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Dandys

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  1. Hi, I had an idea that it would be cool to have a spell that you can cast on an item to turn it into gold. The gold would be a small percentage of its value, for balancing purposes, probably something lower than the worst you can get from selling it (so it's always better to sell than to do this), maybe set this as a property? Anyway the reasoning would be that it would help people who get encumbered in a dungeon and don't want to completely stop collecting items but also don't want to be bothered by carrying everything all the way out of the dungeon to sell it, and are willing to take a greatly reduced value for the convenience. I am thinking that it could be a spell that you physically cast on an item in the world. If that's the case, it would have to: 1. know the item's gold value (getgoldvalue?) 2. know how many of the item are in a stack (is this possible?) 3. delete the item securely without causing save bloating it would calculate a return value and add that many gold to the player and delete the item. Other ways to accomplish this are welcome. Is this in any way possible?
  2. I was thinking it would be cool to make fishing a side activity. I don't want the rod to be a "weapon" though; I want it to be a misc item and have an animation use it. I was thinking I could make an invisible activator object hovering out in front of the end of a dock and call it "begin fishing" or something like that. It would be scripted so when the player activates it, and has a fishing rod in the inventory, it will cause the player to play a fishing animation that uses a modified version of the point lookout rod as an anim obejct. So what I would need, and have no idea how to do, is a piece of invisible furniture that has a fishing animation, or just the animation itself where I can do playidle, or something. Anyone know a way this can be done that accomplishes these ideas? I'd like it to -have 1st and 3rd person animations OR force the player to 3rd person (furniture?) -go on endlessly until the player walks away (like a furniture) -use point lookout fishing rod model as anim object if anyone wants to collaborate on this fishing thing just let me know
  3. Hey, A lot of items have long descriptions (e.g. "EMP - bonus damage against robots, power armor) or long names which cause annoying text running off the screen. What I am interested in primarily is the EFF section of the pipboy which only has one line that goes off the screen very often. Also, with weapons with equipped mods, the names of the mods often are too long too. I was seeking help for where I would look in the .xml menu files to adjust the font size or maybe make the text wrap around or something to make it not have this problem. I realize a lot of UI mods have smaller text options but I am not sure if they affect the pipboy and since these are about the only changes I'm interested in so I'd like to know how to do it myself. Thanks
  4. Hi I am having a problem and I was wondering if any of you have a solution, I'm trying to make a radio that has range. I set the range to 100,000 units, and in the main wasteland worldspace it works fine as well as in interiors. However, in smaller worldspaces even where it definitely should be in range (wastelandnvmini for example) it's out of range. This causes immersion-breaking transitions where I'm inside one second and getting the signal then when I step outside I lose it. Anything I'm doing wrong?
  5. Hey I was thinking that it would be cool to have some more animal misc items that you can scavenge, and I've gotten a few to work, but I'm stumped on some others. Any input? It would be great if someone even wanted to put some together- Yao Guai Hide all of the hides have the exact same shape and different textures but the same shaped texture, any chance we could have something like this but for Yao Guais? Yao Guai Paw/Hand like Deathclaw Hand, ideally would look just like a Yao Guai forleg looks if you dismember it in-game, think of the possibilities - craftable Yao Guai gauntlet perhaps? Mole Rat Hide like the rug, but the same shape/texture shape as hides. maybe use for crafting Brahmin Hide an obvious one, considering their resemblance to cows, also to match the Bighorner hide added by Honest Hearts, again ideally the same shape as all the other hides and tanned version Lakelurk Meat Lakelurks don't have big claws like Mirelurks, so just using the Mirelurk Meat claw doesn't really make sense, perhaps something? not really important I don't know --- some things I've managed to do on my own include Mirelurk Eggs, Bighorner Hide (using Honest Hearts texture) anyway if anyone is interested just respond thanks Dandys
  6. Hey guys I was thinking about things like fire barrels and campfires and the functions addflames, removeflames, canhaveflames, etc. and how some torches in oblivion could be turned on and off via script. Wouldn't it be cool if we had some meshes resources for campfires and barrels that had this functionability? Just think, a script could then use the functions to like make fires have fuel that they can run out of and everything just think of it! The only info I have is on this page : http://cs.elderscrolls.com/index.php/FlameNode and I know that bsxflags should be set to 19, and I think the flame has to be in a node named FlameNode0 or FlameNode1 etc.but besides that I'm stumped any help?
  7. No no, that's a good point. That would work fine too, that's basically an addition to the second option with a single merged base .esm and the separate DLC ones. I guess ultimately the motivation for this ultimate version was compulsiveness - like, you know, do what the developers couldn't and merge all of the Fallout content into one unified game. Maybe an argument can be made about navmesh or something that might have some benefit from having only one centralized main file, I don't know. Maybe there really is no benefit. My hope was to have a single story. You don't choose whether you start in New Vegas or Vault 101; you always start out as a baby and you beat Fallout 3 and then you go to New Vegas. How you get there I don't know, right now it's a vertibird but that's just for now, the only thing that mattered at the point I thought of this was that to have that single unified story you needed Broken Steel, not as an option but as a requirement, since ideally you would go through Fallout 3's questline then through Broken Steel's then on to New Vegas. And if I incorporated Broken Steel, why not do all the others. And that's how this ultimate version started. At this point what you mentioned with all of the DLCs made compatible with Best of Both Worlds and a bugfixing patch is right around the corner. This is a mod site and a mod community and because of that I'm sure the version that is compatible with (almost) all mods will always be the most popular. Still, I am someone who prefers a "Vanilla" experience and I would mostly use just bugfixing mods anyway, so of course to me the idea of having a "perfect" version of the "Vanilla" game is very appealing, even at the cost of compatibility with like half of existing mods, which is why I made this mod. What I want to see is if anyone else is like me and would be interested this file I've put together as an alternative, derivative version of Requiem/Best of Both Worlds.
  8. because you mentioned Mothership Zeta, which as far as I know wouldn't mix with NV whatsoever because of it's FOSE dependancy. Unless that situation has changed? So, is it that mods that simply expand on DLC will be ok, but ones that actually change stuff won't? That in my case would be a deal-breaker due to the 'Delay DLC' mods for FO3 and NV, which is crucial to my enjoyment of the game. Interested to hear more though before I cast a (somewhat unqualified) vote. ;) I don't get what you mean by Mothership Zeta having FOSE dependancy, it doesn't it's just a regular Bethesda DLC. What I mean by alter DLC content really is more clear if you are familiar with the data system and FNVedit/FO3edit. Say a mod changes the Alien Atomizer from Mothership Zeta by making it do 5 more damage. Say the FormID of the Alien Atomizer is xx004025 or something. The mod file would have a record under FormID xx004025 that is a copy of the weapon but with just 5 more damage. With the ultimate version of the combined games, however, the FormID of the Atomizer is 00183584 or something. Therefore, when you run the mod, since the two FormIDs don't match up so the mod won't end up overriding the Alien Atomizer properly and there will be no change (this is oversimplified as what would really happen if a mod was dependent on Zeta.esm as a master would be that the mod would just not work). If you really needed the mod to work, you would have to go into FNVedit and fix the mod's masters and change the FormID manually to the ultimate version's FormID of the affected file. Alternatively, if say the mod's change of the Alien Atomizer's damage is not important but it does something that you want to something in the regular game of Fallout 3 or New Vegas, you can just remove all records that require Mothership Zeta from the mod and the rest of it would work properly. The bottom line is that if a mod requires DLC, you will have to either trim the DLC parts of the mod away, change the FormIDs in it manually to match the new ones, or just abandon it. In your case though, you might actually like this mod a lot. What I've done with the DLC is made it so that rather than a bunch of messages popping up at the beginning of the game, you start DLC much like you start a regular quest. A lot of them start with a radio transmission, so in that case, the radio transmission has a realistically limited range, and once you tune into it and hear the message, then the quest starts, you don't just get notified. For example, to start Operation: Anchorage, you have to get within range of the Outcast distress radio signal, and actually listen to the message fully before you get the "Quest Added: Aiding the Outcasts" thing pop up, and the fourth-wall-breaking message box that says "Operation: Anchorage has been installed, you have picked up a radio broadcast that asks for help" or whatever will never pop up. So if that's what you mean by "Delay DLC," or even if it's not but you like it, I think that this mod is for you. Basically this mod is trying to provide a perfect "Vanilla" experience. It combines absolutely all Fallout 3 and Fallout: New Vegas content, and while it will fix bugs, and add DLC and Fallout 3 - Fallout: New Vegas bridging and integration, it is supposed to be more of a modders' resource, a foundation of a complete game, rather than what you think of as a mod in the sense of fan-made non-canon content.
  9. I have been working on the "Requiem for The Capital Wasteland" or "Best of Both Worlds" mods, and those have made a lot possible so far, but there is one more step to making the perfect Fallout experience - DLC. DLC can just be patched to work with Best of Both Worlds. With all DLC, you would be running the main file plus 14 DLC files, which would work like always and like mods. DLC have always had some fundamental limitations though. Since they are all self-contained, they cannot reference each other, and if they alter the same record, they override each other. For example, the aliens in Fallout: New Vegas can't have the real Mothership Zeta alien weapons, you can't find Point Lookout Double-Barrel Shotguns or Lever-Action Rifles on Honest Hearts Tribals, and the Dead Money Old World Gourmet perk won't work on drink/food from any other DLC. The solution is to combine the DLC, too, into the main file, creating a single ultimate version of the game. What this involves, however, is a renumbering of all of the FormIDs from all DLC. If you're not familiar with FormIDs, that's okay, but the main thing that this means is that because of this, mods that alter DLC content from Fallout 3 or Fallout: New Vegas will not be compatible with the ultimate version. Another thing that is important to point out is that this ultimate version will be all-or-none, that is, you must own all DLC from both Fallout 3 and Fallout: New Vegas to use it. Simple mods that require DLC can be modified to work with the ultimate merge. A basic rule of thumb is if all of the modified DLC records have EditorIDs (i.e. they are not placed objects in a cell or worldspace) the mod is very easy to convert, and if not, it is difficult but not impossible to convert. Technically, no mod is impossible to convert to work with the ultimate merge. I want to take a quick poll and have your comments on whether you would find this useful. Are the benefits worth the drawback of not being able to use some mods? Just so you know, the ultimate version is already done, just not released, so that shouldn't factor into your decision process. It's not like if the poll shows that most people don't like it I won't make it - I will try to release it anyway, I'm just trying to gauge the community's enthusiasm or concerns about it.
  10. Hi everyone, I've had this idea for a long time and haven't yet found a person able to make it, but I figure I'll try again- the idea is a program, not a plugin or anything GECK related, that will add an amazing feature to Fallout: New Vegas: the carry-over replay if you have played games from the "Ratchet & Clank" or "Dead Space" series, perhaps you know what I mean - in those you re-start the linear story, but with all of the items you have acquired on your previous playthrough intact, and you can keep replaying the game while still maintaining the feeling of progression One of Fallout: New Vegas's main flaws in terms of replayability is its ending. However, this is the only solution that allows for playing past the ending while still keeping the game's narrative canon and preserved. The program would ideally be very simple: its function would be to take two saves, one, say, right before the Hoover Dam battle, and one right after getting of of Doc Mitchell's house in Goodsprings, and replace the inventory of the former one with the latter. People have made (questionable) save modification programs for the X-Box version, right? I assume the reason there is none that can do inventories for PC is the existence of the console, as what motivates almost all save modification programs is cheating. However, the function that I am describing cannot easily be done by the console and actually requires a program to work effectively, even though it isn't really cheating. I would be extremely grateful if someone is able to do this. If the program is impossible, an idea I have toyed with in the past is a simpler program that can "read" the output from the console using the "setconsoleoutputfile (scof)" function and then the "player.showinventory" function, then turn that into a long list of "player.additemhealthpercent XXXXXXXX X .XX" or whatever that can then be performed using the "bat" command in-game.
  11. Hey my idea for a small resource is to take one of the batteries from the small energy cell mesh and turn it into a playable item basically this is just a simple mesh question - how would I go about taking out the part I want? (the one battery)? if anyone manages to do this please share the idea for the mod is that the battery would be used to craft a small energy cell and have other uses as well perhaps
  12. Hi everyone, I am working on an idea where ideally every single type of ammunition could be made playable and more realistically represent a single bullet or whatever per unit. The existing meshes would still be used for things like box ammo, but for the units itself I think it would make more sense to have them separate. My question is if anyone knows how I can take the projectiles and things like that that already exist (like darts, railway spikes, flechettes) and make those have havok and be playable as individual units. Also maybe it is possible to isolate the 40mm/25mm grenade nodes from launcher meshes to get the individual grenades? Next I would need individual full bullets, plus things like grenades (40mm and 25mm), if not for every type at least you know a small and large type or ideally even one for every basic ammo type (like 10mm but not necessarily different 10mm AP, HP, etc.) Any help especially with the first question would be appreciated, Thanks, Dandys
  13. I've done this in my Replayability mod before. The basic script I've come up with is this: --- scn Script float fPosition ref rActivator begin onactivate set rActivator to getactionref disable rActivator.additem (THE ITEM FORM) 1 1 end begin onreset set fPosition to getstartingpos x setpos x fPosition set fPosition to getstartingpos y setpos y fPosition set fPosition to getstartingpos z setpos z fPosition set fPosition to getstartingangle x setangle x fPosition set fPosition to getstartingangle y setangle y fPosition set fPosition to getstartingangle z setangle z fPosition enable end ------ I would then add it to a "dummy" misc. item identical to the item you want except with that script so it looks the same. You can't add the script to the original item though. This script resets the item whenever the cell/world resets, which I think is fair, but if you really want 5 seconds or something you have to incorporate a timer into this. If you really then want to replace all in-game instances of a certain object, then use the GECK's find and replace function to replace all instances of "SugarBombs01" with the new "SugarBombs01Respawning" or something and don't check any of the boxes like in this cell only etc. I hope this helps!
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