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Manoil

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  1. Now, I'm not going to ask for a new model with a complex mesh, or complex AI, or Enclave Patrols sporting Hello Kitty armor spawning at every location. All of that can wait for a rainy day. What I'd like to ask of this active community is a simple task of a retex job on a project that never got finished. Lexx, creator of the custom FO2 Enclave APA so long ago, had made a resource pack with the original flamer, the Flambe 450 (Varmiter variation). The model only lacks a texture, but other than that, it's only spitting distance away from being a weapon fire- and heavy weapons fanatics would flock to. Not only that, but it's a much more interesting model than the vanilla WWII-era flamer, and it's got much more of a backstory behind it.
  2. I'm aware that people have requested all sorts of drivable vehicle additions, but likely few of them are worth pursuing. This is one of the few. http://images2.wikia.nocookie.net/__cb20091025220204/fallout/images/5/56/HighwaymanRender.png The Chryslus Motors Highwayman is the only working vehicle usable by the PC in Fallout 2 and it was possible to also use it as a vehicle in the canceled Fallout d20. The Highwayman's got a full analog system, 800 + Horsepower, 0 to 60 in less than a second, a sizeable trunk and spacious interior, able to accommodate the entire party of the Chosen One, from Marcus to Skynet. That particular Highwayman could be found in the Den. Its missing part, the fuel cell controller, could be found in Gecko. The battery can be charged with either Micro Fusion Cells or Small Energy Cells. A full pack of SEC (40) charges it up 20%, a full pack of MFC (50) charges it up 50%. Unlike the drivable motorcycle, the vehicle's wider size means that it can't fit through tight squeezes, meaning that the player must exit the vehicle in small areas, rather than drive through any cramped alley they come across. It's also not equipped with weapons, meaning the character must either flee or exit the car to return fire, rather than sit and let turrets do all the work. The plus side is two-fold: the metal body allows for damage resistance at a reasonable rate instead of an open vulnerability of sitting on a motorcycle seat, and the high speed would allow the user to navigate the wastes quickly when sticking to roads and open areas, and also being able to store items in the trunk. As such, this could end up being the perfect tool for heavy scavving. While fast travel would still be available, this would remain a smart choice because it would allow players to move much greater amounts of inventory weight as well as escape battles they might not otherwise survive (both being hinderances that prevent fast travel). In summary, the vehicle adds great bonuses while avoiding the borderline-cheating of the "drive-anywhere" Motorcycle armed with turrets. I'm sure part of what is needed could be adapted from this mod, with the participation of it's creator, hardkopy. Current predicted obstacles: -removing followers from the map when entering the car, and spawning them next to it when exiting (would likely need checks for environmental obstacles before spawning a follower) -requires brainstorming / balancing of car HP and DR to ensure it is neither a tank nor a cardboard box but a reasonable midpoint; also, some method of repair -limits on follower party size; 6 followers max, no 20-man private armies (in respect to both the logical amount of passengers as well as limits on exit spawning) -if the upgrading system is added later, the addition of grav-plates would likely mean that the car could drive over water. This would require even more fine-tuning of the vehicle's mechanics.
  3. The Brutalizer is a bit skinny for his height. Consider bulking him out to make him look more intimidating. The idea, however is ambitious. Have you considered contacting people to do new voices/voice filters so they don't sound identical?
  4. Not weapons. This is in reference to altering melee combat mechanics, not adding in new weapons.
  5. Yeah. Random encounter Raiders need either lower perception or lower small guns skill. Aren't these guys supposed to be known for doing recreational drugs and terrorizing people? They shouldn't exactly be on par with soldiers, or even law enforcement. They're supposed to be drugged-up douchebags who prey on people, and as such, underestimate the player character.
  6. Feral ghouls are incapable of using tools. You could kill just any psycho wastelander and get it off him, or just find this randomly. Ideas: - Weapon causes small-but-continuous damage (poison) for three minutes (≈ 4 DMG/sec, 180sec) - Contact with an enemy causes relatively low initial damage (≈ 8-17 DMG), and 5sec after contact, forces them to fall unconscious for 60-90sec - No chance of crits or dismemberment (needles can't sever limbs. = logic) Honestly, however, I'd prefer to get his hood. A combined hood and gasmask would be useful and aesthetically interesting. Something in the range of: - 15 DMG Res - 25% Rad Res - -15 Speech
  7. True. I'd figured that would probably be the case, anyway. Using player-created material saves a serious load of development time, and they own the creative rights to the content, so... as far as I'm aware, they can't be challenged in court over it. What else deserves to be added into a melee revamp?
  8. While there have been many modifications to the statistical side of melee combat (because of the poor vanilla implementation), few have really accomplished significant change. Greater damage doesn't necessarily balance or improve combat, it just alters a single variable. While several have done more than just that-- like making most firearms bigger than a pistol useless in point-blank melee combat, in the instance of ASIMOV's mod (though the description fails to mention if shotguns are affected; crucial, considering their potency at close range)--there needs to be a combination of improvements to melee. VATS itself is a serious roadblock towards an effective melee character, as is demonstrated to anyone who has had such an encounter before, as well as in a recent article entitled, "Deconstructing VATS," posted by Duck and Cover's own Cimmerian Nights. Along with this implementation of fundamental change in combat at hand-to-hand range, a successful melee combat improvement mod should try to accomplish the following things: -Use the selective limb targeting used by ranged weapons -Present a chance to knock the opponent out with head-contact criticals or dice rolls based on the melee/unarmed weapons skills -higher STR greatly influencing damage dealt and the chance to break limbs While much of the improvements coming in Fallout: New Vegas are more than likely to be reverse-engineered into Fallout 3, we should still work together to improve the melee system and create a more effective implementation for the skillset, especially for players who prefer to get up close and personal.
  9. Yes, yes, YES. And thank you for coming forward; as much as I love being ignored and presented with a million retextures, I was looking for your mod. I liked it enough to have it among DaC's recommended mods. Would you allow DaC to host it, and update it when you release a newer version? I would like to have a look at it too. By the way, what is this DaC? Duck and Cover: The Most Hostile Forum on the Internet! Been around since the late 90's. Not many Fallout 3 fans-- I'm virtually alone in the enthusiasm for usermods.
  10. Yes, yes, YES. And thank you for coming forward; as much as I love being ignored and presented with a million retextures, I was looking for your mod. I liked it enough to have it among DaC's recommended mods. Would you allow DaC to host it, and update it when you release a newer version?
  11. Not it. The mod not only gave all mutants the chalky green coloration but swelled up their chins, shrunk their eyes, and had some different variations on the product. The file was #3320, and was still active as recently as late November. I know this because I maintain Duck and Cover's usermods page, and I had found and linked it months before November and checked the links during that time.
  12. Recently went looking for the mod that transformed all FO3 muties into FO 1-2 muties via facial correction and skin retexturing. It essentially made them look like this again: http://www.gamersglobal.com/files/imagecache/full_teaser/files/news_teaser/fallout2_restoration.jpg Anybody know its whereabouts?
  13. Granted, I'm not exactly knowledgeable in this area, but the only way this sounds plausible is to build a custom NPC with the save file's stats and on-hand inventory. To get any further, you'd probably need source code plus a whole shebang of complicated nonsense. Probably more effort than what it's worth.
  14. Wanted it know if someone could crossover this animation to females in FO3.
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