Fallout New Vegas

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  1. Druuler
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    So, I have learned of a workaround for the "invisible monster" issue (Feral Creepers and Dire Lurks)! Using the Advanced Recon Thermal Nightvision mod (by Gopher) will let you to see the "thermal signature" of those creatures, allowing you to keep track of them when they are around. A big thank-you to Nexus member zombieman00 for learning that, and sharing it with us!
  2. Druuler
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    I have some questions for everyone having hostility issues with the creatures of Angel Park: 1) What level is your Courier? 2) What DR/DT does s/he have? 3) What weapons are you using? 4) What is the size and composition of your Courier's entourage, if any (basically, what are your companions like)?

    I am not certain that the answers will be relevant, but I had an idea, and thought to ask everyone.
    1. GODimitri
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      I dont even have the game installed ATM (waiting for new PC), but I would still like to help :P
      From what I can remember in the GECK there is a personality trait option which contained options like "foolhardy", "cowardly" and in-betweens. Try foolhardy. You probably already know this but I thought I'd pitch in anyhow.
    2. Druuler
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      I am aware of those settings in the G.E.C.K., but thank-you for mentioning them anyway. I did go check those settings for all of the Xenomorphs, T-800s and Prawns (Tech Aliens), and they are set to very aggressive, and foolhardy. As far as the G.E.C.K. and my testing is concerned, these creatures are behaving the way they are supposed to. The Tech Alien Elder's issue, is the weapon in its inventory has a higher skill requirement than what the Elder has. The issue with the T-800 running away for another weapon is, I think, part of the game engine. Why it will not try to attack with its fists, is currently beyond me. I have found one incidence of a T-800 (Arnold, I think) not attacking. This was due to an issue of it not having the correct ammunition for the weapon it spawned with. That, I think, is my fault, from when I had to change one of the weapons to get the mod available again.

      I will be addressing these for the next update.
    3. GODimitri
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      Cool, man. That's good to hear. Glad you're still making progress!
    4. Druuler
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      Thank-you!
  3. brickstar56
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    I'm not sure if this was already asked but I couldn't find anything in the first few pages of comments. I picked the master crafter from the starter crate and received the schematics but I can't find where I'm supposed to craft the new ammo types. I see the acid and robo grenade in the workbench and also the reactive armors but can't seem to find the new ammo types in either workbench or reloading bench. Also I crafted a robo grenade and nothing was added to my inventory. Is this a bug?
    1. brickstar56
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      Update: I found the ammo recipes they're under the generic recipe tab in the reloading bench not the specific caliber tab, and I found the robo bomb in my misc items, is the robobomb supposed to be a weapon or is it a crafting component for something else?
    2. Druuler
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      As I am not the original creator of Angel Park, nor have I ever made a Robobomb during play, I had to look through the mod with FNVEdit to find out.  From what I am understanding, the Robobomb is a self-propelled explosive.  I believe you are suppose to drop it from your inventory, and it will move towards an enemy then explode as its attack.  I am thinking this as the Robobomb is listed under the creature category.  I could be wrong, but I do not have time right now to find out during play.
  4. ConeOfCinder
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    Hi Druuler, I got a question.
    I want to use Monster Mod Lite TTW while keeping Angel Park 2 and use all the weapons from the original Momod, so I was wondering if I were to use the no Momod ESM patch and rename a copy of the momod bsa into the angel park one, would I still be able to acquire all the weapons from og momod?
    1. Druuler
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      I have never compared the form lists between MoMod and Angel Park, so I am not sure if dogtown1 changed said lists for the creatures when he originally put them in Angel Park, but since the weapons seem to be the same in both mods, I am going to tentatively say yes, but do not hold me to it.  Just in case things do not work out the way you hope, make sure to save your game before you make the changes, and do not overwrite that save.

      With that said, I am rather sure that most of the weapons you see images of on the MoMod page, are actually from Angel Park.
    2. ConeOfCinder
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      Ah oke, I guess I'll go with discretion, thanks for the reply.
      Also, I found all the missing textures for the Dire Lurk and also the ones for the invisible Creepers and FEV Horrors.
      Should I post them here or should I post them on the mods' page (obv with credits to you and Dogtown1)?
    3. Druuler
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      I would hold off on sharing those at the moment.  I know the Dire Lurk was removed from the latest version of MoMod, and I think the FEV Horror was as well.  Not sure about the Creeper though.  That was done due to some copywrite issues with those creatures.  The last couple of times I ran through Angel Park, I do not think I ran into any of those creatures anyway, but I also avoided the main Dire Lurk lair.  That is an area I need to remove access to at some point, or swap the Dire Lurks out for something else.
    4. ConeOfCinder
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      Also, is it alright if I post an FCO patch for Angel Park 2 that I made awhile back?
    5. Druuler
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      Yes, you have my permission to post that here on the Fallout: New Vegas mods site.
    6. ConeOfCinder
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      About the update, I would highly recommend updating some of the weapons because they either have terrible iron sights or have awful textures, if you feel that might be too strenuous then you could simply disable the player from accessing these weapons after killing the enemies in this way the weapons will still be kept. Another suggestion that you could simply replace with ''permission free'' weapon mods from other authors.
    7. Druuler
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      *nods*  Most of those were probably the S.T.A.L.K.E.R. weapon ports.  I will keep the recommendation in mind though.
  5. MegatonSettler
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    I cant get it working for A tale of two wastelands 3.3.2 version

    is it compatible ? 
    1. Druuler
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      How is it not working?  Although TTW did not even exist when this was originally created, I do not see how it cannot be compatible, as this does not affect anything that TTW does, to the best of my knowledge.
      Edit: I loaded a save last night, that had TTW (3.2) active, and took my first trip to Angel Park.  I ran around for about an hour or so, with my team of 5 companions.  The only issues I encountered, were some minor LoD issues, and found one weapon with a texture glitch (which fixing no goes on the "to do" list).  I have one mod active that affects the same cell that the Angel Park entrance is in, and there is no conflict there.
  6. ConeOfCinder
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    any intentions on making the Remix version not require Momod?
    1. Druuler
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      It is on my "to do list", but I have to find the time to do it.   I have not done any modding for a while now, and I have a few other projects I am trying to tackle right now.  I intend to do it, I just do not know when right now.
  7. Winchy
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    What an annoying roadblock i hit, i had finished looting and traveling like 60% of the place, and i returned to vegas to sell some stuff, and coming back i encounter corrupted save every single time i get too close to the entrance.
    Removing angelpark and monster mod and no corrupted save happens. For somereason these two just keep corrupting my save, and restarting the game i can always play my last save but i cant save again.
    1. Winchy
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      After figuring it out, apparently monster mod breaks every single texture in the game and corrupts the saves whenever i approach angel park entrance.
      So i can still play without those 2 mods.
      In the end im just going to run through angel park without saves just to explore it to the end then remove both mods, so atleast i can enjoy angel park to the end :)

      Right, after saying this i tried to run through to atleast explore, it gets impossible the further i get the more broken the textures go, black, purple, glitchy, wrong textures etc. So i guess im gonna have to do it the good old way and watch alchestbreach.
      Awesome mod before this happened tho 
    2. Druuler
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      Well, I am glad that you are enjoying Angel Park enough to try and "power through it", but I have to admit that the issues you are describing are rather perplexing.  You are the first person to mention any of this, and I myself have never had problems like you have described.  Given what I understand of how MoMod works (and I admit that is not a lot), I am inclined to say that that and something else in your load order is conflicting, but I have no idea what it might be.
  8. BrightlightBarking
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    Hi there! It's been a while, but you still seem to be active. I'm having a LOT of missing meshes or big red exclamation marks instead of guns or other weapons, and sometimes instead of bullets. Not so many invisible monsters, the feral creepers and the adult lurks seem to be the only ones so far. It's also affected the two armors I've found. Do you know of a fix for this problem?
    1. Druuler
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      That is peculiar sounding, to say the least.  O.O My first thought is that, for some reason, the AnglePark.bsa file did not get loaded into your Fallout: New Vegas data folder.  Check to see if it is in there.  While we are at it, which version of the mod are you using?
    2. BrightlightBarking
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      I do NOT have the .bsa! I'm currently downloading the files again to find and hand-copy it, I originally installed with Vortex. 

      I am using 2.12. Everything else has been working pretty well, although the first Renwick building you see when you enter the park was 90% invisible. You could still see the roof and the door. I'll see if the .bsa file fixes the missing weapon mesh problem.

      Edit: This has fixed so much of the problem! Thank you. Dire Hunter Lurks are still invisible, not sure about feral creepers, but I can still kill them. The halberds are still broken, which makes the Lurks partially visible, as their weapons are big floating exclamation marks. I haven't gotten to the armors yet, but I will update when I do. The Renwick building is also visible now. Thank you so, so much! 

      For anyone else with this problem, please check your Data file for the angel park .bsa file, and if you don't have it, download the main file and copy the .bsa file by hand into your Data folder. The bulk of the issues should be fixed. 
    3. Druuler
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      I am glad that you got that sorted out.  :)  The issue with the Dire Lurks (and a number of other invisible creatures), is due to the meshes and textures for them being removed for the current MoMod release.  From what I understand, the Dire Lurks were a mesh-mod (combined mesh from multiple sources) that included parts from Fallout 3, and Bethesda forbids the porting of content between its games.  Thus, to prevent MoMod from being removed from site access, that model (and a few others) had to be removed.  The last version of MoMod that contained all of the creatures, was ver10b, which, for now obvious reasons, is no longer available on the Nexus.  As I mentioned in another post, I need to make some changes to Angel Park to help reduce the instances of "invisible creatures".

      In regards to getting the .bsa file into your Data folder, make sure you are manually downloading ver2.11, as ver2.12 is just an updated ESM file, and does not have a .bsa included in the archive.  Perhaps I should make that more clear on the download page...
  9. MichaelLoong
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    Here's a Question. I don't know where to Start. Read the Descriptions but I must be Missing that Line About where to Begin. Help?
    1. Druuler
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      Yes, sorry about that.  The original author never included it, and I have never thought to correct it.  With that said, there is an image on the second page of author images showing the location east of Raul's shack.  Also, see my response to the comment before yours.

      I will hopefully correct this with the next update, should I ever get it finished.  >_<
    2. MichaelLoong
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      My Bad. Yeah I see it now. thanks.
    3. Druuler
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      Welcome.  :)
  10. Vivaldius
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    For some reason I can't find the entrance. I've searched the abandoned NCR camp a hundred times, read the note....and then I just don't know what to make of it. Am I just retarded?
    1. Druuler
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      You need to explore the train tunnel between Raul's Shack, and the BoS safehouse.  If you exit the other side near Nellis, you missed it.
  11. WingedHunter256
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    Why are you taking assets from the STALKER games and then put restrictions on the distribution of "your" mod?
    1. Druuler
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      For one thing, the developers/publishers of the STALKER franchise allow for the use of their assets in other works, for other games. For another, there are other assets used in the mod that either Dogtown1 or myself received permission to use, but cannot give permission of use to others. All it takes is one single asset like that to prevent open permissions of a mod.
  12. Anselmitox
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    I can't find V10a of MonsterMod :/

    Nobody uploaded a patch for us V10b of MonsterMod users??? Besides I'm afraid of breaking something by reverting to a previous version of MoMod.

    Angel Park looks so neat!!!!
    1. Druuler
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      I have been telling people for a while now, do an internet search for verstion 10a, and you will find it. Apparently, that is no longer true. :/ Angel Park is playable with the current version available on the Nexus, but there will be the odd invisible creature, and a few missing mesh errors (big red diamonds). This is all due to content removed from MoMod, for the current versions release. I have never found out why that was done.
    2. Manan6619
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      As far as I'm aware, all creatures in MoMod(and therefore Angel Park) use skeletons and animations from vanilla creatures, e.g. Feral Creepers use the same skeleton and animations as vanilla Spore Carriers(which in turn came from The Pitt and were reused again for Tunnelers), or Predator enemy variants using the Deathclaw skeleton/animations. I'm willing to bet if someone knew what they were doing in FNVedit, they could install MoMod 10b, figure out which creatures are invisible, give them a vanilla model that would work for their animations and skeleton, and then rename them appropriately. It may help if that person still had version 10a so they can look in-game and try and guess which model would be appropriate, but not necessarily required. I've personally wanted to try this for a while now, but I don't have the means to run New Vegas right now.
    3. Druuler
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      Hmm, yes, I think that could be done for "place holders" for the missing creatures. If I remember correctly, the skeletons for the missing creatures are the Supermutant and the Trog/Spore Carrier/Tunneler ones. One of the missing creatures are the Direlurks, and, again, if I remember correctly, use both the unarmed and melee Supermutant animations.
    4. rberlener
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      I feel really bad when I pop in here and see that my favorite mod and the one I put the most work into is still not working
      I have not been here so long I was unable to access my account, I have been pretty active on steam, but just recently picked up fo3 on sale and jumped over to the nexus to look at mods
      the first thing I did was think: "what am I doing, I'll just grab the geck and do it myself"
      I make no promises, but I can grab 10a and the angel park esm, open them in FNVedit and resolve this issue of missing critters
      if I do, I will leave a message for you DRUULER and a link to a dropbox for the files
      _dogtown1
    5. Druuler
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      Okay, sounds good. Feel free to PM me the link here, or on Steam. I can find it in either place.