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sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

Hi,
The dupe bug is any container.
I first noticed in Vault 18 with the toolbox in the robotics lab near Kira's bed.
I reloaded to just before it so it didn't count :)

But also noticed later before being tossed into the Pit and my stuff was returned with an [intelligence] speach check, I got the messagebox saying I have found a collectable.

Only 1 messagebox even though it was 2 figurines at that point and it actually registered as 2 bringing the total to 4/4 collected.

The 2 figurines I had were "Bingo Raven" and "James Silver".

To be fair it may be my config, maybe jip nvse plugin.
I haven't run FNC without nvse and jip.

Another note not related to the above:
Also after seeing the Vault 18 overseer for the last time and then arriving at the robotics lab there is 2 computer terminals to activate the protectrons for defense.
The one at center position that is locked is fully visible while the terminal to the right of it that actually turns the protectrons on to the path is three quarters clipped into the console.
I almost missed it, but it was still activateable by targeting the corner that was still visible.
Which in turn sent the remaining protectrons on to defend.

P.S.
Sorry trying not to give spoilers.

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

Thank you for the updates.
Had been a while since I had played or even had FNV installed since last format.
So a fresh gog install and start from scratch made me want to play again and I'm enjoying it all over again :)

It's probably just my end/config, but 2 things I notice and not a complaint:

The 4GB patch that 221 does does not seem to load my nvse eg: jip nvse plugin is not loaded if I launch through the patched FalloutNV.exe.
Going by the readme that comes with 222 patch update, says not to launch from nvse_loader.exe as the patched FalloutNV.exe will load nvse if it exists

Basically I reverted back to the original FalloutNV.exe that came with GOG version and launch the game via nvse_loader.exe.
I have not had any crashes or stability issues so far in the 11 hour staright play session just before this post.
FNC has been running lovely the whole time and my simple little mods I use (rely on NVSE/JIP) work in harmony for me quite well.

There is the 4 collectable protectron figurines.
Placing one in a container and then taking it back out counts towards another collectable.

Win7 x64, i7 2Ghz, 8GB mem, 2GB Nvidia 840m, 1TB 5400rpm HDD.
Smooth and stable game play on high settings @ 1920 x 1080

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

50 Science barrier is not bad at all regardless the path you take.
Between the multiple Programmers Digest and Science Skill books, a set of unique glasses, mentats, etc..
Not to mention the multiple science type perks if you go the science path.

50 is really quite easy to reach even on the Warrior Path
Providing you prioritize your starting actions in the game.

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

In regards to Warrior Path and ALPHA.
Would it not be better to just block the ALPHA quest from starting entirely before the sleep prologue if you go the warrior path?
This way I could have redistributed my points when starting the sleep prologue end.
I also wouldn't end up with a quest I can't complete

ATM it seems odd that you can start the quest on Warrior Path (all be it not easy), but be pipped with "Not Science" when I click the Drop Forcefield option.
Specially since I already had enough science to unlock the terminal in the first place.

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

I posted an edited post it in the reviews section.
I did try and keep my original post spoiler free.
The closest I came to a spoiler is the ALPHA comment, sorry.
But I sorta got fed up with reading peoples problems related to user, software and hardware err.
I wanted to read more praise comments.
Some posts make it sound like you need a super computer to run the mod smoothly.
When the fact is my higher end hardware ran less fluidly (it's the engines fault, not FNC).
It's an amazing effort that FNC has gone through and I have nothing but praise for its content and creators :)

Thank You once again.

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

Sure here you go:
Mega.nz

Requires NVSE (for Game Setting adjustment on the fly) and Lonesome Road DLC to be in your load order (for the Lessons Learned perk edit).

Compatible With:
Fallout New Vegas (with Lonesome Road DLC active)
Tale of Two Wastelands 2.94b / 3.2
Fallout: New California 213 or above (with Lonesome Road DLC active)

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Fallout: New California

Hi and Thank You for FNC 213 (First time FNC user here).
It's an absolutely fantastic DLC type mod like no other.
I'm greatful I've had the chance to play FNC.

It runs very smoothly on my old laptop with med/low settings.
i7 4510U 2GHz CPU
8 GB Ram
Nvidia 840M 2GB video

My desktop pc it runs intermittently rough but the graphics are tweaked right up.
i5 6600k 3.5Ghz CPU
16GB Ram
Nvidia 1070 8GB video
The intermittent choppy/rough performance is randomly there no matter what settings I use.
Not complaining as I've seen this type of thing in this engine before using FNC on this hardware.
I probably wouldn't have noticed so much if I hadn't played it on my laptop...lol

Look forward to another couple of play throughs of FNC as I've almost come to the end of my Science run.
I've reached level 72 so far trouble free.
Using my own single esp version of Level Cap 100, Perk Per Level and Lessons Learned Perk patched up to Level 100.
I'll do the Science run again just to play things a little differently, then maybe a couple of combat runs.

I dig ALPHA, such a good looking companion robot.
The FNC questline has some nice unexpected twists that I enjoyed.
The effort that has gone in to FNC is amazing.
10/10 imho

Thank you and all the best.

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions [CoC 1.5 R6]

This is for For CoC v.15R6 Only as stated in the Title.

You would just use MLR if your wanting it in 1.4.22.
Basically I just ripped this from MLR for CoC v1.4.22 as I loved it and wanted it in CoC 1.5R6

I won't be making it for 1.4.22 sorry.

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions [CoC 1.5 R6]

"Traders no longer sell anything for some reason" is a 1.5r6 bug in general.
It may surface at any point with or without this addon.

The trader bug has nothing to do with this mod at all.

This mod does not edit or contain any files that are related to traders or their inventory in the slightest!

Good karma+4 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Unload All Weapons [1.4.22/1.5 R6]

Hence the reason the author of the addon (me) removed most my of my original downloads..
Exactly due to people that don't read instructions no matter where you put them..

Makes no difference, if instructions are in the description or in a readme, most people post their problems before actually reading to resolve the problem for themselves.

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Immortal companions [CoC 1.4.22/1.5 r6]

Thank you for sharing.

In the 1.5 version...
I'm unsure and I could be wrong but I think you need to leave the invulnerable = true in the [beh@general_no_companion] section as well.

in the special scenario active sections some of the ecologist task companions and some others use the [beh@general_no_companion] section as a base.

eg:
[beh@hostage_1]:beh@general_no_companion
[beh@task_target_anomaly_1]:beh@general_no_companion
[beh@task_target_anomaly_2]:beh@general_no_companion

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ MLR 7.1 + English Translation v1.1 [CoC 1.4.22]

Sorry it took a while to get back to you about the fetch task %s item name bug..
The reason is all your %s in the configs\text\eng\mlr_addons.xml have a space in them.
eg: % s
should be: %s

A simple fix is do a text find and replace in configs\text\eng\mlr_addons.xml:
find: % s
replace with: %s

Fixes most if not all the broken fetch item name text in a simple 1 step process.
But there are some other quest bugs that are not quite as simple.

Just so you know for any future translations you may do...
The %s is used by stringformat to modify the task title and descr text which is done in the general_fetch_task function in the task_functor.script.

Enjoy

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Hockey on bar TV coc 1.5

Thank you for sharing.

Bar full of blokes drinking, change the channel to the half naked pole dancing gals!

Any nationality likes half naked gals flaunting their stuff :)

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

Added "Loot drop exclude" menu option to v8.
You can now disable/enable Monolith and or Zombied giving loot.

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

Thank you for your feedback.

Not fond of hard set options where users need to edit files to get things to their preference.

In all honesty, instead of hard setting your preferences, why not add a couple of Menu toggle controls to enable/disable monolith and zombie drops.
This way any user can use the one file and have it the way they want.

I like to receive something when looting any corpse, just not a lot is all.
So I set the money multiplier to 0.2 so I get 20 percent of what you would normally get, which is a mere pittance but at least I feel I got something :)

If others leave feedback preferring the zombie, monolith menu toggle options, then I'll add it so everyone gets what they want.

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

Probably better to, but not required.

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

When Starting a new game always exit to desktop first.

DO NOT exit current game to the Main Menu and start a new game..
If you do this your old relations from the last game will be in your new game.

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ sLoPpYdOtBiGhOlE

Your welcome.
In all honesty I'm clueless in lua.
Up until my first stalker addon rewrite (More Fast Travel Locations), I had never touched lua at all.

I learn as I go, google for lua pages of basic functions and how to use them, eg: string, math, expressions, loops, tables... etc

then I look in CoC lua_help for functions and start testing what functions expect and return..
Pretty much just fumble my way through since there doesn't seem to be much documentation for functions added and related to CoC.

I've only played with 2 other script languages, autoit and papyrus.

But it all seems similar, loops, arrays, statements, operators, params and returns.

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Max Carry Weight (CoC 1.4.22 / 1.5 R6)

Thank you, will be having a peek at this shortly (already dl'd).

Just wrapping up the final touches on a personal addon Dr-X Dynamic Factions for CoC 1.5.
Added my usual menu features to twiddle things on the fly while playing.

Can't release it public, as Dr-X has a 1.5 version in the works for when 1.5 comes out of beta..

I can't wait that long, I have to have the Relations tab updating on the fly as I play, it makes the game enjoyable for me... lol

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

My 1.5 rip version is working great, added a couple more options to toggle and adjust settings.

Now the Game Menu has:
Dynamic factions cap limit (list with values ranging from 2000 ~ 10000 Default 5000)
Dynamic factions goodwill min (list with values ranging from 0 ~ -10000 Default -3000)
Dynamic factions goodwill max (list with values ranging from 1000 ~ 10000 Default 1000)
Dynamic factions enable min cap (checkbox enable negative peg cap Default Checked)
Dynamic factions enable max cap (checkbox enable positive peg cap Default Checked)

Was going to ask if I could post it, but if your got a 1.5 update in the works I'll keep it to myself for now:)

if you post me function that I can pas the map object/id to..
The function needs to handle check the quest state, if valid cancel the quest..

Right click context options on map objects in the pda map menu is really easy to add.
I'm pretty clueless when it comes to the quest, querying where it's at, tidying the quest loose ends..etc

The easiest script to learn how the to catch the right click on pda map objects is "fast_travel.script"

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

There is no previous version for 1.4.22..
MLR had this feature and MLR only runs on 1.4.22
I didn't bother creating a standalone version for 1.4.22 since I use MLR in 1.4.22

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Max Carry Weight (CoC 1.4.22 / 1.5 R6)

I wish key controls would be that easy :)
Or adding new custom option sections without editing base files.

ATM to add key controls to the Controls section you have to edit base files (xml).

The kCustomXX is fine, but eventually addon key conflicts will happen.

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ SarisKhan

In regards to your Lost To The Zone 1.2 for CoC 1.5.

very nice mod thank you

Good karma+4 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

Updated and fixed in v4.

Good karma+3 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Loot Transitions (CoC 1.5 R6)

Thanks for the heads up, corrected and updated
Teach me not to wear my glasses when typing.

edit: Damn found another typo, corrected and updated again.

Good karma+5 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ Max Carry Weight (CoC 1.4.22 / 1.5 R6)

If there was an easy way to add new tab button sections to the Options menu, so you could add new catagories, then I probably offer more.

But the way it is everything ends up under the game section alphabetically listed by name..

Which just makes finding options to damn hard...lol

Adding controls to the Game section does not require editing any vanilla files at all.

If the other option sections were like this and there was an easy to use slider and text input control, then you would probably see a lot more settings offered with less conflicts

Good karma+2 votes
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ MLR 7.1 + English Translation v1.1 [CoC 1.4.22]

There's bug in the quest for Sultan to Shake down the Flea Market Traders.

This due to Garbage being reworked and the smart terrain for the Flea Market is now in the middle of an empty gully which is where the quest marker points to.

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ MLR 7.1 + English Translation v1.1 [CoC 1.4.22]

Just kill lots of enemies in the area, the areas unlock when you loot bodies.

I've never bought info to get level change arrows (space restrictors) unlocked.

or
Just go to the Main Menu -> Options -> Game -> Open all transitions -> check the box and hit apply.
All transitions are available ;)

I love the locked transitions, I want to steal just that part of MLR so I can add it to CoC 1.5... lol

Good karma+1 vote
sLoPpYdOtBiGhOlE
sLoPpYdOtBiGhOlE - - 62 comments @ More Fast Travel Locations v15 [1.4.22 & 1.5]

Hey Yarmoshuk check your nexus pm's for an update to v10
Link points to the usual drop point ;)

Added (for CoC 1.5 only) artifact belt and backpack slot additional weight calculations for overweight travel check.

I'm unsure how to get belt items in coc 1.4.22, in 1.5 it's nice and easy to do :)

Good karma+2 votes