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Posts posted by 5ivexxxxx
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Er... it'd be best to tell people what your skills are, and examples of stuff you've made. Cos right now, I have no idea whether you mean scripting, modelling, texturing, or what have you. It seems like you're offering weapon scripts. This offer, however, doesn't seem very incredible. Anyone with even a small amount of experience could change the ammo type of a weapon, make a new projectile, or both, and apply them to a weapon.
So please, give some more information. You won't get many requests with a concise, ambiguous statement like that.
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Eh, I'm not sure how exactly to make the gun damage limbs each shot. You could do it simply (I think) by adding a weapon effect to it that damages the right arm. It's run on each shot. You'll just have to make a new object effect. Otherwise you could do it in script, I think the correct funtion is "DamageRightAttackCondition" or something. I'm not entirely sure, as I don't use that particular funtion very often. For the perk, you could just make a quest script that checks the player's kill count. However, I'm pretty sure GetDeadCount only works on a single BaseID.
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Eh, I got around that another way, Cipscis. It turns out the Point Lookout Ghoul Safari ghouls have their own unique ID, so I was able to use a simple GetDeadCount to do it. Thanks anyway, though.
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So in the mean time, modders like me make smaller mods that have a lot of content or are just plain fun to play.
So really, more modders should work on smaller mods. But really, you can't expect too much. Fallout 3 hasn't even been out for a year (well, in two days it will have), and Oblivion, a game with a still very active modding community, has been around for three years.
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Hey, thanks for the credit! It'd be really cool to see this mod improve. The community needs more skilled modders. Practice makes perfect, so remember that.
So, good luck!
Oh, and does it use a new projectile, or a vanilla one? Because with a custom projectile you could increase the Impact Force, causing enemies to fly backwards on death.
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You could check with Cipscis, he usually knows how to make scripts work. What exactly are you trying to do? I haven't played Mothership Zeta, mind you.
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Huh. You shoulda put this in the Feedback, Suggestions, and Questions forum. But it is an odd conundrum. A cool down period seems unnecessary, as this is Fallout3Nexus, not WoW. :P
It's not like there's gonna be much endorsement spam, as you have to download the mod, then wait three hours (hopefully playing it) in order to endorse a mod.
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Well, Cakester did something along these lines. Go check with him.
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Dr. Li has one of the few VAs in a Bethesda game that actually overacts. Honestly, when I had (reluctantly) escorted her to the Citadel, and she started yelling into the intercom to get into the place, I was laughing the whole time. It was pathetic, really. She tries far too hard ("Damnit James, when this is over, you owe me a drink!" also caused much laughter). I can't believe she actually one-upped Pinkerton, though!
Pinkerton = genius scientist, wants to benefit Rivet City with logical steps, well recognized.
Li = random person in a lab coat, has ridiculously huge idea to benefit the entire Wasteland, relatively unknown.
Yeah... the people in Rivet City need to get their priorities straight. Really. They should have Desmond and Pinkerton run the place. Those two wouldn't just make the ship float again, they'd make it fly. They're just that awesome. Need moar Desmond!
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An altered version of the mesh and texture of this shotgun could work. Just adjust the pump handle, make the barrel darker, and add a bayonet lug. The Lincoln's Repeater animations would work rather well to give the illusion of pumping the shotgun.
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For some reason that totally has no similarity to yours, I feel compelled to agree with this! I'd put it into the game, even. Putting it in my mod makes some odd amount of sense.
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The reason why the NPC weapons don't have scripts is because they wouldn't be able to use them. Plus, if the scripts were set to run 'OnEquip', that could cause some problems. But since this would use FOSE, that shouldn't be needed.
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I guess something like Oblivion's FCOM would work. Right now, FOIP kinda sucks compared to that. Kinda.
Francescos = FWE (?)
WarCry = CRAFT/XFO
Oscuro's = FOOK
Mart's Monster Mod = Mart's Mutant Mod
It would be FWFXM! That's a really hard to say name! Fwif-ix-um is how you should say it.
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Well then, hopefully those mods get completed!
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Uh, with FOSE you wouldn't have to use different weapons. Hell, I could do this in my spare time!
You'd just have to make a few FormLists; one for bullet based weapons, one for shotguns, one for the railway rifle, etc. Then you'd make a 'quest'. You'd just use the quest to make a global script. In this script, you'd use a GameMode block, and an if statement using IsKeyPressed (the key you want to use). All in all, it'd look something like this:
scn AmmoSwitchSCRIPT short menu1 short menu2 short menu3 (and so forth) float Weapon float ammo float projectile float button Begin GameMode set Weap to player.GetEquippedObject 5 if IsKeyPressed (whatever key you want) && player.WeaponIsInList (First List) set menu1 to 1 showmessage (name of first message) elseif player.WeaponIsInList (Second List) set menu2 to 1 showmessage (name of second message) ...(and so forth) endif End Begin MenuMode if menu1 == 1 set Button to GetButtonPressed if Button == 0 Set Projectile to (name of new projectile) Set Ammo to (name of new ammo) Weap.SetWeaponProjectile to (new projectile) Weap.SetWeaponAmmo to (new ammo) elseif... (and so forth) endif endif End
That's basically what it would look like. I'm pretty sure I didn't get it all right. Check with Cipscis over in his thread if you have problems.
I'd do this myself, but I'm working on a mod at the moment. Just remember, this will require FOSE.
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Description:
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If you've played Point Lookout, you probably remember the Ghoul Safari. I sure do. However, this quest had a great potential, but didn't quite live up to it. This mod changes that.
Note that the effects will only really kick in after you finish the quest and are given the option to repeat the safari.
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Details:
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Two Modes: Endurance and Classic Safari
Classic Safari: This mode is the same as the normal quest, except with more difficulty levels and prizes
Easy: This difficulty has half as many ghouls as the vanilla quest. Suffice to say, it's pretty simple.
Normal: This has the same number of ghouls as the vanilla quest.
Hard: This has about twice as many ghouls as the vanilla quest. It's hard, but not as hard as...
Very Hard: This difficulty is ridiculous. There are 100 ghouls total spawned over 5 waves.
Endurance: Endurance Mode is meant for people who can beat Very Hard Classic Safari without breaking a sweat. I myself have never managed to beat this mode without cheats. It has 20 waves, with a total of 350 ghouls. Be afraid.
Ghoul Kill Counter: Every time you hit a large milestone of ghoul slaughter, a message will pop up telling you what milestone you've reached.
Prizes: Each mode and difficulty has different prizes. You can choose between Weapons, Armor, Money, Supplies, and Random. Each difficulty has a special Grand Prize Weapon that you can win. Endurance mode has a Grand Prize Weapon and Armor.
Merchant: I added a merchant that sells all kinds of supplies, and can repair your equipment. Trust me, you'll need a lot of Stimpaks and RadAway.
Random Spawns: At the beginning of each match, weapons, ammo, and mines will spawn randomly. The spawns are based on your luck. Higher luck equals better spawns.
Ammo: Everything from .32 to Flamer Fuel can spawn. Sometimes nothing will spawn, however.
Weapons: From classic shotguns to Super Sledges, there are several different weapon spawns. Like ammo, Weapons won't always spawn.
Mines: There are a ton of mine spawns. Some are below the main platform, others are directly in your way. Mines won't always spawn, though.
Activators: The only one at the moment is an activator that drops a grenade down a chute to blow up ghouls. There will be more in the future, including some traps.
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Requirements:
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Fallout 3 (Obviously)
Point Lookout
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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.
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Un-Install:
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.
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Compatibility:
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No compatiblity issues so far.
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Bugs/Issues:
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You may notice a switch called the "Purge Switch"; this was cut out by me. It was supposed to delete ghoul corpses to reduce lag, but it ended up glitching the quest. I'll try to find a way around that.
Sometimes the other NPCs in the Safari will not resurrect after the match if they died. They should respawn after three days.
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History:
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1.0 10/23/2009 - Initial Release, no real bugs
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Contact:
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PM me on the Nexus, or here.
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Recommended Mods:
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Martigen's Mutant Mod (MMM)
Unreal Tournament Announcer
Alternate Ghoul Animations (Especially if you are dying a lot on easier difficulties)
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License/Legal:
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This file is provided as is and I hold no responsiblity for anything that may come to happen from using this file. Endurance mode in particular may cause heavy lag. I'll try to implement the Purge Switch properly.
If you didn't notice the link in the title, you can download it here: http://fallout3nexus.com/downloads/file.php?id=9685
I'm open to suggestions as to what to add. Game modes, difficulty, other features. It'd be cool if I could get some well made custom weapons into this as prizes, too.
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Yeah, that looks way better! Just keep working on it, you won't be able to do expert work on your first try.
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@ Bethesda:
But yeah. I doubt Interplay will take down Beth. And if that does happen, it's bad news for us Fallout 3 modders, and everyone who mods Oblivion and Morrowind, but good news for them craaaazy fanboys over at NMA and those sites.
Go Bethesda!!
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Y'know, it's really great when you make a mod that not only other people enjoy, but you yourself enjoy. For me, this mod is like that. I don't have Rico and Triela follow me around just to put my mod to use, I hire them because they're great companions. I also feel that way about my upcoming mod, which improves the Ghoul Safari quest from Point Lookout.
Man, modding is awesome! :)
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Gah, I have but two more questions before the mod I'm working on will be ready for upload.
The first is this: I use placeatme in a script (the same one as the GetRandomPercent script I had a question about) to place ammo in a cell at certain points. That all works perfectly. However, when the ammo is placed, there's only on round, when there should be more, depending on how large the clip size of the ammo is. What's causing this? All the other times I manually place ammo in the world, it has the right amount of rounds in it (12 for .44 Magnum, for example). Is this related to placeatme, or is it something else? And, of course, how can I fix it?
Here's the second: I checked the FOSE command list, and it doesn't look like there are any functions to check the player's kill count. Specifically, I want to check the number of enemies ( namely ghouls ) that have been killed in a certain cell, and only that cell. I need a way to count the kills, and a way to check that. I don't think it would work as a condition in dialogue, though, which hinders me a bit, but not too badly.
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Hrm. I'm trying to make some vectors right now, and if I can get them to work, I'll post a video of it. I think I should just have to mess around with animations and reach. I could also make them work defensively, by setting them to auto equip as 'armor' with very high DR when you unequip the weapon version. I'm guessing the whole thing will require FOSE, but that doesn't really matter.
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Bah, it's close enough. There's no Winchester 1897, so I had to settle for another, similar one. If you look at my signature, you can see exactly why I wanted the Winchester. But oh well, it'll get made someday.
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That's just crazy! I think this PA would be great to have. Not that I'd use it, though. I prefer lighter armour.

Now Taking Weapon Orders
in Discussion
Posted
I really, really don't think the time period a gun was made should really matter. Let's take a look at some choice weapons from the original games, shall we?
H&K CAWS: Designed in the 1980s, was canceled.
Pancor Jackhammer: Designed 1987, never mass produced.
XL70E3: 1976, never mass produced. (Well, not the exact variant anyway)
H&K G11: '70s - '80s, never mass produced.
H&K (?) P90: The FN P90, 1990. Maybe the Fallout one is a different variant, or something. I doubt it.
And those are just some of the post 1950s weapons in Fallout 2. I'm not even going into all of the ones in Tactics.