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Everything posted by Evarin
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
Evarin replied to Dark0ne's topic in Site Updates
I've never witnessed the death of an online community before, but I believe i'm about to do so now. I just didn't think Steam would be the one to kill it. Best of luck to all you guys who call this place home, I think you're in for a bumpy ride. -
Blog Piece: Nexus plans for stability and infrastructure improvements.
Evarin replied to Dark0ne's topic in Site Updates
Whenever I decide to start modding my games I go premium. It doesn't cost that much and I feel like i'm giving back. Come on, guys. If you're downloading 5-10+ mods a month, just go premium. Every bit helps. -
The idea is to change the game to a true barter system. Without caps, you wouldn't be able to easily stockpile wealth. Ammo would be the main currency, and you would either be forced to use melee weapons, or literally expend your wealth in order to use more advanced weaponry. Without caps, you can also simplify the cost of items. Costs for items would be reduced, but in order to purchase items, you would need to expend useful items like ammo, weaponry, and drugs. The worth of items would also be reduced. Any item that is not food, ammo, weapons, gear, or meds would have a negligable value. Raider armor would only buy you a few bullets. It would still have value, but not enough to just slaughter them relentlessly and become rich. The overall point of the mod is to not only bring the economy into balance as a true barter system, but to also balance the game towards melee combat in most early/mid-game scenarios. Ammo would be extremely scarce. You'd only find rounds in ammo tins, not in drawers and the like. Enemies would be balanced by having a greater reliance on melee weapons. Those that did carry weapons would have them be nearly broken, essentially minimizing ammo scarcity by having them switch to melee once the weapon breaks. Finally, I would attempt to base the mod around FWEs weight standards, so you could not simply carry every round you had on your person, or a fortune in drugs, etc. Remember too that without caps, you would only be able to expend your hard earned loot on items merchants stock that is useful to you. This mod would radically alter the economy of the game and make you think twice about every round you fire off. It may not be for everyone, but honestly, once I hit 10k+ caps in Fallout I lose interest. Many mods try to put off that moment for as long as possible. This mod would circumvent that problem entirely.
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Thanks for the replies, guys. I suppose I should start small and go from there. I may try to balance my mod idea by making FWE a requirement and making a compatibility file. That would save me a lot of time/effort.
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As I mentioned in the Fallout Mod Request Folder, i'm looking to make a game balance mod that basically removes caps from the game. That being said, I know nothing about programming mods and need some info if you guys in the know can answer a few questions. Please also tell me what mod tool is needed to make the change (GECK, FOSE, FO3Edit, etc) 1. Has a mod like this been done before? I don't want to waste my time if this idea has already been implemented elsewhere. 2. Is it possible to set cap worth to zero? 3. Is it possible to set cap spawn rates to zero? 4. Is it possible to remove all caps from vendors? 5. Is it possible to change what weapons/gear enemies spawn with? 6. Is it possible to tweak the durability of specific gear enemies spawn with? 7. Is it possible to change the rewards quests give out? 8. What programs are used to change item weight? 9. What methods are there for changing NPC dialogue? 10. What methods are there for making items worth less than one cap? .01-.99? Also, if there is a simple resource of knowledge for modding, please point me in that direction. If someone is feeling EXTREMELY generous, could they volunteer themselves to be a mentor? I'd like to have someone I can bounce questions and ideas off of as I work. Thanks in advance, E
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Another way to possibly remove NPC's unlimited ammo is to set all spawning weapons durability to RIGHT before total failure. This way they could only get off a few shots before their weapon breaks, and they swap to melee. Would that be a viable workaround for balance purposes?
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Edit: I've decided to attempt to make this mod myself. It will be my first attempt ever at modding, so it may take a long...long while. I am likely going to start a new thread asking for advice on specific goals/issues with this idea. I always liked the idea that gets rid of caps entirely, or to the greatest extent possible while still allowing the game to function properly. The idea would be to make ammo worth a fortune, as that would be the currency of choice. How hard would it be to remove all caps from containers, all NPCs, and all quest related rewards? I suppose an additional work around would be to make the cap item itself be worth nothing. It is an effing bottle cap after all, isn't it? I think this would help keep the game difficult because of the inability to easily hoard massive amounts of wealth, and therefore eventually render the shop system broken. I'd also drastically reduce the value of all non-ammo items and even most guns, FAR below the levels that mods like FWE sets. Of course, to compensate for this reduction in ammo availability, most enemies should have their weapons removed, and rely upon Melee. It isn't really fair for raiders to have unlimited rounds, when it cost you a fortune to fire off a clip of an automatic weapon. Melee/Unarmed weapons would suddenly become the norm, rather than the novelty or voluntary difficulty modifier. Finally, with the removal of caps, you could completely simplify the barter system and keep things as straight forward as possible. 1 10MM round is worth 1 cap. A fully repaired suit of raider armor is worth 1-2 caps. One missile is worth 10 caps. A fully repaired suit of power armor is worth a whopping 100 caps!! Just drop all non-weapon/armor/ammo values to 0, or .1. Make food items .2, etc. Obviously, you couldn't stop NPCs from referencing caps without decimating dialogue, but would it be possible to mod it so that doctors accepted something else other than caps for their services, or simply remove the ability for them to heal you at all? Same thing with buying companions, I suppose. You could either find an alternate means of hiring them via modding, or simply remove them entirely. What do you guys think? Is it possible to make a Fallout free of caps?
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Whats the best weapons in FWE/MMM/WMK?
Evarin replied to ThePesmergia's topic in Fallout 3's Discussion
It would have to be something that makes sense. It would be like a power regulator, or something of a sort. Hell, you could even have it be powered, taking 2 rounds per shot. -
No one has a favored Rivet City house mod?
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Whats the best weapons in FWE/MMM/WMK?
Evarin replied to ThePesmergia's topic in Fallout 3's Discussion
I haven't come across the Infiltrator Sniper rifle just yet. I imagine it would be very useful, though. I can't seem to put a silencer onto most sniper rifles I come across. Can't put a silencer on my laser/plasma weapons either. -
Whats the best weapons in FWE/MMM/WMK?
Evarin replied to ThePesmergia's topic in Fallout 3's Discussion
I love my Drifter's Laser Rifle. I use that quite a bit. Beyond that, I tend to use the Glock Plasma Pistol, but I imagine there are better plasma pistols. There is a sniper rifle that uses 5.56 ammo, and that is quite useful as you can get that ammunition cheaply. Hard to say "best" weapon, as the whole point of FWE and other mods was to try to make every weapon useful in some capacity. -
I'm looking to add a player home to Rivet City. Can anyone suggest a good mod that installs with NMM, is lore appropriate, and is purchasable/upgradable via caps? It would be great if people knew off-hand that there weren't any compatibility issues with most major mods as well. Thanks in advance, E
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HD Everything: A List of Texture Mods to Upgrade Everything
Evarin replied to Evarin's topic in Fallout 3's Discussion
FOOK actually contains quite a few graphical updates. The awesome blood texture mod comes with FOOK, as well as reskins for quite a few pieces of clutter that NMC missed. I didn't install FOOK, but when going through and installing other mods I notice they are listed as being included. Wow. That FEV mod looks GREAT! I will definitely add it to its own unique section of monster reskins that play nice with MMM. -
HD Everything: A List of Texture Mods to Upgrade Everything
Evarin replied to Evarin's topic in Fallout 3's Discussion
I will add it now, thanks. -
HD Everything: A List of Texture Mods to Upgrade Everything
Evarin replied to Evarin's topic in Fallout 3's Discussion
A few questions I could really use answered: 1. Does FWE improve any textures? Should I list it? How about FOOK? I know FOOK upgrades item appearances but I don't use it. Can someone spell out what it improves upon graphically? 2. Creatures...I use MMM so I shy away from using HD retextures of creatures. Is there a problem with trying to do so? If you know of a texture swap that works fine with MMM please let me know. Also note that i'm trying to keep these textures in-genre, meaning I avoided texture packs that switch images for ones like coke cans or duracell batteries. Any and all feedback is welcome. I'm looking to make this list as definitive as possible. -
I started this list in the Mod Request folder, but figured it has grown suitably long enough that I can post it here and see if I cannot get some feedback. Namely, I am looking to use NMC's work as the bedrock of this FO3 HD remake. This list attempts to put together the mods which upgrade everything that NMC does not. What I am looking for is suggestions to add to this list, or alternate suggestions that are believed to be superior to the ones I suggest. To be clear, I am NOT looking to make 1 mod out of all these mods, rather to assemble a list that once installed brings the game fully into High-Def. Here is NMC on the subject of what was/wasn't covered. "This mod replaces Terrain, trees, interiors/ exteriors, vehicles and most furniture with high resolution (200-400%) real-life photograph-based equivalents. This replaces ALL my previous graphics packs for FO3- you can still use them if you prefer them, however this mod already includes those mods, along with revisions, improvements and optimizations. Does not replace: Weapons, armour, clothing, small clutter objects, Sky or NPC's, and *some* furniture (a lot has been changed!) and other elements I felt did not need replacing.(This was mainly to keep memory-usage down and keep performance optimal) " I'd love to get a mod/list together to cover EVERYTHING that NMC does not. Lets get this whole game in HD, shall we? If you see an area where I don't list, or think a mod that covers an area I mentioned does it better, PLEASE POST! Overall Graphical Enhancements: http://fallout3.nexu....com/mods/12056 - NMC's signature mod. A must have unless you use an alternate. http://fallout3.nexu...s.com/mods/6341 - This is Fallout 3 Redesigned. It will bring NPCs up to speed graphically. http://fallout3.nexu....com/mods/17743 - This mod makes a BIG difference in my opinion. It makes the far-off distance look much, much better. http://fallout3.nexu...s.com/mods/3793 - This mod seems to cover much of what NMC does, but also includes the DLCs. I haven't played with it yet, but it is modular, so I will likely only install the DLC pack updates. Compilation Clutter/Furniture Enhancements: http://fallout3.nexu...s.com/mods/8498 - This mod deals with a LOT of the clutter in the game, but likely overwrites much of NMCs work. It's up to you to see what you prefer. http://fallout3.nexu...s.com/mods/6894 - A collection of clutter fixes. This might be a great way to fix a lot of textures NMC missed. Weapon Texture Enhancements: http://fallout3.nexusmods.com/mods/481 - This mod looks to cover most of the vanilla guns. Just be careful to NOT overwrite anything by FWE or EVE. I haven't tested whether or not this works with WMK. I am hoping it does. http://fallout3.nexu....com/mods/11684 - XCaliber makes ammo and bullets pretty, though may conflict with some mods in terms of balance. http://fallout3.nexu...s.com/mods/8340 - EVE. Pretty much a must-have. Enhances energy weapons in many ways, including gameplay so balance accordingly. MMM-Compatible Monster Reskins http://fallout3.nexu....com/mods/14964 - A mutant overhaul that has patched for DLC and MMM. Non-Item Texture Enhancements: http://fallout3.nexusmods.com/mods/101 - This will bring blood related images up to speed. http://fallout3.nexusmods.com/mods/8302 - Though there are many...many pipboy reskins, this keeps the vanilla look while updating the pipboy graphically. http://fallout3.nexu....com/mods/16364 - This mod updates the texture for terminals, but not the actual lettering, just the graphics of the computer as you read the screen. http://fallout3.nexusmods.com/mods/442 - A lot of mods seem to cover sky replacements. This one keeps it simple with just 1 night sky. http://fallout3.nexusmods.com/mods/538 - Upgrades the Moon. http://fallout3.nexu...s.com/mods/5748 - Turns Dogmeat into a German Shepard which looks a bit better than vanilla. http://fallout3.nexu....com/mods/17784 - Improves the load screens. http://fallout3.nexu....com/mods/16898 - Graphical upgrade to the map. http://fallout3.nexu....com/mods/17115 - This mod "cleans up" FO3 by removing a dust filter and select bits of debris. Individual Item Upgrades: http://fallout3.nexusmods.com/mods/626 - This mod gives booze a facelift. I don't think i'll get this one though as I don't think it will play nice with FWE. http://fallout3.nexu...s.com/mods/3876 - Better skill books. Install looks straight forward. http://fallout3.nexusmods.com/mods/591 - Better Ciggarettes, though the install looks tricky so be careful. http://fallout3.nexusmods.com/mods/5553 - This mod covers pre-war books, though it may make it difficult to determine between intact and ruined books. http://fallout3.nexu...s.com/mods/1779 - This mod improves pre-war money. I suggest the Dirty and burnt version. http://fallout3.nexu...s.com/mods/3394 - Fixes historical documents in one segment of the game. http://fallout3.nexu...s.com/mods/3682 - Makes Lunchboxes look MUCH better. http://fallout3.nexu...s.com/mods/3194 - Fixes sandbags. MNC did do Sandbags but these look better IMO. http://fallout3.nexu...s.com/mods/1689 - First Aid boxes look better. http://fallout3.nexu....com/mods/16940 - Retextured body parts and what not. http://fallout3.nexu....com/mods/16927 - Improves remaining body parts. http://fallout3.nexu....com/mods/16809 - Improves upon empty nuka-cola bottles. http://fallout3.nexu....com/mods/15960 - Chems and meds retextures.
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Thanks. Do you need to mod anything to use texture packs from NV, or can you just install them as is?
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Fixed the formatting. That's about all the mods i've seen of interest so far. When I have more time I will try to better organize the list and see if anything else catches my eye. I skipped over monster reskins as I didn't want it to mess up MMM.
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Perhaps those of you who have been playing for a while assembled a pieced together texture pack which upgrades the areas that NMC's awesome pack decided not to cover. I'd love to not have to make my own by sorting through the many texture packs and grab bits from each one. If anyone already has, or could possibly make a texture pack that covers the remaining furniture and clutter that NMC missed that would be awesome. Here is NMC on the subject of what was/wasn't covered. "This mod replaces Terrain, trees, interiors/ exteriors, vehicles and most furniture with high resolution (200-400%) real-life photograph-based equivalents. This replaces ALL my previous graphics packs for FO3- you can still use them if you prefer them, however this mod already includes those mods, along with revisions, improvements and optimizations. Does not replace: Weapons, armour, clothing, small clutter objects, Sky or NPC's, and *some* furniture (a lot has been changed!) and other elements I felt did not need replacing.(This was mainly to keep memory-usage down and keep performance optimal) " I'd love to get a mod/list together to cover EVERYTHING that NMC does not. Lets get this whole game in HD, shall we? If you see an area where I don't list, or think a mod that covers an area I mentioned does it better, PLEASE POST! Here is my list so far. Note that none of these mods are done by me. All credit goes to the respective authors. Overall Graphical Improvements: http://fallout3.nexusmods.com/mods/12056 - NMC's signature mod. A must have unless you use an alternate. http://fallout3.nexu...s.com/mods/6341 - This is Fallout 3 Redesigned. It will bring NPCs up to speed graphically. http://fallout3.nexu....com/mods/17743 - This mod makes a BIG difference in my opinion. It makes the far-off distance look much, much better. http://fallout3.nexu...s.com/mods/3793 - This mod seems to cover much of what NMC does, but also includes the DLCs. I haven't played with it yet, but it is modular, so I will likely only install the DLC pack updates. Compilation Clutter & Furniture Improvements: http://fallout3.nexu...s.com/mods/8498 - This mod deals with a LOT of the clutter in the game, but likely overwrites much of NMCs work. It's up to you to see what you prefer. http://fallout3.nexu...s.com/mods/6894 - A collection of clutter fixes. This might be a great way to fix a lot of textures NMC missed. Weaponry and Ammunition: http://fallout3.nexusmods.com/mods/481 - This mod looks to cover most of the vanilla guns. Just be careful to NOT overwrite anything by FWE or EVE. I haven't tested whether or not this works with WMK. I am hoping it does. http://fallout3.nexu....com/mods/11684 - XCaliber makes ammo and bullets pretty, though may conflict with some mods in terms of balance. http://fallout3.nexusmods.com/mods/8340 - EVE. Pretty much a must-have. Enhances energy weapons in many ways, including gameplay so balance accordingly. Non-Item Texture Enhancements: http://fallout3.nexusmods.com/mods/101 - This will bring blood related images up to speed. http://fallout3.nexusmods.com/mods/8302 - Though there are many...many pipboy reskins, this keeps the vanilla look while updating the pipboy graphically. http://fallout3.nexu....com/mods/16364 - This mod updates the texture for terminals, but not the actual lettering, just the graphics of the computer as you read the screen. http://fallout3.nexusmods.com/mods/442 - A lot of mods seem to cover sky replacements. This one keeps it simple with just 1 night sky. http://fallout3.nexu...s.com/mods/5748 - Turns Dogmeat into a German Shepard which looks a bit better than vanilla. http://fallout3.nexu....com/mods/17784 - Improves the load screens. http://fallout3.nexusmods.com/mods/16898 - Graphical upgrade to the map. Individual Item Upgrades: http://fallout3.nexusmods.com/mods/626 - This mod gives booze a facelift. I don't think i'll get this one though as I don't think it will play nice with FWE. http://fallout3.nexu...s.com/mods/3876 - Better skill books. Install looks straight forward. http://fallout3.nexusmods.com/mods/591 - Better Ciggarettes, though the install looks tricky so be careful. http://fallout3.nexusmods.com/mods/5553 - This mod covers pre-war books, though it may make it difficult to determine between intact and ruined books. http://fallout3.nexu...s.com/mods/1779 - This mod improves pre-war money. I suggest the Dirty and burnt version. http://fallout3.nexu...s.com/mods/3394 - Fixes historical documents in one segment of the game. http://fallout3.nexu...s.com/mods/3682 - Makes Lunchboxes look MUCH better. http://fallout3.nexu...s.com/mods/3194 - Fixes sandbags. Not sure if NMC touched those. http://fallout3.nexu...s.com/mods/1689 - First Aid boxes look better. http://fallout3.nexu....com/mods/16940 - Retextured body parts and what not. http://fallout3.nexu....com/mods/16927 - Improves remaining body parts. http://fallout3.nexu....com/mods/16809 - Improves upon empty nuka-cola bottles. http://fallout3.nexu....com/mods/15960 - Chems and meds retextures.
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I know nothing about modding beyond installing them, but this idea has certainly had me wanting to give it a try. For plant models, I was thinking of ONLY using the models found in this game, which I believe is limited to a few types of Mushrooms and the trees at Oasis. I think some of the DLCs had more, but for all the hundreds of hours i've played i've never actually got around to doing any of them. The idea is rather than simply having them appear you would have to go out and harvest them, possibly with skill checks, equipment checks, even a perk tree devoted to it. At any rate, it is fun to dream, no?
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I know there are a 1-2 mods which allow you to grow a type of plant in your house. That is certainly the right idea, but a bit limited in scope. I would like to see a mod where you must travel out into the wastelands finding rare specimens such as mushrooms and even the exceptional living tree/plants (Oasis). You then purchase the supplies needed to grow them from a specialized vendor, nurture the plants, and watch them grow (They should actually increase in size). Make them harvestable if you wish for benefits, much like a consumable, or even able to be sold at a profit for your hard work. Ideally, you would do this all in/near your main house, but traveling to a specific location so the modder had space to work with might be an easier idea. Basically the mod would incorporate exploration for rare mushrooms/plants, investment of time/caps for appropriate supplies, and reward for your hard work.
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Thanks for the tips. A mod that saved every 20 would be useful. I would still have to auto-save between fast travel as my game will often crash at that point. I'll take a look, but I still hope to one day see a difficulty modifier mod like FWE somehow deal with the issue of penalizing the save-take step-save method.
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Fallout 3-Help Needed] Can someone Make a Mod for me, for us?
Evarin replied to lRedPosion's topic in Fallout 3's Mod Ideas
There is a mod called "Stutter remover" that might be able to help you. There are also a few mods which improve performance through a variety of tricks. Check out Gopher's video on performance enhancers on the Fallout Nexus main page. It helped smooth my game out A LOT. -
This may strike some of you as an odd request, but I would like to know if there is a mod in existence, or if it would be possible to make a mod that in some way limited how often you could quicksave/save your game. In a game where you can literally save after every footstep you take, it destroys the difficulty curve by allowing you to immediately undo your mistakes and keep attempting a challenge until you have completed it using the least possible resources for the best possible outcome. The optimal situation would be for a mod to limit WHERE you could save (only at computer terminals, etc), or how many times you could save before having to return home, sleep, check in somewhere, or in a 24 hour time period. I've no idea if that is possible, but I figured it would be worth asking anyway. I'd also like to see perks or tweaks added for having this mod turned on, though I should first like to hear if it is possible before suggesting any. The obvious question is, "Why don't you just not save so often?" Well, pretty much any spike in difficulty could be replicated by "simply not doing that" Get shot more than once in a fight? Restart! No need for a damage modifier. Forgot to eat in the last 24 hours, Restart! No need for a hunger mod. Ammo/Caps too readily available? Just drop all of yours from time to time. If a tool is available to me I will use it. If it isn't, then I can change strategies, adapt, and overcome, hence the point of all difficulty mods. Thanks in advance for your time, E Edit: If it isn't possible to block saves, could you somehow attribute a penalty to them? Could you make a mod which detected when you are loading from a save and lowered health, or added some sort of a negative status effect/perk?