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SpaceOden

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    Cyberpunk 2077
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    The Witcher 3

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  1. Has anyone experimented with the NPCsUseAmmo setting? I love how it reduces NPC grenade and bullet spam. The only problem is no one has enough ammo to use it properly. Most NPCs only spawn with a handful of rounds for their given weapon (because those are your reward for killing them). Once they use up their ammo, they run up to you and try to punch you to death. This makes sense for raiders and super mutants, but not the sane inhabitants of the wasteland. What I would like to do is make a plugin that updates every list used in equipping NPCs to have a sensible amount of ammo and possibly secondary weapons. If anyone has any pointers as to which leveled list I should be looking at, I would greatly appreciate the help. Loadout Plans Raiders - a few extra clips, especially for bosses, and most of them carry a backup melee weapon Super Mutants - just a few more rounds. these guys aren't bright and don't plan ahead, they just use what the've got and charge in with their fists. Settlers - A few extra clips, and sometimes a secondary weapon. You don't last long in the wasteland if you aren't prepared. Diamond City Guards - Plenty of extra clips. Triggermen - A few extra clips and a secondary weapon. BoS - These guys are professionals. Lots of extra clips, always at least one secondary weapon. Gunners - Lots of extra clips and secondary weapons. Institute - Plenty of ammo, especially coursers. Eventually I might want to adjust combat styles. Most people would flee when they run out of ammo, not bring their fists to the gunfight. Combat Style Plans Raiders - no change, shoot em up, then run in with a machete like a maniac Super Mutants - no change Settlers - Run away when out of ammo Diamond City Guards - Run in to DC when out of ammo. Then return with ammo after a minute. Triggermen - Hide when out of ammo, and try to sneak up on the enemy with a switchblade. BoS - Fall back! Ideally call a vertibird extraction. Gunners - Fall back I suppose. Maybe they could restock if they're at one of their compounds. Institute - Prototypes unchanged (just charge like a zombie). Coursers flee? I also might need to look into regularly updating NPCs inventories if persistent NPCs run out of ammo. Or perhaps it might be better to limit the scope of this mod to non-unique enemies. Anyways, for the moment I'm just looking to give everybody more ammo.
  2. it appears to be a problem with the webpage and not the download server. I have been able to download mods by copying the manual download link into another tab.
  3. Thank for sparing me the headache of debugging! should have known to ask google first. Kudos given my dude much appreciated.
  4. So I have a strange problem. I approach Thicket Excavations and it looks hideous, because the LOD is rendering despite me being very close. The proper models are also rendering. I'm using a few mods, and I cleaned my DLC ESMs with FO4Edit, and I'm using the Mod Organizer 2 alpha. So there are a few avenues I will investigate. Has anyone had a similar problem? Any suggestions for debugging or fixing this issue?
  5. I use google chrome and I am getting the video ads which delay the download on every large download. Please get this under control.
  6. No Comments :O This have to change ... Heey :D
  7. I'm up for it. I've already fixed a few of the bugs straitraider reported, and will update the mod when/if Attenater gives me permission.
  8. An interesting situation. Although I'm sure they could get away without doing so, I hope Obsidian thanks/acknowledges Antistar in some way. An NPC named after him would certainly be cool. Anyways, I have no doubt that NV's weapon mods won't be nearly as diverse as Antistar's, and he'll have the opportunity to spice them up.
  9. You guys DO realize that Bethesda Softworks and Obsidian Entertainment are two totally different gaming companies right? So... I believe that Fallout New Vegas is going to be different than Fallout 3 in terms of Game Engine. Bethesda probably has total copyright control over the source code of their game engine, and plus, Obsidian Entertainment were the ones who made Neverwinter Nights 2, which basically was more epic than Neverwinter Nights 1 in terms of Game Engine, Graphics and Storyline. Obsidian rewrote the Aurora engine from NWN 1 to make the Electron Engine for NWN 2. Does anyone even know the name of the Game Engine that Oblivion and Fallout 3 use? Because I have no idea... And... here is a little tidbit. Obsidian are the ones DEVELOPING Fallout New Vegas where as Bethesda is the ones PUBLISHING it... so don't go criticizing me for my pointing out of this. Wikipedia says that it's going to use gamebryo, but I couldn't find any other source so take it with a grain of salt. And considering it's only been two years since fallout 3, I would be very surprised if they're using a new engine. And hiring Oscuro is awesome. It's really great when a game responds to the modding community. Or integrates it. Did anyone notice that there are going to be Weapon Mod Kits in New Vegas? :wub:
  10. I have some small mods that are experimental and proof of concepts, and I don't really want them to get rated. How does one disable ratings on a specific mod?
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