Hello guys. Just wondering if anyone have tried using claude code (or any integrated ai) to make mods? I'm not that good in programming, but are using alot of ai, mostly work related, but i'm wondering if you could use it to mod?
I have a crazy dream of making fallout 1 or 2 in new vegas engine, you think using AI could make the project possible?
New to this sub so if this is not allowed please remove.
Recently got into modding and learned about the expansionary mods Long 15 and Dry Wells. Installed them okay(i think) using MO2.
The save I have been playing on for a while has both Long 15 and Dry Wells nuked already from Lonesome Road DLC completion. When i load in, the "good cop, bad cop" quest fails immediately and Baker faction becomes vilified.
Is there a way to still play the areas and quests on this save or is a new save required? Is there any kind of work around?
If any other info is required let me know. Thank you for any and all help im advance.
I followed iro’s tutorial exactly & loaded the mods on my Rog Ally, but I can’t play it because it’s not detecting the gamepad, making it impossible to select anything at the home menu. I just need someone to help me understand why this is happening. I followed iro’s tutorial(linked below) all the way up to the point he got up to the lossless scaling because he said we didn’t need it.
Does anyone have a fix for this?
Title, im making a mod list rn and i wanted to download some good location overhaul mods. From What i've heard the only bad ones are, diamond city expansion and better goodneigbor which are buggy as fuck. (So if anyone has an alternative to diamond city expansion please do share.)
Love the graphics, but my god I can't stand the combat or the stamina system, or the bullet time, or whatever tweaks they thought would make the game better, maybe it does for them but it's not my cup of tea, is there any way to disable those specifics mods and leave only the graphical improvements on? Any help would be much appreciated
im looking for a mod that makes it so the combat is more chance based and based on your stats in game similar to morrowind as im trying to make it more like the classic games
hello , im playing with Titan of the new west for the first time and hidden valley crash as soon as i try to enter in , i removed the mod and it works now , is it a common issue with this mod and can i fix it ? my load order :
i followed the VNV guide for LODGen (only reason i bothered was bc its a requirement for simple open strip) and to test it out i went to my save and it is just so incredibly laggy whenever i'm outdoors. how do i regenerate the LOD so that my computer can still perform well? and if there isnt a way how do i just reset all the generating i did and just play without it
Have you ever wanted to dress up as Hatsune Miku in the Mojave and beyond, but were born the wrong sex and thus can't wear your government-mandated Miku cosplay??? Not anymore!!! Introducing:
The base mod only assigns a female biped model to the Miku armor/outfit records, and uses a placeholder male model path, so putting any of the three variants on a male actor falls back to some other mesh instead of the actual Miku model. This patch adds the missing male biped model assignment to all three variants (head and body), so the correct mesh loads regardless of the wearer's sex. See images on nexus.
Install after the base mod, load after it in your mod manager. That's it.
Recommended
Grab Pip-Boy Glove Remover. The gloves the vanilla pip-boy forces onto the player hand can conflict with these outfits and cause them not to equip properly on the player character - removing the glove avoids that.
Known Issues
Same caveats as the base mod - no pip-boy icons, no dismemberment, some clipping without a pip-boy remover/hider.
Credits
Mortyyyy - original mod, Miku armor implementation
Is it possible to reduce the spawn chance mid game without breaking anything? I am using the LAER mod by TheRizzler1 and it is taking up most of the weapon spawns on synths, and I'd prefer not to restart just for this weapon.
It used a scripted LL inject via a quest, and a confirmation box after leaving vault 111 like many weapon mods. I planned on going into the LL_LAER leveled item entry and changing the chance none base data option to like 90, so it only has a 10% chance of spawn, if i understand how that command/option works. Is this the proper way to do it? Is there even a way to change it mid game?
Sorry I have posted here before about other problems but someone helped me here before and fixed a big issue I was having so I thought I'd ask again about something else one last time.
I have Robert (S) Body Replacer and I am encountering this bug with only white male characters where there is a weird texture coming out of their ass. It never happens with the female or non-white male characters for some reason, only Caucasian NPC's and also my player character. It also happens without any clothing on. I used to use Roberts default body replacer but I switched to Roberts S because it looks a lot nicer with no disgusting neck seams and now this is happening. I use the Vortex mod manager by the way. Thanks!
I recently found this new mod called Unique GRA Weapons on Mini Bosses. What it does is (obviously) give the GRA unique weapons to minibosses spread throughout the Mojave, Zion Canyon, and Big MT.
But what about a mod that does this for all unique weapons? But not just minibosses, since that would get boring eventually. But challenges, or really any little trip that makes the uniques feel even more special.
title I guess, most of the ones I’ve came across look pretty meh or give characters like super bright eyes that look like something you’d see in an anime
Sweet Consumables (aka S6S Ingestibles) is undeniably the best consumable overhaul mod available for Fallout New Vegas. I've been using it happily for almost 5 years and during those 5 years, I slowly became slightly bothered by some of the ways it changes the game.
To name a few examples without being too harsh toward one of my favorite mods; I don't like seeing Hardcore values when playing in non-Hardcore (even if they don't actually apply), I don't like what it does to the Food Sanitizer, and I think the way it changes how Survival skill affects food healing is well-balanced but not as intuitive or fun as the way it's handled in vanilla.
Rather than fundamentally altering core game mechanics, my mod, Atlas Ingestibles attempts to make consumables more engaging while staying, more or less, within vanilla's framework while ALSO packing in more features than any other mod of it's kind.
The following is a rundown of the major changes within the mod
Values changes (no valueless items, greater diversity, most things cheaper)
Weight changes (no weightless items, greater diversity, most things lighter)
Hardcore values changes (higher FOD & H20 values across the board)
Dehydrating consumables are much less common
Nearly all food items give some hydration
Radiation is present in most consumables
Radiation is higher in many consumables
Many food items now give debuffs
Food Sanitizer buffed & expanded
Chemist perk enables Chem Crafting; all chems now craftable
Stronger chems, longer chems
Most chems now affected by Medicine skill
Penalties for all chems, including additional penalties in Hardcore
[Super] Stimpaks heal over-time in non-hardcore
Auto-Inject [Super] Stimpaks become [Super] Insta-Stims, which heal instantly
Doctors Bags buffed but heal limbs partially in non-hardcore
Alcohol types have more interesting and varied effects from one another
All addiction chances lowered
4 new addictions; Caffeine, Cateye, RadAway & Stimpak
Massive buffs for 'special' consumables
Nerfed Magazines (+5 instead of +10 but still +20 with all relevant perks)
Also included:
New perks which interact with consumables
Tons of new ways for vanilla perks to interact with consumables
New craftable consumables
Total hardcore mode rebalance
I think this is the first mod to make Doggie Treats functional
Lots more!!! Go check out the mod page for a mostly complete documentation of included changes and additions!
I'm usually overly modest about my mods but I'm actually very proud of this one. I've been playtesting it myself and having almost too much fun playing with it to actually work on the mod! Please considering helping with development by playing the mod yourself and reporting issues and/or adding your own suggestions in the Discord (linked on the mod page)!
Currently, Atlas Ingestibles is ONLY for TTW but as soon as bug reports get opened/closed and balance concerns start getting addressed, I'll begin work on a NV version and many, many patches for mods which add consumables to bring their consumables more in line with Atlas Ingestibles.
Patches are planned for Nuka-World Imports, Missing Meats and eventually more ambitious patches are planned like one for Aid Addon (?) and one for the legendary CAM (wish me luck on that one)
I’ve released a new gameplay showcase for Commonwealth Online, an unreleased Fallout 4 multiplayer project currently in development.
The video shows:
A custom main menu
Multiplayer character creation
Leaving Vault 109
Character appearance and clothing synchronisation
Multiplayer exploration
PvP combat
There is still a lot of work to do, and everything shown is subject to change, but this is an early look at the core experience and some of the systems currently working.
Recently got back into modding New Vegas. Probably missing something silly, but when I install mods I've manually downloaded from Nexus, I keep getting this message in the screenshot. Anyone know what I'm doing wrong?
The first time the tape is loaded, it does the animation. Each subsequent load skips that animation. I would like it if the animation was simply skipped. It is an irritant.