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Bottletopman

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About Bottletopman

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    Metal Arms: Glitch in the System
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    Fallout: New Vegas, Halo Custom Edition

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  1. All of a sudden, ANYTHING that calls the showrecipemenu function. If I do showrecipemenu workbenchrecipes on myself or any NPC, it'll pop up that goddamn crafting tutorial and I've been trying to find a save editor or something, because there has to be something within my saves that is causing the game to think that I haven't seen that tutorial before; even loading up FalloutNV.esm by itself the game will still bring up that tutorial.
  2. Cuz OP of that mod is going hello games route and maintaining radio silence, just working on the mod
  3. I think that's enough praying from everyone because now we're dealing with floods lol 50 beowulf would've been a nice little nod to the survivalist's rifle but there's always other mods for that
  4. I wouldn't have come here without doing a search first...I forgot to mention that I did search for voice and it still didn't show up. I think my search is broken because even though I've got the sound and music category selected, and only unticked attributes in the result filters are has images, NMM compatible and Only show adult files. I even included the humour tag the mod has used and it still shows nothing wtf Looked through my search preferences and I had blocked some tags...now I remember - was during the influx of anime mods for NV, then CBBE mods for FO4 and I got annoyed with the spam so I blocked the nudity tag.
  5. Gah, I remember years ago a player voice mod which broke the fourth wall and it was pretty well done too. When you picked up bottle caps or pre war money your guy would go "money money mooooney" and one of the player hurt lines was a whiney/pouty "owwwwww". Another line that I can't remember the trigger for but said something like "heh, good thing I'm playing as a guy, right...RIGHT?"
  6. Wew lad that's one hell of a necro...but I can't complain, because people either get blasted for necroing, or starting a new thread, can't win with some people. Anyway, if you looked at the first post, I fixed it by updating to the (at the time) latest version of F4SE and letting it overwrite my customcontrolmap.txt I haven't touched this game since late 2018 and I don't plan to for the foreseeable future, at least not until F4NV comes out in a relatively stable state. It sounds like the issue affecting you is different from mine in that my game still ran OK, but yours seems to be crashing whenever you try to open any kind of container...sounds like a mod issue. You may have to go through your load order and turn each plugin off one by one until you find the one that's causing the problem.
  7. You mean imperial funny unit Either way, the "weight" system in Bethesda games doesn't really track with either pounds or grams. It's more of a weird combination of pounds, volume, and general usefulness to the player. Honestly, I'd say just cut the base carryweight in half, and tweak the scaling to where you hit the base game max carryweight only if you spec into it with both your stats and equipment. Or, as your focus seems to be more on the realities of trying to hump all that junk across the Commonwealth, simply put a movement speed and sprint cost debuff on the character after they hit a certain percentage of their carryweight like a lot of the Skyrim encumbrance mods do, and calculate the threshold percentages from the players strength and endurance, maybe even have the bags add a certain flat boost to the calculation in addition to the carryweight bonus. It's measured in pounds. One of the FO3 loading screens also mentions that it's measured in pounds. Years ago I thought about trying a metric conversion but gave up because I'm a lazy mofo.
  8. Radaway more or less acts like how detergent removes dirt and grime - detergent molecules have a hydrophilic end and a lipophilic end - one attaches to grease molecules, other attaches to water molecules and the grease molecule then gets abducted. There's a few real analogues to Rad-X in real life and from the wikipedia page for ex-rad, it even seems to function as a radaway of sorts (supposedly it can protect blood-producing and gastrointestinal tissue from radiation damage before or after exposure) but the mechanism of action is different than that of radaway.
  9. Let's not forget that this is in a universe where radiation makes things larger, one can take a diuretic that makes all your rads go away and life threatening injuries can be fixed right up with a couple needles of unknown healing substances. Funny you mention the reactor pool - you're absolutely right in that a hazmat suit is useless if you get extremely close to the fuel rods, although you don't even need one if you don't dive to the bottom.
  10. cuz it's some damn fancy kraut space magic that was in fallout 2 that's why would also vindicate the vindicator minigun that got nerfed because it'd be too OP towards the end of Fallout 2 as well
  11. Ask him if he's had to take on mutated chameleons the size of cars with claws that make katanas look like toys, or big green men with torsos the size of tree trunks and enough muscle on each arm to slap heads right off necks hehe, alternatively one can suggest he visit Quarry Junction or swim across to the east bank of the Colorado, I think given the choice between an M203 or a China Lake, he'd take the China Lake :D Also as others have said in post nuclear apocalyptica you're gonna want every working gun you can find...especially if it's as cool as a pump action grenade launcher.
  12. I have a feeling that I've already asked this before but I've long since forgotten... Couldn't find it in the OP in regards to this aspect of weapon mods - will there be unique and common ones? E.g. most, if not all guns, accepting common mods like optics and muzzle attachments. Not sure how this would be approached - PUBG style and by weapon class (flash hider for AR, compensator for SMG etc.) or organised by caliber (5.56mm suppressor, .45 ACP compensator)? The former would simplify things in that for example the 45 auto SMG could take a compensator, while also allowing the 10mm SMG to take one, although the latter is somewhat more realistic, but then you'd have to create attachments for every ammo type out there. A third option would be to just have guns use their own muzzle attachments so that a 10mm SMG flash hider would be incompatible with anything but other 10mm SMGs, this would also allow for unique situations like the tommygun having its own compensator labelled as a Cutts compensator, but then this has the issue having to create an individual item mod for every single gun that is planned to have an attachment. And with unique mods, I mean that will weapons have their own mods unique to a particular weapon like in NV? E.g. tri-beam laser rifle heavy duty capacitors, grenade MG high speed kits, plasma rifle magnetic accelerators etc. Because the way Fallout 4 did mods was a bit silly, it felt like the meta was just to pick the receiver on the bottom of the list since that was the best. In NV it was pretty cool getting all the mods for all the guns.
  13. Precisely what jkruse05 said. $$$$ 1) Can we convince management that left handed anims are worth allocating part of our already dwindling budget in a way that doesn't sound like it requires spending more money? 2) Is it worth the extra development time, resources and effort to create another set of animations for every. Single. Weapon. In the game? 3) How much will this increase sales of the game by? If you can convince management that it's worth doing then it's mostly a walk in the park in getting it implemented. But most people really don't care about it until they see it since they're too busy avoiding getting shot at or something like that. Also shareholders.
  14. There was also a hole in the back of the gun where any dirt that did collect inside would simply drain through, the bolt and firing pin being covered by a bulkhead of sorts to cut down on foreign contaminants Apparently it was favoured a lot by US troops in Vietnam.
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