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UltimateLynx

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About UltimateLynx

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    South Africa
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    Skyrim
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    Fallout 3

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  1. Yes! It works perfectly. Not exactly what I want, but so welcome after my having blindly fiddled with and edited the other mod that I don't care.
  2. The thing is, I've never used Steam Workshop - only NMM. You know what? I think I'm just going to bite the bullet and use the Vampire Overhaul mod. Here goes me obsessively feeding on all the NPCs for better powers. I'll let everyone know if it works. I hope so.
  3. Hello all. I'm not exactly a veteran of the modding community, so please excuse me if I've made some rookie mistake. I'm running a moderate selection of mods, with some minor issues here and there, but one issue in particular is affecting my game in a profound manner and has to do with a minor incompatibility between the much loved IMCN and a smaller mod named Vampire Upgrade (I'm aware that it's not as extensive as Vampire Overhaul, but it suits my needs quite well). The basic problem is such that I can obtain blood from raw meats etc, ala IMCN, but I'm unable to gain any blood from feeding on actual victims. Annoying, to say the least. I believe this is due to the Vampire Upgrade mod's adjustments to the vampire feeding abilities, specifically the effects of feeding and the ability to feed from fresh corpses (which, by the way, doesn't work with IMCN - not the issue). I've tried changing the load order, but if I place Vampire Upgrade before IMCN Overrides I cannot feed at all, and if I place it after, I cannot gain blood from feeding. If I deactivate Vampire Upgrade completely, I also cannot feed at all. If anybody could fix this issue or help me fix it myself, I'd be much obliged, bearing in mind that I don't mind losing the ability to feed from corpses. The only things I would mind losing from Vampire Upgrade are the toggled night-sight and the changes to Vampire's Seduction,Vampire's Drain, Embrace of Shadows, underwater breathing and Nightstalker's Footsteps. The rest is more or less irrelevant. Please let me know as soon as possible. PS: I have the "loner" version of the mod, which does not ally the player with in-game vampires. PPS: If anybody would like a copy of my mod load order, just ask, but I'm fairly sure the issue lies between these two mods.
  4. That is an excellent idea, by the way. As for dogmeat, there are already many existing mods that fix him up (I have most of them). I'm afraid that for the moment work on the mod has halted/slowed-to-a-crawl, since I'm currently writing final exams. I'll be back to working on the mod by the end of November, however, and I hope to finish the project (beta) by late December or mid-January. I look forward to further feedback and I'll let you know of anything that needs to be done.
  5. Hey. It's update time! Since I don't want to spoil the mod for you, I'm simply going to outline the key features and a few of the new things we'll be putting in. Unfortunately, I'm having trouble uploading concept images but what the heck, you'll see the images when we put the beta up on the nexus. Oh, and since quite a few of the mods with which we hope to integrate change damage levels etc, different versions will be released; so please don't expect exact details on damage, damage resistance etc. First of all, the backstory: The general idea of cats across the Fallout series is that domestic cats have been wiped out, used as a source of food until they died off completely. In my opinion, whilst this is a sad thing indeed, it thankfully leaves the field open for the species as a whole. Since I'd like this mod to be (mostly) canon, I've decided to take a more "Vault-Tec approach to the reintroduction of cats. Not to reveal too much info (you'll still need to play the mod to find out more), several species of cat were kept in a makeshift experimental centre in order to study the effects of a peculiar mutagen produced by the cats upon the reactivation of dormant DNA. I'll leave it at that for now. Following several years of experimentation, a catastrophe (I'm not telling you what) released the cats into the wasteland, whereupon several distinct species begun to develop and breed. This would all have occurred about 20-30 years before the appearance of the Lone Wanderer. The species decided upon for the use of this mod are as follows: Domestics: Quite simply the few cats taken in by human settlements, these lucky creatures show no or very few signs of irradiation. They are loyal and trusting of their keepers, but will take a long while to become accustomed to newer visitors. This species, although larger than a real-life house cat, is relatively weak, but exceptional at hiding in the nooks and crannies of their settlement. These cats will be very rare, and quite skittish. Planned behaviours are avoidance and "hissing" before running away when they don't know you, and everything from petting to feeding once they're used to you. Radcats: Essentially "ghouls" of the cat world, these poorly individuals can be found in dark, irradiated areas, wild or accompanying ghouls. Wild radcats will show no desire to get to know the player, and will defend their territory if provoked. Domesticated radcats (as will be found in Underworld) will share similar behaviours with the domestic cat. Whilst still quite weak, these cats will experience a bonus in general ability and healing in the presence of radiation. Wildcats: Huge, tiger-like beasts in thick, armoured skin; you wouldn't want to piss one off. In combat, effectively a yao guai with armour, these cats will be a force with which to be reckoned. Descended from several species of large jungle cat used in the original experimentation, these cats will exhibit hunting and territorial behaviours. Leave them alone, and they'll do the same for you, but cross them and you've got a fight on your hands. Will be found in packs across the Wasteland. Poisonclaw: Small, speedy variations of the radcat, these cats will have mutated the ability to produce and use a powerful venom. These cats will be fond of the ambush, and otherwise quite skittish. Whilst they are incredibly weak in terms of HP and DR, these cats will experience similar boosts to the radcat in the presence of radiation, and enhanced healing upon the ingestion of glowing mushrooms. Guess where they'll be found. :) Strays: Whilst very far from being stray domestics, these cats are called such since they don't seem to fit in anywhere. Their name might change further along the line, but a disjointed "group" of ragtag cats are planned for the mod. Variation in this "species" will (hopefully) be quite high, but their basic shape and size will correspond to "medium sized" modern-day wildcats such as the lynx. O'Malley: The Lone Wanderer's trusty companion, O'Malley (the alley cat :P) will be a slightly larger domestic or possibly stray, sharing as a tribute dogmeat's oddly coloured eyes. He will be able to do everything Dogmeat could, and more. Interaction is planned to be as complete as possible, and we hope to make O'Malley the most believable companion yet. Several NPCs and locations will also be introduced, with the specific aim of creating a cat-related quest which unlocks the story of the cats' presence. Part of the quest will only unlock with the Animal Friend perk though, and considering new behaviours, this perk will now be all the more worth it, especially for those cat lovers playing this mod in future. Thank you, and please give any suggestions you might have. I won't be overhauling the mod by this stage, but if there's anything you feel must absolutely be added or removed feel free to communicate. Oh, and questions are also welcome, I'd be glad to answer any queries.
  6. Wow! It's good to see so many ideas coming out so early. Just to let you know, we're still going through the designs of the cats, and the backstory is still being worked out, but we're definitely moving forward. I'll be giving out further (almost all) details next week. Oh, and I'd like to remind/inform everybody that the mod will be fully integrated into the Fallout 3 world. The cats will behave as realistically as possible, and growth (from a kitten), interaction etc. are planned features. As for the crazy cat lady, that was actually one of my earlier ideas on supplementing the backstory, and on to food sources for the cats, all I can say is that it's a very likely possibility. On climbing trees, it's a good idea, just very difficult to implement. The thing is, I like cats, hence the mod. The cats will be realistic, and won't just sit there being shot, they'll do something (hide, run or fight). If you really must kill them, it'll definitely be possible, but I can't say it'll be too easy (they won't just stay in a tree to die) or too beneficial (really, it's not like cat claws are feasible when you've got deathclaws and radscorpions for both melee and poison). We are planning to do something with the cats, but it'll focus more on them being alive than dead. :) As for my fellow cat lovers, cats will be added to the Animal Friend list, and, whilst they won't be terribly helpful, this will allow further interaction with the "tame" cats and some "wild" cats (perhaps even storyline advancement of the backstory we'll be adding). PS: The "Catmeat" name is indeed a reference to Dogmeat, as my original idea was just a cat replacement for Dogmeat. It won't, however, be the final name of the mod or your follower, but it suits the topic for now. Next update in a week (sorry: exams, and poor internet), please feel free to comment, I do listen. Just don't be too ridiculous.
  7. Yeah, the plan at present, due to the unique nature of the cats and some new planned behaviours, is that the mod will be standalone, but fully compatible with FWE and MMM. Oh, Progress Update: So far we have the mechanics (stats, abilities, locations etc.) of the mod laid out, and we are going through some concept pics for the cats (Feel free to contribute, by the way!). We're also writing a backstory, which will form a large part of the mods "integration" into a world supposedly lacking in cats. (Lore is actually unsure on this, but it says that the last "known" cat is long since gone. These cats will have been "reintroduced" a decade or three before the appearance of the Lone Wanderer.) Once more, your ideas and criticisms are welcome, but for future reference I have started a new thread in "General Modification Talk", link below. Catmeat!
  8. This is the discussion thread for my upcoming mod, now in preliminary production. The mod reintroduces cats into the Fallout universe, along with holotapes, locations and set-pieces for a more "complete" back-story as to the cats' presence. A Catmeat follower will also be added. Bear in mind that I live in South Africa and my internet connection is buggy at best, so updates won't exactly be "by the hour" but I plan to let you know every week or so how things are going. A full description of the details of the mod will be posted once we have a full backstory and have chosen our concepts for cat species. Feel free to post away! Give us your ideas and your commentary!
  9. Hello again. I'm pleased to announce that work on the cat mod has begun. I live in South Africa, however, and my internet connection isn't exactly blisteringly fast, so don't expect constant updates. I'll just leave it as "under development" for now. We've started on design and storyline, and aim to integrate the mod seamlessly into the Fallout world: fully explained and fully functional. :) We'll be including things like holotapes and landscape details to flesh out the backstory, as well as new NPCs, a quest and even a new location to explain the presence of these cats. This will not just be a mod which adds a new creature, but one that makes it seem as if they were there all along... Have a great day folks, I'll update the progress within a week or two, and I'll probably be moving this to a more appropriate thread. Watch this space.
  10. If you're seriously offering to help I won't stop you, especially if you're willing to do modelling and animation (I am pitifully inexperienced in this regard). I've checked and the creator of "skitters" allows free use, so a companion based on such a thing would not be too hard (hopefully). Plans for the creation of a cat "species" are more complex, however, and at the least require the addition of several sounds and the adaptation of a few MMM scripts and stats, nevermind modelling and animation. I am relatively new to modding but I feel that this project is possible, especially with my friend the general modder/programmer (let's call him Mr. B). My biggest issue will lie in creating models and textures for the new creatures, and perhaps in some of the more complex behavioural scripts. If anybody is willing to help, please say so, full credit will be given and criticism is welcome; but bear in mind that ultimately, the creative process is up to myself and "Mr. B". Mod creation will commence between the 25th of this month and the 2nd of October. I'll keep you posted.
  11. I am pleased to announce that work on a "Catmeat" beta should commence in about a month. The initial ideas (for the beta) are as follows: Catmeat follower: a simple model replacement for dogmeat, along with some behavioural tweaks and adjusted sounds and interactions. Wildcat: Found all over the wasteland. Big tiger-esque cat (largest of all types), possessing moderate speed and an armoured hide. Moderate attack with high chance of critical strike. Very Slow healing. Poisonclaw: Found in areas with high levels of radiation and those "toxic barrels". Smallest cat with oddly coloured fur - capable of inflicting heavy damage via poisonous claws and critical strike. Very fast yet with a low DR and health. Very fast healing in irradiated areas and slight health increase upon critical strike. Radcat: "ghoul - like" cat, about the size of a domestic. Slightly different from the domestic cat; found near non-feral ghouls, Heals incredibly quickly in irradiated areas. Domestic cat: Found in settlements. About the size of a dog, mangy looking "alleycat". Weak attack with a high chance of critical strike and a high chance to "dodge" attacks, heals fairly quickly. All cats will by default be either non-aggressive or will attack only weaker opponents. Difficult to kill as they will flee if too wounded - fitting considering the intelligence of a cat. This mod will be designed as an addon for MMM, with additional support for FWE. "Younger" cats and groups fitting into the MMM design will also be implemented. At a later date I hope to release a mod giving more realistic animal animations. Hopefully by completion cats and other animals will sleep, eat and otherwise behave in a normal manner. All cats will be properly balanced, with a cat being comparable to a weak yao guai in terms of ease of kill. The Animal Friend perk will make cats friendly, but they will still run away if too wounded. Please put forth any ideas or criticisms you might have.
  12. Hello all. Sorry this took so long, but I've been unable to connect for the last month or so. As for the cat mod, I have spoken to my friend and he says that he will consider it. He is, unfortunately, very, very busy. Judging by his workload I don't imagine he'll be able to take the project on for at least a couple of months, but when or if he does take it on the results will be spectacular.
  13. Perhaps. In fact, a variety of different species would be excellent, each with a different mutation. PS: The modder about which I was talking in my last post is on holiday at the moment and so I cannot contact him. I will only be able to once he returns so an answer as to the possibility of this mod will have to be put off for a week or two. Sorry. :ermm:
  14. YES! I really hope a Catmeat mod will soon become available - perhaps with Catmeat being a mite larger, as I'm sure an average housecat would struggle to survive if roaches were to become as large as it. Either they'd be larger or wil have created some form of adaptive mutation, such as lethally poisoned claws (Do poison damage) or a high chance of a critical strike ('cause they're so agile and smart :smile: ). I have been looking for a Catmeat mod since I started playing. In terms of simply adding cats as creatures in the game, I strongly suggest they be added to the "Animal Friend" perk faction, such that those of us who particularly like our feline compatriots will not be forced to kill them should they choose this perk. I must admit the "equipped weapon" catmeat might be a bit of an immersion-breaker though... Hmm, I just realised, I recently met somebody who might be able to make this mod a reality. I'll get back to this topic with a yea or nay and keep you posted should they decide they wish to help.
  15. Hello all... I was just wondering, might it be possible to create a mod which allows NPC's to jump? I'm sure this has been asked before but I couldn't find it after a quick search so I placed it here. I've often been slightly peeved by the inability of NPC's, specifically companions, to jump. Whilst I might easily hop over a rock or crevice, more often than not I am thence forced to wait whilst my companion awkwardly traverses several hundred metres of the landscape to reach my position. Whilst this is a minor nuisance, it has proven to be a persistent one, and I want to know if it can be fixed. So, in summary, can one make NPC's jump (or at least appear to)?
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