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[NO LONGER MANTAINED] Fallout: New Vegas - Sigourn's Recommended Mods

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,624
Project Nevada is a huge overhaul mod that introduces a ton of stuff. I am usually suspicious of these, because New Vegas is a good all-around game (unlike say Skyrim) so any kind of massive changes might do more harm than good. That's why I suggested only using the Combat Rebalance Moduel of PN, and not the whole thing. If you want to do even better, just create your own mod using the number from that module, it will take only a few minutes if you know how to use the Geck Editor. All this will do is remove the hitpoint bloat from you and your enemies, and it's obviously compatible with everything.

Combining the above with the No Neos mod is pretty much all you need to massively improve NV combat, as long as you stay away from VATs and use Hardcore mode.

I get what you mean, but that's still only combat. It would be fine if New Vegas was incredible, but it isn't. Most of the mods I mentioned there all do things that Project Nevada or Combat Rebalance simply don't do, and makes the overall experience much more tougher and more akin to surviving in a post-apocalyptic wasteland.

Ultimate Illness Mod alone is amazing, before I could basically go around with no eatnig or drinking, and then do it all in one sitting. Now it isn't like that, you have to be constantly well mantained if you don't want to suffer penalties that don't just go away by drinking lots of water or eating lots of food (like those of vanilla New Vegas).

I just installed Project Nevada Core, and I like its sprinting and bullet time better than VATS Alternative, it feels more "natural" in a way. The game's been fun so far, I'm at the Bison Steve casino dropping dudes left and right with my waifu.
 

Sigourn

uooh afficionado
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Feb 6, 2016
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My waifu.

r5KjFJJ.jpg


Don't know how to hide that dynamite yet.
 

Scruffy

Ex-janitor
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Codex 2012 Torment: Tides of Numenera Codex USB, 2014
I have been using some of the mods on that list (I don't care for "legion explorer armor fix" stuff and such tbh) and, most importantly, removed the compass, and holy shit it's a much, MUCH better game experience.
now I just need a mod that makes the whole "Camp Forlorn Hope" thing non-retarded (we've been in a stalemate for months, but one guy with a scoped rifled and a bunch of stealth boys managed to break the stalemate by killing the SEVEN soldiers holding Nelson, yes, ALL SEVEN of them) and I'm golden.
 

Sigourn

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I have been using some of the mods on that list (I don't care for "legion explorer armor fix" stuff and such tbh) and, most importantly, removed the compass, and holy shit it's a much, MUCH better game experience.
now I just need a mod that makes the whole "Camp Forlorn Hope" thing non-retarded (we've been in a stalemate for months, but one guy with a scoped rifled and a bunch of stealth boys managed to break the stalemate by killing the SEVEN soldiers holding Nelson, yes, ALL SEVEN of them) and I'm golden.

Glad to hear that. Have you been using the restored content mods? I think that helps with Camp Forlorn Hope, as well as many other things.

I'm 13 hours into my playthrough, at this point I'm just looking around for things that may be wrong, but all while playing normally. I still haven't made it past Nipton, the modlist is really punishing in that regard. One thing I would like to change (but cannot because one of the mods, can't remember which one, will break) is the timescale. The days go by just too damn fast for my liking (vanilla timescale), and I'm more used to having days lasting twice as long. Otherwise, you eat and drink stuff way too quickly and thus it's harder to keep your needs in check. Then again, I guess it makes for a much more realistic experience this way: going from a town to another shouldn't be a 20 minute jog, it's supposed to be a huge distance away and having to eat and drink constantly helps reinforce that feeling of distance.

I recommend installing every and any bugfix. I downloaded a mod that fixes the female dirty pre-war businesswear by giving it its proper texture (grey with thin stripes). The suit was using Kimball's blue texture with the NCR logo by default. Yuge mistake.
 

Scruffy

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Codex 2012 Torment: Tides of Numenera Codex USB, 2014
Have you been using the restored content mods? I think that helps with Camp Forlorn Hope, as well as many other things
yes, but all that does is that it adds some skirmishes in the "no man's land" between the camp and nelson, with some NCR and some Legion blowing up here and there. I picked up my scoped trail carbine and my stealth boys, approached the camp, took out the legion retards one by one and then entered the barracks, where THREE soldiers were minding their own business when i shotgunned their balls, and everyone at Forlon Hope is now amazed at how I managed to "clear up Nelson by yourself, that's crazy".

a mod that fixes the female dirty pre-war businesswear by giving it its proper texture (grey with thin stripes). The suit was using Kimball's blue texture with the NCR logo by default. Yuge mistake.

who gives a shit (no offense)
 

Sigourn

uooh afficionado
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Feb 6, 2016
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Sigourn, are you an unironic autist?

No, I don't go around rating other people's posts as retarded nor do I have multiple alternate accounts.

You should include a mod list that preserve yet enhance the NV experience as intended without adding too much new content. A minimalist restoration-enhancement mod list, if you will.

Wouldn't be difficult. I already have pretty much every mod that "enhances" the vanilla experience on my mod list, so it would be an easy matter of removing that ones that stray from that.
 

Sigourn

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Feb 6, 2016
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PN let's you adjust both timescale and the rate of survival meters. I don't remember if it's in your mod list or not.

I'm only using the core module as everything else will conflict with my setup. But it's not so much a matter of adjusting the timescale, but that there is one mod, I can't remember which one exactly, which will break if the timescale is changing. I'll get around to finding out which one it is.
 

Sigourn

uooh afficionado
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Feb 6, 2016
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Yeah it probably bugs the heck out of a few things.

I just went checking the different pages for the mods I downloaded. It's weird, I don't see anything about "changing timescale will make the game fuck up". And I searched for "time", "scale", and "timescale" altogether in the different pages.

So... yep. No idea where that idea of mine came from. Maybe a mod I eventually removed.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,328
Location
Flowery Land
Is there a mod that increases the XP for discovered locations and isn't tied to an overhaul?

Best dark night/unlit interior mods? Best mods for countering darkness?
 

Sigourn

uooh afficionado
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Feb 6, 2016
Messages
5,624
Which eye is technically the fucked up one?

What do you mean?

Is there a mod that increases the XP for discovered locations and isn't tied to an overhaul?

Best dark night/unlit interior mods? Best mods for countering darkness?

About the latter: there is one for interior lighting, which is mentioned in the OP's list. Regarding the "counter the darkness", I use PN's Core module which adds night vision for certain helmets, which you have to power with Energy Cells. Regarding XP for locations: I don't know of one, but should be easy to make it with FNVEdit.

For undisclosed reasons I'm without my computer for who knows how many days, due to technical problems. So I'm unable to upload the mods and etc etc. I'll keep you guys updated as news arise, though.
 

deuxhero

Arcane
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11,328
Location
Flowery Land
Mail Order Catalogs fixes something thats bugged me about every game with random vendor inventory: There's no way to place a special order. This is a particularly logical for New Vegas which has a working postal system the player can already use and at least one weapon factory. Only problem is the lack of weight based shipping costs and how you can get massively out of "tier" weapons easily (though I use it only to order weapon mods which are weightless).
 

Sigourn

uooh afficionado
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Feb 6, 2016
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So yesterday we got our computer back from the techs, working as usual. And I've started working on the mod list, mostly polishing details to make everything nice and tidy for upload.

This is what it currently looks like.

There are no links to the mods on Nexus, YET. But they will be, maybe tomorrow. The mod "Sigourn's Tweaks" is nothing but a merge of plenty of other mods already included in Yukichigai's Gameplay Tweaks, removing the ones that weren't compatible with JSawyer Ultimate. Some users wanted a "vanilla friendly" mod list, so the ones in orange are just that: vanilla friendly mods. Almost all of them are graphics, effects, interface tweaks, bugixes, oversights corrections, and the like. The only exception is "Sigourn's Tweaks", which makes many changes to different aspects of the game to add more cohesion and logic.

The list isn't complete, I still have to clarify which mods are included in that Tweaks mod. Other than that, yeah, those are basically the mods I recommend now, so this new list takes priority over the one in the OP.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,328
Location
Flowery Land
The Pipboy 2500 mod really should have been in the base game (but more polished).

How do I install Mator Smash for New Vegas? FOMO won't reconize the thing (which all the tutorials say to do but are for Skyrim) and manual installs only show the base game+DLC.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,624
The Pipboy 2500 mod really should have been in the base game (but more polished).

How do I install Mator Smash for New Vegas? FOMO won't reconize the thing (which all the tutorials say to do but are for Skyrim) and manual installs only show the base game+DLC.

No idea about the latter, as I make my compatibility patches manually by using the "Apply Filter to Show Conflict Losers" in FNVEdit and then creating a new plugin that solves the issues of the overwritten plugins.

And regarding the former: maybe this is just me, but I always came across a very annoying issue with any of the Pip-Boy replacers. Maybe you can tell me if the issue is "normal" so I can install them and keep using them? This is the issue: whenever I'm looking at a big list of stuff in the Pip-boy 2500 and I decide to scroll down (or up, if I'm at the bottom) the cursor doesn't land on the same place. It's very erratic. It's easier if you scroll through a huge list in the vanilla Pip-Boy, and then try to do the same in one of the replacers; the difference should be immediately obvious.

EDIT: Someone worded it better than myself.

"The mod works well and is pretty cool, but i noticed some problems while scrolling up and down in the menu's that my pointer no longer is selecting the item it is on top of and i have to move the pointer off and back on in order to select it, which isnt much but is still annoying. Also when using the scroll bar the bottom of the list is slightly below the middle of the bar."
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,328
Location
Flowery Land
The switch to open the vault in Autumn Leaves is missing. Has a missing model error model. Any fix? Safe to just TCL through?
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,624
The switch to open the vault in Autumn Leaves is missing. Has a missing model error model. Any fix? Safe to just TCL through?

I presume the mod uses a .bsa, are you sure it has been registered properly?
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,624
How would I do that is New Vegas Mod Organizer didn't?

Open Mod Organizer, look at the tab where all your .esps and .esms are, called "Plugins". Click on the "Archives" tab, and check the option "Have MO manage archives". I'm guessing that's what is missing, otherwise I would be surprised no one else had that problem before with Autumn Leaves.

Also: it's never safe to TCL unless you know when to do it. Especially so when it comes to specific things like opening the Vault door in a mod, you never know if the mod relies on the player legitimately opening the door to trigger a script or something.
 

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