Fallout New Vegas
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AndyW

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hardkopy

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72 comments

  1. hungfanky
    hungfanky
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    Its been over 5 years since the last comment, but I have resolved the Pip-Boy crash and the thrust no sound problem mentioned in the comments below.

    Pip-Boy crash
    The Pip-Boy crashed because a world space reference marker had an empty name. When the Pip-Boy world map was brought up, this would crash the game. This was only the case if you were using 'NVHoverChair_MkII.esp', the other 'NVHoverChair.esp' did not have this problem. To fix it, it is easier to use FNVEdit than GECK.
    1. In FNVEdit, open up 'NVHoverChair_MkII.esp'' -> Worldspace ->...-> HoverCStartMarker (it is the only leaf node on that branch)
    2. In HoverCStartMarker's properties, go to 'Map Marker' -> 'FULL - name' and enter a name in the empty field, like 'HoverChair MkII Marker'
    3. Save your changes.

    Thrust no sound problem
    This one was weird. I solved it five years ago without touching the handling script but I could not remember or replicate what I did to fix it. Going through the script, etc,, what was originally there should have worked but it didn't. So I went through the handling script 'HoverCScript' and forced the sounds to play through script rather than rely on the original light object 'HoverCThrustLight' to trigger the thrust sound. This thrust sound problem occurred in both 'NVHoverChair_MkII.esp' and 'NVHoverChair.esp'. If you know how to script, open up GECK, go to 'HoverCScript', and search for every instance of 'FlameRef3' to check 'IsSoundPlaying' and add PlaySound3D/StopSound 'HoverCThrustSound' as appropriate.

    NVHoverChair.esp chair mapped to nif model not matching correct seating height position
    The hoverchair nif was mapped to new Mk2 hoverchair with the roll-cage instead of original Fallout 3 lazy-boy style recliner chair without the roll cage. This resulted in the player sitting too high on the seat and their head sticking out through the top of the roll cage.
    1. In FNVedit for 'NVHoverChair.esp' -> 'Furniture' -> 'HoverCSeat', for HoverCSeat's property 'Model' -> 'MODL -  Model FileName' set value to 'HoverC\hoverchair.nif '   (old chair model when moving)
    2. In FNVedit for 'NVHoverChair.esp' -> 'Activator' -> 'HoverCDead', for HoverCDead's property 'Model' -> 'MODL -  Model FileName' set value to  'HoverC\'deadchair.nif'   (old chair model when stopped on ground)
    3. Save your changes.
    You will now have the old style hoverchair (like in mod's Fallout 3 version) without the roll cage when activating 'NVHoverChair.esp'.

    Additional notes:
    - This appears to work with newer versions of NVSE, including latest current xNVSE 6.0.8 version.
    - You can activate and run both 'NVHoverChair_MkII.esp' and 'NVHoverChair.esp' at same time and get both old and new styles of hoverchairs. I did not encounter any conflicts when I was testing. Weapons and remote all working properly. You will want to rename the remotes to differentiate them.
    - I added controller support along the way. I will try contacting the mod author about posting an update if there is interest, although after a decade that could be difficult.
    1. For anyone trying to fix the MK II on the GECK:

      WorldSpace WastelandNV -> Wilderness (-19,0) -> HoverCStartMarker
      Right click, edit, marker data tab, fill in the name

      I'll follow up with the script snippet for fixing the sound issues... as soon as I figure out what the code has to look like xD
  2. Mtyisposh2
    Mtyisposh2
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    Someone thats talented please update ill oveu forever .o. or anyone rlly ur all talented amazeing pepole please update it i dun wanna disable all mah mods ;.; to use this one ;-; i mean upodate it to new nvse please ;-;
    1. hungfanky
      hungfanky
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      It has been 5yrs+ since anyone made comments on this mod, but in case anyone out there is still checking this mod out.... it appears to run just fine on the current version of xNVSE 6.0.8 as of 2021. I suspect it ran fine on every NVSE version between now and original release. I also think I found the cause of the Pip-Boy problem crashing the game in this mod. Will make a post after I have reconfirmed.
  3. paha989
    paha989
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    Awesome
  4. Katwood
    Katwood
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    This looks promising! hope you have the time(:
  5. Sparrowling
    Sparrowling
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    Update: Ran into the crash at Pip-boy issue. I was adding other mods at the time but I think what triggered it was cleaning the dlc's with FNVedit. After I used revalidate files through steam, the problem was resolved. Of course the dlc's aren't clean anymore. If I get around to figuring out which one was the culprit I'll mention it, Having so much fun with my rig it's worth it to me to try and play without cleaning them, do try the MKII with a fat man installed! Hope this helps someone
  6. Sparrowling
    Sparrowling
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    Richard...Usually when you use someone's mod and want it to work, you read through the specifics and instructions. This of course depends on the competency of the user. Don't be a troll, no one is required to make or post mods, and you're not required to use them. Don't insult the people that kindly provide them, working for free to provide enjoyment for others. Especially if you're not even willing to read a paragraph to learn how to use the mod properly.

    For the polite people out there - I'm using MKII with Windows 8 and NVSE v2 beta 12 and it's working great, running Steam version with all dlc's. For those of you that have crash problems, only use one of the esp's and place high in the load list. MKII is the version with the little cab you sit in that has roll bars, pics are available at the original Fallout 3's post. There is a link to the original in the mod description. There is also detailed info on how to get it running and use it, but if you go into sneak and activate the hoverchair which is next to the garage in Goodsprings, you'll have access to the same detailed info. Thank you so much hardkopy for porting this over, I love the original and can't imagine playing without it now. Thanks also to Andy for the original, I encourage everyone that enjoys this to go endorse the original as well...and read the instructions posted there if you're having problems.

  7. richard74063
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    Usually when you create a mod, you include the location and more specifics on how to use it. this of course depends on the competency of the modder.
  8. 680i ba1
    680i ba1
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    Working fine here so far! I'm using the NVHoverChair_MKII, and nvse_2_beta12, with a steam copy of FONV Ultimate edition with all DLC enabled. I had a blast with this in FO3, and now I get to enjoy it in NV! Thanks hardkopy for porting this over! Endorsed
    1. Kolroy
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      Hey, how did you get this to work without crashing at your pipboy?
  9. B3ASTM0DD3R321
    B3ASTM0DD3R321
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    This is just stupid...
  10. Theoncomingsun1
    Theoncomingsun1
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    Anyone know how to add ammo?