-
Posts
41 -
Joined
-
Last visited
Nexus Mods Profile
About AvtomatKalashnikov47

Profile Fields
-
Country
Vietnam
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
AvtomatKalashnikov47's Achievements
Enthusiast (6/14)
1
Reputation
-
Hi there! I wanted to request a mod that fixes a lot of the glaring bugs in the Mafia 2 Definitive Edition, such as: Hats passing through Vito's head in some cutscenes + his head looking squashed, particularly noticeable with the Mafia 1 outfit Silent newspaper criers (they do talk in The Betrayal of Jimmy, strangely enough. Not sure about Jimmy's Vendetta or Joe's Adventures since I haven't played them yet) No facial animations for Vito in some cutscenes when wearing the Mafia 1 and 3 outfit Only one subtitle showing up at a time, most noticeable during the Italian dialogue in the prologue when Don Calo arrives ...and others not listed. Problem is, I don't know how to fix these bugs because I don't know the cause and I don't know where to fix the bugs. Someone on YouTube somehow managed to fix the bugs, but he didn't give out instructions on how to fix them. I already know someone fixed Leo's eye bug, and I figured out how to fix Vito's clothing physics without having to delete the "cloth" folder using a method a commentator described in the mod, though. I'd really appreciate it if someone can give me instructions on how to fix these bugs, or if someone else can fix these bugs themselves. Thanks in advance.
-
I saw a mod which replaces the Xbox controller prompts with the PlayStation 4 buttons, but not a version where the prompts are replaced with ones from the Nintendo Switch version. I would like for such mods to be done, would be nice for those who are planning on playing the game with a Switch Pro controller.
-
Hey there. Recently I saw a mod that adds in the coloured face buttons on the gamepad from Elder Scrolls Online. I noticed it also changes the UI to have yellowish borders instead of grey, which can break mods like this. I also noticed the buttons on the HUD, the character modification screen and the in-game help section remained uncoloured because apparently the mod creator couldn't figure out to modify .gfx files. I heard it supposedly disables the Creation Club content aswell. So, if anyone could update the mod and also make an optional version with the original grey borders intact, it'd be greatly appreciated.
-
I have this idea going on in my mind for at least a while now: You'd come across a pilot, probably Brotherhood with a stolen Enclave vertibird, somewhere around Adams. He'd say that he's been traveling all across with the helicopter for a while now and say he's discovered the Mojave Wasteland. He'd explain about the Mojave Express he came across along the way, which was one of plot points of New Vegas and say there'd be good pay for someone who'd take the job. He could also mention about the first battle of Hoover Dam, which occured the same time as Fallout 3.
-
Show notes, don't tell
AvtomatKalashnikov47 replied to AvtomatKalashnikov47's topic in Fallout New Vegas's Mod Ideas
Well, I suppose you could just use audio from the game files. -
Show notes, don't tell
AvtomatKalashnikov47 replied to AvtomatKalashnikov47's topic in Fallout New Vegas's Mod Ideas
For the text notes, their description could provide some clues to how they would read like in-universe. Notes for the schematics would be written like how they were in Fallout 3 and recipes would be written like potion recipes in Skyrim. For what the audio logs would sound like, here are my own suggestions: The snuff tape would consist of women moaning (as if they're being raped, Clanden also be heard in the tape aswell) and some screams, as indicated by the holotape saying "You hear Clanden engaging in violent sex with women, and then hear the sounds of visceral and violent murder being carried out."The Screams of Brahmin would be the nightkin screaming "incomprehensible psychotic gibberish" as the holotape puts it, have him express hatred for brahmin and all. I do remember the nightkin saying something when he attacks the brahmin, so maybe that dialogue could be recycled.For Go to the Faraway, Let the Bright Tommorow In and Saw Her Yesterday, I imagine fan musicans would be able to fill that gap for what these songs would sound like. We do have info on what Begin Again sounds like, however. -
Some of the notes in New Vegas provide mere immersion-breaking descriptions of what they are instead of showing how they would actually read like. These are the ones I can list at the top of my head: Legion slave ledgerLegion patrol notesLegion raid plansCrimson Caravan invoiceCachino's journalKarl's journalCassidy Caravans buyout offerBomb activation codeMonorail sabotage plansMilling specificationsPhilippe's recipesRoy Gottlieb's terminal passwordCrimson Caravan - Van Graff agreementSchematics and recipe notesAnd these are the supposed audio logs: Snuff tapesThe Screams of BrahminGo to the FarawayLet the Bright Tomorrow inSaw Her Yesterday While I'd like to make a mod like this myself, I'm very inexperienced at writing notes.
-
I play with subtitles off, but when I talk to Christine in Dead Money, I had to enable subtitles just to understand her because she's mute until you go in the Sierra Madre casino. The same goes for ED-E's ending and Roxie's in Old World Blues. I saw a mod called Ending Slideshows Ultimate Edition Overhaul which has a feature to force enable subittles for ED-E's and Roxie's endings, which made me want a mod where subtitles are enabled no matter what for ED-E, Roxie and Christine.
-
Cachino's journal Karl's journal Legion patrol notes, raid plans and paperwork Legion slave ledger Comm station password Crimson Caravan invoice and Van Graff agreement Cassidy Caravans buyout offer Milling specifications Roy Gottlieb's password Snuff tapes (Supposedly audio) The Screams of Brahmin (Supposedly audio) Schematics and recipes These notes and holotapes would've been interesting to read and listen to, but unfortunately they just provide descriptions instead of being in actual readable forms. I would've appreciated if someone would make a mod to resolve that. Recipes and schematics could've been written like Fallout 3, providing specific ingridients and witty descriptions.
-
Hit's Anims - Vanilla fire rate
AvtomatKalashnikov47 posted a topic in Fallout New Vegas's Mod Ideas
Can someone make a mod where you wouldn't fire as fast as you click the mouse for weapons like pistols for Hitman's animation mods, or is there any way to do it myself? I like his animation mods, but I didn't like the fast firing rate as it can make the game too unbalanced and easy. -
So I'm wanting a JIP-powered mod to be made where you can configure the night brightness of a weather to be darker, supports any sort of weather without editing any vanilla records nor changing the image space adapter, since making image spaces darker means things that are supposed to be bright, like lights and flames, will look less bright. A feature where you could have certain worldspaces have different brightnesses would be nice too, so you could have the Strip still look bright, while the rest of the wasteland look dark. I know there's weather mods which have such features, like True Weathers TTW, but I wanted one for vanilla weathers. We have Nights are Darker for vanilla weathers, but that mod hasn't been updated since 2012 and they haven't made a version for TTW. Fast foward to ten years since NAD was last updated and we should've had similar mod working like Simple Interior Lighting Overhaul, but for weathers.
-
An explanation for caps as currency
AvtomatKalashnikov47 replied to AvtomatKalashnikov47's topic in Fallout 3's Mod Ideas
Alright, so at the time when I was writing this topic, I wasn't aware there's already a mod like this made 2 years ago. In this case, you can simply scratch what I just said. Also, the delivery order you get in the beginning of New Vegas pretty much backs up my assumption that the Courier already knows about bottle caps, since the order mentions a 250 caps reward for successful delivery. -
So I've been watching this cut content video by TriangleCity about Dead Money and one of the cut conent was that ghosts were supposed to worship the holograms around them and would've gotten pissed off whenever the player stands too close to the fountain where the holograms are at. Problem is, the triggers for the worshipping (NVDLC01HologramWorshipTrigger, 01013D91) and the triggers to interrupt it (NVDLC01WorshipBreakingTrigger, 01013D90) aren't placed anywhere in the game world, so this never happens in the game. However, God will still make references to it in a dialogue.
-
- dead money
- hologram
-
(and 1 more)
Tagged with:
-
In older Fallout games, an NPC at the beginning of the game will tell you what you need to know about the currency of the wasteland. Katrina at Shady Sands in Fallout 1 can tell you about the caps, the elder of Arroyo in Fallout 2 for NCR dollars. Fallout: New Vegas doesn't have someone explain it to you, but the Courier already knows about bottle caps and this is backed up further by the delivery order you get at the start of the game which mentions a 250 caps reward upon successful delivery of the platinum chip. But, what about the Lone Wanderer? He/she magically knows that caps are used as money after he/she leaves Vault 101, but how? Silver at Springvale is the closest you can get when you tell her about her story, but even then there's a dialogue option to threaten her for caps before asking her for her story. There isn't a single option to question Simms what caps are for when he offers them as a reward for disarming the bomb. It's a minor plot hole, but it's been bugging me for quite a while now. So, a mod which gives an in-universe explanation for the caps as money would be nice. My suggestion is to put it through a terminal entry in Vault 101's overseer's terminal on your way out of the vault. Have the entry explain from the vault expeditionists about the caps as money, simple as that. EDIT: At the time when I was writing this, I wasn't aware there's already a same mod that has the exact same idea I proposed for such a mod. I decided to port the mod for TTW with permission from the original author because I felt like the mod derserves some more recongition.
-
Whispering noise
AvtomatKalashnikov47 replied to AvtomatKalashnikov47's topic in Fallout New Vegas's Discussion
I remember hearing the sound when I was outside the northern passage cavern. There are some burial mounds there so I guess that's pretty much one of the places you can hear the sound.