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  1. So I've been going through checking the damage and overall balance of a lot my vanilla and modded NV weapons, doing things such as removing multiple ammo usage on energy weapons, fixing 308 and 556 damage, and other fixes. I got to checking A World of Pain's mark 2 weapons and I came across the Mark 2 Trail Carbine. I have this weapon ingame at the moment, and noticed that despite having 100 Guns skill and the Cowboy perk, it did less damage than its normal variant. I checked both of the weapons' statistics, finding that the Mark 2 did indeed have more base damage. I then reasoned that it may not have been on the Cowboy perk's formlist, so I checked that, and to the contrary it's on there. So now I'm rather confused as to why this weapon isn't doing more damage than its normal variant, despite the skill and Cowboy perk and all that. Is there something about perks and modded weapons I'm missing here? Any tips?
  2. AWOP AIR-DROPPED CRATE LOCATION GUIDE: There are currently 45 full crates that Zeus has dropped to find along with several pre-looted crates. Each exterior crate has a (usually) unique BOE Weapon (if you have BOE and the AWOP4FO3BOE Patch). Here they are in no particular order: 00: (Bonus Limited Starter Crate) On top of Silver's Shack or the one next to it (in Springvale). Jump on the rocks behind to get on the roof. BOE Weapon: MIT Std. Sidearm+ 01: Dupont East in a wrecked multi-story building on the top floor. BOE Weapon: BOSS M249 02: Our Lady of Hope Hospital, outside the main blocked off ground floor entrance in some rubble. BOE Weapon: HK G36C 03: White House upper floor in some rubble. BOE Weapon: Eugene Vulcan Cannon 04: L'Enfant South up a blocked off street corner in some rubble. BOE Weapon: Taurus Silhouette 05: Georgetown West, over the canal bridge in some rubble. BOE Weapon: VltorSBR SPC 06: Falls Church, on the roof of a metro tunnel entrance. BOE Weapon: Knights Armament PDW 07: Arlington Cemetary, on a wall ledge near a monument made up out of four gold statues. BOE Weapon: AR Five Seven Tactical+ 08: Unmarked campside near Jury Street Metro Station. The crate is on a cliff overlooking the campsite. BOE Weapon: Dragunov SVD 09: Near Andale on a cliffside facing a road. BOE Weapon: DSA OS58 OSW Assault Rifle 10: Behind the unmarkered Car Dealership near the Red Racer Factory in a gated area. BOE Weapon: FN P90 SGC+ 11: Nuka Cola Factory, on a ledge that runs around the back of the building. BOE Weapon: Xuanlong AKS-74 Kobra+ 12: Robco Facility, behind the building and some yellow crates in some rubble. BOE Weapon: HK UMP45 13: On the back of a Military truck at an unmarkered road checkpoint near Smith Casey's Garage. BOE Weapon: AS50 Sniper Rifle 14: F.Scott Key Trail & Campground up against a caravan. BOE Weapon: Trigun 15: Meresti Trainyard on top of a red train cart. You need to jump down from the cliff above to get it. BOE Weapon: SIG SG552 Acog Sup 16: Moonbeam Outdoor Cinema near two of the green park benches in some rocks/rubble. BOE Weapon: Taurus Silhouette 454 17: Near Hamilton's Hideaway under a broken bridge underwater. BOE Weapon: MIT Super V 18: SatCom Array NN-03d, at the top of one of the satellite dishes. BOE Weapon: Custom 1911 Match+ 19: Fort Constantine, top exterior floor of the main Fort building in some rubble. BOE Weapon: Barret M99 Suppressed 20: Deathclaw Sanctuary, on top of the sewer grate tunnel above the entance to the Sanctuary. BOE Weapon: M14 Syndrome 21: Mount Mabel Campground on top of a rocky outcrop. BOE Weapon: Smith & Wesson Satan 22: Near the clifftop shack near Rockbreaker's Last Gas past the pool of water is an empty dumpster cart. The crate is on top, you’ll need to jump down from the cliffs to get it. BOE Weapon: DSA Suppressed Sniper+ 23: Near the Abandoned Car Fort in a hole in the road. BOE Weapon: Whispering Death SVD+ 24: Near Mount Mabel Campground towards the river with the road overpass is a collapsed tunnel at the end of a road. The crate is on top ofthe tunnel entrance on some rocks. BOE Weapon: Desert Eagle Tactical 25: Near Raven Rock main entrance is a fenced off area. The crate is just behind the fence accessible through the fence. BOE Weapon: HK416 Custom Match+ 26: South East of Rivet City in the far corner of the map is a beached irradiated boat. The crate is leaning against it. BOE Weapon: AR Five Seven Pistol+ 27: Near Rivet City bridge entrance (to the east) underwater. Hard to spot. BOE Weapon: Wild Wild Wes AR15+ 28: East of the Chryslus Building’s main entance in front of another building in some rubble. BOE Weapon: M92 Samurai Match+ 29: Red Racer Tricycle Factory, behind the building and some large industrial machines. BOE Weapon: VltorSBR SPC 30: A second crate at F.Scott Key Trail & Campground behind some trees of a rocky outcrop. BOE Weapon: Ingram Mac-11 mini 31: Grayditch on top of one of the accessible exterior buildings near to the station. BOE Weapon: SIG 556 32: Just before the Flooded Metro near the road filled with cars to the southwest are a couple of large buildings. The crate on top of a car to the south of one of these buildings. BOE Weapon: MIT XM-8 AP+ 33: On a clifftop directly north of crate 32 behind a big building. BOE Weapon: Barrett XM-109 34: Sticking out of an irradiated pool near a dumpster cart filled with toxic barrels. There is a water tower on a hill above it. In the middle of no-where some distance from Relay Tower KX-B8-11. BOE Weapon: Taurus 850 35: Behind the Corvega Factory in an irradiated dumpster cart. You’ll have to jump down to from cliffs to get inside. BOE Weapon: Dan Wesson .357 36: Old Olney in a bombed out building near the fire station. The crate is on the ground floor in some rubble. BOE Weapon: HK416 Pitt Bull+ 37: Near Old Olney is a gas staion next to a collapsed road overpass. The crate is on a section of the road overpass that is lying at an angle. BOE Weapon: Cheytac Intervention 38: MDPL-13 Power Station, behind the main Power Plant on the ledge. BOE Weapon: Crossbow 39: Scrapyard, in between a load of scrapped cars in some rubble. BOE Weapon: Custom Eagle .50AE 40: On a cliffside near a water tower that is overlooking Minefield. The crate is right on the edge of the cliffs and a perfect position for counter-sniping Arkansas. BOE Weapon: Savvas GDMS+ 41: In one of the bombed out houses just outside of Minefield. Weapon: Vanilla Fatman. 42: Cliff above Lamplight entrance. SAKO Night Stalker TRG42+ 43: Facing Rep of Dave entrance gate head left around the fence and towards the nearest electricity pylon. From there head to the next pylon in the same direction and the crate is in the bushes. Weapon: XTerminator Minigun 44: Head past Grayditch Library entrance around the corner to the original blocked off main entrance. From there continue forwards up towards a large rubble pile from which you can jump onto a higher platform with another building on it. The crate is sandwiched in an alley between this building and the Library. Weapon: HK416 Stubby Pre-Looted Crates. There are five looted crates which can be found at: Rivet City on the top deck, Anchorage War Memorial on the rim of the Memorial itself, Big Town up a corner behind one of the common houses, Dickerson Tabernacle Chapel, inside up a corner, Everglow National Campground on the back of a cart.
  3. A World of Pain for Fallout 4 (AWOP4FO4) PROS & CONS As I get repeated requests for AWOP for FO4 I thought I'd make a post on my thoughts on this issue. [The quick answer is, yes it probably will get made, just not for a long time if you are not in the mood to read everything] PROS: -Current popularity. The current number of people actually interested in AWOP for FO4 is potentially much higher than the first two installments (right now at least) which would lead to lots of feedback which is my favorite form of payment. -Monsters. Lots more monster variation and potential for very high level encounters which suits the AWOP theme. -Good Building assets. Both interior and exterior building based assets are great, with lots of variation, big interior spaces and the option to add high rooftop battles, which in particular, is kinda unworkable in the older games. Unfortunately the same cannot be said for the assets as a whole (and I'll come back to this later). -Misc Loot. The variety of random collectable items seems to be increased by, what feels to me from playing it, like about 50%. This will make cluttering each area with themed, rare or unique items much easier. -It's a great game FO4 was a lot of fun to play and for me at least, got most new stuff right, so it would most likely be fun to play through new AWOP themed content using this new platform. CONS: -New Dialogue System: Up until the point I stopped playing FO4 (a few months ago), I would not get subtitles for main NPC dialogue, even with the subtitles turned on in the options menu. The only subtitled stuff seemed to be incidental NPC comments made when not directly talking to them. I saw in some YouTube vids for FO4 that this problem was fixed but I don't know whether this has been fixed by a patch or a user mod. As I don't want AWOP to have any masters/mod dependencies and I do not add any voice files this would mean there is still a chance I cannot add new NPCs to FO4 as they would have no way to communicate with the player. There are ways around this for quests such as terminals and notes, but sadly not for vendors or general character interaction. If this was fixed by a patch someone let me know. -Learning a new GECK. I know the FO3/FNV GECK very well. I have probably over half the in game assets memorized by name and general height, length, brightness or whatever. I can build stuff fast and make it detailed (when I'm in the mood, but that's another story). Getting to this level has taken years and though it may give me a head start over others coming in new to the Creation Kit, I still do not look forward to having to memorize a new asset list. -Underground Interior Assets: From playing through the game I do not recall stumbling upon any large cave assets that would be required to add new areas like FNV AWOP's "The Underground", which is a shame to say the least. Even the DLCs don't seem to have added any large caves. This would mean all underground structures would have to be concrete bomb shelters/facilities and similar with small cave bits attached when required. -Need to build in the exterior landscape. Due to the lack of potential Underground locations which would have minimal entrances and edits to the worldspace as a whole, the obvious alternative is to add large buildings which can then house the equally large new interiors and make good use of what assets the game has to offer. Unfortunately, due partly to when I plan to start work on AWOP4FO4, I expect this would lead to numerous mod conflicts which I want to avoid as much as possible, not to mention potential game lag in heavily modded areas (new interiors do not suffer so much from this issue). Most boarded up doors and unused doors will have been claimed by then by mods like Beantown Interiors which I intend to check out myself at some point. One fix for this would be to build in existing locations and expand vanilla areas but this would prevent creating a lot of new AWOP lore and does not stick with the previous mod's style. -FO3/FNV Community help. There are many modders who are currently unwilling to work on FO4. A good example would be Roy Batty who helps me with a lot of bug fixing, scripting and many technical aspects of the AWOP mods, who is very busy with FNV/FO3 related projects such as Tale Of Two Wastelands. -New FO4 Ideas: I find it increasingly hard to come up with new original ideas for locations and though I have a few vague ideas for things I would like to add to FO4 (Rumble Zones leap to mind), in general, I just wont know what I can do until I open up and familiarise myself with the new GECK, so can't really plan ahead much. -Does FO4 "Need" AWOP as much? To me, the answer is no. FNV, which partly inspired the first AWOP mod has always felt, to me at least, like an incomplete game and just no where near as fun or well constructed as FO3. A good example of this would be how the game near enough forces the player to play through the early-mid game southern half of the map in the same way every time by blocking off access to the north with Cazdores and Deathclaws and areas to the East with infuriating invisible walls, which detracted from the games replayability (for me at least). Also I could barely finish FNV at times, I just kept getting frustrated with exploring huge areas of the map and finding noting of value apart from maybe a crappy star bottle cap. Due to the massive map in FNV and the relatively small number of interior locations I had to start work on AWOP before I even 100%-ed the game like I usually would do, to address these problems and continue playing. [EDIT: I feel I should point out that overall FNV was still a good game and I spent almost as long playing it as I did FO3, but to me I guess it reeked of missed opportunities. As a contrast I played the latest Doom game for about an hour before giving up in total frustration due to things such as checkpoint saving, over-simplification of the inventory and boring level design.] AWOP at first was not very detailed and mainly focused on two things, combat and finding stuff where before there was nothing. Over time it became more refined to fit in with other players requests and became more of an art-project for me to make increasingly detailed and (hopefully) realistic locations, whilst also adding a challenge for anyone like me who find "very hard" settings to be a walk-over. AWOP4FO3 I am especially proud of for it's general look, plot, playability and replayability. Due to my fondness of the original subject matter and inspired by DC Interiors in particular in terms of detailed clutter, I wanted to make it as good as it could possibly be, and it is this project that is currently taking up the bulk of my modding time. FO4 just feels like a much more detailed game already when compared with FNV's empty spaces and the relative age of FO3. There's a lot more locations to explore, including hidden, non-quest related areas, some of which I still have not found despite many hours of searching (though without any guides so far). The game is very replayable and offers a consistently enjoyable combat experience already. There is also a ton of loot in FO4 and on top of that it all respawns so again, in this sense FO4 players will not find much they don't already have in plentiful supply at any new AWOP areas. -Some Stuff I Don't Fully Understand Yet: Roy pointed out a couple of things that I have not heard mentioned before, namely a pre-vis issue which impacts performance if you change anything in cells or worldspaces (how severe the effect is or why it exists I don't know right now). Also two mods cannot edit the same cell, only one mods changes will take effect... which will obviously cause problems with a mod like AWOP and will require some strategic pre-planning as to what areas are edited. I tried to do a bit more research on these topics but I have not found any related message boards yet. As you can see the Cons seem to out-weigh the Pros, for the time being at least. I will most likely make AWOP4FO4 but I want to finish AWOP4FO3 (which I highly recommend checking out for any that have not already) first, then polish and expand some of the FNV mods I have released such as AWOP & The AWOP Monster Patch before I start work on FO4, mainly so the lore remains consistent throughout the AWOP series. Let me know if you have any thoughts on these issues or any arguments (pro or con) that I may have missed. Ideas for new FO4 locations are also welcome but I'll probably make a separate thread for those on a later occasion. Ideally over time either myself or others will come up with creative solutions to the various cons posed by FO4 which should eventually help a great deal with AWOP4FO4's eventual design.
  4. So, I was shooting some raider (they may have been from Willow's quest) when one of the bad guys dropped a note called "Rainy Day". It say that someone hid a weapon, possibly a power fist, in Boulder City Railroad Station. I went there to look but found nothing. I have project nevada's EM vision so it's doubtful that I missed any activatable. I suspect this is from AWOP because this seem similar to how some of its other quest. The content is this: Hank I'm going to pay back the cap I own you soon. I've been following this guy who have a bizzard looking piece of Pre-war weaponry; I saw him take out a Fire Gecko with one punch. Kind of rediculous when you think about it, but I bet this think worth a mountain of caps. He has been stashing it in the Boulder City train station, I haven't been able to found it yet but I will keep lookking when he isn't there. It has to be in there somewhere! My mods are: GameMode=FalloutNV FalloutNV.esmGunRunnersArsenal.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmLonesomeRoad.esmHonestHearts.esmDeadMoney.esmOldWorldBlues.esmNVEC Complete.esmYUP - Base Game + All DLC.esmMikotoBeauty.esmAmbient Temperature.esmInventory Access.esmCFWNV.esm=1Project Nevada - Core.esmProject Nevada - Cyberware.espProject Nevada - Equipment.esmProject Nevada - Rebalance.espAWorldOfPain(Preview).esmAWOPDeadMoney.esmMomod.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmNVR-Strip.esmMore Perks.esmMore Perks for Dead Money.esmMore Perks for Honest Hearts.esmMore Perks for Old World Blues.esmMore Traits.esmMore Perks for Companions.esmNVWillow.espNovac Public Library.esmYUP - NPC Fixes (Base Game + All DLC).espZan_AutoPurge_SmartAgro_NV.espProject Nevada - Dead Money.espProject Nevada - Honest Hearts.espProject Nevada - Old World Blues (No Cyberware).espProject Nevada - Lonesome Road.espProject Nevada - Gun Runners' Arsenal.espPN_Cyborg_Trait.espRadiiHairFix.espDeadMoneyFemaleTuxedo.espReadius_NV.espMikotoBeauty.espFellout.espThe Mod Configuration Menu.espRoberts_NewVegas.esp1nivVSLArmors.esp1nivPNSLPatch.espTag Skills Improved.espXVSharlArmour.espPowered Power Armor.espJump Fall Fixer.espXVEnclaveBunker.espXV Enclave Remnants.espProject Nevada - XV Enclave Bunker Patch.espColossusBOSXV.espAmbient Temperature - PPA.espCFW-PN.espCFW-PN-DLC.espAutoCannonPort.espNVR-Version_10.espNVR-ELECTRO-CTIY_Patch.espFellout-OWB.espEVE FNV - ALL DLC.espAWOPDeadMoneyVendorPatch.espWeaponModsExpanded.espWMX-POPMerged.espWMX-DLCMerged.espWMX-ArenovalisTextures.espProject Nevada - WMX.espAWOP-MoMod.espTheLozza's_Gasmasks_V2.espNeckchains.espDistributed Necklaces and Chains Neck Seam Concealer.espGas Masks of the World - PN Patch.espNCR Rearmament v1.5.espCNR_Beta.espKaya47GlacierGlasses.espMadScience02.espNVR-NPCs.espConvenient Fast Travel Markers.espMore Perks Update.espMore Perks for Dead Money Update.espMore Perks for Honest Hearts Update.espMore Perks for Old World Blues Update.espMore Perks for Companions Update.espMore Traits Update.espUnlimitedTraits.espThe Weapon Mod Menu.espA Better Veronica.espCASM.espMail Order Catalogs.esp ( I actually uninstalled this mod but somehow the esp is still there, but I deactivated it)Energy Weapons Amplified.espProject Nevada - EVE All DLC.espWMX-EVE-AllDLCMerged.espAWOP-WMX-EVE AllDLCMerged.espWeightlessAmmo.espGoodsprings Filler.espSPECIALer_DLC03.espImp's More Complex Needs.espAmbient Temperature - IMCNNV.espImp's More Complex Needs - JA - SORTED.espIMCNNV - Sorted.espIMCNNV - HUD and Hotkeys.espLeatherBackpack - eng.espLeather backpack - rus.espXFO - 4bb - Perks - Two per level.espFetishFishnetNV.espFetishLingerieSetNV.esp
  5. Ladies,gentlemen,and all things in between,I come to you today with a question. I seek to make yet another new character for New Vegas,this one making full use of Cowboy and Grunt,two perks that I literally never took before. No idea why; They turn average and amazing weapons both into utterly insane things. Now,this SHOULD go without question,considering what forum we're on here,but my game is modded. As for what mods I have installed,I have a pretty extensive load order,though the ones that I think are relevant to my question are... -Gun Runners' Arsenal: Official addon. Includes the Bozar,among other things. -A World of Pain: Why did I not install this earlier? Adds the LMG Mk II,among other weapons,and many other things besides. -Weapon Mods Expanded: Also known as WMX. Ensures all weapons in the game have three mods each. Adds the Improved Rifling (+15% damage) and Recoil Compensator (Spread reduction) mods to the LMG and Bozar. Bozar can also take the drums for an extra 110 bullets. AWOP's LMG Mk II can also take these mods. -Project Nevada: An essential. Does insane things with the engine to make the game actually possible to play in real time,among many other things. -Yukichigai's Unofficial Patch: A monumental grab-bag of patches that,among other things,puts the Bozar under Grunt's influence. -LFox's Missing Ammo Recipes: Lets you make specialized ammo for nearly every calibre. Why this isn't vanilla is utterly mystifyng. Should make feeding the LMG I select easy. So,my question is thus; Which LMG should I use? The pickin's are the basic LMG,the Bozar from Gun Runners' Arsenal,and the LMG Mk II from A World of Pain. Here's the differences as I observe them between the three... -LMG: Middle of the three for ammo capacity. Excellent damage per bullet,tied with the Mk II. Actually reasonably accurate when you aim; I've done some excellent sniping with the thing in the past. Thank you,Bullet Time! -LMG Mk II: Second verse,same as the first. Now put me on a plane,so I can put 'em in a Hearse! Stats are tied with the original LMG across the board,except for ammo capacity; If I recall correctly,with the drums,you're looking at somewhere around 350 rounds to a drum. I never really checked if Grunt effected it,though... -The Legend Bozar: Okay,it's not the Fallout 2 incarnation. However,while it has less damage than the others,per bullet,it has a significantly higher rate of fire,and the gap only grows larger with perks and traits. On top of that,the thing's laser accurate,has a scope (I often find it difficult to read iron sights in games),and it can still take all three aforementioned mods,thus mitigating the ammo issue. The choice is very difficult for me,especially considering what I'll be using as my "Kill it NOW!" weapon; The Medicine Stick,which can take a scope,a long tube (+2 bullets),and a forged receiver (+50% durability). If you want to math things,the Bozar's base damage is 19 per bullet,and Grunt will improve that by 25%,bringing it up to 23.75 per bullet. The others are 21 per bullet,with Grunt pushing them up to 26.25 per bullet,though that's assuming Grunt effects the Mk II. So,yeah. Nexus Community,which would you go for,to compliment the Medicine Stick?
  6. I've been playing modded New Vegas for a while on an old PC that my cousin had, so I had to do everything myself on my new PC. The first few times I installed the mods I did it all at once and broke the game. Most recently, I have been installing mods gradually and tested the game for a few minutes before installing more. I left most of the big mods for last because installing them first in the past created problems. They all worked well until I installed those big mods, namely AWOP, EVE, and Project Nevada. Some of the problems include: - Missing weapon textures on player after respawn, and on NPCs from the get-go (I had installed Millenia's WRP and it had worked well before this)- Blood textures missing (fixed - I found out this was due to a conflict between EBT and EVE, yet installing the compatibility patch did not seem to work so I deleted it - would be nice to have though)- Missing faces on AWOP NPCs in Goodsprings (I had installed New Vegas Redesigned 3, and the compatibility patch for AWOP. It worked on one test run but the other times have missing faces and red exclamations)- Missing texture red exclamation appears when I die from laser weaponry- F4 Quickloot has enlarged text (somewhat fixed - I just disabled it for now)- Unable to open cheat locker for Weapons for the New Millenia near Chet's shop, as well as certain containers (F4 Quickloot allows me to take items inside but deactivating the quickloot mod doesnt fix this)- Missing icon on Pipboy for Weapons of the New Millenia guns, replaced by a blue square- Stuck on grey screen after death with main menu music playing (fixed - problem was caused by Fast New Game mod, however I am still curious how that problem happened)- Bullet holes in walls replaced with white squares I haven't uninstalled the game yet cause I'm not sure whether reactivating certain mods could do this - they worked for some but not w/ others. My load order is as follows: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmActive Wasteland.esmSomeguySeries.esmNew Vegas Redesigned 3.esmIWS-Core.esmNVInteriors_Core.esmDecrucifixion.esmELECTRO-CITY - CompletedWorkorders.esmAWorldOfPain(Preview).esmNVInteriors_ComboEdition_AWOP.esmMomod.esmSaxxonsQuestPack.esmELECTRO-CITY - Highways and Byways.esmGomorrah Redesigned v2.espNVStripOpen.esmThe New Bison Steve Hotel.esmAWOPDeadMoney.esmMore Traits.esmCompanion Core.esmProject Nevada - Core.esmProject Nevada - Equipment.esmCaliber.esmCFWNV.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espNevadaSkies.esmRobCo Certified.esmCompanion Share & Recruit.esmAWSW.esmMore Perks.esmMore Perks for Companions.esmWeapons.of.the.New.Millenia.esmYUP - Base Game + All DLC.esmSmalltalk.espNew Vegas Redesigned 3.espRealistic Wildlife.espEVE FNV - ALL DLC.espThe Mod Configuration Menu.espFollowers Ready To Fight.espActive Wasteland - Vanilla Replacements.espLoot Vehicles.espNiptonRebuilt.espAWOPCaliberXAmmoPatch.espWeaponModsExpanded.espIMPACT.espActive Wasteland - Dead Money Replacements.espMore Perks Update.espCNR_Beta.espActive Wasteland - Coffee Maker.espUnique skill Magazines.espStripOpenMain.espBanditv3.espPortable Bedroll - Well Rested.espWMX-DLCMerged.espAWOPDeadMoneyVendorPatch.espActive Wasteland - Dead Money Coffee Maker.espActive Wasteland - Dead Money Goggle Tints.espActive Wasteland - Goggle Tints.espQS_Blackwolf_NV_Backpackmod.espGRA WRP Compatibility Patch.espbzBodySuits.espJIP Companions Command & Control.espOven Cooking.espQuick Trade.espCFW-DLC.espIWS-Core-Guards.espIWS-Core-Patrols.espIWS-Core-Civilians.espIWS-DM.espIWS-HH.espIWS-OWB.espIWS-LR.espKillableKids.espLightUpAndSmokeThoseCigarettes_edisleado.espMore Perks for Companions Update.espNCR Rearmament v1.5.espNewVegasBounties.espTheInheritance.esp1nivVSLArmors.espRussell.espMore Traits Update.espSunnyCompanion.espFollower Home Marker.espWMX-EVE-AllDLCMerged.espModdable Unique Weps.espAWOP - Russell.esphunter.espTheBetterAngels.espGoodspringsPlayerHome.espFNV NPCs Travel.espAWOP Interim Fixes.espDecrucifixion.espCompanion Share & Recruit Companions.espHolster.espCAGE 1.9.3.2.espCrossbow.espArisakaType99.espUrgeWasterScarf.espProneMode.espbzArmour.espSunglasses Shipment.espSunglasses Shipment - Four Eyes.espSunglasses Shipment - Merchant.espPortableCampsite.espLeeEnfieldNo4.espRagdolls.espWeightlessAmmo.espUnlimitedCompanions.espAmmo.espRobCo Certified Friendly Hit Fixer.espxatmosSkillPerks.espSignatureWeapons.espSignatureArmor.espScottmacksBastardGun.espFPSWeaponWheel.espBoltGun.espR.A.C.E. Station.espReal Weapon Names.espAWOP-NVR3.espProject Nevada - Dead Money.espProject Nevada - Honest Hearts.espProject Nevada - Old World Blues (No Cyberware).espProject Nevada - Lonesome Road.espProject Nevada - Gun Runners' Arsenal.espProject Nevada - WMX.espProject Nevada - EVE All DLC.esp1nivPNSLPatch.espWMX-POPMerged.espDLC Weapon Integration - WMX.espBurning CampFire.espHelplessFalling.espGBetterHookers.espModified Combat Values v2.espNevadaSkies - Ultimate DLC Edition.espWeapons.of.the.New.Millenia.Leveled.Lists.espWeapons.of.the.New.Millenia.Cheat.Cabinet.espWeapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.espWeapons.of.the.New.Millenia.Store.espWeapons.of.the.New.Millenia.CaliberX4+.Patch.espWMX-ModernWeapons.espYUP - NPC Fixes (Base Game + All DLC).esp Total active plugins: 150Total plugins: 161 I had also planned to install Arwen's realism tweaks, ILO, Anim Prostitution and Realistic Headshots after those. Could somebody help me out with this? I don't know which mods should and should not overwrite which mods, and whether reactivating solve these issues. I've had LOOT rearrange my load order and it didnt seem to report any conflicts or missing masters. Any help would be greatly appreciated, thanks in advance and to my American friends happy 4th of July :)
  7. AWOP is currently undergoing the biggest update in years (maybe ever). Here's a list of the changes made to AWOP & The AWOP Monster Patch for in progress updates for both mods. I have a lot of plans for both mods so the updates may take several months to complete entirely. I'll check back here every now and then to relay what has been completed so far for reference & anyone else who is interested and to check on any comments. The Monster Patch for those unfamiliar currently adds about 20 large "Rumble Zones" filled with enemies and a named boss & reward box. The original version requires Monster Mod. The new vanilla version does not. I'm slowly working my way through the game and adding stuff to both mods as I go. When it's all complete I plan for both mods to add about 200 locations in total. 05 Sept 2019 EDIT: Just working on an update for the Monster Patch at the moment. I'm adding lots more detail to the older locations and making some a bit bigger. Also I'm dropping in some notes/story to make the areas more lore friendly and immersive. These notes will eventually lead to a new area with the Rumble Zones creator. It should not take long and work on the main AWOP 7.0 update will continue once it is complete. A World Of Pain 7.0 New Locations: -Goodsprings Mine -Biohazard Disposal Site -Bunker Test Site -Searchlight Underground Hangar -Novac Sewer East & West -Tech Bunker -Ghost Town South -Robot Fight Club -The Devil's Eye Cave -The Devil's Eye Complex Areas Modified/Expanded: -Infested NCR Bunker Lower Level -Searchlight Bomb Shelter & Sewer -Fiend Hideout All AWOP locations from Goodsprings to Novac (and beyond) have had a significant reduction in loot. Some enemies modified to prevent instant death kills on the player before Novac. Ghost Town Gunfight Powder Gangers rebalanced (it's now a bit easier). Rogan has a bit of new dialogue & Arkus has a new map marker to reveal. Frankie & Reed now have much more ammo. Lot's of general rebalancing to make the mod fit in better with the base game. Rose sells a new 4D Storage. Some minor aesthetic changes. AWOP Monster Patch (Original MoMod Version) -All invisible enemies removed. AWOP Monster Patch (Vanilla) -Full conversion of the AWOP Monster Patch designed to run with only AWOP. -New Rumble Area "The Fire Pits" -New Rumble Area "Searchlight Storage Bay" -New Rumble Area "Nipton Sewer Rumble" -Heavily modified the layout of Vault 44 -Expanded Repcon Basement -All areas have had a massive reduction in loot to match the base game and AWOP 7.0. -Rumble Area Conversions Completed: Goodsprings Sewer Sunnytime Cigarettes Forgotten Tombs The Fire Pits Poison Labyrinth Infested NCR Bunker Ant Caves Searchlight Storage Bay Vault 40 Vault 44 Repconn Warehose Repconn Robot Lab Lakelurk Nest Nightstalker Kennels Howler's Mine Nipton Sewer Darklight Mountain Death's Caverns The Devil's Arsehole Collapsed Underpass
  8. Right, the problem i'm experiencing is that certain weapons will fire, but they won't accept any ammo and they will just keep firing, some guns don't shoot at all. Examples of guns that will shoot without any ammo is the ghewhr 43 and the ak-74s, and the hk 417 tactical won't fire what so ever. I'm wondering what the cause of this is or if i forgot to add something crucial to the load order. Screenshots of my load order ( some mods i installed with mod fusion, such as azhteks and calibre x i think as the author reccomended that and every time i tried it with the manager, my game would crash on boot up) http://puu.sh/6XnyW http://puu.sh/6XnA4 Any help on this matter is greatly appreciated. Thanks, canihazacookie. Edit: If you need footage of whats happening i can provide it for you.
  9. Since there are megabuildings and also some mods already expanding on the existing onces I would be super hyped to see a mod bring to life the megabuilding from the Judge Dredd movie from 2012. For those that have not watched the movie please do so it is a gem and fits so extremely well with the cyberpunk theme. This would also fit into the lore and world of Cyberpunk 2077 quite well I think. Basically a huge (more towards high lvl/endgame) megabuilding battlezone that could be tied to a bounty hunting kind of gig that is being controlled by one of the gangs of night city where Vi has to slaughter through an entire megabuilding to get to the top and take out the gang leader.
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