How can I make it work with EVE? I mean, the optional compatibility patch looks for 'EVE FNV.esp' while the actual EVE esp is named 'EVE FNV - ALL DLC.esp'(or no dlc/no gra). How can I mod the patch to look for the correct name? Edit: Ok, managed to change the required esp name to proper one but didnt had time to try if it's all right. Anyway, endorse for the nasty homing missile.
how did you change it? EDIT: I changed the required file names as well, I did it by getting the file manually, unpacking it so I'd have an easier time editing it, then I went into the fomod file of the mod file and edited ModuleConfig.xml, however, this created more problems because the required master is still the old EVE FNV.esp, I'm not sure how to proceed after this.
Explosives skill made better, can now hit stuff with guided ammo without targeting the ground or using vats! Couple of bugs.. *tagging a target and using vats with a grenade/dynamite/flamer/grenade launcher sets hit at 95% but still misses if over max weapon range ( range now difficult to estimate with vats meaning you can miss a lot) *can attack a distant target (teleports to target) with melee weapons using vats *interact with object/npc at range(like talk/pickpocket an npc or lockpick/open a door as far as u can see them) Burst shot perk item is located in apparels tab. Forearmed perk tagging causes a lot of bugs. Smart Missile Launcher..unlimited ammo when ammo count reaches 0 All in all it's a good mod.
**Forearmed Perk bugs fix Get geck and geck extender here: https://www.nexusmods.com/newvegas/mods/64888 1.Open and set active playing with firepower 2. Go to actor data->Perk->a0aForewarnedPerk Edit perk entry calculate hit chance change Data2 to multiply value 3 (# your choice), this no longer sets everything to 95% hit chance but multiplies your hit so if you have a zero then zero chance to hit. (Fixes melee teleport bug and grenade, etc bug) 3. Next go to Miscellaneous->Script->a0aForewarningscript go to line 40 (setnumericgamesetting iActivatePickLength activateDistance) press enter and add setnumericgamesetting iActivatePickLength 150 (almost default range). Fixes interaction/activation max distance bug but at the same time untagging a tagged npc is also set to 150.
What have you done......I was going for a character who's so explosion happy it would give the boomers a run for their money. Congratulations good Toaster, because you just doomed New Vegas.
Hey I know this hasn't been messed with in a while, but I'd like to point out a flaw with the forearmed binoculars. If you press the activation key while zoomed in, your activation distance will remain maxed out. Actually "tagging" an enemy with left click doesn't seem to trigger the bug, but just don't try to activate anything while zoomed in. The good news is that it seems to reset to default when you restart the game, but it's kind of a bizarre thing when it happens.
Since toaster seems to be MIA, here's some tips for people who download this:
If you get Red <!>'s Whenever you use certain ammo types, its because Toaster put the files for the impacts in a new folder but forgot to change the ESP file records to match accordingly. So what you have to do is find the folder Meshes\Toaster, copy over the file named "Firepower", then rename the copy to "Modest Collection". It should work for you now.
As for the Frequency files, they're out of date, and you'll have to do some FNVedit/GECK editing to make them right.
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I mean, the optional compatibility patch looks for 'EVE FNV.esp' while the actual EVE esp is named 'EVE FNV - ALL DLC.esp'(or no dlc/no gra). How can I mod the patch to look for the correct name?
Edit: Ok, managed to change the required esp name to proper one but didnt had time to try if it's all right. Anyway, endorse for the nasty homing missile.
EDIT: I changed the required file names as well, I did it by getting the file manually, unpacking it so I'd have an easier time editing it, then I went into the fomod file of the mod file and edited ModuleConfig.xml, however, this created more problems because the required master is still the old EVE FNV.esp, I'm not sure how to proceed after this.
Couple of bugs..
*tagging a target and using vats with a grenade/dynamite/flamer/grenade launcher sets hit at 95% but still misses if over max weapon range ( range now difficult to estimate with vats meaning you can miss a lot)
*can attack a distant target (teleports to target) with melee weapons using vats
*interact with object/npc at range(like talk/pickpocket an npc or lockpick/open a door as far as u can see them)
Burst shot perk item is located in apparels tab.
Forearmed perk tagging causes a lot of bugs.
Smart Missile Launcher..unlimited ammo when ammo count reaches 0
All in all it's a good mod.
Get geck and geck extender here: https://www.nexusmods.com/newvegas/mods/64888
1.Open and set active playing with firepower
2. Go to actor data->Perk->a0aForewarnedPerk
Edit perk entry calculate hit chance change Data2 to multiply value 3 (# your choice), this no longer sets everything to 95% hit chance but multiplies your hit so if you have a zero then zero chance to hit. (Fixes melee teleport bug and grenade, etc bug)
3. Next go to Miscellaneous->Script->a0aForewarningscript go to line 40 (setnumericgamesetting iActivatePickLength activateDistance) press enter and add setnumericgamesetting iActivatePickLength 150 (almost default range). Fixes interaction/activation max distance bug but at the same time untagging a tagged npc is also set to 150.
Period.
If you get Red <!>'s Whenever you use certain ammo types, its because Toaster put the files for the impacts in a new folder but forgot to change the ESP file records to match accordingly.
So what you have to do is find the folder Meshes\Toaster, copy over the file named "Firepower", then rename the copy to "Modest Collection". It should work for you now.
As for the Frequency files, they're out of date, and you'll have to do some FNVedit/GECK editing to make them right.