Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Parker Franklin

Uploaded by

N7Sheap

Virus scan

Safe to use

Tags for this mod

9 comments

  1. ChaseTonks544365676
    ChaseTonks544365676
    • member
    • 0 kudos
    Hey, so I cant run New vegas with mods. It Opens to the Launcher screen (start, Options, Tech support, etc) but after clicking start with mods loaded it crashes. saying that "FalloutNV has stopped working" I load that game without mods and it works fine. I need help please!!! I bought this game for having mods help!!!
    1. harimau93
      harimau93
      • member
      • 19 kudos
      what other mods do you have right now installed? I suggest if you have other mod, try disable all of them and then active this mod only to try out if it crash.
    2. ChaseTonks544365676
      ChaseTonks544365676
      • member
      • 0 kudos
      Yeah it runs your mod Fine. Im using the manager, Is that an issue? should I be installing mods manually?
    3. MaSOneTwo
      MaSOneTwo
      • member
      • 3 kudos
      sounds like a critical conflict to me.
      My suggestion is to activate 10 mods, run the game, see if it crashes or not.
      If it runs fine, add another 10 mods and repeat the process.
      If it crashes, disable the last 10 mods you added one by one to fine the conflicting mod.

      and in regards to manually installation, I suggest you stick with a manager, normally they work fine and if you install a huge mod manually and then decide it's not your thing you might end up with a problem when trying to deinstall it again.
      Maybe gibe ModOrganizer a shot, it's quite powerful and not that hard to use.
      Once you figure out how to use it, it is vastly superior to any other mod managing tool.
      Gopher made a really good video on that topic.
  2. JLF65
    JLF65
    • supporter
    • 32 kudos
    It's definitely different from Depleted Uranium Rounds. One suggestion - a fission battery is probably half lead for shielding. Maybe make it so you get half lead, half uranium instead of all uranium. Another might be to make the uranium and rounds slightly radioactive - as long as you have rounds on you, you take radiation damage, and the rounds do radiation damage to the target.
    1. ZengarZonvolt
      ZengarZonvolt
      • member
      • 13 kudos
      i may not be the mod author of this particular mod but from your suggestions, the half lead half uranium make sense. but the quesiton is, how do you inflict continious radiation damage to the player via onEquip? from what i recall by fiddling with what mod installed on my game(i make my own patches on occasion), bullet data dont have script. now i also have some suggestions on my own. if you made a new ammo type, that means you know how to use the ammolist{ammotype} right? if so, is it possible to make even more ammo variation just like in borderlands?
    2. JLF65
      JLF65
      • supporter
      • 32 kudos
      You wouldn't wait until they are equipped, just having them at all should irradiate you. Maybe attach an actor effect that uses the amount of radioactive ammo in your inventory to decide if/how much radiation you take. I wouldn't make it high - just enough to be irritating, like standing in a puddle.

      Making new ammo is pretty easy. You usually start by making a duplicate of some existing ammo with a different name, then editing the new record. Then you add it to the ammo lists... which then means you need to be sure to make a merged patch, or use a script to add your ammo to the lists. The mods that don't require a merged patch use a script to add all their new items to existing lists. The rest need a merged patch or the stuff either won't be in the lists, or the only things in the list.
    3. ZengarZonvolt
      ZengarZonvolt
      • member
      • 13 kudos
      yes i understand the thing about ammolist, im using caliberx and ive fiddled with it a little extensively. and i know it uses script to introduce new stuffs. as for the radiation for owning radioactive ammunitions, i have some theory and insight on how to achieve it albeit in a less graceful way. i dont know if brass can shield out radiation but how about making an all lead casing and lead well, head. is that possible in real life? i mean lead can shield radiantion. and for the radiation over time, make a constant script that ticks every second(not 0.100 so it aint too laggy) and attach a short script to it like player.damageactorvalue radiation random_value and the condition is if ammolist radiation >= 1 so it knows to add radiation only when you do have one.
    4. JLF65
      JLF65
      • supporter
      • 32 kudos
      If you use a script, I recommend making a custom explosion that is radiation only. It's actually easier to control the dosage than if you try to use an effect. Just player.placeatme myexplosion once every second and you're good. I did that for the radioactive rain patches I did for FO3 and TTW.