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Befo

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Everything posted by Befo

  1. I usually choose Meyer, then reverse pickpocket some sheriff gear and a decent gun onto him. I don't think he's a psychopath any more than Lucas Simms was in FO3. Lucas would shoot you in the face if you were even slightly mouthy to him when he first meets you, and you weren't breaking any laws then. "Nice hat, Calamity Jane."
  2. Gribble put these into the game already as a Suicide Booth, an awesome idea! I am hoping now someone will consider removing the auto-doc gear from the interior (the stuff on the ceiling), so it more resembles the Shelters.
  3. I edited the original post to specify a custom mesh and texture.
  4. I'm aware we can't port stuff from FO3 that isn't already in FNV's files. My request is for a custom texture and model so we can use it in FNV.
  5. Hey all! Today I happened to notice that the Pulowski Preservation Shelter is missing from FNV's files. I was hoping someone would be willing to make a mod (including custom texture and mesh) for this beloved FO3 icon. I'm mainly concerned about a modders resource for the shelter, so modders like me can add some around the Mojave Wasteland. Thanks ahead of time! Befo
  6. The command might be resetinventory, I just copied that directly out of the FOOK readme.
  7. Found this in FOOK's ReadMe file... "Vanilla Bugs: Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs. Should you encounter this problem, just open the console (http://fallout.wikia.com/wiki/Gamebryo_console_commands), click on the npc and type "resurrect". The NPC will be correctly refreshed with its new FOOK gear."
  8. @Jazz I've never encountered it myself with FR-M other than a single NPC who had an incorrect armor item. However, I have encountered this bug previously while testing NVEC with a pretty minimal NVEC testing LO. I'll start asking for users to post LOs and ask what type of merged patch they are running. The sheer number of naked NPC bug reports I am getting is still disturbing. @Drithius I'll check the lists for that, thanks.
  9. Hello all! This is one of my first posts on the Nexus forums, but I have been around the comments pages for a few years. The issue I am having spans across several mods, but for the purpose of this discussion I wanted to focus on the Factions Reloaded- Merge that I released earlier this year. Many users have reported that NPCs are showing up sans clothing across the wastes. Sometimes FR-M touches on aspects of these characters, such as their inventory, their associated lists, or templates, etc, but just as often they do not. However, the problem persists with the mod enabled. We had a similar issue with NVEC testing, and on my tester LO for NVEC I had several naked NPCs to report to Tommy. Eventually, we just figured it was FNVEdit's merged patch causing the issue, but I am unsure if that remains the case. With FR-M, I have exhausted all my ideas about where this bug comes from. I have checked the NPCs themselves, their inventories, their templates where appropriate, their associated leveled lists, and everything looks as it should. Yet, time and time again, users are reporting seeing naked NPCs in their game. The console command resetinventory will fix the issue normally, but that's not really a fix.... Does anyone have any ideas what causes this bug, or how to fix it? Thanks! Befo
  10. Since I have very little chemistry knowledge, I'll stay out of the technical chem crafting discussions. However, I do have some other thoughts/ideas about drugs, meds, and booze that I'd like to toss into the ring, as well as some thoughts for eventual compatibility patches. The Triage mod for FNV has some nice ideas that I liked for healing, but it's rather basic. Arwen's Realism Tweaks has a much more in depth medical module, but unfortunately it requires some of his other overhaul .esps to work. I'd like to see a balance between the two approaches, myself. I'm a big fan of seeing Misc. Items get some use that makes sense, like Medical Braces used to help heal limb damage, Surgical Tubing or Leather Belts used as tourniquets, stuff like that. Finding a use for other misc medical items like Bonesaws, Crutches or the Opthalmoscope would be welcome. As for booze, I agree that crafting the pre-war named liquors should be left out. After all, it's not like I can make Jameson's in my garage. However, there are plenty of vanilla liquors that could be made in a still, as well as some added by other mods (see patches below). There are different processes for making different booze, however, and not all are with the still. Beer: Beer is based off of a fermentation process as opposed to vapor distillation. Ingredients: Water, Malt, Hops, Yeast A home brew kit would be pretty cool. That would make it simple, but you could definitely expand on home brewing, maybe even giving the player to start a micro brewery to supply beer to the wasteland (although I guess running any of the booze listed would be a great idea too). Cider: Hard Ciders could be also be brewed. Ingredients: Fresh Apples, Yeast Cider is made by pressing apples for juice, then adding yeast in and allowing it to ferment over time. You could then take Cider and distill it further to make some applejack, either by jacking (freeze distillation) or through a regular vapor still. Or even double distill it. Jersey Lightning, good times. An old timey cider press model for exteriors would be awesome, but that's a dream Wine: Winemaking is a much different process than any of the others here. Ingredients: Grapes, Yeast. Method: Too long for detail in a short post, but basically grow and harvest the grapes, crush them, press them, let it go through several stages of fermentation (aging), then filter and bottle it. Would love to see some true wine making, possibly with a small winery operation, similar to the brewery I mentioned above (though this would probably be more upper class than the bootleg operation I imagine for hard booze). Mead: I was thinking about mead, but that requires honey as part of the fermentation process, and there are no bees in the game. Cazadors are supposed to be tarantula hawk wasps which don't make honey IRL (most wasps don't). Ingredients: Honey, Water Method: similar to wine (never made any myself, this is more of a guess from light reading on mead crafting) Compatibility Patches - You already mentioned doing patches for TTW and IMCN. I'm sure TTW will be a piece of cake for you, considering all the awesome patches you have done for TTW already. IMCN might be a little trickier, but I can't wait to see what you come up with. As for other patches, there are a few I can think of that might be worth doing. NVEC - I actually have a copy of a CAM-NVEC patch that K3K worked up for me for your last version. I'll ask him if he would mind if I shared it with you, though it probably needs to be updated for your newest version. NVEC has several new meds, chems and some unique booze items, and also includes the CHEMS standard for adding working chemistry sets to the game. AWOP - AWOP adds some new chems to the game, in the form of pills called Concentr8, as well as an addition chem called Never-Glow and a new booze, Toxic Radshine. Currently, none of these can be crafted in AWOP (there are no recipes for them), but they seem like they would go along with CAM's crafting nicely in a patch. PN Rebalance and FOOK - Both PN's Rebalance module and the FOOK package make changes to some of the vanilla chems, and FOOK adds one or two of it's own, that may require a patch for CAM. I looked it over in FNVEdit, but I'll try to give it a better look over the next few days. (Mainly testing Rebalance's values vs CAM's.)
  11. Here is a link to the Alcohol Still mod I mentioned. It looks like it has open permissions if you want to use the activators from it for stills. You would probably want to alter some of the recipes and tweak some of the still locations to work with CAM, of course. Alcohol Still - http://www.nexusmods.com/newvegas/mods/40140/? For weaponizing the drugs, you may want to take a look at this mod (also with open permissions). Poisoned Darts - http://www.nexusmods.com/newvegas/mods/36456/? It uses a syringe model fired by .22LR weapons, but the weapon part could be tweaked. This would at least give a way to deliver the drugs to a person from range. It also two optional .esps that kind of go with what you're doing. Reuse Needles.esp lets you get an empty syringe back when using certain vanilla injectible drugs, and Loot the Paralyzed.esp let's you loot unconscious and paralyzed NPCs that you've darted (or drugged for CAM.) Reading the future plans section of your Description, you mention adding a Triage system. What are your plans in that area? There are a lot of medical overhauls out there, with a lot of different ways of changing the medical system. EDIT: I suppose I could throw my hat in the ring for some minor voice acting, but it should be noted I don't have anything in the way of recording equipment/software. Just a headset mic.
  12. Any chance we can make our own booze? I've used an older mod, Alcohol Still, for awhile, but I would love to see something built-in to CAM.
  13. @SomeGuy I don't know if I have ever commented on this thread before, but I wanted to say thank you for all the hard work you have done over the years. I know what it is like to promote something that takes forever to see the light of day and to disappoint team members by not meeting deadlines or working on stuff you promised to do. In my case, it's CAST, the new ammo standard. I definitely feel your pain (and I'm sure Brig, K3K, Luthien and the rest of the CAST team understand as well). We all do this as a hobby. No one gets paid for the headaches, the hassles, for trying to fix those bugs that just won't go away. Sometimes it's a thankless job, and no matter how much hard work we put into a project, it fails to be what we want it to be. It's at these times we have to remember that this is a game, and it's meant to be fun. When it ceases to be fun for you to mod, it's time to take a break, and try something else. Good luck to you, sir, and thanks again for some of the best mods I have ever played.
  14. More Perks has Clover Ace, and she's pretty close to Clover.
  15. Sorry to necro this thing, but I figured I'd answer two of the posters above, in case they found it helpful. @scottish89 - Companion Core.esm is from RobCo Certified New Vegas. It's one of the files RobCo needs to run. @AbeStinkinDrinkin - Inventory Access.esm is from Powered Power Armor. Again, it's a support file that mod needs to run. and finally, @SMB92 Man, you need to get back to modding! I miss ya, bro!
  16. I'll keep messing with nifskope and see what I can come up with. :)
  17. Wow, there are some good ideas in here. Big thumbs up to the sw90 for these idea threads! HUGE thumbs up for the Dimensional Traveller Minsc....I will be willing to work on this one after I try doing the HH companions below. I'd like to cast my vote for seeing some of the Mothership Zeta detainees appearing in FNV. Paulson and Toshiro Kago, as well as Somah. It always stuck me as weird that in FO3 you weren't allowed to keep these companions, as you basically saved there butts from the aliens. The hologram companion is also a good idea. I have yet to play through DM, so I'll revisit this idea later. I'd also like to see you be able to bring Follows Chalk out of HH if you choose the appropriate ending for him, as well as Two Bears High Fiving (his companion mod exists, it just needs a lot of work). I have thought about doing these two, and maybe Vulpes, since there aren't really many pro-Caesar companion options. When I wrap up my current two mods I am working on, I'll shift over to getting these guys into game in at least a basic format. OK, for my idea... My Name Is Bruce Description: I am 50/50 on how I want to do this....either bring the Ash character from the Evil Dead series to NV (similar to the original ending in AoD), or to bring Bruce Campbell (the actor) to NV as a kind of Dimensional Traveller. Ash will require a bit more work than Bruce, as I'd need to modify the cyberarm mod to apply just the hand and forearm, bring in Point Lookout's double-barrel shotgun, and probably do a modified chainsaw. I have an idea for an outfit for him, but I'm missing the chestplate he wore in AoD. For Bruce I just need to find a nice Hawaiian shirt. The good news for both is that a near perfect face already exists as a FO3 savegame. Storyline: For Ash, the story would need to be involved with finding the Nerconomicon (resources exist in FO3) to take Ash back to his own time. For Bruce, you don't need a major story...perhaps he was drawn here to fight some evil. As for him following you, no worries if you're a female, though be prepared for cheesy pickup lines. For a male, I'd need to come up with something a little better. I'll revisit this a little later.
  18. OK, with some advice from Buddah, I learned I can reduce the scale of the shield in nif skope, but I need to find a way to attach it to a human skeleton model instead of the original SM skeleton. Any thoughts?
  19. I had forgotten about Raider Power Armor, it was a staple for me during FO3 (great for Jericho or Angel). I'll try to pick it apart and see if any of the items will fit on a set of t45d as opposed to the raider armors t51b base. As far as the shields go for wasteland gear, while I like what the author was trying to do, I am looking for a right arm shield so it doesn't conflict with the pipboy display, and also looking for something a little more beat up. The nightkin shield is beat up, bent to shape, and has a nasty point on the end. I think it will suit what I am trying to do with my CPA upgrade. I understand your point about the lore of power armor, but I figure that with a high enough science or repair skill, scrapped together armor could be possible. Lots of other armor sets are just pieced together, including cannon power armor from the Pitt (tribal is mixed t45d with some replacement pieces from other armor suits, like iconoclast i think). Plus, for those of us that play with mods like Powered Power Armor, building/repairing destroyed suits is commonplace.
  20. That's going to be a problem for me....not only do I have no 3D modeling experience whatsoever, the version of Blender (2.58) I downloaded doesn't seem to have a nif tools patch that I can find for Importing/Exporting to the .nif format. I was sure there had to be a way using SetScale (only for actors?) or something similar, as I see a lot of regular objects in other mods that have been changed in size.
  21. Hello all! I am looking for a way to reduce the size of an item, specifically the stop sign shield used by Nightkin. I have successfully isolated the stop sign shield and arm mount from the nightkin model using null textures and the Geck. I added a few minor defensive stats, made it playable and set it a body add-on (as a right hand item it always buggered up first person aiming). I loaded it up and consoled the item, then equipped it. The problem I've run into is that the shield and arm mount were set for a supermutant-sized forearm, and are ridiculously over-sized on the player, even while wearing power armor. I need to find a way to reduce the size so it will look right on the player. I am sure there must be a way to do this, as I've seen such items as giant teddy bears or miniature liberty primes in other mods. Any thoughts?
  22. Powered Power Armor has a feature that increases the scale of the player while wearing power armor. It is disabled by default but you can turn it on in the options. http://www.newvegasnexus.com/downloads/file.php?id=37983
  23. @Steamtacular I really like that pic you posted above. About the closest thing I see to it that is currently out there is the Courier Power Armor mod, which I know is not exactly what you are looking for. Or maybe the Boba Fett steampunk armor from the Rhyme Renegade mod, though it is pretty much a Star Wars thing, not really courier related. It does have several bags and a grappling hook, which it could be possible to bring over into another armor set. I'm working on teaching myself textures and model changes in the Geck. I've had a little luck placing the CPA texture onto Ashur's model from the Pitt, and I think it looks alright. There are some pics I posted in the user-upload section of the Courier 6 Power Armor mod. I'm hoping to add either the raider painspike or raider blastermaster pauldron to the right shoulder (keeping ashur's brahmin skull for the left). I'm also trying to add a kama (short waistcoat) to the suit, similar to the fiendish power armors. I have also been working on a playable Stop Sign Shield, similar to what the Nightkin use, but since it is modeled for a nightkin, it is a bit too large for even a power armored human. I actually have that mod finished as an armor addon with light def stats, but until I find a way to reduce the objects size (which I know exists in the Geck, I just can't find it anywhere) I won't release it. Another option is the raider blastmaster right forearm, which is a welding mask. I have applied it to a set of power armor before (helped covering a glitch from the cyberarm mod) and I could look at adding that as well. I have no real knowledge of creating models or textures from scratch, so most of the stuff I am doing uses things that already exist either in the FO3, FNV, DLCs, or on the Nexus. Take a look around the various armor mods, and try to pick specific items you'd like to see on the armor, and I'll see what I can come up with. You can reach me in this thread (or your other thread) or by PM. EDIT: You can also try looking through this thread for inspiration, though I personally won't be able to help with anything that doesn't already have existing resources in FO3 or FNV. http://www.thenexusforums.com/index.php?/topic/262009-power-armor-inspiration/
  24. I actually like the way the Courier 6 Power Armor looks, though I have a few ideas about changing it myself. First, I'd change the base armor to be Ashur's Power Armor from the Pitt. It has a cobbled together look, and I like most of the decals it has. I'd replace the "x" chest decal with the Courier 6 PA ones, then add the remaining ones to the suit. I'd like to see some more decals (such as the ones on the Courier Uniform mod) added to the armor, especially an Old World flag as a reference to your relation with Ulysses. I'd also like to see the right pauldron (opposite the brahmin skull) be replaced with the raider painspike pauldron, similar to the berserker armor in Gopher's fiendish power armor mod. Add in the kama from that mod as well. I know the armor will still retain it's rusted, beat-up look, but that's what makes it so endearing for me. Besides, looks can be deceiving, hehe. I have done extensive work under the hood. :) I have a personal mod I have made that greatly upgrades the functionality of the helmet. I started by adding Project Nevada's visor overlay, AR Scanner, night-vision, thermal and EM vision. I also tossed in water-breathing and TAC/Detect Traps functions from Adv Recon Gear, and a helmet mounted flashlight from Flashlight NVSE. I'm still having a little trouble getting the TAC and Detect Traps fully integrated, but I should have that sorted out soon (I hope). For the armor, I have shifted a few stats around, and added a stealth field while sneaking. I am still working on a way to add in Kasdar's Medical Injection System to the armor (for now I just wear the collar). Then I use Powered Power Armor, though I have yet to find a way to have PPA treat the Courier armor as composite (to eliminate the stealth penalties). I hope to release this upgrade mod once I have permission from all of the authors (the file has 4-5 masters, each from different author's). As for the model, that is beyond my modding abilities at the moment.
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