Fallout New Vegas
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AndyW

Uploaded by

hardkopy

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About this mod

HoverChair by AndyW Ported to Fallout New Vegas

Permissions and credits
Unfortunately due to not having the net at home and as a consequence being unable to update the game to the latest patch, I will not be updating this file as it pointless for me download the latest NVSE build.

As stated in the description it works with this build of NVSE only and no future builds are supported.
New Vegas Script Extender v1.0 beta 5.


Ammended description to show correct directory path for meshes.

thanks to Lightstar for pointing this out (kudos given)

Orignal Mod
Name: HoverChair
Version: 0.4.2
Date: 17/01/2010
Category: Miscellaneous
Author(s): AndyW
Source: http://www.fallout3nexus.com/downloads/file.php?id=4501

NV port released by hardkopy 04/12/2010
===============
Description:
===============

A rugged hoverchair for transversing the desert wastes. Use it as a battering ram when faced with deathclaw or mount a weapon and riddle it with bullets or fry it for supper with a flamer.

To Do:
Add NV Specific creatures and factions to the hoverchair meat list.

===============
Install:
===============

Required Files
New Vegas Script Extender v1.0 beta 5
http://nvse.silverlock.org/

1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout New Vegas\Data\
The file structure should be as follows...

Data\NVHoverChair.esp
OR
Data\NVHoverChair_MKII.esp

Data\Meshes\HoverC
Data\Sound\fx\hoverc

3. Start Fallout NV Launcher, click 'Data Files', place a checkmark beside the .esp file.

Or use the Fomod provided.

USE ONLY ONE ESP
===============
Un-Install:
===============

1. Start Fallout Launcher, click Data Files, uncheck...
NVHoverChair.esp or NVHoverChair_MkII.esp file.

2. Delete the files/folders associated with the mod.

Fallout new vegas\Data\NVHoverChair.esp
Fallout new vegas\Data\NVHoverChair_MkII.esp
Fallout new vegas\Data\Readme.NVHoverChair.txt
Fallout new vegas\Data\Meshes\HoverC\
Fallout new vegas\Data\Sound\Fx\HoverC\

===============
Compatibility:
===============

No compatiblity issues so far.

===============
Bugs/Issues:
===============

The chair can sometimes drop down through boulders, roadways or other scenery, especially if your framerate drops significantly below 30FPS. If the chair becomes trapped, use the Leap facility to escape.

The flamer doesn't always set enemies on fire.

Sometimes the flamer will leave large chunks of flame floating unconnected in the air (especially the first two or three times it's used).

Ramming enemies up against building walls can cause you to clip into the building, and possibly get trapped there. Dismount, fast-travel to a nearby location, return on foot and use the Remote Call option on the Hoverchair remote.

Occasionally texts for 'Probe' activators will flash up while driving.

The sound of the main engine will sometimes fail, but comes back after a while. Doubling your iAudioCacheSize and iMaxSizeForCachedSound settings (see Fallout Tweak Guide at www.tweakguides.com/Fallout3_1.html, page 10) will help avoid this.

If you have G.E.C.K running at the same time as Fallout New Vegas, you may experience a full lockup.


===============
History:
===============

NVHoverChair.0.1 06/12/2010

Revised Readme file.

Made Fomod for easy install.

Relocated Hoverchair Location to Goodsprings beside the garage. I did this so it would easier for me to work on. If you have the chair already, it should not affect you.

Corrected nif file path for Hoverchair MK2. Now when you use NVHoverchair_MKII.esp, you will have the MK2 Hoverchair.

Corrected seating position of MK2 HoverChair.
The player will sit in the air for second before being transfered to hoverchair, and on exit, wait for hoverchair to drop then jump out of its framework.

Known issues:
Sound not activating, I don't why this is? I did not touch the sound filepaths, nor did I edit the sounds directly while porting the mod. Any help toward solving this issue would be appreciated.


.0.4.2 29/11/2010 - Initial Port to NV

The following references to FOSE have been changed to reflect NVSE, including Version Revision and Beta hooks.
Menu
Quest
Script
Messages

Other than the above, I have not touched the chair mechanics. It works as it does in FO3.

Don't forget to endorse Andy's original mod and give Kudos to Falcon8204 for the cool mesh.

===============
Contact: via pm or [email protected]
===============

===============
Credits:
===============

AndyW. for the original HoverChair Mod
Falcon8204. for HoverChair MK2 model
Thanks to Bethesda and Obsidion for creating Fallout New Vegas.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Please also read AndW's original readme (included) for additional credits and information.

===============
Tools I Use:
===============
Gimp
3ds max 9
Google Sketchup
Texture Replacer
BSA Commander
Nifskope

FO3Plugin
FO3Edit
FNVEDit
NVSE/FOSE
Fo3 GECK
FNV GECK
FOMM/GeMM

Fallout 3 ReadMe Generator V.01 by InsanitySorrow

===============
License/Legal:
===============

Many models supplied with this mod are the property of Bethesda Game Studios. They are modified and adapted versions of Fallout 3 models, and cannot be used in any context other than a G.E.C.K. based modification of Fallout 3 without the written permission of Bethesda.

Apart from that, you can do whatever you want with the scripts and methods used in this mod. However, please ensure you understand the principles and coding before you incorporate them into your own mod