[RELZ] Arwen's NV Realism Tweaks [thread #5]

Post » Fri Oct 08, 2010 6:17 pm

Arwen's New Vegas Realism Tweaks:

My Fallout New Vegas Gameplay Overhaul, focused on making the New Vegas Wasteland/Desert a much harsher place, where your stats and skills are MUCH more important.

Previous thread: http://www.gamesas.com/index.php?/topic/1142628-relz-arwens-nv-realism-tweaks-thread-4/

Current Version: 1.6.5 (January 24, 2011): Requires New Vegas Script Extender (NVSE). If you do not want to use NVSE, you are limited to version 1.4.2 (and earlier).

With v.1.6.5, My Realism Core is now essentially finished (and hopefully bug free). But it is still just one of four planned main modules (plus my Camera module). If you want a preview, go to my Fallout 3 website and take a look at my http://amito.freehostia.com/Fallout/FO-mods04.htm. There will be some differences, but my two overhauls will be quite similiar.

IMPORTANT! PLEASE follow my installation/update instructions carefully, EVEN if you are updating from v.1.5! If you do not uninstall correctly or reinstall correctly, you could severely mess up your game.

This mod was balanced for NORMAL Difficulty. If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance before complaining about the balance. Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects.

Please do no make requests that I remove any skill damage increases, as that is totally contrary to my goal of making New Vegas a better RPG. My goal has NEVER been to make this a better FPS, so don't even try to convince me . . . I'm not budging on this. The default game includes skill damage increases . . . I just altered it a bit. The way my mod handles weapon skill is that you gain a weapon damage BONUS as your weapon skills increase. Even at 10 Skill, DAM is 9% greater than default. In the default game, any weapon that you use will not do its full DAM until your weapon skill (for that type of weapon) is at 100 (100%). With my Tweaks, a weapon will do its full DAM once your weapon skill reaches 50 (above 50 skill, the DAM will continue to increase, reaching a 1.5X DAM BONUS at 100 skill).


Here are the major changes in v.1.6.5 (Realism Core):

  • Fixed the Needs Rates so that they remain constant while sleeping and waiting (were reverting to default rates)
  • Reduced Sleep Deprivation Rate a bit, so that Minor Sleep Deprivation would kick in after 16.7 hours (v.1.6: ~13 hours)
  • Adjusted my setting that made Radiation more deadly (now is only higher than default when you are wading or swimming in radiated water).
  • New optional Perception Based Accuracy: disables Auto-aim and your maximum accuracy distance is based on your Perception.
  • Fatigue Damage balances to all three of my Weapon Effects.
  • Dynamic Stealth Quest: Rewrote much of my script, so that detection/stealth is much improved (more realistic in the way it works) and the Player’s sneak skill is now a much greater factored in being able to avoid detection.
  • Improved my Smarter AI by adjusting Combat Styles for most of the NPCs and Creatures (the ones that needed combat tweaking).

The Modules (esps): (The full details on all my changes are listed in the Realism Tweaks section my http://amito.freehostia.com/FalloutNV/FNV-mods04.htm) Major changes from the default game:

1.) Realism Core (Arwen_Realism_Core.esp):
  • Required Core Module - Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
  • is added to your inventory, (located in PipBoy, under "Aid"), where you can select Timescale, Menu Time Rate, Reduced XPR Multiplier, and Threshold Reduction percentage. You can also toggle on or off each of my three Weapon Effects, my Fatigue Display, my Crippled Weapon Penalties, my Visual FXs. and my Perception Based Accuracy.
  • Time Passes Quest Script (formerly Needs Quest script) enables you to use a slower Timescale with the game's hardcoe mode. The Needs (food, water, sleep) increase at much more realistic rates and automatically adjusts to the player's Timescale. The game clock no longer stops while in most menus (default is the same as your Timescale rate, but can be reduced in the Options Menu).
  • My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced, just the amount of points you receive from this point forward.
  • Strength is now a much larger factor in carrying capacity: Base Weight Capacity was reduce to 50 pounds (from 150), but with each STR point now adds 20 pounds (default was 10).
  • Equipped armor and helmets now weigh 50% less than when carried (Power Armor weighs 75% less when worn).
  • Endurance is a much greater factor in determining your Base Health. HPs were increased for NPCs and most creatures, while HPs were reduced for the PC. The NPCs now receive 3 additional HPs/level, while the PC doesn't receive any. So, for equal Endurance, NPCs will now always have more HPs than the player (in the default game, the PC always had 20 to 45% more HPs).
  • Increased Holstered Weapon Speed Bonus (from 10 to 20%), so walking is now 9% faster (than default) when your weapon is holstered. Think of your this as a sprint toggle . . . as long as you remember to holster your weapon, you should now be able to outrun most enemy NPCs.
  • RunBack effect slows down your speed when running backward (since you should not be able to run as fast backward as forward), and your backward running speed is determined by your Agility level.
  • Modified Crippled Speed Penalties: now 40% slower walking/running with one crippled leg and 60% slower with both legs crippled.
  • Jump height and distance is now based on your Agility, how encumbered you are, and if a leg is crippled.
  • Pain now has greater effect on player - you will now feel like you're actually in pain.
  • Exposure to radioactive water (swimming and wading) is now 10 times more deadly. (But Radiation Accumulation rate and RAD amounts in food and water remain at default).
  • More immersive and more balanced VATS: much quicker VATS playback speed, so you have a bit more time to make defensive moves; but you'll now receive normal damage receive while using VATS; and weapons deteriorate twice as fast in VATS as they do in normal combat.
  • New Action Points formula: Your agility level is now a greater factor in determining your total number of Action Points, with a greater range in points. Range [AG:1-10] = 42-105 points (default was only 68-95).
  • Smarter AI: combat is now more challenging, and detection is more realistic. I have spent a great deal of time trying to balance out all the Combat AI and Stealth settings to mesh together with all my other changes. The end result is a unique set of tweaks that totally changes the way NPCs react during combat. If you are used to the default combat, it will actually feel like the NPCs have suddenly become much smarter.
  • NPCs will be a bit more alert to your presence, will stay alert longer, will spend more time looking for you, and will search a much greater area for you (up to 4 times further than in the default game). NPCs will detect you if they get close. Doubled the detection of noise that you make while sneaking. Running makes 3 times more noise than when walking - unless player has Silent Running perk (default was only 50% more). But it is now easier to avoid detection while hiding in the shadows, and easier to be stealthy when wearing lighter armor. Plus NPCs will now sleep a bit sounder - they will not wake up quite as easy when you are nearby.
  • My Dynamic Stealth Script uses separate stealth values for interiors vs. exteriors; time of day now dynamically affects your ability to avoid detection; and weather conditions now dynamically affects your ability to avoid detection. Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your enemies.
  • Balances armor/clothing values, weight, damage threshold, and "enchanted" effects. Helmets now account for a much larger portion of the total armor's protection, and my improved Threshold Resistance global modifier makes all armor more effective.
  • Localized Damage changes were made to all the default body types. Greater health damage from Head and Torso injuries; and much less health damage from limb injuries.
  • Increased the Weapon Skill DAM multiplier: at 10 Skill, DAM is 9% greater than default; at 100 Skill you will inflict 50% more damage than default (1.5X DAM).
  • The condition of the gun has less effect on how much damage it does, but Damaged Guns are a bit less accurate (more spread when damaged).
  • Damaged Guns will not fire as fast, are less accurate (more spread when damaged), and have a greater chance of jamming after reloading. And Automatic Weapons now take a bit longer to cool down.
  • All default weapons were rebalanced to mesh better with my other changes:
  • Underpowered weapons were improved and overpowered weapons were reduced in DAM/sec. Skill and weight requirements were increased for many weapons.
  • Energy weapons received a major overhaul: increased DAM, decreased ammo use, increased fire rates, and DT reductions were added to the ammo.
  • Melee Weapons generally had their DAM reduced (but a few were increased).
  • The values for most weapons were decreased (often 50% and more). This was done to bring the prices more in line with my earlier changes to the value of armor/clothing (both are necessary for my future bartering overhaul, which will be part of my Hard-Core module).
  • Weapon Skill Requirement Penalty increased: you should now see a noticeable gun sway when using a weapon that beyond you skill level.
  • Crippled Weapon Quest Script: prevents the player from using some weapons when one or both arms are crippled; decreases accuracy for pistols when right arm is crippled; reduces Melee damage when one or more arms are crippled; and disables VATS when an arm is crippled (prevents a VATS bug when arms are crippled, and prevents restricted weapons from being used in VATS).
  • Perception Based Accuracy (disabled by default, and still a bit experimental): Your small guns skill is still factored in, but when enabled, Auto-Aim will be disabled and aiming accuracy will be based on player's current PER, which affects maximum accuracy distance (no bullet rise) and gun drift. (If you are using any auto-aim fix type mod, you should leave this disabled.)
  • My own custom Weapon Effects adds fatigue damage, with knockouts (applies to both player and NPCs). "Whack" is attached to most non-bladed melee weapons, "Blast" is attached to most explosions, and "Gunshot" is attached to most small guns (excluding energy weapons and automatic weapons). Includes my optional Fatigue Display. Note: Weapon Effects must be activated in the Options Menu or they will not be in your game.
  • Removed the zoomed-in view when aiming most non-scoped pistols (and a couple of the rifles). But scopes added with mod kits will still zoom correctly.
  • Burns (from weapons like Flamers) will now continue to damage HP after the flames stop (for up to 50 seconds), along with my new Agility penalties.
  • Poison from creature attacks was increased, and your health is now damaged slower . . . for up to 80 seconds), along with my new Agility penalties.
  • Projectiles: many small balancing changes; for instance Bloatfly Darts and Centaur Spit now have much less range; plus the impacts for many of the projectiles were increased. And BBs and Buckshot will no longer have the same range as a .357.
  • Explosions: rebalanced explosive force, damage, and radius; most explosions now knock you down. For example, dynamite explosions now do 33% more damage, plus have a larger damage radius. And frag grenades now do 33% more damage, take 1 second longer to detonate, and can be disabled . . . if you are fast enough.
  • Improved Grenade physics: much less bounce and will now longer slide like on ice (increased friction). I'm now able to throw a grenade much more accurately, without it bouncing and sliding like crazy.
  • More realistic Death Force physics: this was impossible for me to get exactly right, since different bodies react very differently, but most bodies should now fly much less unrealistically through the air upon death.
  • Immersive visual changes: Increased Impact Shader Maximum Distance by 4 times the default distance, so you will now see bullet damage effects much further away. Spent shells from bullets now last 4 game hours before they begin to disappear (instead of only a few seconds). Fixed the default game "Get Hit" lag by cutting the effect's duration in half. Custom Visual FXs now add a bit of immersion when wearing sunglasses and reading glasses, and others are applied with loss of AGL and PER. Note: Visual FXs must be activated in the Options Menu.
  • Improvements were made to NPC's armor and weapons, across all levels, resulting in more challenging enemies. But the improved body armor (and sometimes their equipped weapon) is now damaged upon the NPC's death.
  • More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency).

2.) Camera module (Arwen_Camera.esp):
  • Totally optional, independent module
  • I really didn't like the default over-the-shoulder camera, because of how far off center it was.
  • My version is MUCH tighter (closer to center), resulting in a true over-the-shoulder view, making it easier to aim when in 3rd person.
  • The Kill Camera mode (if you have this enabled) happens less often and is now a second shorter in length, making it much less distracting during combat.
  • The Chase Camera's maximum distance is 3 times further away, so that you can now view you entire character. Plus you can now zoom out 3 times further when you're in vanity mode.


Installing (and Updating): IMPORTANT! If you do not uninstall correctly or reinstall correctly, you will likely severely mess up your game.
*** Make sure that you have NVSE installed, as my Realism Tweaks will no longer work correctly without it!

Note: if you are planning on starting a new game, you only need to do steps 5, 6 & 7, if they apply.
Part A.) Prepare your Saved Game & Uninstall Previous version
1.) Start the game and load the save you want to continue from.
2.) Unequip ALL clothing, hats, helmets, & eye wear. Ensures that your stats are not being altered by "enchanted" clothing.
3.) Make sure your SPECIALs are not being reduced (-) or increased (+) by any effects. If they are, wait for the effect to wear off.
4.) Save your game to a new save slot (do not overwrite an earlier save) and quit the game.
5.) Delete any previous version of my Realism Tweaks. [Or uninstall with the NVMM, if it was used to install.]

Part B.) Installation of my Realism Tweaks:
6.) Unzip my archive file and put the Arwen_NV_Realism_Core.esp in your FO:NV Data directory (default is "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Data"). And make sure that you activate it (by checking it) before playing the game. [Or install with the NVMM.]
7.) Start the game and load your previous saved game, and continue playing from this point only.


Credits:
  • Bethesda and Obsidian for making Fallout New Vegas and releasing the GECK, so that we can mod the game.
  • The New Vegas Script Extender Team for making NVSE


Download link: http://www.newvegasnexus.com/downloads/file.php?id=34759
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Claire Lynham
 
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Post » Fri Oct 08, 2010 8:52 pm

Well, I have pretty much wasted all my free time today trying to get this to work, and all I did was make things worse.

I uninstalled the New Vegas and Steam and now I cannot even connect to the Steam Network. So basically I'm screwed. If I cannot install the game, there will never be any more updates on my NV Realism Tweaks. I have put hundreds of hours into this mod, and now I cannot even use it. And it is all because of Bethesda's decision to make this a Steam Game. I have pretty much wasted all my free time for the past 2 months. I have a feeling that my modding days are over.
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Rachael
 
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Post » Fri Oct 08, 2010 7:31 pm

That would be a real shame.

Hoping things get better fast.
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ILy- Forver
 
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Post » Sat Oct 09, 2010 2:12 am

Thanks. I've tried everything, and I am still unable to get onto the Steam Network.
I'm pretty much out of options here.
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MARLON JOHNSON
 
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Post » Sat Oct 09, 2010 3:55 am

I'm so sorry this is happening. I've been keeping track of this continually since you've mentioned your problems, always checking back hoping to see some good news, but the grey clouds have instead turned black...

I really hope something turns around for you. There has to be something. I can only imagine how...isolated...you must feel from your own work. Speaking for myself, I can't imagine playing New Vegas without your tweaks...and the future? Future mods, future modules? Future mods for games not even published yet (which I fear will be Steam-powered, or should I say Steam-requited, as well)? I fear I feel the future rumblings of a tiny snowball way up on top of that hill, ready to start rolling....

But I hope not, at least. Maybe some Sun will come out somewhere and melt that snowball while it's still only a couple days old.
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Mandy Muir
 
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Post » Fri Oct 08, 2010 7:57 pm

Times like this it's best to take a break. I can imagine how frustrating it must be to want to work on something and be denied, but sh!t happens. Go find some comfort food, stuff your face and watch a good movie imo. 's what I did right before I started learning assembly.
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Quick draw II
 
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Post » Fri Oct 08, 2010 10:38 pm

My "break" is looking like it is going to be a permanent one, unless someone at Steam Support will actually help me fix this, as there is like nothing I can do if I cannot even get on the Steam Network to install my game.

I'll likely be pulling my NV Realism Tweaks off NV Nexus in a day or so, and shutting down my Fallout New Vegas website. It is now pointless to maintain either. If I can no longer even play New Vegas, how can I run a support site? And I will not keep a mod available that is no longer even fully compatible with the updated game. I HATE STEAM, and I'm really upset that Bethesda chose to make, what was otherwise a good game, an Online Only game.

The last few days have been sooo frustrating! I put my heart and soul into my Realism Tweaks and now I am unable to even enjoy my own efforts. So I have 2, barely used games that I blew my my next several months' gaming budget on (FO:NV + CIV V = $100 US), that I'm about to throw in the trash, as they are now totally worthless to me. I've very tempted to go the pirated game route next time, even though I'm a goody-two-shoes about that sort of thing. But, when a game that you paid for will not install and a free pirated version will, honestly really doesn't pay off.
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Monika
 
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Post » Fri Oct 08, 2010 2:37 pm

Some advice Arwen, take a week or two off, come at the issue again, let the frustration cool. After the Christmas season the steam servers should have cooled down, stop receiving connections and requests every micronanosecond and actually started running somewhat decently. Some other advice, Steam support takes awhile, a measure of days rather than hours, again taking a break and not thinking on the issue for a few will probably help.

A few questions, any specific error code you've been getting? Or just a standard, "YOU SHALL NOT PASS!" style message that does cods blood to provide a measure of information?


EDITING IN SOME GENERAL ADVICE FOR WHEN STEAM IS ACTING UP.
In the steam folder there is a file called ClientRegistry.blob, deleting it will cause steam to fix a lot of issues as it redownloads a settings file.
If you can log in but the problem is restricted to a few games, exit go to your steamapps folder inside your steam folder, and delete the games that are acting up .NCF files. This can fix it some times.
If you can launch steam and log in, click on steam-then settings-then downloads then change your download region to something else.
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Bee Baby
 
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Post » Fri Oct 08, 2010 4:11 pm

Way i see it, if you paid for the game, getting a pirated version that works isnt stealing. you didnt get anything you didnt pay for and the devs didnt lose anything by what you did. I seriously considered the pirated patch because of what happened to you Arwen. really, the only thing preventing me is i dont know if mods or nvse will work with it. i dont understand why game companies opt for protection like this that dont do anything at all against pirates.
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Erin S
 
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Post » Fri Oct 08, 2010 10:41 pm

I wouldn't spend too much time on trying to get this to work right now if it's not working. I agree with dakorma, leave it for a bit, you're not getting through it right now it seems. :brokencomputer:
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benjamin corsini
 
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Post » Fri Oct 08, 2010 9:04 pm

A lot of us would be really sad if you called it quits.

My suggestion is that you come back after the holidays. The servers are clearly under a lot of stress now, with all of the games being bought and downloaded. I bought a game today, and it took about seven hours to install instead of what it normally would take, which is from fifteen to twenty minutes. If your connection isn't all that great, and on top of that the servers could be prioritizing connections somehow, it may be blocking you because of this.

Even if you do stop modding it, it would be nice if you considered leaving it up as some sort of resource for people to continue with. Of course, it's your work, so you don't have to do that. But think about it.
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Vicki Gunn
 
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Post » Fri Oct 08, 2010 11:20 pm

Have you installed anything on your computer recently? I had to remove Advanced System Care from my computer, as it was interfering with the Steam Client. The Steam Support Forums have a list of programs that can cause problems with the Steam Client.
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Devin Sluis
 
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Post » Fri Oct 08, 2010 4:26 pm

It is ridiculous that you can not access your account. Someone from Steam must help you and I am sure they will. You should keep asking for aid and send e-mail to every technical support they have. They might overlook your first email and ignore the second one but in the end they will help you. I have been using Steam for a long time and had a problem to connect my user account once. They fixed the problem in the end and I am using it now with no problem. Never give up and don't think like you lost your money. It is totally unacceptable.

The problem might be in you computer. I guess you tried to open your account from another computer? If you can not open it from anywhere then it is a problem in their servers and they have to fix it. If you can access it then it is your PC and you can try fixing your computer yourself. Daelda has already mentioned that there are programes which cause problems with Steam and sometimes with other copy-protection systems in the game. Those programes are not always illegal ones and it is very annoying. I mean I understand the companies are trying to protect their products but they are getting extreme sometimes. Of course there is the final solution: formating your system for good. But it is not a practical choice, especially for a problem like this.

Oh, and don't even think about trashing your work! :smile: You have an amazing mod to complete here and thanks to you New Vegas is going to be a fantastic game! :bowdown:
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Daniel Lozano
 
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Post » Sat Oct 09, 2010 5:03 am

Thanks for all the GREAT support, and sorry for all the whining on this end . . . but please try to understand that because of the weird way that my stupid brain is wired, that some things have a major impact on me in ways that most other people can just shrug off. When I have a problem like this, I HAVE to solve it. I cannot just walk away from it, until I figure it out, I reach a point that I don't know what else to try, or I pass out from exhaustion. Last night I was at the don't-know-what-else-to-try point, but I still kept trying things. The most frustrating part was that I had not installed any new software, between the time my game worked and when I connected to Steam to get the latest update/patch . . . and I had only set Steam to offline mode the day before, as I didn't want the patched version until NVSE had been updated. Before that I always had it set it online mode. And, other than a minor hiccup once and a while, it generally connected, and the game started just fine. So I was having a REALLY difficult time understanding why I suddenly could not connect. Unfortunately all my efforts to get the game running again just made it worse. And the lack of help from Steam "Support" was more than a little frustrating.

By 1:30 am last night I was at the pass-out-from-exhaustion point, so I finally gave up and went to bed.

Well Steam didn't fix itself over night, and "Support" hadn't reply to my pleas for help. So I logged onto this forum this morning, and I read through the posts to see if there might be a suggestion that I hadn't tried yet. And this post stood out like a flashing neon sign:
Have you installed anything on your computer recently? I had to remove Advanced System Care from my computer, as it was interfering with the Steam Client. The Steam Support Forums have a list of programs that can cause problems with the Steam Client.

I had Advanced System Care installed on my computer, but it had always seemed to work just fine along side all my other programs, including Steam and New Vegas. I had not updated the program this week, so I really didn't see how it could be the problem. But I had tried everything else, so I figured that I would uninstall it. And then I tried Steam again and it WORKED! THANK YOU Daelda!!!

It took me forever to download the entire game again (like all morning), but I can run it again, so I'm back in business . . . well sort of. I still need to reinstall GECK, FNVEdit, NVSE, and the mods I was using . . . so I'm not quite there yet, but things do look promising now. Thanks goodness! Unfortunately I have to attend to the other aspects of my life for a while, so it will likely be another day before I get everything back to the place where I will be able to work on my NV Tweaks again.

Again, thanks so much for sticking with me through this mess (and I still HATE Steam).
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Anne marie
 
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Post » Fri Oct 08, 2010 2:49 pm

HOORAY! Glad something worked. Im headed for my hometown for the holidays and dont have a gaming pc there but im looking forward to hardcoe module and a serious playthru, hopefully upon my return. :)
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LijLuva
 
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Post » Fri Oct 08, 2010 7:01 pm

Again, thanks so much for sticking with me through this mess (and I still HATE Steam).

It's no problem whenever you've done so much for us. :thumbsup:

I sort of had a niggling feeling that it was another program causing the issue (like an AV or something similar), but I wasn't too sure. I know I used to have the same problem whenever I had Avira on my computer and it kept blocking all incoming traffic on everything except for Windows updates and web browser downloads. And on a slightly different note, I really wouldn't use Advanced System Care to begin with, as it's mostly just bloatware that doesn't do as nearly of a good job as other programs that are designed to do those jobs. I can recommend you some great registry cleaners or defraggers, free or paid, if you wish.

It's great to see that you're basically back on your feet though, as I don't know what I'd do in a world without your tweaks for New Vegas. I'd probably just go back to drab, boring, and less rewarding vanilla, and I really don't want to go back there.
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Lou
 
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Post » Sat Oct 09, 2010 4:40 am

I thought you'd like to know for some reason your mod isn't compatible with the new version of Fook
http://www.newvegasnexus.com/downloads/file.php?id=34684

Apprently when you sleep the game crashes or when I start to quicktravel to a location it crashes as well.

I've mentioned this to the fook people on Nexus and on their own site.
On a side note I'm glad you got your computer fixes settled because New vegas would be quite boring without your mod.
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Shelby McDonald
 
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Post » Fri Oct 08, 2010 10:24 pm

Glad to have you back. Thanks to Daelda for a solution, and I just uninstalled Advanced System Care. Didn't have a problem with it but I knew it was to good to be true.
I was getting upset thinking that you might leave.


P.S. That feeling you have about having to find a solution to a problem right now, will partially go away as you grow older. Or maybe I,m just getting lazy.
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Jerry Jr. Ortiz
 
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Post » Fri Oct 08, 2010 8:32 pm

I had Advanced System Care installed on my computer, but it had always seemed to work just fine along side all my other programs, including Steam and New Vegas. I had not updated the program this week, so I really didn't see how it could be the problem. But I had tried everything else, so I figured that I would uninstall it. And then I tried Steam again and it WORKED! THANK YOU Daelda!!!


:celebration: I am glad I could help. It was just by pure luck/fate that I even saw your post last night. I had been up late and decided not to go to bed, so as not to wake my wife (she has a test this morning in a class) and I got a yearning to try playing New Vegas - even without the Mods being quite where I want them at yet. One of the first things I did was to check out the status of your mod and saw your post. :banghead: When I first picked up F:NV from the pre-release, I had the same problem. I spent a full day doing *everything* I could think of to get the game running, but nothing worked until I got rid of Advanced System Care.

:fallout: So, I may not have provided you with feedback on your tweaks so far, but hopefully I have shown that I (and probably other Lurkers) do care about your mod. *hugs* (And I'm *really* glad that you will be back up and running soon).
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trisha punch
 
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Post » Fri Oct 08, 2010 6:22 pm

Great news!
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louise hamilton
 
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Post » Fri Oct 08, 2010 7:33 pm

I thought you'd like to know for some reason your mod isn't compatible with the new version of Fook
http://www.newvegasnexus.com/downloads/file.php?id=34684

Apprently when you sleep the game crashes or when I start to quicktravel to a location it crashes as well.

I've mentioned this to the fook people on Nexus and on their own site.
On a side note I'm glad you got your computer fixes settled because New vegas would be quite boring without your mod.

Bro, it's not gonna happen. They're both overhauls, and from what I know they're quite different, so even if you did somehow magically get them working together, the balance in your game goes right down the toilet. Of course I don't know much about FOOK, but basing off what little I know about how they did things in FO3 that rings true. Either way, they will both eventually be changing many of the same things. I doubt any peaceful balance can be achieved.
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April
 
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Post » Fri Oct 08, 2010 7:24 pm

Crisis averted, hurray! :clap:

ART threads are never boring. :P
I thought you'd like to know for some reason your mod isn't compatible with the new version of Fook
http://www.newvegasnexus.com/downloads/file.php?id=34684

Apprently when you sleep the game crashes or when I start to quicktravel to a location it crashes as well.

I've mentioned this to the fook people on Nexus and on their own site.
On a side note I'm glad you got your computer fixes settled because New vegas would be quite boring without your mod.

FOOK is an overhaul mod, and so is ART. Those don't work together. As both mods get updated I'm sure they'll start overlapping more and more. The early version of FOOK may have been compatible because it contained mostly bug fixes but it wasn't going to be compatible in the long run.
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Invasion's
 
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Post » Fri Oct 08, 2010 9:34 pm

Bro, it's not gonna happen. They're both overhauls, and from what I know they're quite different, so even if you did somehow magically get them working together, the balance in your game goes right down the toilet. Of course I don't know much about FOOK, but basing off what little I know about how they did things in FO3 that rings true. Either way, they will both eventually be changing many of the same things. I doubt any peaceful balance can be achieved.

yeah I've noticed, I'm kinda new to this whole thing. But I got them both to work together and really the balance in the game is perfectly sound. :o Well balance depends on the user really.
But really I'll just use this one since this is really the best one. I'll do a new file with just this loaded and see what you mean by Balance.
Meaning I run three overhaul mods.
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Benjamin Holz
 
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Post » Fri Oct 08, 2010 9:21 pm

http://www.mediafire.com/download.php?y0vb02scw38cswx

Might need refinement, but it's a start... Many ARMO conflicts could be permanently resolved by adding the missing OBND data from FOOK to Arwen's.

Arwen: To update the NVSE Chicken/Egg stuff, use FNVEdit to "Change Form ID" of 0017B7B8 to 0001E5CA and 0017B7BA to 00071622. They deleted the unused quests, evidently, and reused the FormID's I'd previously hijacked for new references. The CP has the revision in it such that after changing the FormID's, you'll not have to recompile anything utilizing the NVSE global.
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Flutterby
 
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Post » Fri Oct 08, 2010 10:24 pm

Glad to see you're back in business, Arwen. :)
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how solid
 
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