can do that then I'll not use them.[/QUOTE] uh deactivating a mod in FOMM is literally just unchecking the checkboxes next to its .esps the bonus is you don't have to muck around with a bloated pile of nexus branded crap [editline]31st March 2014[/editline] [QUOTE=Ganerumo;44406895]Speaking of broken stuff the latest update of MO completely breaks fomod installation and the NCC downgrade fix brings up other script exception issues. So basically installing TTW will be permanent and irreversible because fomods are broken as fuck. [editline]31st March 2014[/editline] And the 4gb New Vegas thing doesn't work either because of "access denied" errors and when running with admin mode on "binkcopytobufferrect@44" errors, followed by an access denied message. [editline]31st March 2014[/editline] And isn't the mod supposed to make me start at vault 101 ? I get the two successive intro movies, then I just start at goodsprings. I did the .ini changes. [editline]31st March 2014[/editline] It also broke my Mod Configuration Menu. It broke basically everything.[/QUOTE] ahahaha 'why would i use an outdated piece of crap instead of the mod manager i currently use' 'btw my current manager broke my fucking game in two' like I'm not trying to be an asshole here dude I'm just genuinely baffled by your decisions
Honestly MO is pretty much the best mod manager for Skyrim and FOMM is the best for Fallout, even though I'm still using NMM for NV.
MO stands for...? And what is so good about it? Can it fix all of these dirty edits BOSS keeps complaining about?
[QUOTE=seano12;44412438]MO stands for...? And what is so good about it? Can it fix all of these dirty edits BOSS keeps complaining about?[/QUOTE] Mod Organizer, it pretty much installs your mods in a virtual data file, and honestly it's just better. It can't fix dirty edits, only TESVedit or FNVedit can fix those. The STEP guide has a lot more information that is useful for more games then just Skyrim.
[QUOTE=Ganerumo;44404882]I don't think there's any other way to reach max positive reputation with them than to do the entire tutorial, save the lady who's attacked by geckos, fix the radio and complete the ghost town showdown quest without losing anyone.[/QUOTE] My dumb fault for skipping the tutorial on this playthrough. I can't do showdown because I don't have a good enough reputation. I already killed Joe Cobb, but is there any way to track and kill the other Powder Gangers that normally fight the town without actually initiating the battle part of the mission? If not it isn't too big of a deal. Trying to play a neither good nor evil playthrough.
[QUOTE=seano12;44412438]MO stands for...? And what is so good about it? Can it fix all of these dirty edits BOSS keeps complaining about?[/QUOTE] A lot of those are harmless. A few mods actually require them(Willow, AFAIK, is one that breaks if you 'fix' the errors that pop up in FNVEdit). I wouldn't worry about them.
[QUOTE=seano12;44412438]MO stands for...? And what is so good about it? Can it fix all of these dirty edits BOSS keeps complaining about?[/QUOTE] Mod Organizer. Apart from the currently broken fomod thing (which is actually due to basically my computer not having enough RAM, not the mod organizer itself, and the RAM issue exists in every single mod manager that exists, basically the current process of installing a fomod has a small issue where if you don't have enough ram to handle the install the program will sort of freeze for a while and eventually just call it quit, regardless of whether or not it's actually working), it's perfect. It doesn't install anything directly in your folder and instead creates a virtual folder that runs the game from this point, which means that mod compatibility is bumped way up and you can actually just uncheck a box to install/uninstall a mod without overwriting other files and possibly causing a mess of missing files due to disabling a mod that overwrote files from another mod. It also has profiles that allow for local savegames, various load order and enabled mods and quick switching between all of these. Problem with NMM is that it's a broken, slow ass piece of shit. Problem with FOMM is that it keeps the major issue of all mod managers apart from MO, which is file overwriting, and overwriting is bound to happen if you install a certain number of mods as many mods change the same thing or use files with the same name - for instance if you install a mod that changes world textures, and a mod that changes one specific texture. It allows you to pick what exactly overwrites what, it doesn't actually delete or add any files, and it's very flexible. Not to mention possibly the best interface of any Mod Manager and the fact you can "manually" install mods by picking the exact files you want in an archive and install only those - optional file folders are no longer an issue, and you don't have to remake an entire .7z file just because the modder didn't do a proper fomod setup and included all the files in a "data" or "put those in data" folder. The issues I had, again, were due to my computer and not the actual mod itself. It works tremendously better with a fresh install and since my game was sort of inbetween with some mods manually installed and others installed with NMM, then MO, it eventually got quite messy and trying to launch the game via MO with TTW on, a mod that requires .ini edits (and MO uses a virtual .ini file as well as far as I'm aware), would cause many issues that I solved by basically just throwing everything in the real folder and using nvse directly, a very short sighted method that works for now but means my game is at the moment unalterable, something that would not have happened to begin if I had used MO to begin with. It also makes installing mods properly a lot easier because it will tell you if a mod is turned on but misses some other parent mods with a clear indication rather than just list you its master files without actually telling you if they're even present and activated in your mod list. Basically, MO will make your game run way better, way safer and will allow you to very easily turn mods on and off without the risk of making parts of your game go apeshit because of overwritten files going absent. It eliminates all chances of breaking your entire game with one mod, and if things really fuck up you can always get wipe the slate clean with a fresh new profile. Biggest downside is, you need a fresh install. From this point on, modding the game actually becomes piss easy, completely riskless and, again, allows you to actually have several entirely differently modded versions of the same game at once, without having to go through long sessions of careful activating and deactivating of mods in a proper order to avoid issues with overwrites and conflicts.
I use Nexus Mod Manager and have literally never had any issues with anything ever that wasn't easily sortable
[QUOTE=Ganerumo;44413130]Mod Organizer. Apart from the currently broken fomod thing (which is actually due to basically my computer not having enough RAM, not the mod organizer itself, and the RAM issue exists in every single mod manager that exists, basically the current process of installing a fomod has a small issue where if you don't have enough ram to handle the install the program will sort of freeze for a while and eventually just call it quit, regardless of whether or not it's actually working), it's perfect. It doesn't install anything directly in your folder and instead creates a virtual folder that runs the game from this point, which means that mod compatibility is bumped way up and you can actually just uncheck a box to install/uninstall a mod without overwriting other files and possibly causing a mess of missing files due to disabling a mod that overwrote files from another mod. It also has profiles that allow for local savegames, various load order and enabled mods and quick switching between all of these. Problem with NMM is that it's a broken, slow ass piece of shit. Problem with FOMM is that it keeps the major issue of all mod managers apart from MO, which is file overwriting, and overwriting is bound to happen if you install a certain number of mods as many mods change the same thing or use files with the same name - for instance if you install a mod that changes world textures, and a mod that changes one specific texture. It allows you to pick what exactly overwrites what, it doesn't actually delete or add any files, and it's very flexible. Not to mention possibly the best interface of any Mod Manager and the fact you can "manually" install mods by picking the exact files you want in an archive and install only those - optional file folders are no longer an issue, and you don't have to remake an entire .7z file just because the modder didn't do a proper fomod setup and included all the files in a "data" or "put those in data" folder. The issues I had, again, were due to my computer and not the actual mod itself. It works tremendously better with a fresh install and since my game was sort of inbetween with some mods manually installed and others installed with NMM, then MO, it eventually got quite messy and trying to launch the game via MO with TTW on, a mod that requires .ini edits (and MO uses a virtual .ini file as well as far as I'm aware), would cause many issues that I solved by basically just throwing everything in the real folder and using nvse directly, a very short sighted method that works for now but means my game is at the moment unalterable, something that would not have happened to begin if I had used MO to begin with. It also makes installing mods properly a lot easier because it will tell you if a mod is turned on but misses some other parent mods with a clear indication rather than just list you its master files without actually telling you if they're even present and activated in your mod list. Basically, MO will make your game run way better, way safer and will allow you to very easily turn mods on and off without the risk of making parts of your game go apeshit because of overwritten files going absent. It eliminates all chances of breaking your entire game with one mod, and if things really fuck up you can always get wipe the slate clean with a fresh new profile. Biggest downside is, you need a fresh install. From this point on, modding the game actually becomes piss easy, completely riskless and, again, allows you to actually have several entirely differently modded versions of the same game at once, without having to go through long sessions of careful activating and deactivating of mods in a proper order to avoid issues with overwrites and conflicts.[/QUOTE] Ugh too bad I'm not willing to do a fresh game. I would be willing to do that for Oblivion since I haven't played that for awhile. Sounds alright, although I don't have any issues with NMM except for the fact that it made me redownload all of my mods during some update a few months ago.
[QUOTE=Mellowbloom;44413247]I use Nexus Mod Manager and have literally never had any issues with anything ever that wasn't easily sortable[/QUOTE] Dunno about other builds of NMM on other people's computers, but on mine, the software is up to date but still loads about twice if not more slower than FOMM or MO, the "connection not established" thing that forces you to switch to offline mode has not been fixed yet (would it really take long to simply deactivate that prompt altogether and force the manager to offline mode straight away for that build since the issue is apparently not even remotely close to being fixed ?), and the mods/plugins are two different tabs which makes navigating a bit awkward and doesn't give you an overall view of things. [editline]31st March 2014[/editline] [QUOTE=seano12;44413294]Ugh too bad I'm not willing to do a fresh game. I would be willing to do that for Oblivion since I haven't played that for awhile. Sounds alright, although I don't have any issues with NMM except for the fact that it made me redownload all of my mods during some update a few months ago.[/QUOTE] If you have all your mods somewhere or easily redownloadable you can always clean up your game of basically every mod except NVSE, and reinstall all of it with Mod Organizer. The point is to have your data folder empty of all mods.
For reasons, I can't go online on NMM anymore, which is actually a good thing i don't have to update the bloody thing every time i start it i need to rearrange my folders though, i have 93 mods in unassigned
So, after fidgeting with TTW for about an hour and a half last night; I can't get it to install. It keeps saying it's patching Tale of Two Wastelands, and then says 'Can't patch Tale of Two Waste Lands. This is abnormal.' and the installer stops. Any ideas, guys?
That first person perspective mod for fallout 3 is really nice.
[QUOTE=mastoner20;44413873]So, after fidgeting with TTW for about an hour and a half last night; I can't get it to install. It keeps saying it's patching Tale of Two Wastelands, and then says 'Can't patch Tale of Two Waste Lands. This is abnormal.' and the installer stops. Any ideas, guys?[/QUOTE] Did you run it as administrator? you gotta do that for it to work properly alternatively, is your NV and/or F3 installed in the Program Files folder cause that might be the problem (from Vista onwards Windows got real anal about touching files in the 'system folders' and there's no way to tell it you know what you're doing as far as I know)
[QUOTE=M.Ciaster;44414428]Did you run it as administrator? you gotta do that for it to work properly alternatively, is your NV and/or F3 installed in the Program Files folder cause that might be the problem (from Vista onwards Windows got real anal about touching files in the 'system folders' and there's no way to tell it you know what you're doing as far as I know)[/QUOTE] I didn't try it in administrator, like an idiot. And they're both in program files(x86). 3 is in its own folder while NV is in the steam commonapp folder. I'll try again here in a bit in administrator mode and see if it makes a difference because 'Lol, win7' is a pain that way, like you said.
[QUOTE=mastoner20;44414534]I didn't try it in administrator, like an idiot. And they're both in program files(x86). 3 is in its own folder while NV is in the steam commonapp folder. I'll try again here in a bit in administrator mode and see if it makes a difference because 'Lol, win7' is a pain that way, like you said.[/QUOTE] Does Fallout 3 actually start? And do you have all the DLCs for it moved out of wherever GFWL hides them into /Data as they are in FNV? [QUOTE=mecaguy03;44414394]That first person perspective mod for fallout 3 is really nice.[/QUOTE] As is the FNV one. I don't really see myself ever not using it.
[QUOTE=TestECull;44414786]Does Fallout 3 actually start? And do you have all the DLCs for it moved out of wherever GFWL hides them into /Data as they are in FNV?[/QUOTE] Yes, it starts fine and I have all of the DLCs for both. I just ran in administrator, and it installed fine.
I decided to do something about the abundance of scorpions, so i went to scorpion gulch and brought Boone, two M4A1s, ~4,000 rounds of 5.56 and .223, and we both had the Advanced Recon Armor from that one mod equipped. I was practically fighting Boone for kills. By the time i reached the Centaur crater, i had spent over 1200 rounds of .223 and 5.56, while Boone only used 700. Smug bastard, laughing at me for using Full-auto.
i just used those dangly things connected to my arms.... FISTS! thats the word
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