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MadMann135

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Everything posted by MadMann135

  1. Actually I like the idea. but considering that the subject is a werewolf the armor could just be basic armor, IE torso peace, grieves and gauntlets.
  2. I read the manga Claymore, the armor is impractical for anyone in Skyrim but it does look nice. http://i176.photobucket.com/albums/w169/natalie280/Claymore.jpg If possible omit the insignia on the chest.
  3. Skyrim is an x32bit game and to exceed 4gigs of ram you will have to modify the launcher/game to a x64bit version. It can be done but with Bthesda's track record of listing to people after the game has launched and not wanting to have "multiple" games I doubt an x64bit version of Skyrim will be released from Bethesda. The modding community may have a harder time modifying the game to be an x64bit game... In short for the time being Skyrim on PC is limited to 4gigs maximum.
  4. I agree in hind sight (this is what you get for making a post when your 1/2 asleep). There are various 'laser beams' that are 200% science fiction in nature in the fallout series (Protectron head lasers is another example). Still the the hand held laser weapons are what I am after. I do agree that in the desert that there should be particles in the air but to have a highly visible laser beam namely vanilla would be in my mind excessive in the special effects department. Lets not talk about how the plasma weapons are, that is a whole different story
  5. What I am asking is for a mod that changes the opacity of the laser weapons beams to, I am guessing, around 10% (maybe higher). The effect I am looking for is a little more realism as laser weapons would be invisible to the naked eye unless it impacts with particles in the air then you get reflections and refractions which can be visible to the naked eye. The vanilla laser weapons though highly visible are very unrealistic but fit in the science fiction genera.
  6. True but for those who are one-hit-killing zombies a zombie invasion feels like a walk in the park with moving targets.
  7. After playing the official DLC Dead money and the mod Zombie Apocalypse it got me wondering, why are the zombies so easy to kill? According to much zombie lure head shots are the only way to kill zombies, so I am asking is there a way to apply at best head-shot only dismemberment kill to Zombie Apocalypse? I would like to see the dead money Ghost people dismemberment kill applied to the zombies. Side not I am working on figuring this out but I can't rely on my success rate.
  8. you are not the only one wanting this in game. Though the idea is great implementing it would be tricky on numerous fronts. Primary front: how to calculate the percentage of penetration. This would vary between caliber and target surface, I mean it would be unreasonable that a .22lr would penetrate the same as a .50 BMG on the same surface. In addition looking through the GECK I could not find anything that would properly enable this suggested mod to be used as it should. Meaning a mod that would add this to the game would at worst have to modify all surfaces and as a result be overly large. Yes I want this in game but putting it in game would be tricky at best.
  9. As the title suggest I am looking for someone to make a mesh of the .45 Auto pistol but with a longer barrel and slide. Examples are as followed New Vegas long slide 9mm Real life Long slide pistol
  10. The whole story is this. Tired of Bethesda seemingly lack of notice of the laser rifle beam slitter not working properly I am trying to fix it with little success. What I am trying to do is de-nerf the laser rifle beam splitter. What I need is a way to add damage to a weapon that uses a mod. I am having little success as a result I am open to suggestions.
  11. Yes that is what I mean. For me pre mod damage and post mod damage add up to the same. For me with the beam spreader attached it does the base damage divided by the number of beams. Now against un armored targets (no DT) this is not a problem but against armored targets all beams are reduced. Damage resistance is 6. Base damage is 22. Ammunition DT = (-2) Example Damage beam splitter 22/3 = 7.3x3 + (-2DT). 7.3 - (6-2)= 3.3. 3.3*3 = 9.9 damage [NERFED] Example Damage no-beam splitter = 22 + (-2DT). 22 - (6-2) = 18 damage Example of what it is described as it should be 22*1.3 = 28.6. 28.6/2 = 14.3*2. 14.3 - (6-2) = 10.3. 10.3*2 = 20.6 Example of what it would be with the fix 22*1.3 = 28.6. 28.6/ 3= 9.53*3. 9.53 - (6-2) = 5.53. 5.53*3 = 16.59 {Still nerfed but not as much] In short Total Damage Base = 18 Modified = 9.9 Intended = 20.6
  12. I don't know if this is a priority but I was wondering if it is possible to fix the laser rifle beam splitter effect where it is suppose to add 30% damage. The current mod seriously nerfs the laser rifle and I can not think of a way to fix it.
  13. There is a mod out there that does this. I can not find the origonal file and therefore the link but the mod in the data folder is titled Adventurers_New_Vegas-gameplay-and-combat-V02 It changes the Damage threshold and weapons, making armor more efficient and weapons more deadly. If a weapon is defeated by Damage threshold the recipient does not receive 20% damage, they receive 0% damage. Found this out personally when I was hacking apart a laser turret with a sword. The lasers were completely defeated by my armor and I suffered no damage.
  14. I want Ebony and Ivory, preferably in 12.7mm with massive damage and a custom muzzle flash.
  15. you can take the practical yet boring approach. I focus on Guns as my primary attack, melee weapons as my secondary attack, Repair to make caps, Medicine to live, and sneak to get in those critical hits (you need a suppressed weapon to use sneak properly, my recommendation the sniper rifle and learn to snipe from a great distance. FYI if you hit a surface the enemies will investigate where the bullet hit, great for getting them out of cover.) Boone is an all around and very dangerous companion, he decapitates enemies very easily with his rifle. Guns skill is one of the most practical skills. Conventional firearms are prevalent, efficient and in the end cheap.
  16. NV - Terrain Recreational Project Install AFTER detailed normals and over wright the few files it says. huntersJoyPack - creaturesTweakedTextures if you are looking for better looking and in some instances more intimidating creatures. Username: hectrol Mostly odds and ends but very detailed odds and ends.
  17. House only wants to talk to the PC so you have to go up alone.
  18. IWS-Increased Wasteland Spawns, FNV Respawn Timer and A World Of Pain are what I use for more hostiles to de-hostilize. My timer is set for 24 hours and I am happy. Plenty of enemies to kill and lots of loot to sell... I cleaned out almost all merchants of their caps.
  19. The Van Graff's... I use a stealth field armor/suit or stealthboy and I pick everything off the shelves. Half of it I use and half of it I sell. I also like killing raiders because they have energy rifles and those sell for good prices (Increased wasteland spawn compliant). Sell the weapons and ammo then return after they re-spawn and repeat. Regular looting is boring, I prefer a fight or challenge.
  20. I am guessing that either the weapon is bugged or it is broken. Since you are not a rookie I am going to guess that it is bugged.
  21. That is interesting. Going through what you said there are a few ways to get what you want to work. One is to find a way to attach a fatigue and explosive 'spell' to the projectile. another way is to custom code your own 'spell' for the weapon.
  22. Guns plain and simple. Energy weapons were officially nerfed (actually de-nerfed a bit with the damage threshold -2 for standard ammo) and in short rare. With a good conventional weapon and good aiming (OK the gun does not have to be that good but you get the idea) a player can cause some serious damage. Energy weapons and explosives are more operation specific skills and do not get used much by me. Next fallout title I think unarmed and melee weapons should be merged as they are in short the same thing, close combat fighting. Energy weapons are expensive for what they can do. Here is a quick demonstration of the expensiveness. 1 microfusion cell cost 3 caps and weighs 0.1, 1 5.56 round cost 1 cap and weighs .026. For single use Microfusion capability: In the laser rifle the Microfusion cell does 22 damage and -2 damage threshold. The Q-35 matter modulator does 40 damage, - 2 damage threshold and is slow. the holorifle does 80 damage -2 DT and has the slowest projectile of the three. (In this comparison the laser rifle should do 28-30 damage in order to be useful). The microfusion cell is used by Fiends the Vangrafs, and the Brotherhood of Steel ...Fiends already hate you, Brotherhood are xenophobic but can learn to trust you and the Vangrafs are a gang that will turn on you if you side with Cass. BUG: the Brotherhood store does not keep it's expanded inventory., once it refreshes the expanded inventory is no more. The microfusion cell is also sold by all sellers (well most) but with a low spawn chance. The 5.56 can do between 18 and 26 damage depending on the weapon, Cap per damage the 5.56 wins, Damage per unit the microfusion cell wins. Everything else wise the 5.56 wins, it is used by all factions and in 4 guns NPC's use against you (7 if you guns total) which means free spare parts and lots of ammo. The projectile is fast (not instantaneous as the laser rifle), it may not be the strongest but it is one of the most plentiful.
  23. I have similar system specs for where it counts and I face this problem every now and then. I have not found a true fix to the problem but I can say if it starts out of nowhere try a few more times. I use a merge patch because I have mods that alter FormLists. That helps a bit but not much I also modified my INI to use 2 gigs of ram, that helped with in game issues, I also turned Vsink off. Quad core @ 2.6GHz 8gigs ram GTX 260 Core 216 (Driver is the last driver that was released specifically for the GTX 200 series)
  24. Simply put... they found out what you did from other sources. You were a contract thief, the one holding your contract was the leak (or someone down the line).
  25. I have a question how many of you use weapon focused bulk mods? I have tried a few and have mixed results. I am not talking about mods that have a dozen variants of one or two weapons I am talking about mods that have dozens of different weapons. Mission oriented mods that add new weapons are not included in this. The poll is intended to satisfy my own curiosity. [begin Rant/] The New Vegas and Fallout 3 on PC have an excellent modding community. I will admit there are a lot of good mods out there but when it comes to bulk mods all of my experiences are negative. I tried three weapon bulk mods and I have deleted three bulk mods in half the time it took to download them. I can understand if some people want to expand on the experience but when a mod-builder adds too many new features that completely change the game experience then the game experience is ruined. In addition if a mod-builder does not balance their mod to the game then their mod is poorly balanced IE having the .308 performing as a 5mm or having the same .308 out performing the .50 BMG. The game developers did their best to set a stage, coming at said stage with a sledgehammer is not the way to go, expanding on the stage is. A mod is suppose to expand on the game experience, it should take what is there and make it better, in addition a mod is not suppose to be a vacuum where everything in it is exclusive to the mod. I will say that I have tried a few mission mods (War Never Changes and New Vegas Bounties I) and those I have had my best experiences with bulk mods. The weapons are balanced, the characters are interesting and the story fits well with the Fallout experience. The bulk weapon mods I have tried (I will not name names) either are too imbalanced to be of any use, change the entire game experience or are a complete vacuum that does not fit into the fallout experience. What I find bad is that the mods get rave reviews even if they are buggy. What is worse is that half the time they do not tell you that they made dramatic changes that can/will conflict with other modifications, in addition this is dangerous with the delicate Gamebryo engine (namely the three C's: conflicts, crashes, corruption). [/End Rant]
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