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Everything posted by dieangel68
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I'm gonna have to patch my 3rd party companions for this then, two of them are marked essential. And in this case i shouldn't even bother to use the dog :D can't tell it to "stay" and he dies against pretty much everything. The more i think about it, the more it feels that the main issue i see on companions is that they are "all advantages, no inconvenients", and they are kind of impersonal too...
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I've found a couple unofficial followers i like quite a lot, but i can't help but feel that it makes the game too easy... Anyone having an idea on how to restore the game balance? I'm trying to feel a bit of struggle in the game, and well it tend to feel lonely in a simgleplayer game like this so... i don't know, maybe each companion should require food and water... actually the whole food and water thing in new vegas seems to be an afterthought, as there is like... no way i'm going to run out of water and food with so much junk around... Maybe they should require some kind of resting too... but i'm thinking in the lines of having a companion refuse to fight when tired ans the only way to make him recover is to dismiss him for a day or two... that or they could have a life of their own (i'm thinking about the sunny smile companion, she might demand to go back to goodspring to ensure things keep running) ED-E ... I think that little guy should eat power cells, at least his laser pistol should. Do companions level on their own? or is it only fixed/scale with player ? A few mercenaries would probably be nice, they would be pretty much "gun holder all in one" don't let you meddle with their personal gears, cost a lot of caps to hire, and only stay with you for a certain duration, before they require more cash. (as an added bonus some of those could double as trader, letting you "buy back" some of the caps they costed you by giving them equipment instead, but at a low rate) Right now with the following companions: Miria, Sunny Smile, Ed-E, Mongrel(dog) i can pretty much walk with my eyes closed in the wasteland as they will pretty much obliterate everything on my path. (yeah i know i'm complaining about a situation i created myself) Just wondering if any of you thought of a smart idea on how to balance larger groups of followers.
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Adding music, copyrigths and the dreaded RIAA
dieangel68 replied to Cyberspy's topic in Fallout New Vegas's Discussion
You can always upload the .esp without the songs and offer a "suggestion" of good songs and how to set them up properly i think. -
Gun from one mod into house from another
dieangel68 replied to duiskrider79's topic in Fallout New Vegas's Discussion
Yeah the basic idea is to merge both mods into a new one temporarly, do your work and then in FNVedit strip everything that you didn't change and set both initial mods as masters. I do not quite understand why the geck refuses those kind of inheritances and the game accept them... -
Gun from one mod into house from another
dieangel68 replied to duiskrider79's topic in Fallout New Vegas's Discussion
My suggestion: cretae a gun (any) in the house plugin, save ina new esp (will copy the whole plugin) open in FNV edit add both original mods as master, delete everything from the new esp but the new placed gun, then change the gun id to match the id of the gun in the gun mod. done. -
Is there a way to reset chemistry sets?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
This is not the problem i have, the issue is that i DID use the one at doc mitchel's but now i have a mod for chemistry sets that turn them in a special drug workbench, but this one can't work because aparently once you "used" a chemistry set in the vanilla game, the use trigger (or whatever it is) cease to exist. Hence i would like to revert the chemistry set to it's state "before i used it" if it's possible. I restarted my main game 4 times thios week , i think i can't stomach to defend goodspring against the powder ganers anymore. -
Not sure of the second part of the question but, for making an alternate texture set you don't need to edit the model file, you just make your alternate textures and create a new texture set in the geck to assign to a new armor object that uses the same model. For editing models in maya, unless maya has a proper nif import/export plugin you will lose the rigging/skinning (in the case of armors and clothes)
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Is there a way to reset chemistry sets?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
Or maybe is there a savegame editor that would allow me to reset their state? -
Has anyone thought about making the minigun as ridiculous as it would be IRL? aka at least 16 to 66 shots per second and a really insane recoil? I mean it's a friggin minigun... the only reasont that kind of monster weapon exist is because it's the only reasonable way to fire at really high rates, otherwise you are better off using a machinegun. ++ for a sound mod that actually match what a real minigun sounds like: http://www.youtube.com/watch?v=bWIGfRsGMqw
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I agree, but i have to point out that the game tend to push you a lot in this specific way. A lot of dialog choices are mutually exclusive and many times some choices that requre a specific skill require you to use a magazine, which you can't do during the dialog. but most singleplayyer rpg tend to be savegame centric. Add to this that this game consider your death as a "game over" it's very hard to design game mechanics not based on saving and loading.
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How do you make a mod of a mod?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
Thanks for the help, turns out for some reasons, any modifications to an AI package will create a new ai package... so one my package was done i opened it in fo3edit, created a new ai package override and copied by hand all the lines of my package made in the geck into the override. Dirty... but it worked. A bit too much lol, now she keeps using my bed :D -
I activated the set that is in doc mitchell's house before discovering a mod that allow them to work like crafting benches, but now i can't access it anymore... is there a way to reset them to their initial state?
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You can probably "cheat" the muzzle flash to make it appear that all barrels are firing. as for the firing itself, one barrel is enough really, either use a shotgun firing pattern, or a really fast machinegun with a high dispersion?
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How do you make a mod of a mod?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
Mostly by principle, and because i tend to release my small patches and tweak and i don't want to claim the companion as mine. That and because i want my mod to conflcit as little as possible because i use another 3rd party mod, let me explain: in my load order i have those files: falloutNV.esm ... miria.esp ---------------------> adds the companion npc miria-shojo-mod.esp ------------------> modify race hairs and some characteristics MYMOD -------------------------> modify the wait package so for what i understood, esps can override eachothers, but only through fnvedit, and only full records right? if i want to cleanup the miria shojo mod with partial records, and mymod to conflict as little as possible, i should convert miria.esp into an esm? then make both esps reference miria.esm as their master file? EDIT I'm under the assumption that there is SOME way to edit partially a specific object, but i realize i may very well be wrong and that any mod modifying an npc basically override the whole npc. If this is the case, then i'm not sure how i can keep my mod as compatible as possible... -
The Zone of Exclusion -WIP-
dieangel68 replied to USSRSPETSNAZGRU's topic in Fallout New Vegas's Discussion
Before someone mention the potentially illegality of this mod, the guys who made stalker mentioned numerous times that they don't mind peoples using their assets in mods, as long as those mods are free. This sounds like a pretty ambitious mod, here are my suggestions: -The plane should have some kind of interior, maybe you have to spend X hours in it before reaching destination (sleeping or simply waiting). -Don't forget the emission bursts, this was one of my favorite parts in stalker! -I hope you are prepared for a long run because this sounds like a mod that will take you a good while to develop. -
How do you make a mod of a mod?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
I jsut tried with the both files set as masters on my compatibility patch, whenever i modify the npc AI package, it creates a DUPLICATE in my mod :( -
How do you make a mod of a mod?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
That's what i have done, but will it force the geck to let me edit the mod or do i have to do all of it in FNVedit? -
How do you make a mod of a mod?
dieangel68 replied to dieangel68's topic in Fallout New Vegas's Discussion
That's pretty much the problem i have, this npc has already a few modification and i jsut want to add an AI package to it, not copy the whole npc. -
Basically i have this companion mod and i would like to add to it the Sandbox AI package from the CompanionSandbox mod, but the geck doesn't let me add properties to an npc that come from another .esp file (aparently it has to come from a master file) Could someone explain me how to do it if it's even possible? The modification in itself is trivial, i jsut need to add an AI package to an npc...
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Shopping list for crafting
dieangel68 replied to Archiba1d's topic in Fallout New Vegas's Discussion
I could make pipboy notes for this, would that help? Altho with so many mods out there that tweak recipes, wouldn't that be a problem...? -
Prolly not easy to do since she is involved in the main quest... maybe if dne very carefully the option to partner with her would unlock only if the powder ganger menace is dealt with?
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Not being tagged as a thief for worthess items is easy, but personally i feel it's unrealistic, as any piece of junk in the wasteland is precious to a certain degree.
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small breast or flat chest female mod
dieangel68 replied to osman33's topic in Fallout New Vegas's Mod Ideas
Yep but that's a compromise, having the same body for all womens in fallout means that you only have to make an outfit once. I give you an example, SecondLife, you can customise pretty much every aspects of your character, well as a result any accessory armor, hat, you name it is a *censored* to adjust and simply look like s*** on the most extreme avatars. Since fallout swap your entire body when you equip a new outfit, havng variable bust size means having that many extra "chestpices" to match the bust size. That or it only affect a naked character...