Fallout New Vegas

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  1. Woooombat
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    Update 2.1.31

    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.



    New In 2.1.31:

    New In 2.1.30:


    • Fixed character gliding on all Titans animations (Same implementation as 3rd Person Animation Fixpack)
    • Fixed missing footsteps in 1st person when using 1H melee weapons
    • Disabled additional normal talking animations on power armor users
    • Removed redundant files (Minigun and 1st person swimming animations)

    New In 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.
    • 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.
    • Small Rifles (2HR): Added support for grenade rifles.
    • Grenades: Added sneak animations.
    • Increased the volume of metal terrain footsteps slightly.
    • 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.
    • 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 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.

    Bug Fixes:

    • (2.1.28) TTW: Fixed missing grenade throwing animations
    • (2.1.28) TTW: Fixed issue where gameplay changes wouldn't apply to BOS T45d helmet
    • (2.1.28) Fixed missing ini check for bonus critical chance
    • (2.1.27) Fixed an issue where Legacy mode footsteps would become silent
    • (2.1.26) Fixed an issue where Auto-INI wouldn't work when starting a new game
    • (2.1.26) Fixed an issue where 1st person power armor footstep sounds would play despite not being in power armor
    • (2.1.25) Fixed an issue where the item condition multiplier setting would default to 0% when loading settings from INI
    • (2.1.25) Fixed small holes on back of the upper arms of T51b models
    • (2.1.21) Fixed an issue where incorrect texture is used on the remnants armor gloves when TTW is active
    • (2.1.21) Fixed an issue where incorrect animation would be used when sprinting with a 2-handed melee weapon holstered and severe slow down would occur when weapon is drawn

    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:
    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
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    Load Order of Loose Files
    Here are some things to look out for when setting up the load order of loose files.

    • Armor meshes & textures: Most of these in Titans use default file paths so make sure to load mods that have power armor meshes and/or textures, most notably YUP, BEFORE Titans. Before as in let the loose files of Titans overwrite the ones in YUP.
    • Unarmed Weapon Meshes: Weapons like deathclaw and yao guai gauntlets. These are needed to fit the weapon onto power armors. They use the same textures as default ones so they are compatible with plain texture replacers. Avoid overwriting these meshes if you want these weapons to fit.
    • Launcher Weapon Meshes: SMMG, missile launchers, tesla cannons, etc. These are needed for the launcher animation set. Compatible with plain texture replacers. Avoid overwriting these meshes if you want to use the one-handed launcher animations.
    • 1st Person Locomotion Animations: These locomotion animation files are required for the Contextual sound mode to function in 1st person. If using 1st person locomotion mods, load them after Titans and disable Contextual sound mode. Or let Titans overwrite and keep Contextual sounds.
    • 3rd Person Assorted Animations: The minigun animations are archaic but left in, so they can be replaced without any notable consequences. The few launcher animations are required for the launcher animation set to restore the weapon to its normal state when out of power armor.
    • Magazine Textures: The cover of Future Weapons Today magazine is replaced. This includes a texture for the magazine object in game and one of the loading screens. If using some sort of magazine and/or loading screen replacer and you want to have that over the Titans version, load them after Titans.

    Conflicts/Incompatibilities
    Here's a list of mods that have conflicts or outright incompatible. Some of them I can't confirm and am just going by user posts.

    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 the mod is indeed the cause. And lastly, provide me a clear method to reproduce the issue. The vast majority of bug reports I've received have either been issues caused by other mods or incompatibility problems or some very minor user oversights, like forgetting to activate the mod plugin or missing a script extender.

    And finally, please refrain from filing blatant false bug reports. Things like general troubleshooting questions, mod incompatibilities, feature requests, etc, if reported as bugs, are always ignored.


    Problems Related To Vortex
    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

    "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.

    "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. It has also come to my attention that controller use can
    cause this. I don't use controller myself and I've only tested the mod on a basic keyboard and mouse set up, so it wouldn't surprise me that there may be some issues with a controller.
  3. kensaimage
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    -GOT IT WORKING WITH VORTEX-

    So I had originally been using the original FOMM, and Titans worked. I read here about Vortex not running the mod correctly when originally setting this up with FOMM. I recently converted all my mods from the ancient mod managers from Oblivion, FO3, and NV to Vortex. So I installed it through the download function on Vortex and it didn't implement properly, as expected. Says everything is installed, but upon loading a game and putting on Power Armor, yeah...no dice. 

    I DID get it to work by doing a manual download (like I did with dozens of FOMODs when learning this process) into a custom desktop folder. Use the "Drop Files" feature in Vortex to plug in the mod. Reinstalled as I did before, except this time, it worked and Power Armor was updated.

    Hope this helps somebody
  4. JonBoopinOG
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    Starting from a fresh full extended install of the VNV guide, where in the load order should this be installed?
    1. Woooombat
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      Loose files (left panel) should be low or near the bottom. If you have any mods that modify Titans or want them to take precedence over, move those under Titans.

      Plugin file (right panel) also near the bottom.
    2. JonBoopinOG
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      Thanks! Lovely mod, clear that lots of work and care went into it. Excited to see it in action.
  5. MirelurkScratcher
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    I have the esp but npcs without power armor walk like they do have it, what are prerequisites and if I have them than what’s the problem?
  6. skellydo312
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    Thank you for making dreams happen! Can i ask what visual mods do you use? Atmopshere and shaders? Your screenshots look so cool
  7. slatko
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    3rd person Movement Animations just released an update saying that these two mods are now finally compatible. I havent verified yet but wanted to bring it to notice.
    1. Woooombat
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      Good for him. Hopefully it's the real deal this time.
  8. chaosmoothie
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    I don't know exactly if it's a bug and if you guys (mod authors) can solve this, but: 
    when using walking underwater (independs on the mod doing that, for example: TOTNW 2.0 or Simple Power Armor Walking Underwater), diagonal movement and 360 movement stop working. 
    I don't know if I should've send it here, I just wanted to see if it's fixable. 

    i'm the greatest fan of your mod, dont get me wrong
    1. Woooombat
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      360 movement doesn't support swimming.
  9. skellytune312
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    New to the game and modding i used mo2 no problems since the day i played i use a controller i don’t have the leaning but i have the other b42 mod where leaning is included and it works. the only thing i notice is sometimes the scaling of the head is delayed for companion that can be suit up with power armor but it doesn’t hurt the game really nice mod you’re doing god’s work my boy
    1. Woooombat
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      The delay in head scaling is a limitation.
  10. OMGitsJoemo
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    Hello! So it just seems to be happening when Veronica wears power armour but when in combat she seems to switch between this mod and vanilla unarmed animations. Alongside this, any power glove/ power fist she wears shrinks to the normal non power armour version. Any idea why? Thanks
    1. Woooombat
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      No idea. The animations have always worked for me. Could be a conflict or messed up setting or something not installed correctly.
  11. Dogem8
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    good mod
  12. Pxyrex
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    NPCs and Companions keep on unequipping the power armor for no reason leaving them naked with this mod.
  13. digbick6666969
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    Potentially dumb question, will there be a patch of this mod that applies these to the Tammer power armors?