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Everything posted by metallifan
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Can't find a guide on creating custom weapon mods
metallifan replied to metallifan's topic in Fallout New Vegas's Discussion
Can you not hijack my thread? -
I'll try that, thanks. Like I said: "Now, using Goldwave, I encode the mp3 files under GSM 6.10 .wav files at 22.050 kHz, Mono, 36 kbps as the OP doesn't really explain what he saved the files as beyond "Mono" and ".wav" and another user mentioned that those settings worked for them." So OP in the linked tutorial thread never explained any of that at all, and all of the pictures are now broken links after 4 years so whatever minor bits he glosses over, I'm not able to figure out.
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I realize how copyright works, and I appreciate the concern. But I'm not seeking profit from these songs or this mod, nor am I redistributing the loose songs themselves. Merely creating a freely distributed modification with them that functions in Fallout titles and Fallout titles only. So copyright should be of no concern. Most of the stuff I'm using is from the 60's/70's/80's anyway. Hardly relevant by today's standards. In the incredibly unlikely event that it were to become an issue, mod comes down. Simple. I've seen plenty of mods with CR material up on the FO3/NV nexus and it's all still going strong, so I'm not worried in the least. But back to the issue at hand.
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So I'm trying to create a station for New Vegas, following this guide here: http://forums.nexusmods.com/index.php?/topic/274194-tutorial-how-to-create-a-new-radio-station/ Now, using Goldwave, I encode the mp3 files under GSM 6.10 .wav files at 22.050 kHz, Mono, 36 kbps as the OP doesn't really explain what he saved the files as beyond "Mono" and ".wav" and another user mentioned that those settings worked for them. Problem is, when creating the sound file, I select the file from the folder, hit preview to make sure it's working, and nothing happens. I also tried previewing some of the stock sounds and also got nothing from them. I followed the OP's instructions and loaded NV to test out a couple songs and nothing played on the radio either. The station shows up in the menu, but no sound comes through. Very frustrating considering how careful I was. I should add that when creating the topics for the station, I get an error message about there being no valid sound driver. I suspect this has something to do with it, but I'm really not sure. Any help appreciated.
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Can't find a guide on creating custom weapon mods
metallifan replied to metallifan's topic in Fallout New Vegas's Discussion
Dynamic customization is a little out of my league right now, alien. But thanks for the link! I've got my .nif files made for the three different sets of modded Service Rifles I want to try. Now I just need to learn how to set each of the models as a weapon mod for 3 different types of Service Rifle. -
Can't find a guide on creating custom weapon mods
metallifan replied to metallifan's topic in Fallout New Vegas's Discussion
Well, the spread can always be adjusted in the GECK. Editing values isn't what's tough for me. It's trying to create new items that's giving me a headache :tongue: Never used FNVEdit before. What exactly does it do, and is it a better alternative to the GECK for the aforementioned purpose? I checked the mod page but all it gave was an asinine and seemingly arrogant "If you don't know what it is, you probably shouldn't be using it." -
Can't find a guide on creating custom weapon mods
metallifan replied to metallifan's topic in Fallout New Vegas's Discussion
Thanks Arekkusu, so it sounds like as far as extracting the BSAs and working with the NIFs then, I'm on the right track. As far as how the game handles the models of modded weapons in game, you're spot on. Each mod combination that changes the appearance is a separate model. I'm still not sure how to edit the GECK registry though. Also, I know there's a limit to how many mods one can put onto a weapon in-game, but -does- that limit extend to how any mods can exist for a weapon in general? For the Service Rifle, for example. Let's say I want to create a mod that reintroduces the cut reflex sight, the cut bayonet, adds the VR night scope, and adds the AC extended mags as options, on top of the choices already there, so that players could pick and choose what to install, but not being able to have -all- of them at once. Is that possible, or would I have to go in and create multiple alternate versions of the SR that would be limited to 3 of the mods? -
Can't find a guide on creating custom weapon mods
metallifan replied to metallifan's topic in Fallout New Vegas's Discussion
Not what I was asking for. But thank you for the link, might try it out some day. Right now though, I would rather try my own hand at it. Hence why I'm asking for help. -
I've been searching Google and the forums for about an hour now, and I can't find any help guides on how to create custom weapon mods, and add them to vendors in the game. Basically, all I want to do is create a few more options for some of the weapons in-game using vanilla assets, but I can't seem to find a guide in regards to which .BSA files to extract, what I need to open in Nifskope, what I need to do in GECK... Basically, I can't seem to find a good, straightforward guide on any of it. As an example, one of the weapons I'd like to add a few more mods to is the Service Rifle. I'd like to add the Assault Carbine's extended mags and see if the Varmint Rifle's night scope would be a good fit as well. I realize I would need to open up the servicerifle.nif and create models that have the scope added and the mag swapped each, as well as one with both. I know how to switch the mags, but I don't know how to add the scope, or what to do afterwards to make the modifications appear as separate items in vendor lists. Any help is appreciated!
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Well, duh. :P No really though, I think it's stupid that you're stuck moving at a crawl while aiming. I'd like a mod that sets default speed to run, and then just has the player hold shift to walk and aim. No mods like this at all?
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Anyone seen/made/could make a mod that allows the player to run while zoomed in? I hate aiming at an enemy and slowly plodding towards cover, taking a beating of rounds in the process. If anyone knows of a mod that would allow me to move at full speed while aiming down the sights, I would be very greatful.
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Alright, so I really enjoyed FO3 when it was new. I was lucky enough to get it as a christmas gift the year of it's release. I then managed to find Nexus after becoming bored with the original content. I added mods like a raped ape until the game was so different (and improved) from it's original form that it almost wasn't the same. But now a new problem arises. Lately I've become bored of it again. I couldn't figure out why, until I popped in my trusty copy of F.E.A.R. Extraction Point and played through the campaign again. It was around the time when a spirit was watching me through the crack of a door, which it quickly slammed shut after it realized I had seen it that the realisation hit me. I love Extraction Point because it scares the crap out of me! That's what FO3 is missing! The element of "HOLY F***ing S***!" I think the thing that scared me the most were those faceless, floating, twitching spirits that would always appear just on the fringes of your vision, or half hidden in a dark corner. That would always watch you intently, but would never attack you. They'd just sit there... And watch... and hide... until you noticed them and looked directly at them, whereupon they would slowly fade. I don't know what they're officially called, but those things scare the crap out of me. These are the creatures I'm talking about: http://pcmedia.ign.com/pc/image/article/738/738793/fear-extraction-point-hands-on-20061012051658395_640w.jpg Now imagine walking into a large, dark room. Say, the Atrium of an abandoned Vault. The lights are out and it's pitch black. In the distance, you swear you can her wet, pattering bare footsteps ringing on cold metal floors. The lights flicker, and you think you just saw someone on the catwalk above you. looking up into the blackness, you can definately make out some kind of shape, though there isn't a sound to be heard now. The lights flicker on again and you see a few bodies floating above you. They flicker off again before you can take in the detail. Then suddenly, the lights slam on and the air above you is swarming with the things, sitting there, watching you... -Cut- Now my question is this: I'm not a man of technical ability. Not with computers or computer programs anyway. So I'd like to know, is there anyone capable of creating something similar to this, or something equally scary? Heck, anyone out there that happens to be skilled enough to create some new enemies and just generally spooky additions to the game? The problem with Fallout 3 is that it fails to scare me. At all. Perhaps the scariest thing is realizing a Fat Man bomb is heading directly for a makeout session with your face. So, anyone out there that's skilled in 3D modelling and tecturing think they can try and create something that'll scare me roight n' propah?
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[WIP] Warhammer 40K Imperial Weapons
metallifan replied to Dreganius's topic in Fallout 3's Discussion
There's no readme in here, so my question is: Where do we find these items? Merchants? Enemies? A Case/Box/Trunk/Etc? And can you provide codes for them for those of us that want to throw these on NPCs and Enemies for a laugh? -
[WIP] Warhammer 40K Imperial Weapons
metallifan replied to Dreganius's topic in Fallout 3's Discussion
Post these weapons in a download naow plox kthanxbai -
[WIP] Warhammer 40K Imperial Weapons
metallifan replied to Dreganius's topic in Fallout 3's Discussion
Really? Jeeze, could've sworn they were 4+ after 3rd Ed. Either way, I still hate them and the "Faith" system they're on is useless most of the time. "Oh no. You might cobble up enough faith to save one unit from an instant wound!" Yea. I'm not fond of them. I prefer my Space Marines or Imperial Guard over Sisters any later than 3rd Ed (That's right. I find Guardsmen and their 5+ Save and BS 3 more useful. XD) -
[WIP] Warhammer 40K Imperial Weapons
metallifan replied to Dreganius's topic in Fallout 3's Discussion
It's true. Tabletop hasn't had "Sisters of Battle" for like 2 Editions. Codex: Sisters was replaced by Codex: Witch Hunters They're still there, they're just the main troop choices for the Witch Hunters now. And yea, they're basically just female Space Marine Scouts. Their armour is about as tough as Scout gear and they have bolters. So... Yea. Just nuns with guns and SM scout armour. -
[WIP] Warhammer 40K Imperial Weapons
metallifan replied to Dreganius's topic in Fallout 3's Discussion
Wrong. http://www.moddb.com/mods/warhammer-40k-shattered-lineage Who here votes that these amazing texture jobs be offered up to these guys for use in their TCM? Show of hands! -
What do you think should be "added" to make Fallout 3 better
metallifan replied to maYuYang's topic in Fallout 3's Mod Ideas
New enemies! I love getting swarmed by Deathclaws, but it gets old and easy to counter after a while. I want something that'll really make me say "Oh S**t! Oh S**t! Oh S**t!" as it's pursuing me. I can't really think of any better example of this then Tyranids from Warhammer 40,000 (On a side note, the lack of any Genestealers in DoW II made me a very sad Panda) Tyranids are great if you're looking for infulences to base new, scary enemies off of. They've been used as inspiration for enemies in many video games. Inspiration for enemies obviously requires images, so here's a few Lots of angry, pissed off 'Stealers http://farm1.static.flickr.com/202/5011519...5d954a1.jpg?v=0 A Tyranid Hormagaunt http://hem.spray.se/kendoka/arachnoids/ima...rmagaunt200.jpg And, just for kicks, your average scary 90ft tall Hive Tyrant (5th Edition) http://store.miniwargaming.com/images/P/newimage.asp-315.gif Though I prefer the 2nd Edition Hive Tyrants http://www.omegahobbies.com/images/556_Hive_Tyrant.jpg Models, Textures and Animations for new enemies would be pretty time consuming, but maybe if it could get a team interest it might be possible.