I like it, but unfortunately I've gotten the CTD issue on the note at the small camp south of Jean Sky Diving, so now I need to either uninstall the mod or install Dusted Dust and Dust- Additional fixes and hope everything still works.
Guess that's what I get for not reading the bug sections of mods before installing. Users beware.
Sounds like a mod messing up the filepath to the meshes. I doubt it was this, I had no reason to touch those. But I don't have it installed to check right now. Maybe a bad WRP patch or somesuch.
Some of the DUST weapons like recently I found, the Auto Material Rifle, form ID 1606D632, can't be pick up when drop on the ground from player inventory, the weapon will become static mesh floating off the ground, can't be interact with. There is other weapon having the same problem too, so will edit this later during my playthrough..
Nope, sorry. Haven't ever gotten there in a DUST playthrough. My best guess is that a script is supposed to be used in places where the world map changes, but that wasn't done for whatever new way you arrive at Big MT.
A few restart later, when I clear the rubble and return... damn thing works! The only difference this happening is the message box that appear to tell about water plane and stuffs by naugrim doesnt appear this time. I suspect it's the culprit. In which case, a fast run in and out to prevent it firing off would be the solution. (also three more thing of difference is that I setlevel to 32+, upgraded expanded location mod to 5.0 and add a blues radio mod). This theory shall be proved if future runs can replicate this bug fixing circumvention.
@manan6619 Would you bugfix something Naugrimm missed, related to corpse and converting persons? ------Case 1------- Spore Carrier in Zion doesnt carry any loot. Can you make it they drop spore sap, like the group in Cueva Guarache cave please? Killing enemies with zero loot is VERY stressful. I find that native spore carrier drop saps just fine, but the converted ones drop nothing.
-------case 2 ------ There are Melissa and her 2 great khans at Great Khan encampment get passed over during conversion or something? Because Melissa and her two sidekicks still keep their vanilla names. And considering Quarryville get besieged by deathclaws and cannibals, it doesnt make sense that GK would keep a small attachment there, or Melissa's band staying there on their own side. Mind you, if they are changed to survivors or tribals or hunters, even if no explanation, it's still good enough.
Weirdly enough they dont recognize me wearing a GK armored leather (additem in) and shooting right away. This is after I just visit V3 and get the Fiend-Tribals not to shoot me anymore. I also definitely did not visit Great Khan red rock canyon or anything.
Their equipments are pretty good for PC level 10, though~
------- case 3 ------ Vault 34 a survivor corpse xx068d69 at cell vault34b (on corridor outside of overseer quarter) has a zero count of vodka, so we can see that the corpse has it but we cant rob it ++++ EDIT: never mind. This is not a bug, but a "marking" place, so to speak, that naugrim put there to cover over the all american he moved there.
1. The slpowdergangercampeast is renamed as survivor camp same as 3 other camps, but it still display faction rep, which is PG. A bit jarring, dat~ 2. Ranger station charlie show ncr rep, which for me, now, is neutral. 3. NCR sharecropper farm, now a cannibals' place Field of Salvation, showing what I suspect NCR rep. 4. Visit Freeside, get to the gate, get activate the Strip North Vegas reputation (neutral) showing on worldmap. 5. The Dam show NCR rep. 6. Nellis show Nellis rep, however. Killing most of them doesnt change it. But some bots are from Nellis faction can drop it to vilified. And one humanoid exception is certain ncr trooper in the hangar, I suspect them Jack or Loyal template. Killing that sucker will drop to vilified anytime. So I left the Hangar alone.
:rant: Bug or not: Junk Rounds perk. I realized that the perk works as vanilla but dang if it doesnt fit Dust. AT. ALL.
After getting this perk I can make junk rounds, supoposedly. But it take 5 tin can to make ONE real bullet, not 5 junk rounds. (vanilla)
Is it fit with Dust design? Considering we have plenty of junk rounds, thus making junk rounds with this perk should be right and corect ++++ Scratch this point. There's problem with weapons and junk rounds, I mentioned below. Specifically Grand 50 cant shoot them, and who know what else.
Because as it is (vanilla) it's a bad perk. I start in Jean Sky Diving and I can say, cans are never that bountiful. even considering I make makeshift WRK much, it's still not that plenty.
If it's one can trade for one round, it's this close to be acceptable... downward. Even if we do the tincan --> junk round --> breaking down for powder (which is the real bottleneck) it still cost tin can... which as I said, not that plenty. But well, I can barely, very much barely, accept it. At rate of 2 cans, hell because Dust hardcore~ :gitgud: But 3 is into unacceptable range.
1 round = 5 tin can? That's cutting player's throats~ Who would take this perk anyway? ----------- @Manan6619, can I suggest for you to duplicate TTW recipe for junk rounds here? And if it's too much (1 tin can = 5 junk round if I remember correctly), you can change to 3 junk round = 3 case + 1 tin can, or 5 jr = 5 case + 1 scrap metal Scratch that, there's a few Dust problems with junk rounds. Specifically, Grand 50 cant use junk. And if you fix that, you will need to find and fix other weapons relating to junk rounds. Maybe too problematic. In which case, I suggest 3 big pistol/rifle round = 3 case + 1 scrap +3 tin can, or 5 small rounds = 5 case + 1 scrap metal + 5 tin can. And 2x .50MG round = 2case + 1 scrap metal + 2 tin can.
Repair and mod: revolving carbine 1. Can you make it so rc can be repaired with 357 revolver? Considering they are having similar parts like stock and the revolver dish holding ammo 2. Can you add two more mods to rc: 357 hd parts which is the said revolver dish. No change of assets in this 3 new nif which just reusing existing ones
102 comments
Guess that's what I get for not reading the bug sections of mods before installing. Users beware.
Of all the dlc areas, Big MT is the sole unexplored region of mine for that very reason.
you bug fixed and balanced this mod for over a year! thanks again Manan6619!
------Case 1-------
Spore Carrier in Zion doesnt carry any loot. Can you make it they drop spore sap, like the group in Cueva Guarache cave please? Killing enemies with zero loot is VERY stressful. I find that native spore carrier drop saps just fine, but the converted ones drop nothing.
-------case 2 ------
There are Melissa and her 2 great khans at Great Khan encampment get passed over during conversion or something? Because Melissa and her two sidekicks still keep their vanilla names. And considering Quarryville get besieged by deathclaws and cannibals, it doesnt make sense that GK would keep a small attachment there, or Melissa's band staying there on their own side. Mind you, if they are changed to survivors or tribals or hunters, even if no explanation, it's still good enough.
Weirdly enough they dont recognize me wearing a GK armored leather (additem in) and shooting right away. This is after I just visit V3 and get the Fiend-Tribals not to shoot me anymore. I also definitely did not visit Great Khan red rock canyon or anything.
Their equipments are pretty good for PC level 10, though~
------- case 3 ------
Vault 34 a survivor corpse xx068d69 at cell vault34b (on corridor outside of overseer quarter) has a zero count of vodka, so we can see that the corpse has it but we cant rob it
++++ EDIT: never mind. This is not a bug, but a "marking" place, so to speak, that naugrim put there to cover over the all american he moved there.
1. The slpowdergangercampeast is renamed as survivor camp same as 3 other camps, but it still display faction rep, which is PG. A bit jarring, dat~
2. Ranger station charlie show ncr rep, which for me, now, is neutral.
3. NCR sharecropper farm, now a cannibals' place Field of Salvation, showing what I suspect NCR rep.
4. Visit Freeside, get to the gate, get activate the Strip North Vegas reputation (neutral) showing on worldmap.
5. The Dam show NCR rep.
6. Nellis show Nellis rep, however. Killing most of them doesnt change it. But some bots are from Nellis faction can drop it to vilified. And one humanoid exception is certain ncr trooper in the hangar, I suspect them Jack or Loyal template. Killing that sucker will drop to vilified anytime. So I left the Hangar alone.
After getting this perk I can make junk rounds, supoposedly. But it take 5 tin can to make ONE real bullet, not 5 junk rounds. (vanilla)
Is it fit with Dust design? Considering we have plenty of junk rounds, thus making junk rounds with this perk should be right and corect++++ Scratch this point. There's problem with weapons and junk rounds, I mentioned below. Specifically Grand 50 cant shoot them, and who know what else.
Because as it is (vanilla) it's a bad perk. I start in Jean Sky Diving and I can say, cans are never that bountiful. even considering I make makeshift WRK much, it's still not that plenty.
If it's one can trade for one round, it's this close to be acceptable... downward. Even if we do the tincan --> junk round --> breaking down for powder (which is the real bottleneck) it still cost tin can... which as I said, not that plenty. But well, I can barely, very much barely, accept it. At rate of 2 cans, hell because Dust hardcore~ :gitgud: But 3 is into unacceptable range.
1 round = 5 tin can? That's cutting player's throats~ Who would take this perk anyway?
-----------
@Manan6619,
can I suggest for you to duplicate TTW recipe for junk rounds here? And if it's too much (1 tin can = 5 junk round if I remember correctly), you can change to 3 junk round = 3 case + 1 tin can, or 5 jr = 5 case + 1 scrap metalScratch that, there's a few Dust problems with junk rounds. Specifically, Grand 50 cant use junk. And if you fix that, you will need to find and fix other weapons relating to junk rounds. Maybe too problematic. In which case, I suggest
3 big pistol/rifle round = 3 case + 1 scrap +3 tin can, or 5 small rounds = 5 case + 1 scrap metal + 5 tin can.
And 2x .50MG round = 2case + 1 scrap metal + 2 tin can.
1. Can you make it so rc can be repaired with 357 revolver? Considering they are having similar parts like stock and the revolver dish holding ammo
2. Can you add two more mods to rc: 357 hd parts which is the said revolver dish. No change of assets in this 3 new nif which just reusing existing ones