[REL] Old Ghoul Eye

Post » Fri Jan 07, 2011 3:51 am

Old Ghoul Eye


Download: http://www.newvegasnexus.com/downloads/file.php?id=40678


- http://www.newvegasnexus.com/downloads/images/40678-1-1299116057.jpg (more screenshots available at the download link)


Readme quote:


Fallout New Vegas:

==================
Old Ghoul Eye

Version: 1.0.1
Date: 07-03-2010
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Old. Big scar. Looking for the man who shot you and left you for dead... with murder in your one good eye.

Old Ghoul Eye (OGE) adds new character generation options that reflect a possible outcome of being shot in the head at the start of the game. It is a cosmetic and (optionally) a gameplay mod.

What if that bullet drove a path close enough to one of your eyes to severely damage it - to blind it? OGE lets you play a character that is visibly scarred by that gunshot wound; a scar across the left side of your head, and a ruined left eye - perhaps earning you the nickname "Ghoul Eye". Additionally, taking the 'Ghoul-Eye' trait during character generation enables some gameplay effects appropriate to a character that is blind in one eye (see the Playing The Mod section below for more information).

OGE also - as you may have guessed - lets you play a character that is much older than the default game allows. Who knows what the Courier got up to in the long years leading up to the events of Fallout New Vegas... (Note that as of OGE v1.0.1, young versions of the Ghoul Eye races are also available.)


Finally, OGE is a modder's resource; containing several new art assets that may be useful in other mods. See the Modder's Resource Info section below for more information.

===============
2. Requirements
===============

- Fallout New Vegas
- [OPTIONAL] Project Nevada (http://www.newvegasnexus.com/downloads/file.php?id=40040)

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the OldGhoulEye.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - place a tick in the box next to OldGhoulEye.esp.

- ArchiveInvalidation *may* be necessary if you have not performed it already. Try this tool: http://www.newvegasnexus.com/downloads/file.php?id=35935



Project Nevada Compatibility (OPTIONAL):

- This compatibility patch adds Project Nevada's night vision and scanner abilities to the 'Tech Eye' item (see the Playing The Mod section below for more information).

- The following assumes you have already successfully installed Project Nevada and the main OGE plugin (see above).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - place a tick in the box next to OldGhoulEye-ProjectNevada.esp.

- Ensure that OldGhoulEye-ProjectNevada.esp is loading *after* OldGhoulEye.esp.



OldGhoulEye-NoHeadbandSlotForHeadgear plugin (OPTIONAL)

- This plugin changes a number of headgear items to no longer use the 'headband' slot, meaning that items that *do* use the headband slot can be worn with those items. This was done primarily so that the eyepatch and Tech Eye items in OGE can be worn with a greater variety of headgear, but this plugin does not explicitly require OGE.

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - place a tick in the box next to OldGhoulEye-NoHeadbandSlotForHeadgear.esp.

- If also using AlexScorpion's Animated Night Vision Goggles mod, load OldGhoulEye-NoHeadbandSlotForHeadgear.esp *before* Alexscorpion'sNVG.esp (or just don't use OldGhoulEye-NoHeadbandSlotForHeadgear.esp, as Alexscorpion'sNVG.esp edits most of the same headgear items in a similar fashion to OldGhoulEye-NoHeadbandSlotForHeadgear.esp). Beyond that, load order doesn't matter (in the context of this plugin and the other OGE plugins).



Updating from an earlier version:

- Install the files from the newer version (following the installation instructions above) over the top of the files from the older version - clicking 'Yes to All' (or equivalent) when Windows asks if you wish to overwrite files and folders.

- Update your merged patch if you use one (see Automatic Merged Patch Creation, below).

- Resume play: no other steps required.



Automatic Merged Patch Creation:

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using. It is even MORE important if you are using more than one add-on for Project Nevada.

- Download FNVEdit (http://www.newvegasnexus.com/downloads/file.php?id=34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

- Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.



Uninstallation:

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to OldGhoulEye.esp (and OldGhoulEye-ProjectNevada.esp, if it was also activated).

- If desired, delete all files copied to your Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the OldGhoulEye.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

During character generation, you can now select from eight additional 'races':

- Ghoul Eye African American
- Ghoul Eye Asian
- Ghoul Eye Caucasian
- Ghoul Eye Hispanic
- Old Ghoul Eye African American
- Old Ghoul Eye Asian
- Old Ghoul Eye Caucasian
- Old Ghoul Eye Hispanic

Both male and female are catered for, as are several eye colours; blue, brown, green and grey.

The head shape used by older characters in Fallout New Vegas is slightly different to that used by younger characters, so OGE adds several new facial hair types specifically made to fit the 'old' head shape. Most of these were already in the game (they're used by NPCs), but were not set as playable by default. These can be identified during character generation by their names; they end with '(Old)'. You must use one these facial hair types when playing as an Old Ghoul-Eye character, and not the default facial hair types; if you want to avoid the facial hair in question clipping horribly through your character's face, that is. Likewise, choosing one of the '(Old)' facial hair types for a younger character will yield similarly undesirable results.

For similar reasons, the range of hairstyles available to Old Ghoul-Eye characters is relatively small. OGE does add one new male hairstyle though; 'Receding (Old)' - and an alternate 'Receding' version for younger characters.


OGE is not just a cosmetic mod though (unless you want it to be); choosing the 'Ghoul-Eye' trait (only available to Ghoul-Eye characters) during character generation enables some gameplay effects. The trait description is as follows:

"The full Ghoul-Eye experience. That bullet blinded you in your left eye, and left it a scarred mess that repulses people. You have -1 Charisma, unless wearing an eyepatch, in which case you have +1 Charisma (because let's face it; eyepatches are cool). A lack of depth-perception has its problems, too; you have -2 Perception (though with luck, you may find a device that negates this penalty and instead gives you +1 Perception)."

The trait description alludes to two new items added by OGE: a common eyepatch, and the rare, expensive 'Tech Eye'. Eyepatches can be found for sale by many merchants; particularly those who sell general items or medical supplies. The Tech Eye, however, may be more difficult to find (the last Q&A point in the FAQ below spoils where it can be found, however - so be warned).

A few more points on the Tech Eye:

- It will give a Charisma bonus to characters with the 'Ghoul-Eye' trait in the same fashion as a regular eyepatch.
- The 'OldGhoulEye-ProjectNevada' compatibility patch (see Installation Instructions, above) gives the Tech Eye additional abilities; night-vision and scanner abilities, specifically.
- Non-'Ghoul-Eye' characters can still use the Tech Eye, but will only receive +1 Perception for doing so (and access to the above Project Nevada features, if relevant).

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) Is OGE compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between OGE and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility.

Q) Is OGE compatible with [insert name of body-replacer here]?
A) It most likely is. OGE makes no changes to body or head meshes.

Q) Why is this eyepatch not giving my character a Charisma bonus?
A) It only gives a bonus to characters that actually *need* an eyepatch; characters with the 'Ghoul-Eye' trait, in other words.

Q) Can you make more hairstyles available to Old Ghoul-Eye characters?
A) No plans to do so at this stage.

Q) Why do the different OGE races (Asian, Hispanic, etc) all look so similar?
A) gamesas/Obsidian used the same base textures and head mesh across the different races (different mesh/textures for different sixes and age groups though), and relied on facegen to differentiate between them. By extension, so does OGE; I began by duplicating the existing races.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Why is New Vegas crashing/stalling on startup?
A) This is usually caused by a load order issue. Check the load order information in the Installation Instructions section of the OGE readme. Also, do NOT rename any OGE plugins - especially OldGhoulEye.esp. In fact, renaming plugins is generally just a really bad idea.

Q) Why am I seeing 3D exclamation points and/or missing texture notifications instead of things from the OGE mod?
A) This happens when the game can't find the meshes and textures it's looking for; in this case that means that OGE wasn't installed correctly. Along with the esp file/s, you also need to place the [meshes] and [textures] directories from the OldGhoulEye.7z archive file into your Steam\steamapps\common\fallout new vegas\Data\ directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything). Also (in the case of texture issues - not missing mesh issues) make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause.

Q) Will you tell me how to cheat to get the items added by this mod so I don't have to purchase or go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

Q) Oh *please* won't you tell me where to find the Tech Eye?
A) Okay, but it's a SPOILER, so stop reading this paragraph now if you want to avoid a DIRTY GREAT BIG HONKING SPOILER. Doctor Usanagi at the New Vegas Medical Clinic has one for sale, and you can also find one in the Vault 34 Armoury.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- The head meshes for the 'young' and 'old' races are slightly different shapes - as are male and female head meshes, obviously, so OGE contains four meshes for the eyepatch (and four for the Tech Eye) to support these different shapes. Male vs female meshes for items are already handled automatically by the game, but I had to specifically script the eyepatch and Tech Eye items to account for the young and old races. If you equip an inappropriate version of the eyepatch for your character's race (note that the only 'old' races the script knows to check for are those in OGE), it will be automatically swapped for the correct version. You may hear the equip sound effect play twice, but apart from that it should be fairly seamless.

- The above swapping scripts were intended to also take effect if an NPC (such as a companion) equipped an eyepatch or Tech Eye, but it didn't seem to work, unfortunately.

- The clipping issues resulting from trying to use a 'young' facial hair type with an 'old' head mesh (or vice-versa) are mentioned in the Playing The Mod section, but I'll mention them here too. It should be pretty obvious if you try to use the wrong one, but again; only use facial hair types whose names end with '(Old)' with Old Ghoul-Eye characters (and don't use those facial hair types with younger characters). As far as I can tell, there's no way to restrict certain facial hair types to certain races, so I can't make this aspect more user-friendly than it is, unfortunately.

- The (optional) OldGhoulEye-NoHeadbandSlotForHeadgear plugin will conflict with other plugins that include edits to the same headgear items.

================================
8. CREDITS
================================

- Design, construction, modelling, texturing, scripting, etc by Antistar.
- Base head textures by gamesas. (Tweaked versions by GabbyStardust (I believe). Scars added by Antistar.)
- Eye meshes by gamesas. (UVW map altered to support heterochromic eyes by Antistar.)
- Eye textures by Antistar.
- Eyepatch by gamesas/Obsidian. (Flipped, tweaked and conformulated to fit old male head mesh by Antistar.)
- 'Tech Eye' mesh and textures by AlexScorpion, from his Sneaking Suit modder's resource. (Tweaked and conformulated to fit old male head mesh by Antistar.)
- 'Receding' hairstyle texture by Antistar. (Tweez' 'Receding Hair' texture was used as reference, but no assets from Tweez' mod are included.)
- 'Rough Beard' facial hair mesh by gamesas. (Tweaked and conformulated to fit old male head mesh by Antistar.)

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter or are based on the OGE plugin/s.


Beyond that, OGE is considered a modder's resource. Art assets in this mod can be used in other mods without first asking my permission, as long as all authors of said assets are appropriately credited. Assets included in OGE that may be useful in other mods include:

- 'Receding' hairstyle texture. Relatively high-res.

- Heterochromic eyes. The re-mapped eye meshes included in OGE can be used for heterochromic eyes of all kinds.

- Higher-res eye textures. More detail (and more vibrant) than vanilla FNV eyes.

- 'Rough Beard (Old)' mesh. By default, FNV does not include a mesh for this facial hair type that can fit the 'old male' head mesh. OGE includes one that does fit it.

- Eyepatch for left eye. The eyepatch included in FNV's files is only for right eyes.

==========================
10. CONTACT AND INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0.1 (07-03-11)
- Added younger versions of the races; called 'Ghoul Eye' races (rather than 'Old Ghoul Eye').
- Made new eyepatch and Tech Eye meshes to fit male, female and old female head meshes respectively (in addition to the old male head mesh, as in v1.0).
- Added new 'young' versions of the eyepatch and Tech Eye items (this should be purely behind-the-scenes, however; if all works as intended. See the Known Issues section for more information.)
- Added scripts to eyepatch and Tech Eye that, when equipped, silently swap the item to the appropriate 'age' version of the item for the 'race' of the player (doesn't seem to work for companions).
- Added new hairstyle: 'Receding' - for (young) male characters.
- Changed name of 'Old Ghoul-Eye' trait to simply 'Ghoul-Eye'.
- Eyepatch and Tech Eye items now use the 'headband' slot by default (changed from the 'nose ring' slot). This is to support Project Nevada compatibility.
- OldGhoulEye-ProjectNevada patch updated to account for new 'young' versions of the eyepatch and Tech Eye. Also removed override to Tech Eye (Old) item as it was no longer needed.
- Added optional OldGhoulEye-NoHeadbandSlotForHeadgear.esp plugin to OGE package (see Installation Instructions for more information).

Version 1.0 (03-03-11)
- Initial public release.

User avatar
Natalie Harvey
 
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Post » Fri Jan 07, 2011 8:52 am

Sweet deal! :tops: I'm gonna have to check this out.
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Jesus Sanchez
 
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Post » Fri Jan 07, 2011 7:49 pm

Really hope you either you;

A: Make a young Version of the race (and e.g. The Eyepatch and Tech Eye)

or

B: Make the Blast Hair and the Ronin Goatee old race options

Otherwise this looks great.
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Damned_Queen
 
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Post » Fri Jan 07, 2011 7:04 am

i have to agree with the 3rd type. i would like to see a young version of this as well.

on another note, too bad you didn't release this a week or so ago. now i want to remake my old, crazy mad scientist char (again), damn youuuuuuu! :)
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Matt Fletcher
 
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Post » Fri Jan 07, 2011 3:53 pm

If he can't then I as least need a old race Blast Back/Ronin. I simply can't make a character without it. Just doesn't feel right.
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Stephy Beck
 
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Post » Fri Jan 07, 2011 4:36 pm

Thanks guys.

Yeah, the 'old' aspect of the mod doesn't seem so popular; guess I'm not that surprised though. Not that it matters that much; just a personal mod that I slapped a couple more textures into to round it out, after all. ;)

Young versions of the races shouldn't be too hard; I'll see if I get time.
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JeSsy ArEllano
 
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Post » Fri Jan 07, 2011 4:30 am

I like the idea of being old... my standard FaceGen looks very rugged and manly on an old head... but I just can't do it without Blast Back/Ronin...
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Roberta Obrien
 
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Post » Fri Jan 07, 2011 4:37 pm

I like the idea of being old... my standard FaceGen looks very rugged and manly on an old head... but I just can't do it without Blast Back/Ronin...


Changing the rough beard mesh to fit the aged head mesh was pretty tedious (though there's probably an easier way to do it; if I did some research), so I imagine making younger versions of the races would be easier.
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Ash
 
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Post » Fri Jan 07, 2011 3:00 pm

Ayup, I also vouch for the 'younger' version. :)

Just a question, would it be possible to make a somewhat 'subtle' version of the scar too? Something like http://www.zidouta.com/images/williams_omar.jpg(couldn't find a better picture, sorry :()?
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Joey Bel
 
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Post » Fri Jan 07, 2011 7:47 pm

Ayup, I also vouch for the 'younger' version. :)

Just a question, would it be possible to make a somewhat 'subtle' version of the scar too? Something like http://www.zidouta.com/images/williams_omar.jpg(couldn't find a better picture, sorry :()?


No plans for alternate scar versions, sorry. I don't want to head down the path of alternate versions; it really only leads to an exponentially increasing amount of work.

Having said that, I am making younger races now (they're called simply 'Ghoul Eye', rather than 'Old Ghoul Eye'); the mapping of the face textures is almost the same across young and old, so I just had to duplicate the scar layers and that was it.
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Jonathan Egan
 
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Post » Fri Jan 07, 2011 9:42 am

Using your mod fpr my 'old cowboy' playthrough and it's great! The old tough guy with high charisma and lady killer :-)
Just one issue:
When using the Project Nevada version the tech eye is set up in a way that allows it to be used together with the eye patch but not with a regular helmet. Since the non-PN version is set up differently I guess it's an oversight.
I tried to change it myself, but inexperienced as I am I seam to have broken the night vision script :-(
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Ronald
 
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Post » Fri Jan 07, 2011 9:42 pm

Using your mod fpr my 'old cowboy' playthrough and it's great! The old tough guy with high charisma and lady killer :-)
Just one issue:
When using the Project Nevada version the tech eye is set up in a way that allows it to be used together with the eye patch but not with a regular helmet. Since the non-PN version is set up differently I guess it's an oversight.
I tried to change it myself, but inexperienced as I am I seam to have broken the night vision script :-(


Ah, right; well spotted. In the main plugin the eyepatch and Tech Eye are set to use the 'nose ring' slot; purely so that they can be worn along with a greater variety of other items (for example, so that the eyepatch can be worn underneath sunglasses). For things like the night vision and scanner modes, Project Nevada requires that items be in a particular slot; the 'headband' slot, in this case. So the 'OldGhoulEye - Project Nevada' patch changes the Tech Eye to use the headband slot, but I didn't think to also change the eyepatch so that it couldn't be worn at the same time as the Tech Eye.

I've changed both items to use the headband slot in the update I'm working on. However this creates an issue: as you've noticed, many helmets are set by default to use the headband slot (among other slots), so they won't be able to be worn at the same time as the eyepatch items in Old Ghoul Eye. I happen to use AlexScorpion's http://www.newvegasnexus.com/downloads/file.php?id=36617 mod, which alters a lot of headgear items (such as open-face helmets) in the game so that they don't use the headband slot. The helmets in my http://www.newvegasnexus.com/downloads/file.php?id=36152 mod are set up the same way (specifically for compatibility with AlexScorpion's mod), so I should be fine, at least. ;) You might consider grabbing AlexScorpion's mod as well.

Not sure what I'll do to counter this issue in Old Ghoul Eye itself though. Hmm...
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Jessica Thomson
 
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Post » Fri Jan 07, 2011 5:44 pm

Old Ghoul Eye v1.0.1 is now available:

Version 1.0.1 (07-03-11)
- Added younger versions of the races; called 'Ghoul Eye' races (rather than 'Old Ghoul Eye').
- Made new eyepatch and Tech Eye meshes to fit male, female and old female head meshes respectively (in addition to the old male head mesh, as in v1.0).
- Added new 'young' versions of the eyepatch and Tech Eye items (this should be purely behind-the-scenes, however; if all works as intended. See the Known Issues section for more information.)
- Added scripts to eyepatch and Tech Eye that, when equipped, silently swap the item to the appropriate 'age' version of the item for the 'race' of the player (doesn't seem to work for companions).
- Added new hairstyle: 'Receding' - for (young) male characters.
- Changed name of 'Old Ghoul-Eye' trait to simply 'Ghoul-Eye'.
- Eyepatch and Tech Eye items now use the 'headband' slot by default (changed from the 'nose ring' slot). This is to support Project Nevada compatibility.
- OldGhoulEye-ProjectNevada patch updated to account for new 'young' versions of the eyepatch and Tech Eye. Also removed override to Tech Eye (Old) item as it was no longer needed.
- Added optional OldGhoulEye-NoHeadbandSlotForHeadgear.esp plugin to OGE package (see Installation Instructions for more information).

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DeeD
 
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Post » Fri Jan 07, 2011 6:08 pm

Thanks for the OldGhoulEye-NoHeadbandSlotForHeadgear.esp! Solves my problem nicely :-)
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Monique Cameron
 
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Post » Fri Jan 07, 2011 6:15 pm

just wanted to bump this because it is a great addition to character creation and i feel some people may have missed it.

also, ty for the update. young versions of the ghoul eye "races" are much appreciated. this mod has already made me recreate my old mad scientist char, and now with the young versions i may have to redo all of them :)
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Stephanie Kemp
 
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Post » Fri Jan 07, 2011 9:43 pm

Yeah, this mod is awesome, officially. I feel like a bad mofo when I play as this race.
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R.I.p MOmmy
 
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Post » Fri Jan 07, 2011 7:11 am

Antistar like all your mods this one's incredible. I'm having some issues with Arwen's mod though :( It seems that after you leave goodsprings and choose your traits again the game reduces your stats even further.
Might be just me but I'll have to disable the mod for now :(.
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Jordyn Youngman
 
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Post » Fri Jan 07, 2011 11:39 am

i can't seem to get the project nevada aspects of the tech eye to work. i have to compatibility patch and i believe it is in the right load order (since i use BOSS). i tried reinstalling old ghoul eye, and PN, with no success, and now am at a loss as to how to fix it.

so any ideas? ty in advice

EDIT: oops, forgot to add my load order:
Spoiler

FalloutNV.esm
DeadMoney.esm
AmmoSpreadEffectFixer.esm
IWS-Core.esm
AWorldOfPain(Preview).esm
Project Nevada - Core.esm
NCRRCombatFix.esp
DarNifiedUINV.esp
CASM.esp
ASEF - Project Nevada Dynamic Crosshair Patch.esp
LessIntrusiveKillCam.esp
OldGhoulEye.esp
OldGhoulEye-NoHeadbandSlotForHeadgear.esp
OldGhoulEye-ProjectNevada.esp
IIWR 2.1.0.esp
XFO - 1be - Dmg - Skill-Var - 2x.esp
XFO - 2da - Bleedthrough - 10% (from 20).esp
XFO - 3ba - rarity - caps - mild.esp
XFO - 4a - Perks - Paths.esp
XFO - 4ba - Perks - Perk Every Level.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 5ea - Skills - Barter - Mild.esp
XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp
XFO - 6bb - Pacing - Med (No Cap).esp
XFO - 7b - UnMSG - Karma (Incl Sounds).esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8b - Speed Increases.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9ba - Enemies - NPC Health + low.esp
XFO - 9ca - Enemies - NPC Aim + low.esp
XFO - 9da - Enemies - NPC Healing - low.esp
Project Nevada - Cyberware.esp
Bobblehunt.esp
NewVegasBounties.esp
Kobu's Free Wild Wasteland Trait.esp
BetterGamePerformanceV4.esp
Desaturated Cateye.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-AS-MedSpawns.esp
mojave music radio expanded v1.1.esp
Reactive People II - Sneak & Diversion.esp
AmmoCraftingSchematics.esp
ArmourRepairKits.esp
BearTrap.esp
FO3WeaponsRestoration.esp
Lucky Lighter.esp
RCSS.esp
Charisma Based Follower Limit.esp
Endurance_And_Health_Overhaul_Low.esp
Expanded Traits.esp
KillingKarmaFix.esp
NoQuestItems.esp
Reign Monocyte Implant Improvement.esp
No Neos.esp
WeaponModsixpanded.esp
WMX-DeadMoney.esp
WeaponModsixpanded_FO3WeaponsRestoration.esp
WMX-AWOP Patch.esp
WMX-ModernWeapons.esp
WMX-PreOrderPackCaravan.esp
LDTribalPowerArmor.esp
Merged Patch.esp

Total active plugins: 66
Total plugins: 69


User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Fri Jan 07, 2011 1:43 pm

Antistar like all your mods this one's incredible. I'm having some issues with Arwen's mod though :( It seems that after you leave goodsprings and choose your traits again the game reduces your stats even further.
Might be just me but I'll have to disable the mod for now :(.


The 'Ghoul Eye' trait works in exactly the same way as the vanilla 'Four Eyes' trait; not sure what Arwen's Tweaks could do to mess that up. I don't use Arwen's, myself.



i can't seem to get the project nevada aspects of the tech eye to work. i have to compatibility patch and i believe it is in the right load order (since i use BOSS). i tried reinstalling old ghoul eye, and PN, with no success, and now am at a loss as to how to fix it.

so any ideas? ty in advice

EDIT: oops, forgot to add my load order:
Spoiler

FalloutNV.esm
DeadMoney.esm
AmmoSpreadEffectFixer.esm
IWS-Core.esm
AWorldOfPain(Preview).esm
Project Nevada - Core.esm
NCRRCombatFix.esp
DarNifiedUINV.esp
CASM.esp
ASEF - Project Nevada Dynamic Crosshair Patch.esp
LessIntrusiveKillCam.esp
OldGhoulEye.esp
OldGhoulEye-NoHeadbandSlotForHeadgear.esp
OldGhoulEye-ProjectNevada.esp
IIWR 2.1.0.esp
XFO - 1be - Dmg - Skill-Var - 2x.esp
XFO - 2da - Bleedthrough - 10% (from 20).esp
XFO - 3ba - rarity - caps - mild.esp
XFO - 4a - Perks - Paths.esp
XFO - 4ba - Perks - Perk Every Level.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 5ea - Skills - Barter - Mild.esp
XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp
XFO - 6bb - Pacing - Med (No Cap).esp
XFO - 7b - UnMSG - Karma (Incl Sounds).esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8b - Speed Increases.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9ba - Enemies - NPC Health + low.esp
XFO - 9ca - Enemies - NPC Aim + low.esp
XFO - 9da - Enemies - NPC Healing - low.esp
Project Nevada - Cyberware.esp
Bobblehunt.esp
NewVegasBounties.esp
Kobu's Free Wild Wasteland Trait.esp
BetterGamePerformanceV4.esp
Desaturated Cateye.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-AS-MedSpawns.esp
mojave music radio expanded v1.1.esp
Reactive People II - Sneak & Diversion.esp
AmmoCraftingSchematics.esp
ArmourRepairKits.esp
BearTrap.esp
FO3WeaponsRestoration.esp
Lucky Lighter.esp
RCSS.esp
Charisma Based Follower Limit.esp
Endurance_And_Health_Overhaul_Low.esp
Expanded Traits.esp
KillingKarmaFix.esp
NoQuestItems.esp
Reign Monocyte Implant Improvement.esp
No Neos.esp
WeaponModsixpanded.esp
WMX-DeadMoney.esp
WeaponModsixpanded_FO3WeaponsRestoration.esp
WMX-AWOP Patch.esp
WMX-ModernWeapons.esp
WMX-PreOrderPackCaravan.esp
LDTribalPowerArmor.esp
Merged Patch.esp

Total active plugins: 66
Total plugins: 69




Did you update your automatic merged patch after installing OldGhoulEye-ProjectNevada.esp? If not, having Project Nevada - Cyberware.esp loading after OldGhoulEye-ProjectNevada.esp will override OldGhoulEye-ProjectNevada.esp. And if you had OldGhoulEye-ProjectNevada.esp loading after Project Nevada - Cyberware.esp, Project Nevada - Cyberware.esp would be (partially) overridden by OldGhoulEye-ProjectNevada.esp.
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Fri Jan 07, 2011 5:03 pm


Did you update your automatic merged patch after installing OldGhoulEye-ProjectNevada.esp? If not, having Project Nevada - Cyberware.esp loading after OldGhoulEye-ProjectNevada.esp will override OldGhoulEye-ProjectNevada.esp. And if you had OldGhoulEye-ProjectNevada.esp loading after Project Nevada - Cyberware.esp, Project Nevada - Cyberware.esp would be (partially) overridden by OldGhoulEye-ProjectNevada.esp.



yep, updated my merged patch after installing old ghoul eye (try to update my patch after i download any new mod).

are you saying i should have the OldGhoulEye-ProjectNevada.esp load after the Project Nevada- Cyberware.esp and then make my merged patch? or is load order not a problem if i updated my merged patch in the first place?


EDIT: scratch all that :) can't figure out why the tech eye wasn't working in the first place, but i just reinstalled old ghoul eye over project nevada, remade my merged patch, and it works now. :celebration:
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Fri Jan 07, 2011 4:58 pm

Love this mod. Really adds to my current character and how I'm roleplaying him. Only small, small complaint I have is that you can't get the "Ghoul Eye" trait if you're using this mod on a current save game. Like I said this is practically nothing as all I'm missing are the effects. The cosmetic applications and the "Tech Eye" alone are worth downloading this mod.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri Jan 07, 2011 5:07 pm

Antistar forget my previous comment. Something's wrong with my game and your mod's not to blame :P Great job again!
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm


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