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soytamap

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    FONV ,Random MMORPG, Random realistic game

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  1. ^ this. Also, as he stated, the scripts attached to the weapons wouldn't recognise any mods or extensions by other users, so it would ruin balance/break the weapon. Well... I don't belive about the scripts will break the weapon at all,because it doesn't contain pictured,Video proof,And i've tested that some of them didn't break at all,it doesn't mean anything 'd break the weapons! And i don't Belive that script would ruin the balance in game. Because i think the other popular MODS has seen more far Enough to ruin the balance than just this. And some of his stated before doesn't seem obviously clear to me, so that why i post this test!
  2. I've only testing that,If you attach a scope for the AER 14, it will still works? I test from this explaination http://img832.imageshack.us/img832/1449/82940502.png http://img718.imageshack.us/img718/5723/screenshot178k.png http://img594.imageshack.us/img594/20/screenshot179x.png http://img840.imageshack.us/img840/1615/screenshot136a.png http://img204.imageshack.us/img204/1315/screenshot137q.png http://img585.imageshack.us/img585/5499/screenshot210lr.png Beams works okay with the scope,But there are no zooming gages and Less zooming range , compared to Normal AER14 http://img850.imageshack.us/img850/4158/screenshot207.png Then i know how he means now. Conclusions Some weapons MOD seems to be fully working as these following Q-35:Dual Cell Harness AER14:Beam spitter,Focus Optics If there's any argue or any explainations, There should be Video,picture proofs attacthed It'll be really hard to belive,Even its from PN Team, if there are no Video,Picture proofs.
  3. I've tested charable and modding function for AER 14 Here's the Status before begin to modding in G.E.C.K, compared to WMX's AER 14 from top to bottom http://img580.imageshack.us/img580/322/pnxaer14modstats.png http://img819.imageshack.us/img819/393/aer14modstats1.png After put the MODS for the Charging AER 14,it should be like this http://img196.imageshack.us/img196/8777/pnxaer14modedstats.png Then, i put it on the Field test. That'll be showed on next post!
  4. I can't really find the way to testing projectile speed,the projectile speed of the plasma weapons still very fast to capture!,if anybody could find the way, thank you! I've testing how fast the Q-35 rate of fire, with many conditions. I've using stopwatch to begin counting, then clicking as fast as i can,and stop count after the whole cell is empty. This is just my own test,so if you don't sure, you should test on your own! Played with any personal mods Character has only Buit to destroy and Wild Wasteland Trait Clock will stop count after fired all 24 cells Chargable Q-35 with Dual cell Magaccel Syncron:23.12 SEC Q-35 with Dual cell Magaccel Syncron:10.85 SEC Clock will stop count after fired all 12 cells Chargable Q-35 with Magaccel Syncron:10.72 SEC Q-35 with Magaccel Syncron:05.53 SEC Played with Vanilla Mods,PN and WMX main files with Readius. Character has Only Buit to destroy and Wild wasteland trait Clock will stop count after fired all 24 cells Chargable Q-35 with Dual cell Magaccel Syncron:21.69 SEC Q-35 with Dual cell Magaccel Syncron:10.36 SEC Clock will stop count after fired all 12 cells Chargable Q-35 with Magaccel Syncron:11.71 SEC Q-35 with Magaccel Syncron:05.28 SEC This test obviously easy to explain with Video,But i didn't know how to use the video recorder, so anybody please record it if you can. Seems that result as The WMX's Sycron incompatible with Charging weapon Script. So there's another demend to PN team,Fix these scripts!
  5. Why should Project Nevada Charging Energy weapons can't completely mod anytihng? balance of the game? :wallbash: :wallbash: :pirate: i feel very intolerable for this. I have feelings for the intentional of PN team for Charging Energy weapons can't be modded is -too narrow minded,giving poor Satisfaction for people who's like modding weapons -feels that PN team has less,not enough concern for Energy weapons I'd like protest as opposition for this intentional! I''ve seen some explaination from some of PN team,but i think that's not true. http://img714.imageshack.us/img714/5558/73943866.png so i starting some tests about this First i've manaully using these data to edit in G.E.C.K Project nevada 2.2 CORE Master Equipment Master Rebalance Plugins Cyberware Plugins WMX patch Plugins Weaponmodexpanded as Active plugins I knew that WMX's Q-35 and Charging Q-35 are seperate weapons Here's the stat of Charging Before modding anything,compared to WMX's Q-35 from above to bottom http://img850.imageshack.us/img850/9311/pnxq35modstats.png http://img69.imageshack.us/img69/420/q35modstats.png And here's after modified, put every 3 mods inside this rifles http://img88.imageshack.us/img88/1880/pnxq35modedstats.png Then i put Q-35 to field test There shouldbe the means for any picture i put I found wrong reloading animations , which i later realize because of reload animations was A, so i Changed to B http://img194.imageshack.us/img194/6122/screenshot134g.png http://img814.imageshack.us/img814/3221/pnxq35modedstats2.png Weapon comsuming cell amount normally. Phase one charge will consume 6 cell unit,then the second phase will consume 5 cell leave 1 cells after release any phase charge the one last cell will be consumed to boosting whole projectile. When you've double cell, you can done this twice then reload again. http://img683.imageshack.us/img683/483/screenshot202.png http://img834.imageshack.us/img834/8071/screenshot203a.png http://img153.imageshack.us/img153/4696/screenshot186s.png http://img194.imageshack.us/img194/5355/screenshot164.png Notice at the blast size,the size compared to a door is fully charged, smaller one is only one phased charge. Anybody should try this yourself! and this function seems doesn't impact much for the game tactical matter,balance. What i demand,testfor is to have more people to criticize this, and i think there should be more liberal option to the Charging Energy weapons. PN teams should giving more concern about Charging energy weapons, to allow some modding or allow full modding in choice. I'll put some other test in other post!
  6. That make sense, but why there's no line,no plans or any mission to takeover securitrons after the courier has arealdy reach and kill House? They're really incapable to do that?
  7. Why the NCR goverment has no interest to use the Securitron as expenable soldiers? I think that NCR gov just don't trust the robots? is it true? any game's reference?
  8. I'm really wonder if you've made the indepent New Vegas what names you will call for your new New Vegas? (My guess it would have the words like "Indepent State" "New Vegas Free State" "New Vegas(Mojave) Republic,Confederate or whatever") So i search the words Indepent New Vegas and found this topic , i have list question here,about yours imagination with Independent New Vegas. -What is your new independent New Vegas flag would be? Same flag as you seen outside of DOC Mitchell house? -If there's a human millitary beside the securitrons,What kind of uniforms,rank badge will looks like? imagine for your own design! -If you feel ambitious,you will command your own army to traveling around the old world US? looking for more civilization or quest? (There's a lot of "New places MOD",I just imagine what you'll do with them if you've made the state.) -Would you like to make your own state policies similar to some real country? Like Elections? maybe securitrons could be used for E-voting! (I don't think somebody could be able to hacks those and ruin the elections,legion spy?,Another Enclave remmants?,or BOS if you didn't make a contract?) -Which kind of politic part of your state would be President,Senator,or you just stay out of it? -If the Courier become the symbolic examples of the state,some of the populations might try to wearing likes that courier? And becomes a popular fashion? -If there's fashion popularity , what would you think the media in your new states would be? Dancing securitrons? Rex's talent Show?
  9. I can buy their spent catridge for free. from any idoit of caravan and merchant...... is it odd? I've Updating and reinstall the whole game, update Mod Manager to 0.13.20 Vendors coming to reset again, they will reset in approx 2 days=48 hours. Thanks all* Kudos
  10. I need the true information about vendors though. actually i reach to boulder city now, i think its past more than 73 hours. I'm not so entirely sure is it true, but at least i feel more relaxing thx.
  11. I have a problem with Each NPC that trading, After i play through many days, their stuff and money left from lastest trading will still there No new updating stuff at all. see as the screenshot http://b.imagehost.org/t/0359/HP_1_2.jpg http://d.imagehost.org/t/0281/HP_1.jpg If it was because the MOD here's what i have. http://d.imagehost.org/0314/HP_2.jpg -reward.esp is http://www.newvegasnexus.com/downloads/file.php?id=37084 -That gun 556 and add to cowboy is from http://www.newvegasnexus.com/downloads/file.php?id=35634 -two none esp mod is MTUI http://www.newvegasnexus.com/downloads/file.php?id=34902 Pitt Gal Stats - Big Paper Doll MTUI http://www.newvegasnexus.com/downloads/file.php?id=34720
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