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#1 EssArrBee

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Posted 01 April 2014 - 12:23 PM

Fallout New Vegas Guide Fear & Loathing in New Vegas

  • By EssArrBee with feedback from many others, rootsrat, WilliamImm, redirishlord, brainfever, tomtinBreeX, Kelmych and more that I can't remember ATM

Previous threads: Thread #1
The Fear and Loathing in New Vegas Guide is starting to take shape. I've put many hours the last few weeks into this guide, but I still have many more hours of work left before I am comfortable with the way it looks and works.
This guide is going to be more like Skyrim Revisted and have an overhaul, quests, companions, armor, weapons... you get it. I started it to have of a STEP mandate feel, but the game is just to old for that. That version of the guide is still around though, get it here. Shout out to Neovalen for letting me steal his guide's style. :p
A couple things I would like to happen:

  • A good name. I'd like it to match the Fallout Universe style. (Vault-Tec Guide to the Mojave.... something like that but not lame)
    • Fear & Loathing in New Vegas (or some other brilliant phrase from that movie)
    • Pretty set on Fear & Loathing, just seems right. Plus, I can fill the guide with quotes from the book and movie.
  • Remove the dependence on NMM for installing Unified HUD. Hopefully this is something that can be solved by the external installer in a future version of MO. Tannin is the man!
    • Now using a mix of FOMM - Fork and MO.
      • ​Be careful if using the MO/FOMM method on your own, it has issues that you should know about and I have not the time to go into all of them, but I posted about it on page 19 of this thread.
  • More mods: Quests will probably be first, then some more armor and weapons, maybe Imps Needs, and a couple good companions.
    • Going with Project Nevada for overhaul of gameplay.
    • Weapons of the New Millenia for guns ATM.
    • More Perks is now included to add to gameplay.
    • Nevada Skies is in. The menu started playing nice with me.
    • Electro City is in.
    • Interior Lighting Overhaul is in.
    • WMX is going in ATM, but have not tested WME. That will come one day, but I'm happy with WMX and am moving on to other things.
    • EVE is in now, does not need patching with Improved Sound FX, the patch is already included. All other patches are updated, see the changlog.
    • I am starting with conflict resolution now. Kind of PITA to do when Bashed Patch can merge stuff around any patching you do on your own. Can be tedious and slow. Will start with Weapons and Armor to just get something patched as I move forward.
    • Companion Sandbox Mode is good. Will add it very soon when I pick a couple companions.
    • Uncut Content will be after that. I'll probably add all of those at once.
  • FNVEdit sections for people to solve conflicts, this requires so much time to go through the whole list, so I'm going to get the mod list grow a little more developed before jumping into this section.
    • Started on conflict resolution (for real this time I promise), done with a few sections, Ammo and Ingestibles. Working on Armor and Cells next.
    • When done with Cell conflicts I will add a page with just the instructions for that section, it will probably be quite big since YUP is not used to forward fixes. Lets hope some mod authors start using it like Skyrim authors use the UPPs.
    • Also, need to sort out some Bashed Patch problems I'm having with some tags not merging mods from the top with priority instead mods that load later.
  • Intro and post install sections need to be more indepth. I'll start working on those parts soon.
    • Added a bit of stuff to the intro, but I want it to have a bit more. Also the post install section probably needs some lovin'.
    • I'll update the Bashed Patch section and then update from BOSS to LOOT when I get a more time to check out LOOT for the outro section.
  • Texture Optimization Section: I did this once to the vanilla textures and I can't find the notes I took on what files should be left out. I'll redo it eventually, and ask some of the STEP wizards for help.
    • I did run everything through DDSopt, but I found some monochromatic textures were not done correctly.
    • The pip boy will be white if those textures are done, and the black texture under the grates on the strip will get messed up.
  • New Page with recommendations about MCM settings to help people that want to make the game to my specifications.
    • My idea is that any user can make their own page if and I will link to it from the guide so others can see each other's settings and get new ideas for gameplay.
    • Best solution would be to create a form that allows you to input all the settings and then generates the new page for you and adds the link on it's own, but I don't know how to do that.

Please, make suggestions, give feedback, or anything else you can think of on this thread. Also, if this guide destroys your game, melts your computer, and kills your dog feel free to make death threats. I used to work for the American Gov't so I'm used to it.
 
Testing that needs to be done:

  • Companion Sandbox Mode vs. Improved Companion SandBox
    • ​Need to determine if Improved Companion Sandbox is any good. I've never used it and have used Companion Sandbox Mode. Would like to know the differences between the two.
    • Rootsrat already said he used Improved Companion Sandbox without any problems and I've used Companion Sandbox mode without any problems.
    • Need some more feedback about these two mods.
    • I NEED MORE FEEDBACK!!!!!!
  • ​CAGE - Continue After Game Ending 
    • Need to know if it works, I'm guessing it does.
    • Any incompatibilities.
    • Has anyone used it that can attest to it being any good?
  • Bottle that Water 
    • ​Great way to add survival to the game and let players get water without having to worry about collecting water.
    • Goal would be to make water more rare in loot lists and then bottle would matter much more.
    • Need a tester to give feedback, since I'm busy testing other stuff.
  • Dragonskin Tactical Outfit 
    • Looks awesome and the modder is very good.
    • Would like to see how this works with other mods I have in the list and if it 'fits' the world nicely.
  • Portable Campsite 
    • ​Same author as the last mod, so should get a look just for that.
    • Adds in more survival elements to the game.
  • ​Precision Collsion - Clutter NV (Dropped from testing ATM)
    • ​Need to know which meshes are not good with this mod. There are lots of meshes, but some are broken.
      • ​Know for sure that the pool table triangle is broken.
      • 10MM SMG iron sights might be broke.
      • Wattz Laser Rifle iron sights is broke.
    • ​Love the idea of this mod, but it needs testing and probably an update.
    • I'm not going forward with this mod and trying to figure out every bad mesh, if it gets updated then I will use it.
  • ​A good weapon holster mod. I get tired of the guns not having proper weapon holsters and just floating there.

Look em over and give me some feedback. I suggest opening the photos in new tabs.


Not doing lonsome road since it has a weather effect, so it doesn't matter that much.



#2 EssArrBee

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Posted 01 April 2014 - 06:26 PM

If you've updated to the new YUP v8 or later then you may notice and new ESP that comes with it. It needs a bunch of bash tags for users that create a bashed patch. These are the tags that worked for me:

Actors.ACBS
Actors.AIData
Actors.AIPackages
Actors.Stats
Factions
Invent
Names
 
If using Fallout Character Overhaul also add NPC.Faces bash tag to FCO.esp. This solves 90% of the conflicts with NPCs for those mods without any need for separate patching. Now if only I could get the Bashed Patch to work that good for all record types.


#3 WilliamImm

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Posted 01 April 2014 - 07:01 PM

The new NPC ESP from Yuki's patch is in the masterlist now, and properly tagged to boot. I didn't add the FCO esps yet, because I'm not sure where in the userlist you would place them. I'm gonna do the same for LOOT as well.

#4 redirishlord

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Posted 01 April 2014 - 07:41 PM

Hey, pardon my newbness, am I to gather from WilliamImm's response that I do not need to add bash tags as mentioned by EssArrBee (and by the way I can find "list bash tags" in my menu, not sure where I go to add them, next stop STEP Wrye Bash Guide) as they have been added to BOSS?

I notice my bashed patch has incorporated YUP - NPC Fixes (its "+"/green in Wrye) but the list tags function reports none. 


Edited by redirishlord, 01 April 2014 - 07:42 PM.

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#5 EssArrBee

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Posted 01 April 2014 - 07:52 PM

If you run BOSS and the new masterlist is updated then the next time you run Wrye it will use that masterlist. You can add the tags in the bottom right corner. Just click the plugin and then click the box in the corner and add the tag.



#6 redirishlord

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Posted 01 April 2014 - 08:02 PM

Thanks EssArrBee for the answer & thanks WilliamImm for the masterlist update. I'll do that immediately.

*edit: Outstanding, worked like a charm, I can see the new check boxes when rebuilding my bashed patch. You're a pretty good teacher, thank you.

 

Hey, I've had good success so far with a variety of merged patches condensing some of your guide content, would it be helpful for me to list what I've merge together, or are you way ahead of me on that?


Edited by redirishlord, 01 April 2014 - 08:12 PM.

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#7 EssArrBee

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Posted 01 April 2014 - 08:23 PM

You can always list what you've merged. I have an idea in my head of what works best from messing with the script, but it always helps to have someone else's ideas. Actually one of the reason I decided to start a new thread is to limit the info I get in one place so I don't lose it in tons of pages. I've been going through lots of the posts from that other thread and testing mods. At the moment I can't even get the game to start with my testing profile. There is some unknown conflict that I figure out while trying to add advanced recon thermal nightvision and advanced recon stealth armor. When I figure it out I'm going to be so happy.

#8 redirishlord

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Posted 01 April 2014 - 08:42 PM

Well, I keep an a mod archive on my HDD organized by STEP catagories (for Skyrim) and similar for FNV (slightly different then the guide catagories), so I organized merged patches along those lines for convenience.

(pardon the nicknames)

Fixes:

Cereal Killer; Tutorial Killer, Tutorial Killer - Factions, Tutorial Killer - Project Nevada, You take a sip ...

Mr Fixit; Dead Money Surprise Items, Less Intrusive Killcam, Reload Speed Game Start Fix, Safe ShowRaceMenu, Ultimate Invisible Wall Remover.

Gear:

Advanced Recon Armor & Helmets; Advanced Recon Stealth Armor, Advanced Desert Ranger Helmet, Advanced Recon Riot Gear Helmet.

Audio:

Macabre Radio; CONELRAD, Existence. (both stations are by Macabre Productions per Nexus)

Gameplay:

Casino Royale; Casino Exchange All Pre War, Improved Casinos 2x, Populated Casino.

Quests:

Cut Content Compilation; A Koch & Bohr Story, A Thorny Situation, A Van Graff Scorned, A Wilder Wasteland, If it wasn't for Betsy, Pacer's Gambit, Outside Bets, Rotface to Riches.

Xtra Gameplay (not all from the guide but maybe worth considering)

Safety First; Armour Repair Kits, Clear Helmets for Radsuits, Glow Sticks.

Xtra Gear (not from the guide but vanilla/Roberts/type 3 compatible)

Scattered Swag; Aradia Kato Armor, Courier Vests, Drag's Modern Gunslinger Armor, Neck Chains, Road Fighter Armor. (with the exception of the seam hiding necklaces this stuff is scattered across various locations and except for the courier vests comparable to vanilla armor)

 

As for your conflict, I feel your pain (Beyond Boulder Dome kept throwing that missing master for me even though FNVEdit & Wrye thought all was well). I have the various Advanced Recon/Detect Traps gear installed, no issue.

When installing with BAIN; I placed Advanced Recon Gear, Advanced Recon Rqange Finder and Advanced Recon Detect Traps after One HUD but before Project Nevada. I placed Advanced Stealth Armor, Advanced Desert Ranger Helmet and Advanced Recon Riot Gear Helmets after ADAM Complete. I let BOSS worry about the esm/esp order and then merged the armor & helmet esp (see above). I reactivated Unified HUD afterwards and all seams to be working in game (although I have no advanced recon gear yet, so I can't check for sure, although if needed I could use the cheat plugin to add the items to Doc's house).


Edited by redirishlord, 01 April 2014 - 09:21 PM.

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#9 EssArrBee

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Posted 02 April 2014 - 02:08 AM

Well, I keep an a mod archive on my HDD organized by STEP catagories (for Skyrim) and similar for FNV (slightly different then the guide catagories), so I organized merged patches along those lines for convenience.

(pardon the nicknames)

Fixes:

Cereal Killer; Tutorial Killer, Tutorial Killer - Factions, Tutorial Killer - Project Nevada, You take a sip ...

Mr Fixit; Dead Money Surprise Items, Less Intrusive Killcam, Reload Speed Game Start Fix, Safe ShowRaceMenu, Ultimate Invisible Wall Remover.

Gear:

Advanced Recon Armor & Helmets; Advanced Recon Stealth Armor, Advanced Desert Ranger Helmet, Advanced Recon Riot Gear Helmet.

Audio:

Macabre Radio; CONELRAD, Existence. (both stations are by Macabre Productions per Nexus)

Gameplay:

Casino Royale; Casino Exchange All Pre War, Improved Casinos 2x, Populated Casino.

Quests:

Cut Content Compilation; A Koch & Bohr Story, A Thorny Situation, A Van Graff Scorned, A Wilder Wasteland, If it wasn't for Betsy, Pacer's Gambit, Outside Bets, Rotface to Riches.

Xtra Gameplay (not all from the guide but maybe worth considering)

Safety First; Armour Repair Kits, Clear Helmets for Radsuits, Glow Sticks.

Xtra Gear (not from the guide but vanilla/Roberts/type 3 compatible)

Scattered Swag; Aradia Kato Armor, Courier Vests, Drag's Modern Gunslinger Armor, Neck Chains, Road Fighter Armor. (with the exception of the seam hiding necklaces this stuff is scattered across various locations and except for the courier vests comparable to vanilla armor)

 

As for your conflict, I feel your pain (Beyond Boulder Dome kept throwing that missing master for me even though FNVEdit & Wrye thought all was well). I have the various Advanced Recon/Detect Traps gear installed, no issue.

When installing with BAIN; I placed Advanced Recon Gear, Advanced Recon Rqange Finder and Advanced Recon Detect Traps after One HUD but before Project Nevada. I placed Advanced Stealth Armor, Advanced Desert Ranger Helmet and Advanced Recon Riot Gear Helmets after ADAM Complete. I let BOSS worry about the esm/esp order and then merged the armor & helmet esp (see above). I reactivated Unified HUD afterwards and all seams to be working in game (although I have no advanced recon gear yet, so I can't check for sure, although if needed I could use the cheat plugin to add the items to Doc's house).

Any companion mods in that setup? I had everything going perfectly until I got to the gameplay section. Then I added Willow and few gameplay mods and the game just would not launch. I removed all the mods I just installed and then the game wouldn't start. I'm going through the guide, but my resolve is waining. I may need to go play something else for a couple days. I'm so tired of FNVEdit, TES5Edit, BOSS, MO, LOOT, and everyhting else. I think I'm going to play The Stick of Truth for a day to recharge.



#10 redirishlord

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Posted 02 April 2014 - 02:45 AM

I do have Delilah, Willow and Wendy Gilbert plus the better vanilla companions as well as the JIP command & companion sandbox. In fact I think I have pretty much your entire guide except for the fps wheel & dynamicam instead of your preferred version of same, oh and both hall of face & fco (in that order).

Are you using LOOT to order your esp files? Maybe you're out of order? Meh, Wrye would probably flag that for ya, I'm at a loss and less qualified a troubleshooter than you to boot.

I hear you on needing a break, you've been patching like a madman, but you lost me with stick of truth ;-)

 

current install;


Edited by redirishlord, 02 April 2014 - 03:11 AM.

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#11 Lonewolf

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Posted 02 April 2014 - 04:50 AM

Since we can list what we have merged, i'm going to list it too:

 

And this is my Modlist from mod organizer:

 

I have carefully patched everything in FNVEdit, and so far i player 10 hours without crashes, glitches or problems (i just arrived at the mohave outpost from goodsprings), but i'm worried for when i will start quest like Tales of burning sands, since i know how to patch records in FNVEdit but i do not know yet how to make scripts and other dynamic stuff work together.

 

EDIT: I would add the NPC.Race tag to FCO.esp, since a lot of conflicts come also from the fact that FCO adds new races for different facemorphs. This way 95% of the conflicts goes away (although i don't know fow what strange reason wryeflash adds green eyes to some of them)

EDIT2: ah maybe i know the reason. Since they do not have any Eyes record, wryeflash adds to them green eyes. Weird anyway xD


Edited by Lonewolf, 02 April 2014 - 05:24 AM.

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#12 EssArrBee

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Posted 02 April 2014 - 11:52 AM

I do have Delilah, Willow and Wendy Gilbert plus the better vanilla companions as well as the JIP command & companion sandbox. In fact I think I have pretty much your entire guide except for the fps wheel & dynamicam instead of your preferred version of same, oh and both hall of face & fco (in that order). Are you using LOOT to order your esp files? Maybe you're out of order? Meh, Wrye would probably flag that for ya, I'm at a loss and less qualified a troubleshooter than you to boot. I hear you on needing a break, you've been patching like a madman, but you lost me with stick of truth ;-) current install;

Your mod list is making me think that there is something wrong with MO's handling of FNV. It is probably the reason I can't get it to start. If you can get the game to start and run without crashes I'd leave the modlist. Fnv is to unstable to rock the boat in the middle of a play through. Except for the AUG from millennia, that is for walking dead fans, let's you play with the gov's assault rifle.

Since we can list what we have merged, i'm going to list it too:

And this is my Modlist from mod organizer:
I have carefully patched everything in FNVEdit, and so far i player 10 hours without crashes, glitches or problems (i just arrived at the mohave outpost from goodsprings), but i'm worried for when i will start quest like Tales of burning sands, since i know how to patch records in FNVEdit but i do not know yet how to make scripts and other dynamic stuff work together. EDIT: I would add the NPC.Race tag to FCO.esp, since a lot of conflicts come also from the fact that FCO adds new races for different facemorphs. This way 95% of the conflicts goes away (although i don't know fow what strange reason wryeflash adds green eyes to some of them) EDIT2: ah maybe i know the reason. Since they do not have any Eyes record, wryeflash adds to them green eyes. Weird anyway xD

I noticed that green eyes thing too, it even overwrite some yup fixes that added in eye color. What did you do about the conflicts between yup and ilo? There were tons of those. Your mod list looks pretty good, you shouldn't add any of the mods that you haven't activated unless your okay with messing up your saves. Can you package and upload your patches so I can look at them?

#13 redirishlord

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Posted 02 April 2014 - 11:57 AM

With the exception of that issue that seems to have been isolated to Beyond Boulder Dome, variations on my current list seem stable (although I haven't explored beyond Primm yet). Wrye/BAIN seems well suited to tinkering with install tweaks, and even seems to include a "profiles" option (although I haven't explored that as I don't mod compare/test like you STEP staff do).

Excited to find the AUG, and a crossbow, but haven't yet. I did find a Colt 1849 Pocket revolver and enjoyed giving the Primm Gang the full Eastwood, they felt lucky but they were wrong.

 

*edit: I'm going to abuse this playthrough in the name of testing, I plan to restart a clean new save once the guide is more final.


Edited by redirishlord, 02 April 2014 - 12:00 PM.

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#14 z929669

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Posted 02 April 2014 - 12:34 PM

Why are there two feedback threads on  this??

 

How about Locking both and forcing new thread creation by topic?

 

You have an entire forum now for "info and feedback" (with support sub to boot), so let's take it out of a giant mishmash thread ... pretty please?

 

EDIT: @ SRB ... it is up to you ultimately --I won't force you to manage this subforum the way I want you to manage it-- but my advice is sound and will probably help you manage info in the end :yes:



#15 WilliamImm

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Posted 02 April 2014 - 12:39 PM

Actually, one of the feedback threads is locked already. I'd prefer this one stays unlocked because some issues and suggestions don't warrent new threads. Let's handle this like how RELz threads are handled on the Bethsoft forums - when a certain number of posts is reached on the feedback thread, lock and start a new one (keeping important info from earlier threads along the way). @SRB, I haven't added Fallout Character Overhaul to the masterlist yet because I have no idea where you want the plugins from that to be, and you didn't provide userlist updating info for it. What place would you recommend they go in the masterlist?



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