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Everything posted by Manoil
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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.
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No problem breadda
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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.
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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?
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Not weapons. This is in reference to altering melee combat mechanics, not adding in new weapons.
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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.
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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
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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?
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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.
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What happened to the Classic Mutie Facial Features mod (3320)?
Manoil replied to Manoil's topic in Fallout 3's Discussion
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. -
What happened to the Classic Mutie Facial Features mod (3320)?
Manoil replied to Manoil's topic in Fallout 3's Discussion
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? -
What happened to the Classic Mutie Facial Features mod (3320)?
Manoil replied to Manoil's topic in Fallout 3's Discussion
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. -
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?
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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.
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Wanted it know if someone could crossover this animation to females in FO3.
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Prototype Blackwatch Helmet/Mask/Armor?
Manoil replied to Prosthetics's topic in Fallout 3's Mod Ideas
It's a failed attempt at reusing/retexing Vault security armor and an incorrect gasmask/NVG combo. Even more, the eyes are sticking out way too far-- looks like the Downs Syndrome of special forces -
Yeah. Besides, of all the things that even might qualify, attempting to recreate the lobby scene of the first Matrix is probably one of the most enormous wastes of resources possible. Wasteland survival is all about efficiency, not BALLS TO THE WALL ACTION. Even ignoring that aesthetic perspective-- they called it. The game is specifically built for use of one weapon at a time, and even if you could manage to put a second gun in the other hand, it'd be little more than eye candy-- assuming the animations didn't eventually screw things up. Duel Wielding, like Multiplayer, will never, ever happen in Fallout 3.
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http://content6.flixster.com/photo/41/26/43/4126432_gal.jpg Not in T2. Unless you're talking about Salvation... that doesn't count, lol The point being is that, to do that, you'd have to make new weapons, new Mutie animations, etc etc... just way too much for something that doesn't necessarily need it, at least not yet.
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They still use two hands for miniguns and dual-handed heavy weapons; rifles like the M249 SAW and the M60, they can use with one hand, but miniguns and flamers are structurally impossible to hold with just one hand on the trigger. Even if I sound like I'm just spouting nonsense, you'd see what I mean. Actually-- here: http://www.kitsune.addr.com/Firearms/Machine-Guns/GE_XM214_Minigun-2.jpg Notice how the trigger's in the back, and above the gun? A mutie holding it with one hand would put enough strain on the weapon that the grip would break off. It's different with the M60 and the SAW because the grip is below the rifle, and the rifle rests on the grip and operator's hand, rather than hang from it. But even then, the Muties would probably use the second hand just to hold the weapon steady and keep the shot accurate. Laser Rifles and Plasma guns are both two small for Mutie hands. Unless of course, if you're talking about the original plasma rifle, the Winchester P94. The smaller ones in FO3 wouldn't work.
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Like I said-- all that needs to be established is a strong, working base. From there on, people can take it and add in the boils, cancerous growths, etc.
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The original Fallout Super Mutants, created first by the Master and then by the Enclave, were very little like the ones in the Capital Wastes. Physically speaking, they were roughly the same size, but were of standard intelligence (like Fawkes), and were "ham fisted" to the point that they could operate Big Guns-- no assault rifles. As far as their behavior went, they weren't much more different than the average wastelanders, only trying to fend for themselves (when not under the command of the Master, of course). Though the West Coast variation of the centaurs can wait, I don't think I'm alone in the idea that it would be greatly appreciated to have a modder work on creating at least one WC SuperMutant, which could later serve as a base for alternative versions. What needs to happen, as far as I can tell, is this: the mesh needs to change to slightly increase the bulk of the fists and arms, and the mouth needs to be closed (or open with a diagonal-ish flap of melted skin overlaying it). For example Remember, the armor, hair clumps and miscellaneous junk can wait; it's the base that matters right now. The skin texture would work well if replaced by Meuhou's work. Also worth considering after the mesh and texture is done is how to change their speeches. But again, finding a voice actor and writing lines of dialog can wait. What matters is getting a foot in the door.
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Coyotes played a part in Fallout previously, and as one of the most adaptive mammals in North America, it's fair to say they deserve to get back in the game. All it would require would be some slight mesh alterations on the average Scavenger's dog: http://fallout3nexus.com/downloads/images/4667-1-1249369772.jpg (From Poncratias' DAV - Dogs mod) http://media.wkbw.com/images/coyote%20wkbw.jpg As far as what's foreseeable, it would only really take a more bushy tail and wider fur around the collar. After that, the same animations would likely work, and someone like WatersMoon110 could probably pick up the texturing. Statistically, Coyotes wouldn't differ from the average, hostile wild/feral dog, with the exception that they'd probably be a bit faster, have slightly more health, and have a large tendency to flee if detecting someone creeping too close (with the exception of being attacked). Can anybody spend a couple hours on this?
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Seconded. The Penetrator was a modern, lulzy version of the Railway rifle. Didn't use it much but the Particle weapon would also be a cute FO3 addition-- a big gun with the disintegrative properties of the alien blaster. http://images2.wikia.nocookie.net/fear/images/thumb/2/2f/Beam.jpg/250px-Beam.jpg
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If they were to be put in, it'd probably be best to keep them situated around the outskirts of Rivet City (And maybe one inside the Great Chamber of Little Lamplight), in the shallow edge of the coast or just above the water's edge. An added bonus from doing that would be likely battles against Mirelurks and/or Muties. The thing to consider with this is that Big Daddies have a massive, semi-distorted shape; making an accurate-looking suit to be worn on the very postured, upright humans of FO3 would be anywhere from highly-unlikely to reasonably impossible. That said, having neutral or hostile Big Daddies, as well as the idea of a possibly-recruitable one, is more than doable, considering the model's been extracted from Bioshock already. All it would take would be some animation (or exporting the BD anims from Bioshock, though that process is beyond me) and it could be done. Another thing worth brainstorming is what lootables they could have on their corpses. Besides the Drill, Bouncers would do well to have Psycho on them. Rosies, if also part of the plan, could have Rivet guns that use Rail spikes for ammunition. Doing so would also alleviate ammo limitations on players who prefer using Railroad Rifles. Either way, both could also have miscellaneous chems, and possibly a wrench or something otherwise-useless, just to keep things balanced and keep the player scavving for more. Whatever the case, Big Daddies are a force to be reckoned and would be an entertaining addition to FO3. Don't let the idea die.
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Course. And probably adding 1-2 rad per second on the pile.