Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Wall_SoGB

Uploaded by

WallSoGB

Virus scan

Safe to use

59 comments

  1. FloamLicker123
    FloamLicker123
    • member
    • 1 kudos
    what pepe is that?
  2. hitman47101
    hitman47101
    • premium
    • 3,483 kudos
    :pepe_weird:
    1. gibbothegracious
      gibbothegracious
      • supporter
      • 6 kudos
      bruh I know you don't unironically have a punisher pfp
    2. hitman47101
      hitman47101
      • premium
      • 3,483 kudos
      I've had one for well over a decade, don't intend to change it cause a bunch of american cops and mall ninjas are idiots.
    3. Lady1Aria
      Lady1Aria
      • member
      • 5 kudos
      Based
    4. PatricianVidya
      PatricianVidya
      • premium
      • 24 kudos
      Based
    5. ByteSix
      ByteSix
      • member
      • 7 kudos
      Based
  3. izzyknowz
    izzyknowz
    • supporter
    • 2 kudos
    I have now officially downloaded all of your mods lol big ups to you my friend! You've helped bring fnv into the new age :)
  4. Gobble34
    Gobble34
    • member
    • 3 kudos
    Hey Wall can you put in the description to use the Fallout.Customini method of this mod like how TBOT and VNV use now?
    1. Nibenon76
      Nibenon76
      • member
      • 14 kudos
      Yep, JIP LN NVSE's FalloutCustom.ini feature makes this mod obsolete:
      "FalloutCustom.ini may now be created in the game's user folder (%USERPROFILE%\Documents\My Games\FalloutNV). Setting entries included in this file will overwrite the values defined in either Fallout.ini or FalloutPrefs.ini. This allows modifying the game's configuration files without actually editing them. This also ensures any INI tweaks will persist and will not be reset/discarded by a mod organizer or the default launcher."

      So to fix the flicker just create the mentioned "FalloutCustom.ini" adding these lines inside (other customized options from Fallout.ini or FalloutPrefs.ini can be added there too, see Viva New Vegas tweaks here for example):
      Spoiler:  
      Show
      [PipBoy]
      ; Fixes flicker in Pip-Boy opening animation if its light is on
      fLightEffectFadeDuration=500

      But of course you can change this mod's value of 500 (I used it just as example) to anything else that you consider to be the right value for your specific Pip-Boy model (that you currently use) and its opening animation.
    2. AVeryUncreativeUsername
      AVeryUncreativeUsername
      • premium
      • 284 kudos
      > Yep, JIP LN NVSE's FalloutCustom.ini feature makes this mod obsolete:
      It really doesn't.
    3. Nibenon76
      Nibenon76
      • member
      • 14 kudos
      @AVeryUncreativeUsername
      Technically - yes, but they both change the same option and shouldn't be used simultaneosly. Is there any advantage of this mod over the custom option in FalloutCustom.ini which could be the reason why we should preferably use this mod instead?
  5. saitofutoshi88
    saitofutoshi88
    • member
    • 89 kudos
    Thanks :D
  6. indola
    indola
    • member
    • 24 kudos
    if you close the pipboy again, this strange light also appears.

    is it possible to deactivate it ?
    1. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      Configurable Pip-Boy Light Color removes the mesh completely if that's what you want.
    2. indola
      indola
      • member
      • 24 kudos
      yes, how does it work ?
      do i have to add a line to your mod ?
    3. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      No, just install that mod. Mine's useless with it, since the mesh is completely gone then.
  7. Asesinamen
    Asesinamen
    • member
    • 18 kudos
    Would this work with FOSE (changing folder name, of course), or does it need NVSE-only functions?
    1. AVeryUncreativeUsername
      AVeryUncreativeUsername
      • premium
      • 284 kudos
      As a general rule of thumb, don't assume that *any* FNV mod is compatible with FO3 unless explicitly stated in the description. Because if you have any doubts about compatibility then you pretty much already answered your own question.
    2. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      Add 
      [PipBoy]
      fLightEffectFadeDuration=300

      to the INI, lol
    3. Asesinamen
      Asesinamen
      • member
      • 18 kudos
      After some testing, I find 600 to be the best value (at least in increments of 100), as it still lets you see the light fading out as you bring it to your eyes, while still completely cancelling the flicker that is still visible at 700.
    4. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      I set it low because if you use a faster opening animation you need a lower value.
      And I can't be assed to make multiple versions/ system to detect anims.
    5. gibbothegracious
      gibbothegracious
      • supporter
      • 6 kudos
      @AVeryUncreativeUsername

      they aren't assuming, they are literally asking
  8. deleted165114818
    deleted165114818
    • account closed
    • 0 kudos
    Is this compatible with Configurable Pip-Boy Light Color, Faster Pip-Boy Animation and Pip-Boy Screen Always On?
    1. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      Configurable Pip-Boy Light Color already resolves this by disabling the glowing mesh completely.
  9. yajneS
    yajneS
    • premium
    • 28 kudos
    can you make this compatible for enb, also idk if this is compatible with WMX,WME,electro city and project nevada. If not please make patchie. Also can you please port this to FO3?

    asking for a friend
    1. LucyTheSuccubus
      LucyTheSuccubus
      • member
      • 26 kudos
      ...

      All the mods you pointed out are outdated and shouldn't be used anymore since there are way better alternatives, well minus WMX but I do not know why this would have a problem with the flicker fix anyway. Also screw ENB since it sucks, especially the NV version. Use New Vegas Reloaded if you need fancier graphic effects or Dynavision 3 if you want some more subtle graphic effects and color changes.
    2. WallSoGB
      WallSoGB
      • premium
      • 637 kudos
      Everything you said is incorrect.

      WMX, WME, electro city and project nevada are the staple of FNV modding and will never be obsolete. Same about ENB which is great, stable and its author is a great guy.

      Please don't listen to the x"nvse" propaganda.
    3. LucyTheSuccubus
      LucyTheSuccubus
      • member
      • 26 kudos
      What in the goddamn?

      WMX is definitely a staple and still is. WME was always just the second class WMX but nowadays just got isn't worth it anymore. Electro City makes tons of dirty unneeded world edits and there is a better low weight Streetlights alternative. Project Nevada just got outdated and you are better off using plenty of better and more compatible alternatives. From my experience, when people have any of these in the mod builds in 2022, that is usually the issue or incompatiblity they are having or complaining about.

      ENB might be fine for some games but for the majority it is just a unoptimized unstable and FPS tanking mess that can often be achieved with better mods or alternatives, yet all casuals still bother with ENB and will make millions of comments about XY mod is not working with ENB or there are graphical issues, at least on New Vegas modding forums. The fact that you still cannot even disable the ENB startup text without hex editing the dll is idiotic enough. Heck, the ENB author himself stated that it isn't supporting New Vegas well. ENB Boost often has its uses though for x32 limited applications.

      I do not know what the last part has to do with anything or what you want to say with it. xNVSE is one of the best things that happened to NV modding in the past years and if you seriously believe otherwise, take a hike.
    4. AVeryUncreativeUsername
      AVeryUncreativeUsername
      • premium
      • 284 kudos
      xNVSE is one of the worst things that's ever happened. It completely broke Fallout Who Vegas, and the TTW Teams, they have no inclination to fix it. Worst part is all the plugins now require it like JIP and Johnny. The authors of those took down the versions that were compatible with old NVSE. It's made the game borderline unplayable.
    5. yajneS
      yajneS
      • premium
      • 28 kudos
      it's x"nvse" please don't mislead the nexus"community"
    6. Nehred
      Nehred
      • premium
      • 479 kudos
      sex gif
    7. Bottletopman
      Bottletopman
      • member
      • 37 kudos
      can't believe lucy fell for the xnvse meme
    8. deleted89738208
      deleted89738208
      • account closed
      • 27 kudos
      xnvse is for sheep, all the real modders know that you have to use the oldest silverlock build of nvse, animated prostitution, mission mojave, project nevada, 800+ texture mods and two enb presets for the best performance and no bugs, that was what obsidian designed this game for

      don't buy into the lies of the xnvse lobbyists
    9. deleted98644723
      deleted98644723
      • account closed
      • 342 kudos
      Lucy i love you please meet me on xnvse
    10. Xilandro
      Xilandro
      • premium
      • 2,434 kudos
      Just don't use xNVSE. Make it all vanilla. xNVSE is $!!@$$@ bad. You don't become a better scripter with xNVSE either, it just makes things easier. And only adds requirements. Nobody likes requirements. Nobody likes you for adding requirements. And you don't need things to be easier to implement vanilla way. You just need to BE BETTER.
      xNVSE bad.
      True modders use vanilla only.

      Does anybody have purist version of this mod for Fallout 4? Thanks in advance.
    11. carxt
      carxt
      • premium
      • 412 kudos
      To be fair, you have to have a very high IQ to understand xNVSE. The opcodes are extremely subtle, and without a solid grasp of theoretical showers most of the functions will go over a typical scripter's head. There's also xNVSE's nihilistic outlook, which is deftly woven into its characterisation - its personal philosophy draws heavily from JavaScript, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these functons, to realize that they're not just funny- they say something deep about MOD. As a consequence people who dislike xNVSE truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in xNVSE's existencial catchphrase "Access Violation C0000005" which itself is a cryptic reference to null pointers. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Korri123's genius unfolds itself on their cosave files. What fools... how I pity them. ? And yes by the way, I DO have an xNVSE tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 opcodes of my own opcode base (preferably lower) beforehand.
    12. Xilandro
      Xilandro
      • premium
      • 2,434 kudos
      Here is the painful truth nvse elitists don't want you to know!
      005E11DC
      005E0DF4

      And it's their fault!
  10. CMK62
    CMK62
    • member
    • 0 kudos
    So is it fixed?