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New Vegas Uncut: the Moburma mods

General mod discussion and requests.
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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Outside Bets 1.5 uploaded for

Post by TJ » Mon Aug 25, 2014 3:10 pm

Outside Bets 1.5 uploaded for testing. Things I need checked: Wasteland Adventurer outside Jean Skydiving should sell the leather armor. Rex's Rat Radar still needs tested. Meyers should be good, but I'd like some more eyes on that too. Other than that, check the changelog in the first post and just make sure things function as planned.


My project Dash is on Kickstarter!



ProfessorZ
Posts: 7
Joined: Tue Jul 08, 2014 2:51 am

Looking good, the only thing

Post by ProfessorZ » Mon Sep 01, 2014 3:06 am

Looking good, the only thing I would recommend is removing Gojira entirely. Its not cut content, it was made by an animator as a joke, and as such was never really intended for the real game. It is very, almost impossibly, difficult to kill.


All things in moderation, including moderation.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I like Gojira and think he

Post by RoyBatty » Mon Sep 01, 2014 7:22 am

I like Gojira and think he should stay as part of the Wild Wasteland Perk, because that's pretty wild.


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Unless I'm given a pretty

Post by TJ » Mon Sep 01, 2014 6:21 pm

Unless I'm given a pretty compelling argument I'll be leaving Wilder Wasteland as Moburma intended.


My project Dash is on Kickstarter!



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Can you remove the speech

Post by rockitten » Tue Sep 02, 2014 9:27 am

Can you remove the speech check for beastly the barmain so it is compatible with unlimited companion?



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Betsy is not in Outside Bets.

Post by TJ » Tue Sep 02, 2014 1:09 pm

Betsy is not in Outside Bets. She may be included at a later point, or she may be included in the FSO-Centric uncut mod in the future. The speech check will probably stay, but she *should* be compatible with JIP which has an unlimited feature.


My project Dash is on Kickstarter!



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

Cool stuff. GoGOJIRAgo!

Post by WizardOfAtlantis » Wed Sep 03, 2014 1:46 am

Cool stuff. GoGOJIRAgo!


Anyway, I have a question. NVSE 4.3 or higher is suggested, but the nvse.silverlock.org has only NVSE 4.2b4 as the latest version. Where can I download something more recent? Google's being unhelpful or my googling is e-dusty.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

4.2b4 should work fine. 4.3

Post by TJ » Wed Sep 03, 2014 2:04 am

4.2b4 should work fine. 4.3 and up isn't released yet.


The specific reason the very newest NVSE is needed is the refwalk I used, and it's possible it's in 4.1, but nobody's really sure. It should most definitely be in 4.2 though. I'll update the first post.


My project Dash is on Kickstarter!



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

OK. Thank you for the (very

Post by WizardOfAtlantis » Wed Sep 03, 2014 2:29 am

OK. Thank you for the (very prompt smiley) clarification, TJ.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

TJ: I completed the Primm

Post by RoyBatty » Wed Sep 10, 2014 5:59 am

TJ: I completed the Primm Sheriff quest and I went with Meyers. After getting teleported and his little cut-scene played I was stuck there as he walked away. I had to use console and enableplayercontrols to get out of it.


I think you should get rep for fixing Primm Slim too, still it says "added map marker" but no map marker or the wrong map marker gets added for the shack with the guy/girl who stole Vance's 9mm sub machine gun. I think that's probably a fix for TTWfixes though.


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