October 04, 2013)
||Fallout New Vegas was released today (my preorder is on its way and
should arrive sometime late today . . . so look for my first impressions soon). My Fallout New Vegas site is now online, as I do plan on modding it and
I will be creating another recommended mod list for this newest game. Ok, so there's not really much hers yet . . . but don't worry . . .
that will soon change. I just need a day or so the actually play the game . . .
and I'm sure that I'll have some first impressions to share.
||My copy of Fallout New Vegas arrived late yesterday, so I've had a
chance to play a bit. I posted a little bit on my first impressions, which
Ill try to expand tomorrow. I've also begun modding my game . . . and version 1.0 of my NV
Realism Tweaks is well under way (although I still need at least a few more
days before I'll be releasing anything). And I downloaded a few mods . . . so hopefully my FO:NV mod list
will receive its first entries in a day or so (just as soon as I get the
chance to play test a few). Oh, and I'm patiently waiting for a decent
hair mod . . . and the default hair selection is pretty bad (I'm NOT at all
happy with my character's appearance.) So I've had a pretty busy day. Time to get some sleep.
||MyFNV Mod Listnow has
its first entries. And I've posted my first screenshot of my first attempt at trying to create a decent looking player character.
||Version 1.0 of my New Vegas Realism Tweakswas released yesterday (so I'm exhausted and
still haven't had the free time to add my Realism Tweaks section to this site . . . but it should be done in a few days. I've also added the
first mods to my FO:NV mod list. I've also updated my FO:NV tips page,
and added a new Game Play Tips section.
Version 1.2 of my
New Vegas Realism Tweaks was released last Saturday. And I've
expanded my mod list a touch. I'm still not using many mods,
as I'm mostly focused on getting my NV Realism Tweaks completed
enough so that I can enjoy playing the game (guess who wasn't
exactly impressed with the default game?). I'll be adding more to my
first impressions section in a few days. Oh, and I added a new
screenshot (just scroll down a bit).
I finally expanded my
today, and wrote a new section in the introduction (index) of my
fantasy story: "Trials
of a New Vegas Girl." Version 1.3 of my
New Vegas Realism Tweaks was released
on November 7th. I'm currently working on version 1.4, which
will include my efforts to improve the balance of the default weapons . . .
with a special focus on improving energy weapons. Version 1.4 will
also include my new Camera (bonus)
module I've also
updated my FO:NV mod list . . . the mods listed (which are still not
many yet) should all be current.
||Version 1.4.2 of my
New Vegas Realism Tweaks was released on
November 20th. I'm currently working on version 1.5, which should be
out next week, and will add several NVSE scripts, completing my Realism core
module. V.1.4.2 also includes my new Camera module. Sorry for the lack of
other updates, but I really need to focus on completing my Realism Tweaks
before I can play though my own game. My Realism Core is by far the
toughest module, the other 3 main modules should go much faster as they are
all partially completed already.
||Version 1.5 of my
New Vegas Realism Tweaks was released.
This version adds 10 new NVSE scripts, and makes a number of minor balancing
improvement. It also improves the Pip-Boy light (in color, intensity,
and reduced harshness).
||Version 1.6 of my
New Vegas Realism Tweaks was released
on December 9th, and includes my new Time Passes Quest Script (an expanded
version of my formerly my Needs Quest script, combined with my earlier Sleep
Quest script, plus my new Menu Time script). I've also
overhauled my three Weapon Effects: All three scripts were
totally rewritten and rebalanced, and the bugs in v.1.5 have (hopefully)
been eliminated. Plus you now have the option of having your fatigue
displayed. This version should essentially complete my Realism Core
module . . . v.1.7 will be the first version that includes my Hard-Core
Since yesterday morning, I can no longer even play the game. I
tried to update to the new patch, and Steam basically totaled my installed
game. I tried all sorts of things, but nothing helped, so I uninstalled the
game, but now I cannot reinstall it, as Steam will not let me log into the
network. So I tried uninstalling Steam and reinstalled it. But I still
cannot connect with the Steam Network. So two months of work is totally down
the drain for me, as I have no idea how to fix this . . . and I've received
no help from Steam Support. Unless I am able to fix this, I'll be shutting down my New Vegas
Journal site, since there's like no point. And I seriously doubt that
I'll be able to get New Vegas running again, as I just spent the last two
days trying everything that I can possibly think of.
Thanks to a post by Daelda in my mod's [RELZ] thread I was finally
able to reinstall my game. I had Advanced System Care installed
on my computer, but it had always seemed to work just fine along side all my
other programs, including Steam and New Vegas. I had not updated the program
this week, so I really didn't see how it could be the problem. But I
had tried everything else, so I figured that I would uninstall it. And then
I tried Steam again and it WORKED!
It took me forever to download the entire game again, but I can run it
again, so I'm back in business. I had to reinstall GECK, FNVEdit, NVSE, and
the mods I was using. I have begun working on version 1.7 of my NV Realism Tweaks, which
will include my Hard-Cord module for the first time. But I first need
to complete a long over due update to my FO3 Realism Tweaks . . . so it will
still be a while yet.
It took me a LOT longer to update my FO3 Tweaks than I had expected
(mostly because I decided to do a major overhaul of my Med-Tec module).
Most of the changes that I just made to my FO3 Tweaks will eventually be
added to NV Tweaks, but this did set my NV Tweaks a couple of weeks behind
schedule . . . and my Hard-Core module still needs at least another week of
work. So, after putting this up for a user vote, I released an small
interim update. Version 1.6.5 was released just yesterday, to fix a few bugs
that popped up in v.1.6, and to add a couple of new changes, which should
pretty much complete my Realism Core module. So now I'm back to work
on v.1.7, and my Hard-Core module.
Sorry for the lack of updates lately. Between health issues
and trying to finish up my NV Realism Tweaks overhaul, I haven't had much
free time for anything else (including even playing the game, other than my
time spent play testing my Tweaks). Ok, so here's what's been happening: Version 1.8 of my
New Vegas Realism Tweaks was released
on March 4th, and now includes 4 modules: the Realism Core, Hard-Core,
Encumbrance, and Camera modules. I am currently working on the
last module: my Med-Tec module, which will greatly expand Injuries
and Treatment, and make the Needs (eat/drink/sleep) truly hardcore.
I hope to have v.1.9 ready to release by sometime this coming
weekend, but I cannot promise that this will happen. It will include
my Med-Tec module, so this next version will be my first release that
includes my Full NV Realism Tweaks, which I have been slaving over since New
Vegas was released nearly 5 months ago. So my mod will essentially be done, although v.1.9 will not be my
final version, as I'll still be making small improvements and adding a few
more new feature for a bit yet.
But, after v.1.9 is released, I plan to spend way less time modding,
and way more time playing the game. And, with any luck at all, this
site will be getting a LOT more updates by the end of the month . . . and I
plan to finally write the first chapters of my
"Trials of a New Vegas Girl."
Not much new to report, but it was time for an update. The
release of v.1.9 has been delayed . . . it is just taking me a lot longer to
make all the changes to all the food and water (and the recipes slowed me
down a bit, until I figured out how I was going to handle them). Version 1.9 will include my Med-Tec module, and this is by far my
Realism Tweaks' most complex module. And, like all my modules, this is
not just a port over from my FO3 version . . . I'm rewriting many of the
scripts and adding a bunch of new ones . . . and I'm adding some new items
(mess kits and cooking kits) and a new stat (bacteria), and a few new water
types. I've also balanced all my injuries (wounds, burns, trauma,
etc.) and all the treatment . . . especially for New Vegas (and the rest of
my NV Tweaks). I'm hoping that I'll be able to wrap this up by next weekend.
Version 1.9 of my
New Vegas Realism Tweaks was
on March 29th, and now includes all 5 modules, including my
new NV Med-Tec module, which greatly expand Injuries
and Treatment, and make the Needs (eat/drink/sleep) truly hardcore. My NV Realism Tweak is now essentially done (finally!). But
I have begun working on v.2.0 (which will be just a minor update . . .
mostly to further improve the game balance); and I'm trying to wrap up
version 5.5 of my FO3 Tweaks . . . which should be my "Final" version. Plus I'm going to take some time over the next week or so to check
out some mods, and expand my NV mod list pages. After that I'm going
to begin a new game and just play for a good bit (and actually start writing
of a New Vegas Girl."
Version 2.0 of my New Vegas Realism Tweaks
was released on April 8th. This should be my last major update
. . . which means that I'll actually be able to play the game again
(from the beginning), and begin writing my "Trials
of a New Vegas Girl." I also added my
Hard-Core Module Details page, which includes all the Perk
changes, and may be helpful in planning out a new character's stats.
Version 2.1 of my New Vegas Realism Tweaks
was released on April 24th. This is a minor update, mostly to
fix a couple of bugs that were discovered after v.2.0 was released,
and I wanted to take care of the bugs before the upcoming Steam
patch was released.
On Monday Fallout NV was updated to version 1.3 (the Steam
patch), which again put modding into a bit of a hold, until both the
NVSE and the GECK had been updated. As of late yesterday all
seems to be fully updated and compatible again.
Version 2.2 of my New Vegas Realism Tweaks
was released on May 19th. This is a minor update, mostly to
rebalanced weapons (mostly ranged weapons) due to 1.3 official patch
changes (but in a way that retains my mod's weapon balance), and to
fix a couple of bugs.
Version 2.3 of my New Vegas Realism Tweaks
was released very late last night. I'm now
slowing adding other mods to my own game,
and to this mod list. My updated Load Order page lists all that mods that I am currently using in my own game .
. . along with my recommended load order.
I released version 2.4 of my New Vegas Realism Tweaks
very late last night. I'm hoping that this version will be my last
Major update. But I'll still likely continue to release minor updates.
Version 2.5 of my New Vegas Realism Tweaks
is now available and is a fairly major update, with improved Dynamic
Stealth, Barter-based merchant repair costs, Rebalanced Med-Tec injuries and
treatment, Morphine injection animations, and improved Dynamic Timescale.
Version 3.0.1 of my New Vegas Realism Tweaks
is now available and is a MAJOR update. And yes, I do remember that
I posted way back in April, when v.2.0 was released, that my mod was
"essentially done." Apparently I was being way too optimistic (yet again).
But this is a really good update (promise), so you really should grab it
(especially after I went to all the effort to all these changes available).
Version 3.2 of my
New Vegas Realism Tweaks is now available and is a minor
update to version 3.1 (which was released on 10/16/11, as a
MAJOR update). My NV Realism Tweaks now include a Core
Master esm and 6 modules, including my new One Life module
(released in v.3.1). With One Life enabled, you now longer die,
but now pass out and are looted (among other things). I also
just updated my
NV Mod List and my
Load Order page.
Version 3.3 of my
New Vegas Realism Tweaks was released late yesterday and is
a minor update, but it will result in some pretty significant
game play changes (and it adds some stability improvements to my
One Life module).