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Everything posted by shayferal
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I'm sure there are alot of people out there who have talked about a magazine based reloading system, but I have an idea on how to implement it. Whats needed is a script that'll tell the game to consume a magazine item to load the weapon with a specific amount of ammo in the consumed magazine, and to eject a magazine either empty or partially used depending on when the player chooses to reload. With the right scripting it could still be made so that magazines can still be an ammo item, instead of a misc item, for easier inventory management. Other than script manipulation, the mod would probably be very tedious in the fact that numerous new items would have to be created. For example, just for a .50 Desert Eagle, a 7 round magazine weapon would require 8 new items just for a single ammo type, not including extended magazines. Desert Eagle .50AE Magazine (empty) - this should be a misc item Desert Eagle .50AE Magazine (1) Desert Eagle .50AE Magazine (2) Desert Eagle .50AE Magazine (3) Desert Eagle .50AE Magazine (4) Desert Eagle .50AE Magazine (5) Desert Eagle .50AE Magazine (6) Desert Eagle .50AE Magazine (7) I think there should be two form lists "Desert Eagle Full" and "Desert Eagle Partial" for example, the gun by default would use the "Desert Eagle Full" form list by default to reload full magazines, and use a script in which a player could then press a key that would tell the game to pull from the "Desert Eagle Partial" list randomly from the player's available inventory. And with similar features like in WarMachineDD7's realistic reloading mod, the player could select whether to drop or keep partially spent magazines at the cost of reloading speed if the player choose to keep spent or partially spent mags. To remove ammo from magazines either the player could be prompted to empty the magazines when dropping them from the pipboy, or another key for an unloading menu, or at the unloading bench; which would then require the creation of recipes. The biggest issue I see with this kind of mod is that there are so many modded weapons, it would be plausible to do for vanilla weapons already in game, but would be difficult if not impossible to do for all the modded weapons out there. I think a good option for this would be to create a walkthrough on how to implement the mod for individual weapons, and name all the scripts/items in such a way that they're easily found in the GECK. But it would still be rather discouraging for users who've chosen to use twelve different types of high capacity LMG's. lol
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I installed the CONLRAD radio mod and it works fine as it was built, but I decided to customize my room in Novac a little and I created a new radio activator to play this station in my room. If the radio is defaulted to on upon initial entry into the room, the radio will play the introduction you first hear after first starting the broadcast and it'll crash when it gets to the point where it will play music. If the radio isn't on when you enter the room the game will crash upon activation of the radio.
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My idea is to incorporate a "bleeding" system along side the normal health system where the primary damage to the player's health is through blood loss. The more you get shot the more you bleed, the more you bleed the quicker your health depletes. The amount of blood loss would be determined by the caliber of weapon (or damage), where you are shot, whether the shot was critical, and crippled limbs. A basic example would be if the player gets shot, and the shot isn't critical the player may suffer minimal initial damage and a short bleeding penalty. If the shot is critical the player will suffer more initial damage and a harsher persistent bleeding penalty until the player applies first aid. The difference in initial non-critical damage between the weapons would be negligible, the real difference in damage to a player's health will be the bleeding damage and critical damage caused by each weapon. Higher caliber weapons will have a higher chance to cause critical damage, and more of it; along with the use of hollow points. An example: A non-critical shot from a 9MM would do 3 points of bleeding damage for 5 seconds But a critical shot from a 9MM would do 8 points initial damage, and 6 points of continuous bleeding damage until the player applies first aid or seeks medical attention. A non-critical shot from a .44 Magnum would do 7 points of bleeding damage for 5 seconds But a critical shot from a .44 Magnum would do 18 points of initial damage and 14 points of continuous bleeding damage until the player applies first aid or seeks medical attention. Being shot in the arms or legs would do less damage, and being shot in a crippled limb would do more. ---------------------------------------------------------------------- Healing wounds and restoring health: Stimpacks and Superstimpacks would be re-purposed as quick but temporary fixes to a serious problem, depending on the player's medical skill these items would slow down or stop bleeding for a short time, but not provide a health boost. Using a doctors bag would stop all bleeding (and fix limbs), and depending on player's medical skill; restore an amount of health. Visiting a doctor would fully restore the player. Bloodpacks would restore health based on the player's medical skill Lastly, the player will be able to regenerate health over time providing they keep themselves fed and hydrated. --------------------------------------------------------------------------- So, that's my idea. Thoughts? Suggestions?
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Quick question about modding rules/ethics.
shayferal replied to shayferal's topic in Fallout New Vegas's Discussion
Alright then -
I've been thinking about making a weapon's pack that adds new weapons to New Vegas and re-balances the original weapons, as well as distributing them across the in-game world; putting them in the hands of various AI. But I'm not a modeler, and most of the models I have I can't get in touch with the original author for a yay or nay answer for distributing their models. However, all of the models are available for download through their chosen methods. So the question is, would you all consider it okay if I were to just create this mod and linking to the required models? Of course, still crediting them for their work.
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Well, two mods actually... The mods don't actually attach the parts to the model, it instructs the game to load a different model that has the modded part modeled in, and the 3rd space is generally reserved for the "combination" model of the two mods together. Say the base model is a blued 4" python, one mod is a finish and the other is a 6" barrel. You would have to create four separate models... Base Base + Finish (base with just a finish mod) 6" (base with the barrel mod) 6" + Finish (combination barrel and finish mod)
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I've seen that mod, and that mod has a terrible model.
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Thanks god obsidian dosn't make an other fallout :)
shayferal replied to 3AMt's topic in Fallout New Vegas's Discussion
I love both Fallout 3 and New Vegas. But I feel that the Capitol Wasteland captured more of my imagination, probably a bit unfairly because I was completely new to Fallout when I played Fallout 3. However, Fallout 3 still has that unique feel to it that Fallout NV just doesn't. Fallout NV takes place mostly in the Mojave desert, which doesn't quite push the "post apocalypse" feel quite like a leveled DC does. -
Thanks, but Ladez helped me out over PM, we got it working.
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Absolutely brilliant! In fact, whilst investigating perk creation I can either set a 0 chance, or modify critical damage. I'm going to try both, cos I'm thinking that if I can adjust the critical damage output to match the damage output, it would be more realistic for close encounters without overpowering it. For example: The birdshot does .1 x 225 damage, which comes out to a maximum of 22.5 damage. Without any critical damage modification the weapon I'm using does 20 critical damage and lets say in this shot it scores 5 critical hits it'll do 100 damage extra, which overpowers the ammo at close range. By modifying critical damage output to .1 damage, the equivalent of the regular damage output I believe it could believably emulate a close encounter blast without overpowering it. So, if you happen to wing someone and still score multiple critical it doesn't stack up and overpower it, but still keeps the effect of critical hits. ---- Also, I'm having a problem getting that script to save in GECK
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I already know that, I'm wanting the weapon to keep it's critical damage but when using this ammo type it would do less critical damage via script.
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Okay... I'm attempting to create birdshot ammo for shotguns as an alternative for smaller critters. However, it's turning out to be overpowered. I've tested the ammo in various ways and have come to the conclusion that it's the weapon's critical damage that makes the ammo overpowered. I'm emulating #6 birdshot (roughly 225 pellets), and with that massive amount of pellets your chance for a critical hit is quite well, and with that many pellets you're quite likely to score multiple critical hits. Critical damage isn't divided like normal damage, so if my round hits even a fraction of it's pellets and scores a number of critical it can quickly stack and make a deadly shot out of something that shouldn't have been. I was wondering if it were possible to apply a script to a type of ammo to reduce the amount of critical damage, or to entirely remove the possibility of critical damage?
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No, it's the same gun. Dirty Harry's gun is a .44 Magnum caliber Smith and Wesson Model 29, and the link I sent you was a Smith and Wesson Model 29. http://thumbnails112.imagebam.com/34247/6472b8342465462.jpg
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School is now in session
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Yeah, I'll email them to you. Send me a PM
- 166 replies
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- race mod
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Clearly you have a poor definition of what badass is. Go watch Dirty Harry and educate yourself/
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http://www.nexusmods.com/newvegas/mods/47507/? Smith and Wesson Model 29, the original badass magnum! While the mod it's self isn't overpowered, if you can get permission from the creator I'll upload my own personal modification to this weapon which includes custom sounds. I've ripped the M29's firing sound directly from "Dirty Harry", and when you unholster the gun you can hear Dirty Harry say "Go ahead, make my day." and I can make it as overpowered as you like.
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I've got the samples ready for you, they're low quality sound but I can adjust my setup and get great quality recordings. I need a place to upload them tho.
- 166 replies
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Does anyone else have any ideas? What I'm trying to do is to get an object, or just a location to emit a sound at random, or on a schedule. I don't want it to loop, I've got a lengthy sound file to play instead.
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I guess a plausible example of this would be the creaking noises that come from the electrical wire support towers, if I could find their sound files I could probably copy information from that.
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I'm working on a mod idea that a friend of mine came up with, the concept is simple... I want to make a sound that would be activated at random (preferably) or in intervals and could be heard from a distance from it's originating source that would get louder as you approach it's source. Is it possible? And if so, could someone give me some directions?
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I'd like to get in on this mod as a voice actor, I've been working on a Khajiit voice impression and I can do a fair Duke Nukem / Dirty Harry impression as well, and I've also been experimenting with a ghoul voice. If you'd like, throw me some lines and I'll do some examples for you.
- 166 replies
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- race mod
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Looking for a good Colt Python model to use in Fallout New Vegas, other than xzax's model; and in stainless steel. I found a good looking model that isn't textured in stainless, and the model is a FO3 model, so the sights don't work.
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Issue with wired 360 controller
shayferal replied to shayferal's topic in Fallout New Vegas's Mod Troubleshooting
I don't. -
I'm having an issue that just started occurring somewhat recently in which the game will randomly zoom, aim, draw from holster and fire randomly. Sometimes I'll go to aim and when I stop aiming it'll flicker in and out of aim or stay stuck in aim mode till I aim again. Same thing with firing, I'll fire once and then it'll just fire again or multiple times. Sometimes when just walking the game will unholster my gun and fire. Sometimes when I go to holster the gun will fire then holster. It is a "rock candy" controller, and I use it to play GTA IV and Skyrim as well; and in those games I don't have any issue with it at all.