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Befo

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  1. I usually choose Meyer, then reverse pickpocket some sheriff gear and a decent gun onto him. I don't think he's a psychopath any more than Lucas Simms was in FO3. Lucas would shoot you in the face if you were even slightly mouthy to him when he first meets you, and you weren't breaking any laws then. "Nice hat, Calamity Jane."
  2. Gribble put these into the game already as a Suicide Booth, an awesome idea! I am hoping now someone will consider removing the auto-doc gear from the interior (the stuff on the ceiling), so it more resembles the Shelters.
  3. I edited the original post to specify a custom mesh and texture.
  4. I'm aware we can't port stuff from FO3 that isn't already in FNV's files. My request is for a custom texture and model so we can use it in FNV.
  5. Hey all! Today I happened to notice that the Pulowski Preservation Shelter is missing from FNV's files. I was hoping someone would be willing to make a mod (including custom texture and mesh) for this beloved FO3 icon. I'm mainly concerned about a modders resource for the shelter, so modders like me can add some around the Mojave Wasteland. Thanks ahead of time! Befo
  6. The command might be resetinventory, I just copied that directly out of the FOOK readme.
  7. Found this in FOOK's ReadMe file... "Vanilla Bugs: Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs. Should you encounter this problem, just open the console (http://fallout.wikia.com/wiki/Gamebryo_console_commands), click on the npc and type "resurrect". The NPC will be correctly refreshed with its new FOOK gear."
  8. @Jazz I've never encountered it myself with FR-M other than a single NPC who had an incorrect armor item. However, I have encountered this bug previously while testing NVEC with a pretty minimal NVEC testing LO. I'll start asking for users to post LOs and ask what type of merged patch they are running. The sheer number of naked NPC bug reports I am getting is still disturbing. @Drithius I'll check the lists for that, thanks.
  9. Hello all! This is one of my first posts on the Nexus forums, but I have been around the comments pages for a few years. The issue I am having spans across several mods, but for the purpose of this discussion I wanted to focus on the Factions Reloaded- Merge that I released earlier this year. Many users have reported that NPCs are showing up sans clothing across the wastes. Sometimes FR-M touches on aspects of these characters, such as their inventory, their associated lists, or templates, etc, but just as often they do not. However, the problem persists with the mod enabled. We had a similar issue with NVEC testing, and on my tester LO for NVEC I had several naked NPCs to report to Tommy. Eventually, we just figured it was FNVEdit's merged patch causing the issue, but I am unsure if that remains the case. With FR-M, I have exhausted all my ideas about where this bug comes from. I have checked the NPCs themselves, their inventories, their templates where appropriate, their associated leveled lists, and everything looks as it should. Yet, time and time again, users are reporting seeing naked NPCs in their game. The console command resetinventory will fix the issue normally, but that's not really a fix.... Does anyone have any ideas what causes this bug, or how to fix it? Thanks! Befo
  10. Since I have very little chemistry knowledge, I'll stay out of the technical chem crafting discussions. However, I do have some other thoughts/ideas about drugs, meds, and booze that I'd like to toss into the ring, as well as some thoughts for eventual compatibility patches. The Triage mod for FNV has some nice ideas that I liked for healing, but it's rather basic. Arwen's Realism Tweaks has a much more in depth medical module, but unfortunately it requires some of his other overhaul .esps to work. I'd like to see a balance between the two approaches, myself. I'm a big fan of seeing Misc. Items get some use that makes sense, like Medical Braces used to help heal limb damage, Surgical Tubing or Leather Belts used as tourniquets, stuff like that. Finding a use for other misc medical items like Bonesaws, Crutches or the Opthalmoscope would be welcome. As for booze, I agree that crafting the pre-war named liquors should be left out. After all, it's not like I can make Jameson's in my garage. However, there are plenty of vanilla liquors that could be made in a still, as well as some added by other mods (see patches below). There are different processes for making different booze, however, and not all are with the still. Beer: Beer is based off of a fermentation process as opposed to vapor distillation. Ingredients: Water, Malt, Hops, Yeast A home brew kit would be pretty cool. That would make it simple, but you could definitely expand on home brewing, maybe even giving the player to start a micro brewery to supply beer to the wasteland (although I guess running any of the booze listed would be a great idea too). Cider: Hard Ciders could be also be brewed. Ingredients: Fresh Apples, Yeast Cider is made by pressing apples for juice, then adding yeast in and allowing it to ferment over time. You could then take Cider and distill it further to make some applejack, either by jacking (freeze distillation) or through a regular vapor still. Or even double distill it. Jersey Lightning, good times. An old timey cider press model for exteriors would be awesome, but that's a dream Wine: Winemaking is a much different process than any of the others here. Ingredients: Grapes, Yeast. Method: Too long for detail in a short post, but basically grow and harvest the grapes, crush them, press them, let it go through several stages of fermentation (aging), then filter and bottle it. Would love to see some true wine making, possibly with a small winery operation, similar to the brewery I mentioned above (though this would probably be more upper class than the bootleg operation I imagine for hard booze). Mead: I was thinking about mead, but that requires honey as part of the fermentation process, and there are no bees in the game. Cazadors are supposed to be tarantula hawk wasps which don't make honey IRL (most wasps don't). Ingredients: Honey, Water Method: similar to wine (never made any myself, this is more of a guess from light reading on mead crafting) Compatibility Patches - You already mentioned doing patches for TTW and IMCN. I'm sure TTW will be a piece of cake for you, considering all the awesome patches you have done for TTW already. IMCN might be a little trickier, but I can't wait to see what you come up with. As for other patches, there are a few I can think of that might be worth doing. NVEC - I actually have a copy of a CAM-NVEC patch that K3K worked up for me for your last version. I'll ask him if he would mind if I shared it with you, though it probably needs to be updated for your newest version. NVEC has several new meds, chems and some unique booze items, and also includes the CHEMS standard for adding working chemistry sets to the game. AWOP - AWOP adds some new chems to the game, in the form of pills called Concentr8, as well as an addition chem called Never-Glow and a new booze, Toxic Radshine. Currently, none of these can be crafted in AWOP (there are no recipes for them), but they seem like they would go along with CAM's crafting nicely in a patch. PN Rebalance and FOOK - Both PN's Rebalance module and the FOOK package make changes to some of the vanilla chems, and FOOK adds one or two of it's own, that may require a patch for CAM. I looked it over in FNVEdit, but I'll try to give it a better look over the next few days. (Mainly testing Rebalance's values vs CAM's.)
  11. Here is a link to the Alcohol Still mod I mentioned. It looks like it has open permissions if you want to use the activators from it for stills. You would probably want to alter some of the recipes and tweak some of the still locations to work with CAM, of course. Alcohol Still - http://www.nexusmods.com/newvegas/mods/40140/? For weaponizing the drugs, you may want to take a look at this mod (also with open permissions). Poisoned Darts - http://www.nexusmods.com/newvegas/mods/36456/? It uses a syringe model fired by .22LR weapons, but the weapon part could be tweaked. This would at least give a way to deliver the drugs to a person from range. It also two optional .esps that kind of go with what you're doing. Reuse Needles.esp lets you get an empty syringe back when using certain vanilla injectible drugs, and Loot the Paralyzed.esp let's you loot unconscious and paralyzed NPCs that you've darted (or drugged for CAM.) Reading the future plans section of your Description, you mention adding a Triage system. What are your plans in that area? There are a lot of medical overhauls out there, with a lot of different ways of changing the medical system. EDIT: I suppose I could throw my hat in the ring for some minor voice acting, but it should be noted I don't have anything in the way of recording equipment/software. Just a headset mic.
  12. Any chance we can make our own booze? I've used an older mod, Alcohol Still, for awhile, but I would love to see something built-in to CAM.
  13. @SomeGuy I don't know if I have ever commented on this thread before, but I wanted to say thank you for all the hard work you have done over the years. I know what it is like to promote something that takes forever to see the light of day and to disappoint team members by not meeting deadlines or working on stuff you promised to do. In my case, it's CAST, the new ammo standard. I definitely feel your pain (and I'm sure Brig, K3K, Luthien and the rest of the CAST team understand as well). We all do this as a hobby. No one gets paid for the headaches, the hassles, for trying to fix those bugs that just won't go away. Sometimes it's a thankless job, and no matter how much hard work we put into a project, it fails to be what we want it to be. It's at these times we have to remember that this is a game, and it's meant to be fun. When it ceases to be fun for you to mod, it's time to take a break, and try something else. Good luck to you, sir, and thanks again for some of the best mods I have ever played.
  14. More Perks has Clover Ace, and she's pretty close to Clover.
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