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KeltecRFB
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RoyBatty wrote:

RoyBatty wrote:

I like Al, he's funny. Not everyone likes him, and that's OK.

Exactly! It is probably because I am impatient and just want to hear the mod review.  I guess I am Gopher boring because I like his reviews - to the point and no talking to Mr Cuddles every 2 minutes.  

However a credit to Achest, I do like his voice acting.  Not that I want to hear him voice the power armor, I prefer the woman's voice for that.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

tourist
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@deadboy: thx for the quick

@deadboy: thx for the quick reply.  I tried cleaning masters with TES Snip from FOMM and it seemingly works on the PN-TTW patch, but causes problems on the PN Equipment-PPA Patch.  I did not use FNVEdit because I found it rather deterring to mess around with it since it can do a lot more to an ESP if user clicks wrong button...

Now, after cleaning with TES Snip, it shows no more reference to PN Rebalance, but causes a weird error message whenever trying to build a merged patch with the cleaned PN Equipment-PPA patch in active load order:

[0C018570] <Error: Could not be resolved> 

I tried to use FNVEDIT on the PN Equipment-PPA patch despite my reservations and only cleaned masters, then tried again - same error message appeared when building the merged patch! And again I couldn't get past the loading screen with the ranger wielding the big revolver - no menu entries appeared on the right side! I'll attach my ESP to this post so if you could check where I made a mistake, that would be really cool!

Here is my load order:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
TTWFixes.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
IWS-Core.esm
Caliber.esm
CaliberXhonesthearts.esm
CaliberXgunrunners.esm
CFWNV.esm
Military NV Backpacks.esm
TTWInteriors_Core.esm
TTWInteriorsProject_Combo.esm
Ambient Temperature.esm
JIP Selective-Fire.esm
Inventory Access.esm
Project Beauty.esm
TTW Redesigned.esm
TTW_SpeechChecks.esp
TTW_OutcastTrading.esp
TTW_MoreCookingItems.esp
TTW_Reputation.esp
TTW_Bobbleheads.esp
Project Nevada - Cyberware.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues.esp
Project Nevada - Dead Money.esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
Project Nevada - TTW.esp
The Weapon Mod Menu.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-DM.esp
IWS-HH.esp
IWS-OWB.esp
IWS-LR.esp
XFO - 3ac - rarity - ammo - hard.esp
XFO - 3bc - rarity - caps - hard.esp
XFO - 3cc - rarity - meds - hard.esp
XFO - 4a - Perks - Paths.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
XFO - 5db - Skills - Sneak - hard.esp
XFO - 5eb - Skills - Barter - Hard.esp
XFO - 6bc - Pacing - High (No Cap).esp
XFO - 7a - UnMSG - Empty.esp
XFO - 7b - UnMSG - Karma (Incl Sounds).esp
XFO - 7c - UnMSG - Sneak Status.esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8c - Karma Rebalance.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9ba - Enemies - NPC Health + low.esp
XFO - 9ca - Enemies - NPC Aim + low.esp
XFO - 9da - Enemies - NPC Healing - low.esp
CFW-DLC.esp
CFW-PN.esp
CFW-PN-DLC.esp
CFW-TTW.esp
R.A.C.E. Station.esp
Realistic Wildlife.esp
10xAmmoCraftingLRHHGRAremovewrapping.esp
AmmoCraftingSchematics.esp
ACS-CaliberX.esp
ACS-HonestHearts.esp
ACS-DeadMoney.esp
ACS-GunRunnersArsenal.esp
ACS-LonesomeRoad.esp
Alternative Repairing.esp
Alternative Repairing - Honest Hearts.esp
Alternative Repairing - Breakdown Item Icons.esp
ArmourRepairKits.esp
Military NV Backpacks - BumBagUseSlot1.esp
PipBoyLight.esp
pipboyx6.esp
Creatures Balance Overhaul.esp
Robots Balance Overhaul.esp
LeveledItemListCorrections.esp
UnconsciousLooting.esp
Exploding Ammo.esp
CCSP.esp
CCSP CS.esp
CCSP DM.esp
CCSP GRA.esp
CCSP HH.esp
CCSP LR.esp
Sydney Follower.esp
bittercup_comp.esp
RHKCompanionCure.esp
CompanionEdits.esp
JIP Companions Command & Control.esp
WeaponModsExpanded.esp
WMX-ModernWeapons.esp
WMX-POPMerged.esp
WMX-DLCMerged.esp
GBMM - Gun Behavior Mod Merge.esp
More Realistic Aiming.esp
True Leaning.esp
Powered Power Armor.esp
Project Nevada - Equipment - PPA Patch.esp
Shadows and Dust - Southwest DC - Public.esp
Shadows and Dust - Volume 2.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_A Fist Full of Caps.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Underground.esp
Regulators.esp
XFO - 1bc - Dmg - Non-Var - 3x.esp
XFO - 2bc - Armor - DR+DT - simple - high.esp
XFO - 2dc - Bleedthrough - 0% (Full DT).esp
Imp's More Complex Needs.esp
Ambient Temperature - PPA.esp
Ambient Temperature - IMCNNV.esp
IMCNNV - Sorted.esp
IMCNNV - HUD and Hotkeys.esp
Imp's More Complex Needs- All DLC and Alcohol Overhaul + Nuka Fix.esp
Triage_fnv.esp
fasttravelcripple_fnv.esp
Triage_fnv_HH.esp
imps_more_complex_needs_-_tale_of_two_wastelands_patch_0.esp
The Mod Configuration Menu.esp
Sydney Follower - Load Order Fix.esp
merged_patch.esp

Total active plugins: 141
Total plugins: 204

File Attachments: 

Puppettron
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as for no menu issues (

as for no menu issues (@tourist):  put your entire LO into xEdit, then check for errors.  fix those errors, try again.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

deadboy
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tourist wrote:Now, after

tourist wrote:

Now, after cleaning with TES Snip, it shows no more reference to PN Rebalance, but causes a weird error message whenever trying to build a merged patch with the cleaned PN Equipment-PPA patch in active load order:

Let me stop you right there. The patch you want to do the TES Snipping on is the PPA - TTW PNxE 0.1.2

If you do that you don't need the PN Equipment -PPA patch at all.  I'd imagine snipping anything out of the PNx - TTW patch is a bad idea because there are a lot of things it references. The PNxE - PPA patch only requires the PNx - TTW because I used that version of the overlay and vision script.  But you can cut it and rebalance out of the PPA PNx patch no problem.  

If you don't want rebalance and all that then your best bet is to ignore the PNx - TTW patch and JUST use the PPA one with the extra snipped off.

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You can also just rename

You can also just rename Puppetron's patch to the one required by the master, it has the same effect.

[insert clever quote here]

tourist
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@all: thx alot for your

@all: thx alot for your various tips.  Right now with my snipped PN-TTW Patch and deadboys version of PPA, I have everything that should be in deadboys PPA: vendors like Moira or the Citadel Quartermaster sell PA related stuff like parts, rechargers and PA Mods; chest-shot Enclave troopers have parts on them, but no complete PA (I had the PA Mechanic perk already acquired when using the PN version of PPA).  I also found the PN-TTW patch working vendor-wise in the sense that implants are now available.  Have to check out yet if doctors can install them.

So next is trying full functionality of the PN-TTW patch without PPA-TTW patch in the LO, then I'll try your tips for loading a snipped  PPA-TTW without PN-TTW.

deadboy
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Ohhhhh, is this another one

Ohhhhh, is this another one of those "_" things?  Yes, Puppetron's patch (I believe) is not meant to have all those underscores in it.  The forum software replaces any spaces in a file name with an underscore.  I manually changed the file name of his TTW PNx patch to what it should have been.

 

If that's what's being discussed then yes, please do that.  It's so automatic for me that I don't even think about it. I thought you were having problems because you didn't want to use some sub module of PNx or PNxE.

Puppettron
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my patch is fixed, feel free

my patch is fixed, feel free to go reDL it

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

deadboy
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I have also relinked to his

I have also relinked to his patch and edited the instructions.

Puppettron
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i read the previous quote and

i read the previous quote and made a comment, shortly after deciding that what we're doing now is livecommenting our actions.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

tourist
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@deadboy and Puppettron: wow,

@deadboy and Puppettron: wow, you guys give faster support than many software companies whose products I didn't get for free!

But indeed I want to avoid using PN Rebalance since it can't be disabled ingame and replaced with other survival-themed mods.  I'll check out your new files, of course. 

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don't get too enamored, i've

don't get too enamored, i've taken months to fix things before.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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So... have you removed the

So... have you removed the 'no-zoom-with-ironsights' feature?

If so, I'd like to request a patch that undoes that change, since I've had a surprising amount of trouble finding another mod that does the same thing.

deadboy
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No zoom with iron sights in

No zoom with iron sights in PPA or PNx? It's a feature you can toggle in the MCM for PPA. PNx isn't my mod. I've just tried to minimize the conflict and maximize the benefit as far as the PNx patch.

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What the hell is PNx? I can

What the hell is PNx? I can not find anything on google. Like, at all. Is that a deviation of Project Nevada?

deadboy
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Sorry, yeah. It's an

Sorry, yeah. It's an abbreviation for Project Nevada (whatever)

Usually if you see it like that it's meaning the patch is for ALL of Project Nevada rather than Project Nevada Equipment or Rebalance or whatever individual module or plugin.

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Thank you very much for the

Thank you very much for the quick reply, now it all made a "click" in my head. 

So, I just need to use the files and the installation instruction provided in the first post to get it running properly with project nevada? TTW mods have this tendency in my experience having 2-3 more needed files scattered around in multiple topics. 

Also, I did not quite understand, if you rather recommend using the ambient temperature or disabling it?

Thank you for your support, I appreciate it.

deadboy
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I neither recommend or

I neither recommend or discourage it. If you're running ok it's kind of neat. Adds a litte more complexity to temperature of the environment and how it affects your armor temp. 

I PERSONALLY don't use it because the weather in this game isn't particularly varied and the mod has built in to use an average temp. when walking around and a different temp if you're underwater. Plus I don't use the TRO a lot and that's the only time it really matters. 

But either way it should work just fine whatever you choose.

As far as the PNx stuff, if you're using the PNx - TTW patch I linked in the Original Post then yes, just the top two files. As I say in the instructions, just load the PNx - PPA patch AFTER the PNx - TTW patch to make sure all the visor and vision stuff works.

I haven't written a compatability patch for DarthBDaMan's PNx patch yet. There isn't anything game breaking there, which is probably why I haven't messed with it, there are some conflicty things regarding helmets and the new meshes he's using. Everything will work but it's not as pretty as I'd like.  I'll get around to it.

Hope that answers your questions without adding too many more.

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Yeah, you covered all of my

Yeah, you covered all of my questions I could have thought of. Thank you very much again.

deadboy
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Test post

Test post

 

Edit: Had heard this thread was not working. just making sure everything was good.

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Working great for me, cant

Working great for me, cant believe I never noticed this mod before I found TTW

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Recently re-installed TTW and

Recently re-installed TTW and have the latest version; I think it creates some kind of new conflict with this mod because now whenever I go near the area between The Citadel and Project Purity (specifically the path Liberty Prime walks) Enclave Death Squads™ trigger on the spawns for the last mission of the Fo3 Main Quest, (Take it Back) and are immediately hostile

I've tested with just TTWFixes and TTW activated along with this mod and it's dependancies (UHuD; McM and the Inventory Access plugin included in the mod) and also confirmed they dont spawn with the rest of my mods turned on and this mod turned off

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Well I am using to many mods

Well I am using to many mods to say for sure, but I wasn't able to get a single enclave to spawn. I forced my way inside the citadel and ran the route to the memorial, then inside the pipe where the trigger happens then back to citadel. Ill keep it in mind as I progress but im only level 8 and still on the GNR quest in the main line.

deadboy
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Updated to 1.3 and added a

Updated to 1.3 and added a TTW Interiors Patch compatibility patch to accomodate PPA 1.3 additions.

 

Edit: Just to be clear, the TTW Interiors patch is ONLY for the new PPA 1.3

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Any advise for using PPA with

Any advise for using PPA with Jsawyer? I've noticed the composite armor doesn't get the boost the other armors do. Other than that it seems to be fine so far.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

deadboy
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I'd guess it's because

I'd guess it's because whatever boost being given is given to armors on a list and the Composite armor isn't on it. I'd wager the Onyx armor isn't either.  

I have a couple things on my plate right now but when I get time I'll have to take a look at JSawyer and a couple other things so I can make a compatibility patch.

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First I'd like to say thank

First I'd like to say thank you for making an update for this mod. If you are still working on it may I ask you to make the FOV changer toggle able. I already use an FOV mod that fits the game better imo and the one in PPA feels like a fisheye lense when I use it, If I knew how I would go into geck and make that feature disabled, all of my attempts at doing this broke the plugin :^(.  You know like an on off switch or something? as it is it seems to take precedence over the other FOV mods i've found and disables them.

 

Billythekid
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also turning on and off the

also turning on and off the PPA HUD would be nice, maybe some minimalist options, an adjuster or something. Don't really like the  Vault boy always on the left of the screen.

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+1 Follower.

+1 Follower.

Has anyone seen any titanium scrap around ?

deadboy
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Billythekid wrote:

Billythekid wrote:

First I'd like to say thank you for making an update for this mod. If you are still working on it may I ask you to make the FOV changer toggle able. I already use an FOV mod that fits the game better imo and the one in PPA feels like a fisheye lense when I use it, If I knew how I would go into geck and make that feature disabled, all of my attempts at doing this broke the plugin :^(.  You know like an on off switch or something? as it is it seems to take precedence over the other FOV mods i've found and disables them.

also turning on and off the PPA HUD would be nice, maybe some minimalist options, an adjuster or something. Don't really like the  Vault boy always on the left of the screen.

Sorry for the delay in response. I've was off work for the last week with my 5 year old son for his spring break. That left me very little time (as in none that I didn't want to sleep) to do anything. Right now my priority is to bang out a patch for MMM and then I'm going to look at the FOV thing for PPA. 

I hadn't ever considered a function to turn the HUD for PPA off but I suppose it's a thing I could do. Shouldn't be a huge deal.

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SO making a set of new power

SO making a set of new power armors, the body armors sycronize fine and work with the Power Armor flag set but how do i get my created helment to work with the vison modes, and zooming?

KeltecRFB
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@Billythekid  There is a way

@Billythekid  There is a way to shut FOV off but it is buried in the Nexus but a toggle MCM widget would be better.  Thank you for your continuous support Deadboy!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

KeltecRFB
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@Billythekid  There is a way

Oops, Double Post.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

TsurudaHimeko
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http://www.nexusmods.com
http://www.nexusmods.com/newvegas/mods/59066/? Could you include Sierra T-51b in TTW-PPA? Author released Sierra T-51b as a resource.

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

Darkersun
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Is this version of PPA

Is this version of PPA compatible with Alternative Repairing?

http://www.nexusmods.com/newvegas/mods/52510/?

Has somebody used it together does it work well?

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

deadboy
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TsurudaHimeko wrote:

TsurudaHimeko wrote:

http://www.nexusmods.com/newvegas/mods/59066/?

Could you include Sierra T-51b in TTW-PPA?
Author released Sierra T-51b as a resource.

 

It's definitely not something I'm opposed to.  I'd have to think of a way to integrate it. I mean obviously I could add a recipe to upgrade that armor if you have the unique one but that armor is so obscure that most people don't even know it exists.

I'm planning to go back to PPA and MMM after the Perk thing is done to my satisfaction.  I'll have to roll this around in my head.

deadboy
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Darkersun wrote:

Darkersun wrote:

 

Is this version of PPA compatible with Alternative Repairing?

http://www.nexusmods.com/newvegas/mods/52510/?

Has somebody used it together does it work well?

You'd have to load Alt. Repairing AFTER PPA so that the repair lists that PPA changes allow Alt. repair to work on Power Armor.  

Or if you want to keep PA harder to repair then load Alt. Repair BEFORE PPA.  Just depends on which you prefer.

Other than that it shouldn't cause any conflicts.

Darkersun
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I will try it, thanks for the

I will try it, thanks for the feedback.

What are you plans when you get back to PPA?

Should I search for Modder Resources for you to use? ;)

 

For example (just to inspire you, maybe as texture addon, so unique armors get unique textures ):

Enclave Outcast or Courier Adv Power Armor

Tribal Raider Power Armors  (Maybe for Motor Runner)

Tribal T-51b Power Armor Modders Resource (very well newly made, Could replace Ashurs)

New Textures Power Armor (not sure if resource or not, but great for old Army Power Armor etc.)

Mancers BoS Power Armor (has also new texture for Lyons)

Mancers Outcast Power Armor

Mancers Enclave Power Armor Pack

US Army Power Armor Texture

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

deadboy
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My plan was just to clean it

My plan was just to clean it up a little using the stuff I've learned from doing MMM and More Perks.  I think I should be able to make it run a LOT smoother.

  • Hopefully get rid of the Inventory access.esm
  • clean up the way it scans for NPC actors wearing power armor
  • add the hostile action flag to the pulse generated explosions so people get pissed when you bathe them in fire or whatever.
  • add a switch to disable the FoV functionality
  • clean up the way it handles recipes
  • I have permission to include some female versions of a lot of the armors. I'll probably add an ESP for that.
  • Maybe include that Sierra armor Tsuruda linked above as a "reward" from NCR for not nuking them. Maybe only if the player DOES nuke the legion.  Dunno. Gotta think on it.
  • general clean up
Darkersun
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These changes sound very well

These changes sound very well.

I also agree that its more important to have a stable and well working mod instead of new features. Thanks for doing this :)

 

My post was just to give you options if you need them ;)

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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So, new bug, it seems, though

So, new bug, it seems, though I'll have to be checking if it was my version of TTW Fixes, but it seems that there's some conflict, perhaps a spawning one, between them that makes all PA wearing NPCs flicker in and out, not just of vision, but outright respawns them, I believe, as ones that aren't set with items cycle through equipment.

deadboy
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That's not a bug.  You have

That's not a bug.  You have Power Armor Scaling on.  They flicker because that's how Imp set them up to do the resize.  Any time you see an NPC with PA on they will flicker like that for a few seconds the first time you see them.  I'm working on a "fix" for it in the next version but it's just the way the system currently handles it.

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Ah, thanks, just had noticed

Ah, thanks, just had noticed it stop when I'd dropped TTW Fixes for some reason, apologies for incorrect info!

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deadboy wrote:

deadboy wrote:

 

My plan was just to clean it up a little using the stuff I've learned from doing MMM and More Perks.  I think I should be able to make it run a LOT smoother.

  • Hopefully get rid of the Inventory access.esm
  • clean up the way it scans for NPC actors wearing power armor
  • add the hostile action flag to the pulse generated explosions so people get pissed when you bathe them in fire or whatever.
  • add a switch to disable the FoV functionality
  • clean up the way it handles recipes
  • I have permission to include some female versions of a lot of the armors. I'll probably add an ESP for that.
  • Maybe include that Sierra armor Tsuruda linked above as a "reward" from NCR for not nuking them. Maybe only if the player DOES nuke the legion.  Dunno. Gotta think on it.
  • general clean up



Hey deadboy, I wanted to say that I still enjoy playing with your conversion of PPa! Great Job, keep it up. i would love to see even more stuff added by you.
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I dont know if it comes from

I dont know if it comes from the conversion or from the original mod BUT Disassembling PA doesnt work correctly (not completely at least).

I have disassembled several PAs now, different types too. A Prototype Medic Power Armor (FO3) and 6 Winterized T-51bs. I havent gotten the shells for dismantling them, like it is stated in the Recipe. Opened it up in FNV and noticed that in the recipes only the "Token"s were in it. I dont know how its supposed to work but even after closing the pipboy and reopening it, they still wont have been added to my inventory so i can use them in other recipes OR rebuild them.

 

After having changed the cell (I was in Novac Motel Room and changed to outside) I have gotten 7!! Normal T-51b Shells. Basically taking the possiblity away of ever using the true Assemble... recipes but relying on recipes added by other mods to "recreate" the Armors I took them from and being completely unable to build the new Stealth Suit MkIII since it needs a PMPA Shell.

deadboy
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If you open it in FNVEdit

If you open it in FNVEdit without disabling the autosort lists then it will certainly jack things all to hell.The order the lists are laid out determines which things will be spit out by the recipes.  I'll look and see if I can recreate your problems with the winterized and medical armor, but I tested disassembly of every single suit before releasing the mod.

As for the MkIII, that isn't actually in game.  It's something Cataca and I were working on but never got around to finishing the content. But even that assembly was tested. It's just the functionality of the armor and how you get it that wasn't fully fleshed out.

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Hey, I've had a bit of an

Hey, I've had a bit of an issue with your mod, sorry to bother, but for some reason the [PA] Config item isn't showing up in my item list in apparel, and there isn't anything on the MCM menu for PPA. Did I do something entirely wrong, because I'm fairly sure I've installed it correctly. 

Edit: Okay, the nice guys on the public chatroom helped me, so I installed MCM directly from the source, and now PPA shows up on MCM, but no [PA] Config, and when I select the PPA on MCM it just crashes my game.

Hai there

deadboy
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Yeah, the [PA] Config item

Yeah, the [PA] Config item was removed when I did the MCM. And if it's not showing up in the MCM then that's definitely something on your end. I'd need to see a load order and what not but the only thing that SHOULD make it not show up in the MCM would be if you renamed the mod.

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Okay, so I installed MCM and

Okay, so I installed MCM and made a merged patch with FNVedit, but that still didn't fix the crashing whenever I select PPA on MCM. Is there a reason for this, or am I just missing something?

Edit: Pastebin: http://pastebin.com/uykFYhKV

Hai there

deadboy
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Did you install the update to

Did you install the update to MCM?

http://www.nexusmods.com/newvegas/download/1000001534

I don't see anything that should cause a crash bringing up the MCM but Nothing should do that.  Your load order could use a little work and I'm not ABSOLUTELY CERTAIN that you want the FSO patch and the TTW FSO patch but I can't be sure about that.  Haven't had time to play with it.

I do know that this is the first time I've heard of this so I'd recommend trying it with a clean save with fewer mods.  That would be just to determine if it's a problem for PPA or if something else in your load order is doing something that I can't see.

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