Fallout New Vegas

2100 comments

  1. Woooombat
    Woooombat
    • member
    • 637 kudos
    Locked
    Sticky

    Update 2.1.36c

    NOTE - Some of the new gameplay features require the NPC Perks option (uNPCPerks) in JIP LN NVSE to be enabled in order for them to be applied to NPCs.

    New Settings Preview
    Spoiler:  
    Show

    Note On Contextual Sounds: 1st person locomotion animations had to be included in order for contextual sounds to work. The sounds will stop working in 1st person if these animations are overwritten. If using 1st person locomotion mods, load them after Titans and disable Contextual sound mode. Or let Titans overwrite and keep Contextual sounds.

    As of 2.1.32, Contextual Sound Mode is compatible with any 1st person animation mods.



    Recent Changes:

    • (2.1.36c) Fixed an issue where the positioning of all intro/ending slides would be off centered if player is wearing power armor
    • (2.1.36b) Fixed a scripting error that caused the mod to not recognize various Pip-Boy mods
    • (2.1.36a) 1st person contextual footstep sounds now match the animations in Hit - Locomotion and Blended Locomotion
    • (2.1.36) Adjusted the falloff of 3rd person Contextual sounds to be more gradual
    • (2.1.36) Added two MCM buttons under the Pip-Boy tab called "Equip Pip-Boy" and "Unequip Pip-Boy", and made the Pip-Boy Glove script fully non-functional when turned off, so it interferes less with external mods
    • (2.1.36) With Big Rifle animations enabled, attacking with the varmint rifle will no longer use the hunting rifle attack animations
    • (2.1.36) Pip-Boy Glove will no longer equip itself upon loading a save despite using Universial Pip-Boy Customization's Hide Glove option
    • (2.1.36) Fixed Pip-Boy menu being tilted on a female character
    • (2.1.35a) Fixed a scripting error that could potentially cause issues with various Pip-Boy mods when loading into a save with power armor on
    • (2.1.35) Added Contextual sneak footstep sounds
    • (2.1.35) Fixed footstep sound skipping issues when using Contextual mode with Salvaged Power Armors in 3rd person
    • (2.1.34) Revised 1st person Contextual sound method - regular footstep sounds no longer play in between Titans footstep sounds
    • (2.1.34) Added full support for Pip-Boy Holo Panel ESPless
    • (2.1.34) Further code optimizations
    • (2.1.34) Fixed several scripting errors
    • (2.1.33) Added support for Pip-Boy 2000 (use Auto Detect option in MCM/INI)
    • (2.1.33) Fixed an issue where 1st person Contextual sounds would be sped up when FPS is capped at above 60
    • (2.1.33) Streamlined and optimized the Pip-Boy integration and scripted animation parts of the code, modernized the scripting with newer functions and techniques
    • (2.1.32) Contextual Sounds: Revised 1st person code, now compatible with any 1st person animation mods
    • (2.1.32) Fixed an issue where sprint camera shake wouldn't work with the sprinting in Enhanced Movement
    • (2.1.32) Removed more redundant minigun animation files

    Past Changes:
    Spoiler:  
    Show


    • (2.1.31b) Fixed an issue where some NCR heavy troopers would turn sideways and clip into the ground
    • (2.1.31) Added support for Enhanced Movement
    • (2.1.31) Improved T51b hand textures
    • (2.1.30) Fixed character gliding on all Titans animations (Same implementation as 3rd Person Animation Fixpack)
    • (2.1.30) Fixed missing footsteps in 1st person when using 1H melee weapons
    • (2.1.30) Disabled additional normal talking animations on power armor users
    • (2.1.30) Removed redundant files (Minigun and 1st person swimming animations)
    • (2.1.29) Big Rifles: Added support for Varmint Rifles and pump-action rifles (Hunting Shotgun, Grenade Launcher, Holorifle, etc). Added custom reload animation for pump-action rifles. Sneak movement animations are updated to look less stiff. Fixed an issue where sprinting while reloading the hunting rifle would cause the weapon to float.
    • (2.1.29) Miniguns: Added custom reload animations for Gatling Lasers/Plasma Casters and Miniguns/Grenade Machineguns. Fixed an oversight that caused the newer version of minigun forward walk animation to not play. Sneak movement animations are updated to look less stiff. Added sneak animations.
    • (2.1.29) Small Rifles (2HR): Added support for grenade rifles.
    • (2.1.29) Grenades: Added sneak animations.
    • (2.1.29) Increased the volume of metal terrain footsteps slightly.
    • (2.1.29) Increased the air check time of contextual footsteps from 0.33s to 1.00s to reduce the occurrence of footstep sound not playing when moving on uneven ground.
    • (2.1.29) Doubled the volume interval of Legacy sound volume settings.

    New In 2.1.25:


    • Contextual Power Armor Sounds: A new sound mode that features terrain-based sound variations for footsteps and landings. Volume levels can be now adjusted separately for 1st/3rd person and companions/NPCs. There are new foley sounds as well as a new subtle screen shake effect for sprinting. Check the "New Settings Preview" above for more details.
    • Auto-INI: Option to auto-load INI settings on any new or saved games. To use, simply save the settings to INI and enable the Auto-INI setting in the INI tab. The Auto-INI setting is contained in the INI file and can be used to transfer all Titans MCM settings.

    Item Restorations:


    • Remnants Tesla Armor Restored: The full armor set can now be obtained in the Remnants Bunker. One of the armor stasis pods in the bunker, the third one from the left, has been replaced by a tesla variant. It can only be opened if you interact with it while wearing a full set of regular remnants power armor. The script works retroactively so the armor set is always obtainable even if you have already been to the Remnants Bunker and/or collected the required items.
    • Scorched Sierra Helmet Restored: The helmet is restored if neither Lonesome Road - Scorched Sierra Power Helmet nor JSawyer Ultimate are active. It can be found on Colonel Royez's body in the Long 15 once he's killed. If he's already dead prior to this update, then the console command "Player.AddItem TNWArmorScorchedSierraHelmet" can be used to insert the item.

    New Features & Changes:

    • Gameplay Settings Tab: A new mod tab with many new gameplay related settings. The default setup is designed to make power armors feel more like the way they were in the classics - almost invincible and slightly OP. It is calibrated mostly for vanilla/JSawyer Ultimate, but the settings are highly customizable and moreover can be adjusted at anytime during gameplay, should you want to fine tune things to your liking, to either make it more challenging or become even more OP. TTW is supported.
    • Water Recycling System: Replenish a percentage of water loss and a small amount of HP every 5 minutes, similar to Vault 13 canteen. The amount of H2O restored is automatically scaled to the global H2O decay game setting and the percentage can be further customized on top of that.
    • Power Armor Rebreather: Option to enable limited (30s or 60s duration) or unlimited water breathing when wearing both armor and helmet.
    • Underwater Run/Walk: Inspired by the mod Simple Power Armor Walking Underwater, power armor users no longer swim underwater and instead would just run/walk like a deep sea diver. Movement speed is customizable and defaults to 60%, and requires uNPCPerks in JIP LN NVSE to apply to NPCs. If Enhanced Movement or Just Sprint Plus is installed and the "Sprint While Swimming" option is enabled, one can "sprint" underwater.
    • Toggleable Explosion Screen Shake: Option to disable screen shake when being hit by an explosion either globally or only when wearing power armor. Unlike other means of disabling screen shake, this setting only affects explosions, so it can be used while preserving other screen shake effects, such as that of power armor landing, for instance.
    • Toggleable Blood Splatters: Option to disable blood splatters on screen globally or only when wearing power armor.
    • Lowered the overall volume of power armor footstep sounds.
    • Added dialogue animations.
    • Removed archaic mod settings - movement speed offset and jump height offset.

    Gameplay Information:
    General damage resistance and type-specific resistances are multiplicative, so for instance, a combination of 50% DR + 50% Fire = 75% fire damage reduction. All resistances and abilities except radiation resistance can be toggled on and off individually. Energy resistance can be set to either apply to all power armors or only Tesla armors. Limb DR works the same way as the Adamantium Skeleton perk. Bonus Accuracy = chance to hit in VATS and reduced weapon spread. The default preset has DT/DR, item condition, increased strength, fire resistance, energy resistance (set to all), and limb DR enabled.

    The following modifiers require the NPC Perks option (uNPCPerks) in JIP LN NVSE enabled to be applied to NPCs: Limb DR, Ignore Crippled Limbs, Accuracy, Explosive Resistance.

    Full list of new armor stats:
    Spoiler:  
    Show
    Remnants Power Armor
        Condition: 1600
        DR: 60%
        DT: 40
        Rad: 55%
        Fire: 30%
        Energy: 25%
        Poison: 30%
        Explosive: 25%
        Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs
    Remnants Power Helmet
        Condition: 180
        DR: 0%
        DT: 10
        Rad: 15%
        Fire: 0%
        Energy: 5%
        Poison: 0%
        Explosive: 0%
        Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
    Remnants Tesla Armor
        Condition: 1600
        DR: 55%
        DT: 38
        Rad: 55%
        Fire: 30%
        Energy: 40%
        Poison: 30%
        Explosive: 25%
        Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs, +10 Energy Weapons
    Remnants Tesla Helmet
        Condition: 180
        DR: 0%
        DT: 9
        Rad: 15%
        Fire: 0%
        Energy: 15%
        Poison: 0%
        Explosive: 0%
        Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
    T51b Power Armor
        Condition: 2000
        DR: 50%
        DT: 36
        Rad: 30%
        Fire: 30%
        Energy: 20%
        Poison: 20%
        Explosive: 20%
        Abilities: STR +3, Limb DR +40%, Ignore Crippled Limbs
    T51b Power Helmet
        Condition: 200
        DR: 0%
        DT: 8
        Rad: 10%
        Fire: 0%
        Energy: 0%
        Poison: 0%
        Explosive: 0%
        Abilities: PER +2, CHR +1, Accuracy +10%, Crit Chance +3%, AP +15
    T45d Power Armor
        Condition: 1000
        DR: 40%
        DT: 30
        Rad: 25%
        Fire: 20%
        Energy: 15%
        Poison: 15%
        Explosive: 15%
        Abilities: STR +2, AG -1/Sneak -10, Limb DR +30%, Ignore Crippled Limbs
    T45d Power Helmet
        Condition: 125
        DR: 0%
        DT: 6
        Rad: 5%
        Fire: 0%
        Energy: 0%
        Poison: 0%
        Explosive: 0%
        Abilities: PER +1, Accuracy +5%, Crit Chance +2%, AP +10
    Scorched Sierra Armor
        Condition: 1600
        DR: 45%
        DT: 32
        Rad: 25%
        Fire: 50%
        Energy: 15%
        Poison: 15%
        Explosive: 15%
        Abilities: STR +2, HP +1, Limb DR +30%, Ignore Crippled Limbs
    Scorched Sierra Helmet
        Condition: 180
        DR: 0%
        DT: 8
        Rad: 5%
        Fire: 10%
        Energy: 0%
        Poison: 0%
        Explosive: 0%
        Abilities: PER +2, HP +1, Accuracy +5%, Crit Chance +3%, AP +20
    Salvaged Power Armor
        Condition: 1000
        DR: 35%
        DT: 28
        Rad: 0%
        Fire: 20%
        Energy: 10%
        Poison: 0%
        Explosive: 10%
        Abilities: AG -2/Sneak -20, Limb DR +20%
    Salvaged Power Helmet
        Condition: 125
        DR: 0%
        DT: 5
        Rad: 0%
        Fire: 0%
        Energy: 0%
        Poison: 0%
        Explosive: 0%
        Abilities: n/a


    Notable Updates:
    Spoiler:  
    Show
    2.1.30: Fixed character gliding on power armor animations (Same implementation as 3rd Person Animation Fixpack)
    2.1.25: Contextual footsteps
    2.1.20: Gameplay settings
    2.1.10: Melee animation pack
    2.1.00: Titans of Steel expansion
    2.0.70: Big guns animation pack (SMMG)
    2.0.60: Big guns animation pack (First part)
    2.0.50: Small Guns Animation Pack (Beta)
    2.0.40: New jumping, landing, and minigun sprinting animations
    2.0.35: Movement sounds added, options can be accessed on the Customizations tab
    2.0.35: Armor effects code rewritten, updating from lower versions requires unequipping power armor first
    2.0.30: INI support added
    2.0.30: Mesh improvements
    2.0.22: Armed To The Teeth - Redux Patch
    2.0.20: Pipboy Integration support for custom Pipboy menu hotkeys mapped in lStewieAl's Tweaks (requires SUP NVSE)
    2.0.10: Added mod option for picking minigun firing animations
    2.0.10: Removed dependency on ShowOff NVSE
  2. Woooombat
    Woooombat
    • member
    • 637 kudos
    Locked
    Sticky
    Bug Reporting
    Before you file a bug report, please do your own due diligence. Check the mod description and troubleshooting sections to see if the problem is addressed. If unsure about the cause of the issue, do an isolation test to confirm that this mod is indeed the cause. If so, then provide me a clear method to reproduce the issue. Any bug report that fails to even provide the bare minimum of information is instantly ignored.

    Moreover, all blatant false bug reports, such as general troubleshooting questions, mod incompatibilities, feature requests, etc, are also ignored.

    Problems Related To Vortex
    Spoiler:  
    Show
    Vortex has been the common denominator for a lot of the strange problems reported here. Many were magically fixed when the user switched to MO2. Why is that the case, I have no idea. I have never used Vortex ever, nor do I see the point, especially as somebody who dabbles in mod making.

    This mod and all of its basic features have been tested to death at this point. I've had this mod activated for a very long time, since even before the day of release. I have went through countless of load order rearrangements, switching back and forth between NV and TTW, adding and removing mods, testing different things, etc, and not once, did this mod ever break or malfunction, except the few occasions when I knowingly paired it with incompatible mods.

    What you do with this information is up to you. I'm just putting this out there. If you're on Vortex and the mod doesn't work or something weird happens, all I can say is it's either an user error or Vortex itself. If you're having trouble setting up the mod properly, look into the Vortex help desk and tutorials. If you believe the problem has something to do with Vortex itself, maybe switch to MO2. Either way, you're on your own and I can't help you any more than this.

    Troubleshooting

    Spoiler:  
    Show
    "Everything works except the animations"
    Most likely caused by 3rd person movement animations overhaul. Despite the claim of compatibility by the author, the two mods have never been compatible, ever. The author went out of his way to build the "patch" off of an outdated Titans JSON. Even on the release day of his mod, it was already outdated by 4 months. It does nothing but breaks the animations in Titans, and has since day one. The Frozen Movement mods are also known to cause the same issue.
    April 23th, 2024 Update: It has been brought to my attention that the mod has been updated with a new patch. Hopefully it's the real deal this time, that's all I can say.

    "The minigun iron sight animations don't work even though the mod option is on"

    Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

    "Everybody is holding an invisible minigun in my game"

    Something is set up wrong or installed incorrectly on your end. Make sure all of the hard required script extenders are installed and up to date. Make sure the main Titans mod .esp plugin file is activated.

    "The mod requires both JVS and JAM"
    It doesn't. Disable the unnecessary plugin files.

    "NPCs wearing salvaged power armor are holding their minigun upside down"
    Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

    "Such-and-such armor is still the default model but everything else like the scaling and animations are working"
    The Titans models are overwritten by another mod. Make sure Titans is loaded AFTER these other mods that contain power armor models.

    "My glove keeps disappearing"
    Uncheck the "Hide Pip-Boy Glove" option in the Titans MCM menu, under the Pipboy tab.

    "When I open pipboy, the screen is blocked by my power armor"
    Make sure all of the hard required script extenders are installed and up to date. If everything is up and running, and you're loading a save where the character hasn't a pipboy equipped, as in you were using some sort of pipboy hider, then check the "Enable Pip-Boy Integration" option or
    click the "Reset Pip-Boy" option in the Titans MCM menu, under the Pipboy tab.
  3. levdrekinn
    levdrekinn
    • supporter
    • 0 kudos
    Hi, really love this mod. But I'm not sure if it's just me or the mod, but normal running speed (not sprinting) in 1st person view is slower than in 3rd person view and it's honestly kinda irritating. This doesn't seem to affect the non-Power Armor armos, tho. Any idea what could be the cause?
    1. SlicedNugget
      SlicedNugget
      • member
      • 0 kudos
      I'm having the same issue as well and haven't found a fix. It feels like I move at a proper pace in 1st person but I zoom by everything in 3rd.
    2. Woooombat
      Woooombat
      • member
      • 637 kudos
      How big is the speed difference? Show a video, if possible.
  4. SaucyJackYT
    SaucyJackYT
    • member
    • 0 kudos
    the mod is still there even when i uninstalled
    1. Woooombat
      Woooombat
      • member
      • 637 kudos
      Which means you didn't uninstall it. Follow a guide and redo your setup, since you have trouble even uninstalling a basic mod.
    2. SaucyJackYT
      SaucyJackYT
      • member
      • 0 kudos
      but heres the thing, the mod doesn't show up in the date files, vortex, hell i even removed it from the game files, yet its still there
    3. Woooombat
      Woooombat
      • member
      • 637 kudos
      Then you should look up help on how to uninstall mods on Vortex.
    4. Lomooc7
      Lomooc7
      • supporter
      • 0 kudos
      imagine being a dickhead
    5. Woooombat
      Woooombat
      • member
      • 637 kudos
      Like you? Yeah, I can imagine that.
  5. TheQuestion23
    TheQuestion23
    • member
    • 0 kudos
    There is an error with which the glove of the enclave armor (in Fallout New Vegas, I don't know about TTW) covers some sights, for example the medicine stick, which is affected by this error.
  6. trainhobo117
    trainhobo117
    • member
    • 0 kudos
    If there's anything that I wish or hope to see, is the enclave symbol on the X-O1 or Remnant armor  either on the chest plate or pauldron.
  7. falloutbeast323
    falloutbeast323
    • member
    • 0 kudos
    As far as I'm concerned Fallout 3/NV are not complete without this mod so thanks, fighting Enclave power armor troops for the first time was actually challenging, and dare I say totnw > Fo4 power armor
    1. Woooombat
      Woooombat
      • member
      • 637 kudos
      Cheers.
  8. Noon98
    Noon98
    • member
    • 1 kudos
    Don't take this the wrong way, but I've heard someone saying that the Hellfire power armor helmet looks like it got stung by an entire beehive, and now I can't help it but think about that every time I see it.
    Is there a version closer to Vanilla out there?
    1. Woooombat
      Woooombat
      • member
      • 637 kudos
      Good, it's supposed to be ugly.
  9. SAPR0LING
    SAPR0LING
    • member
    • 0 kudos
    Would someone help me in figuring out why the heavy weapon animations arent working? They continue to use default animations not the one handed ones? (not using 3rd person movement animations either)
    1. Woooombat
      Woooombat
      • member
      • 637 kudos
      Did you overwrite the weapon files? In the MO2 left panel, right click on Titans and click information, then switch the Conflicts tab. Check and see if the files are being overwritten.
  10. VoidStuff
    VoidStuff
    • member
    • 0 kudos
    I just recently updated this mod (Fantastic mod btw) to the most recent version during a current playthrough. It shouldn't break anything in the game hopefully? I just wanted to check.
    1. Woooombat
      Woooombat
      • member
      • 637 kudos
      It's always safe to update unless stated otherwise.
  11. sbeve00
    sbeve00
    • member
    • 0 kudos
    The game tells me that my power armor does not support pip boy integration while wearing vanilla t51, have I done something wrong?
  12. HoomanPlus62
    HoomanPlus62
    • member
    • 2 kudos
    How do I fix modded power armors don't have misc bonuses?. Like explosion resist, DT multiplier, etc etc?