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laffindude

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  1. Eventhough I'd agree with you on how it is hard to write engaging story that allows choices, that is not what I am talking about. The lack of depth in the evil side is glaringly obvious compared to the "good side." Example: you talk to some NPC, and he has some item you want. The evil choices usually will degenerate to simple killing. How's that for creativity? Hey, one can be evil without killing anyone too. That is an option hardly explored in all games ;o What's more evil. Killing a guy, or cut off some guy's hands and feet, then gouge out eyes and cut out his tongue. He'll wish he was dead but he can't even hold a gun to his own head to end himself. Well, may be that is more borderline psychotic than evil, but evil none-the-less ;o This is just the result side. How about some more thought in the motivation for the wicked acts too? Fallout3... Meh. There are so many instances in the game where there could have been a much more awesome alternative ways to be evil, but instead the game just put in some lamo cookie cutter responses and outcomes.
  2. It is the plague of any game that has "moral choices." Most games that lets you choose evil side turns out nothing more than making you a low class criminal. The worse offenders are the Star Wars games in regards to Siths, who are supposed to be conning and manipulative instead of being petty thugs with hokey pokey magic. The good side aren't immune either. I blame the developer and writers. Gamers aren't half as simple as they think we are. Now, not only games are dumbed down for console, the stories are as well. /IMHO, take it with liberal amount of salt.
  3. Where's your BSShaderPPLightingProperty (and BSShaderTextureSet under it, where you're supposed to do the texturing)? Are you sure you didn't export this as an Oblivion nif?
  4. GJ. What are all the armors based on this particular mesh? I only found one on my character. Incidentally, I think it was my favorite.
  5. I think you got the arm texture backwards. There is something strangely odd about the helmet. I think it is too small compared to the head. May be it is because I been looking at mine for too long? Helmet colors could match a little better ;o I like the gloves though. I'm kinda too impatient to rig them. I'll do it eventually though ;\ My complete Onyx> /Edit: Just realized my caveman talk, but too tired to fix it ;o~ /retreat into my cave.
  6. /busy with life and junk. Plus, the release of Lynnfield and the RV870 press event has me preoccupied too.
  7. Oh dear ;o~~~~~~~~~~~~That looks really good. I see you got the helmet texture thing figured out :) I've said this before, but this armor (all texture variants) looks many times better in FO3 than it did in ME. Edit: You've got mail. Edit 3: New UV ;)
  8. It is more or less by hand. However, since most of the actual "texture" I've isolated into grey scale, it isn't too hard to change the colors real quick to suit the different colors. Example of HMM_HGR_HVYa_Strp_M03_Stack.tga which I think is for scorpian helmet. If you isolate the different color channels, it is real easy to apply colors on it to make it get the look you want. like the picture you posted. The black parts can be seen on the green channel of HMM_HGR_HVYa_Strp_M01_Stack.tga. So you can just extract just that channel and make it a mask of putting colors on. etc. the alpha channel on HMM_HGR_HVYa_Diff_Stack.tga is what the base "texture" is for the helmet. This is where I have it in the background to color upon.
  9. Are you sure the environment map on the visor is in the game assets? It may be high res model and textures not released with the game. I figured out more what is what in the different color channel as I go on (the one I posted was more of a quickie so I have something to look at in max). I started over and isolated most of the overlays. Easy to tweak to suit different color of the helmet. I am sure you have as much photoshop experience as I to restore the textures, but like you've said. It just takes a lot of time. The red stripe on the right armo looks awesome. You artist types are way too anal about the looks ;p I look forward to more pix your version to take some ideas out of ;)
  10. I haven't got mine out of max yet but here is a sample of my texture: Edit: got masked version in game with texture + normal map. Edit v2: Maskless version. More or less final since I don't want to touch it any more.
  11. Doesn't matter: http://fallout.wikia.com/wiki/Oversized_and_undersized_items See console cheat part. I wrote that awhile ago.
  12. *use short instead of int. set iSuit to player.getItemCount DLC02ArmorStealthWastelandOutcast set iEquip to player.getEquipped DLC02ArmorStealthWastelandOutcast *You probably don't want those in Gamemode, since it'll set those value every frame. And why set iSuit when you aren't using it? *The actual consumption script part should be inside game mode, since onEquip will only run 1x when you equip it. if iPower > 1 && iEquip == 0 player.EquipItem DLC02ArmorStealthWastelandOutcast 0 1 player.UnEquipItem DLC02ArmorStealthWastelandOutcast 0 1 ShowMessage OutcastStealthSuitReady endIf *What's the logic behind this block? This seems very broken. In game mode, it'll set the iEquip to zero in the beginning since you haven't equipped it. So when you equip it and this part of the script runs, it'll just be unequipped. So when you get back into game mode, iEquip will still be zero. So next time you equip it, it'll just run this part again.
  13. I think another reason is that it is a lot easier to re-create something than to create something entirely new and cool. Go draw a cool sports car, and go draw a Ferrari. See which is easier and comes out looking cooler.
  14. No, not really. I am going to make a lot more. Not only I am going to make more, I am going to make many variants of the same gun. I am sure changing from a 3 dot sights to a Von Stavenhagen is significant enough of a change to warrant a new mod... ;) Seriously though, if you want something, it is best to roll up your sleeves and do it yourself. Why complain when YOU can do something about it. Who knows, you may start a trend with new energy weapons and explosives.
  15. hmmm using forceAV on karma doesn't seem to want to do anything. short checkme short doOnce Begin OnEquip player set doOnce to 1 End Begin GameMode if doOnce set checkme to player.GetActorValue Karma if checkme set checkme to (checkme * -1) rewardkarma checkme endif endif end Begin OnUnequip player set doOnce to 0 End edited for complete code. Works perfectly for me. If you want an effect that is constantly updated, then you NEED begin GameMode. He wants to zero the karma whenever it is changed from zero. (look at his original intent with the misused rewardkarma). Using gamemode to constantly monitor karma is the way to do it. If you use gamemode, the script effect can actually keep running even after unequipping. Give it a try with the script above and delete the equip/unequip block and remove the doOnce thing.
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