-
Posts
98 -
Joined
-
Last visited
Everything posted by Ashven
-
Writing Side Quests for Beyond Boulder Dome
Ashven replied to KazFoxsen's topic in Fallout New Vegas's Discussion
I seek permanence and repercussions from my decisions in a quest - things I don't often get with vanilla Fallout or mods, sadly. Whether the outcomes of my choice are good or bad, it's still good to see that outcome affect you for the rest of your game. Something you never see? Outcomes of a quest that are equally bad and good, and you're forced to pick the lesser (in your view) of the multiple evils. Raven Rock from Morrowind was a good example of permanence, by the way. Being able to come back and visit a town I helped build from the ground up was thought-inspiring. Coming back and finding Megaton in pieces...evil outcome and affected you personally, which made it perfect. I'm not asking for hours of branching quests, just saying - if you want quests that stick out, make them hurt, make them lasting, make them memorable. I often look back upon my darkest times as my best ones, such as my visit to Vault 3. Oh, and just for starters, that whole thing with the BOS when you first meet them and don't have Veronica - golden. Shouldn't have been so short. Making the player helpless is a good way to throw them off their feet. -
I lived on the ass-end of the bus route here, which meant I had to get up at five in the morning to get ready for school and be on the bus at six, to be at school around 7:20. Ridiculously long ride, and they made the older riders sit in the back - which on country backroads means backbreaking bumps and no possibility of sleep. By the time I was in the tenth grade, though, I had my own vehicle. It was an old 91 Nissan hardbody, and I had to work on that thing every weekend for half a year to get her running right. Best thing I ever bought, though, 'cause I still have that truck.
-
If we travel north and with luck run into no emissions, we'll reach Skadovsk in time enough for a warm welcome, cold vodka, and food for our guns.
-
Louisiana? It's probably entirely under water. :EDIT: Digging through the weather mods available - Nevada Skies adds a Radstorm thing that looks pretty brutal when it's ongoing - very reminiscent of STALKER. If y'er wanting Emissions, then this looks like it's as close as it gets. It also apparently adds rain and stuff, which is very needed so if you haven't yet got it it seems like the thing to do. Getting it myself now. This mod gives Vodka a marginal rad reduction effect, which apparently happens in both real life and STALKER games, and it just seems like one of those nifty things you could McGuyver for yourself in a desperate situation ingame. I'm getting it, anyways. Nothing like the weapon holstering system, though, so hopefully someone will light that torch one day.
-
is there a way to set up fireing modes for weapons
Ashven replied to hoofhearted4's topic in Fallout New Vegas's Discussion
I have this inner sinking feeling that the only way to accomplish it would be to switch guns via script when you change the rate, ending up having two or three identical guns with different fire rates being changed out. Sad, though, because sometimes it's just more efficient for burst fire than spray and pray. -
That wasn't entirely my point, but if someone did it, it'd be cool. For one thing, Pripyat is Russia, and we're in America, so I'd rather see a Pripyat-esque city to dig through, not Pripyat itself. I might tinker with that idea but for now I'm working on AWOL, though I'm much better with worldbuilding and navmeshing and stuff. My focus is the weapons thing, though. Because it's just more utilitarian than vanilla NV's.
-
I would hope so, given that I've seen NVSE do some pretty incredible things. *looks at the Motorcycle mod* No such thing as ideal, but I'd not even be adverse to having the hotkeys cut in half and have them restricted to weapons only so as to get more of that STALKER feel, which I think FNV could benefit from, really.
-
Was working on that Active Wasteland Over Loaded idea I had, when out of the blue I decide to fire up STALKER Call of Pripyat and see if I could draw inspiration from it - and I did, but not the kind I was actively seeking. Anyone else play that game? And remember how you equipped and used your weapons? For those that didn't play it or don't remember, your hotkeys functioned as your draw and holster. Your main gun was "1" I believe, so when you tapped 1 you drew your main arm, could fire as you pleased, and when you were done you tapped 1 again and it holstered. This was cool, because you could have two or three weapons on at any given time, and tap each respective hotkey and draw the one you needed. It probably wouldn't make that big of a difference, but I think it'd be cool if a modder made it where instead of unequipping that weapon when you tapped the hotkey, it'd sheathe instead. And when you tapped another hotkey with a weapon in it, instead of just switching over, it'd switch over and draw it as well. If it was a clothing/aid item hotkeyed, it'd act like vanilla. It just felt way more fluid than Fallout's system - STALKER was good like that. I think had STALKER had what made FO3/FNV great (the open world and the ability to collect spoons if that's what you want), STALKER would have made a far bigger impression on the FPS/RPG/FPRPG markets. Something else that was just too damn good - the emissions. Not really weather so much, but not quite normal either, and was just so damned impressive when it happened. If you're out there, and you ignore the radio warnings, woe upon thee - face the beautiful wrath of nuclear weather! I'm not saying that's good mod material, just recounting how cool it was. xD I also miss STALKER's inventory, the grid and all that. It'd be much better than Bethesda's list of infinite stupid, and chests of stupidly infinite capacity. Not telling you what you can carry, but making you fit it in your backpack grid? Genius. Inventory management in STALKER felt more realistic and plausible than Fallout's, even though I know there's no way in Zombie-ridden hell that it could be implemented. But I think the first idea, the hotkeys holstering thing, would be a glorious mod and I'd be all over it like a STALKER over artifacts if it was made. (I also notice how I'm making an interesting amount of threads lately. Sorry if that's not necessarily cool.)
-
You won't need to port it if you get requiem for the capital wasteland.
-
Quickly replace thousands of items
Ashven replied to Ashven's topic in Fallout New Vegas's Discussion
That is most interesting. I'm going to see if I can't figure out how to do that, because it'd be the bomb friggin' diggity if I could just have a file that allows you to batch change all the references like that for any mod. Imagine if Active Wasteland itself worked across mods! No more lamenting the static coffee pot if you actually had plenty of pinyon nuts. -
Showing a cutscene before and after a quest.
Ashven replied to LHNX's topic in Fallout New Vegas's Discussion
You could crawl through the official DLC's code - I think all of the four main ones do this pretty well. -
Quickly replace thousands of items
Ashven replied to Ashven's topic in Fallout New Vegas's Discussion
That CVS thing - can you go into more detail? That sounds ideal if it'd let other people make my mod compatible with everything else. I like consistent gameplay. -
Containers safe for storage.
Ashven replied to TheGhoulKisser's topic in Fallout New Vegas's Discussion
Clearly - it can't be killed, and they can respawn. FEAR THEIR STORAGE CAPACITY. They will store...YOUR FACE. -
Quickly replace thousands of items
Ashven replied to Ashven's topic in Fallout New Vegas's Discussion
I was hoping for an even faster method, but that's looking like it'll be my only choice, like something with NVedit. By the way - if I do run the replace window, will it replace the items while maintaining their scale and such? It'd be quite annoying to have to manually fix certain things. I figure, though, that if my mod is loaded early in a load order any mod loaded after it will just zero out my modifications allowing for better compatibility. I just think it'll be cool to add absolutely bonkers levels of scavengable stuff. :EDIT: Would anyone feel it's a cop-out if I only did the exterior wasteland and the "exterior" worldspaces? Doing the interiors one by one would be incredibly tedious. -
Using player name in dialogue
Ashven replied to rainman400's topic in Fallout New Vegas's Mod Troubleshooting
Pretty sure %PCname got cut from Oblivion and therefore from Fallout, since it only had a use in Morrowind, which had textbased dialogue. It's unlikely you'd be able to get it in any dialogue. Most people just go for something generic, like "Courier," "Stranger," and my favourite, "asshat." xD -
Containers safe for storage.
Ashven replied to TheGhoulKisser's topic in Fallout New Vegas's Discussion
Corect-o-munder, Baron. When you're editing the properties of a container (e.g, where you can see what is in the container), off to the left is a checkbox that says "respawns" and make sure it's unticked. That'll set you up properly. Also, as an aside - if you don't want NPCs raiding that container, be sure to double click it while it's placed in the world and click "No AI acquire" to keep the no-brains out of it. -
Y'see, I recently got "Active Wasteland" and it's given me a mod-boner, and now I want to expand it. To just about everything. The scripts are easy enough to work, but I have one glaring issue staring at me, and I really don't want to have to go through each cell in the game running the "replace X with Y" function. So, does anyone know a nifty way in NVedit or the GECK to replace a certain object with another, globally? :EDIT: I want to basically make the world your junk store - raid old light poles for scrap electronics, take telephones and lamps to sell them, pile up tires for fun and profit, take metal barrels, open all sorts of old computer equipment and take parts from them, dig through rubble piles (the ones in the wastes that are static) if you have a shovel, so on. I mean, really - imagine Active Wasteland beefed up on Jet and licking overcharged energy cells.
-
RadiationRads & Damaging Limbs Query
Ashven replied to Demeggy's topic in Fallout New Vegas's Discussion
Looks like it to me. Autodoc on the warpath again? -
I wanted the highway to have vast empty lengths, but you're probably right. Still a cool idea though.
-
Active Wasteland. Does plenty of other cool things, too, especially if you like coffee, clocks, and lamps.
-
I really liked the Lonesome Road mod, but for some reason I never could get around the lack of...road. Just wanted some long stretches of highway I could take the motorcycle mod to, something that you can't tackle with fast travel. Well, short of making a 100 mile strip of road (nevermind where it ends) I was trying to come up with novel way to artificially prolong the highway, and I think I have a solution that might just be interesting. First off, fast travel has to be disabled for this particular idea to work - and you need a worldspace cell with about a mile or three's worth of length. Then you'd need to set up a tracking variable called "HHmiletracker" or something. The trick is, there are giant collision boxes at either end of the cell's highway. When you head away from the starting point and hit the collision box on the other side, the variable goes up by one (so now you're on mile one) and when you go backwards and hit that collision box the variable goes down by one. Every time the variable goes up by one, you're warped back to the starting point, and you have to either turn back or proceed forwards. The idea that is if the variable is zero when you hit the backwards box, you'll pop out somewhere back in the Mohave. And when the variable is at whatever mileage you wanted when you hit the forwards box, you'll pop out at the other end. Used in conjuction with a portable bedroll and campfire mod, it could prove to be a very difficult trip for unprepared adventurers. Throw in some interesting scripting (for example, enabling or disabling buildings or features based upon what mileage you're on) and scripted spawns so hard-up players have a chance to eat, and I think it'd be a mod worth playing. Maybe add some kind of ruined town with some ghoul spawns, ripe for scavenging and you've got a mod that'll probably get used a bit. In an ideal (but unlikely) circumstance, it'd be amazing if you could ride the highway with the Jexified motorcycle mod and not have any real issue with the warping back and forth. I think what could set it apart is the milage-based enabling thing - you could just make SCOL models, enable them, and boom - same cell but different scenery depending on mileage. Anyone got any take on this idea?