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devinpatterson

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Everything posted by devinpatterson

  1. OK, no issues with the flamer; I'll try and check out the other points in your post soon
  2. sorry just have a sec, but I think the issue with automatic fire is linked to the 1hp (one handed pistol) animation, and the lack of an attack loop for an automatic fire. I'll try and muck around with the flamer when I get some free time.
  3. It might also be possible to put a weapon node in the eyebot skeleton, but I'v only seen them in humanoid creatures (humans, SMs) so I don't know how that would function with a non biped....and if the equipItem function would work.
  4. OK, I'm a bit rusty (but trying to get back into modding), but I think I can help with a few of your questions. The model/visual aspec; idea #1; Make some Ed-E models that have the zap gun replaced with the appropriate weapons models (these are separate nifs) and use SetModelPathEx to change them out. if that doesn't work; idea #2 Use NiVisControllers. I know a bit aobut this because I was doing some preliminary research for a mod idea I had. I call it "schroder's sidearm". Essentially it's a wand of wonder for FONV. It will randomly morphs into various side arms, revolver, auto loader what have you....it's a quantum indeterminacy thing. If you have wild wasteland it will also have crazy effects (fireballs, lightning etc). The way I was thinking of doing this would be how I would set up the ED-E weapon change. All of the visual models would be on ED-E's skeleton, so niVisControllers could be enabled (these are "played" as an animation to make them visible). One would be selected to correspond to the currently equipped weapon. For the weapon specs/stats (projectiles, damage etc); idea #1 Make several ED-E specific weapons and see if EquipItem or EquipItem2 will allow them to be swapped out if that doesn't work; Use all the NVSE setWeapon functions to change ED-E's zapgun (ie setWeaponProjectile to change the projectile to the appropriate weapon). I don't think there are any eye-bot animations for melee. I looked in the geck (but haven't checked the new eyebot(s) in lonesome road) and there is only 1hp (one handed pistol). So long story short I don't think you can do any type of melee without an animator making new animations or ???? I'v gotta jet, but I'll try and address some of your other questions/points soon
  5. Thanks, yeah I can shorten them, and aim for an asthetic like FO4's
  6. Yeah, glancing back over the thread I do see it's mostly in ref; to the t045d, my mistake. So on this one it's x .95, z .75, and I shaved down the shoulders a bit to keep from clipping (z.8 for top half). Here's the initial model; Probably woudln't be a bad idea to scale the Y a bit too (the depth), since it's pretty wide/deep; You guys let me know where to go from here. What I really need is to scale along an arbitrary axis, because the arms (and therefor teh pauldrons) are at an angle (15, 20tish). The little bit of googling I did had some methods but didn't work on 2.49b, but I'll try and dig deeper. Anyway that's a start. I'm a bit ham-stringed right now because my pc is in disarray (switched to win 10, have to reinstall most of my fallout tools) as is my office (remodeling, don't have a place for a 3 button mouse/tb, so I'm working with blender's mouse emulation). A bit of a tangent, (but it may be helpful for other peeps), however I just wanted to mention that switching from win 7 to win 10 on steam showed a bunch of files missing on FONV's verification. It turned out that if the DLC's arent' selected in the launcher steam's verification doesn't see them (not sure why the nam files didn't automatically select the DLCs). But selecting them in FOMM saved me a fair chunk of duplicate bandwidth, and verification passed without a hitch after that.
  7. So I cobbled together a cheap imitation long ago (apologies in advance, it's not great). If there's no better source for a model, it's better than nothing (arguably). pic; If I can find the model, I can take a look at taking out the loading gate assembly and cover (no promisies, I don't recall what is under the mesh) if it bugs you. And I suppose I could hand draw some engravings on the texture (and normal map). Shiny for chrome and gold, might be possible, there was a shader code in nifskope for it. For the two hit head shots probably going to need an object effect or script based spell effect (just guessing). Anyway let me know.
  8. No, I wasn't really modding last year, plus interest kinda died off a bit. But I think it's a good idea, and I'd like to put it together, especially if I have some peeps to bounce ideas off of. A plus is that it would be pretty easy to get voice work since your looking at a sibilant sort of reptilian speech. I don't mind working on the models right away, however I'd like to make sure the dialoge is set in stone before recording and linking them in the dialog tree....and that means solidifying many aspects of the companion before any oggs are created. Willing to help out with ideas?
  9. Sorry for the delay, just switched over to Win 10. The files (gdrive) (same old routine, unrar, rename smallerPauldrons.nif to t-51bpowarmvar.nif and move to steam drive:\Steam\steamapps\common\Fallout New Vegas\Data\meshes\armor\t-51bpowarmvar). If someone needs me to I can bake it into a esp/bsa combo. scaled .7 on the Z axis, .9 on the X pic; I don't really have an issue with the pauldrons so you guys will have to tell me what direction to go with this, and whether we are looking at the 51b only or the older t-45 as well.
  10. OK, will try and put together some models this evening then (along with FaustoMuscas's request) for you guys to sort through
  11. That one should be pretty easy, just scale a bit in blender on one axis. Reply here if your still interested and I'll fire up good ol 2.49b (I like to ask as we get a lot of orphan requests, ie abandoned).
  12. I floated a similar idea of a player doppelganger but for another purpose. It was to allow your player to start doing things (combat, movement etc) when you'r away from the keyboard (instead of the camera just panning around your inactive PC).The clone would be swapped in to give the appearance of your player have a life, and motivation of it's own when not controlled. One of the things I learned while researching it was that the face geometry copy function was broken (or so I was told by some more experienced modder), so a reliable duplicate of the players mug was a no go. Let me see if I can dig up any more info when I have a bit more time.
  13. So you can merge records on your own, or if there are open permissions another peep (modder) can do it for you. I think most people use FNVedit. Some may use TESsnip (not sure). You'd have to list the specifics of what mods etc...
  14. Yep, this is actually a part of it Yeah (still modding) but did slow down quite a bit in 2019. I haven't published the mods I'v done as requests in this forum (just haven't gotten aroudn to it), but you can find them in the threads. When everything is setup (remodeling my office and upgrading my tech toys) I'll try and gather them and put em under my profile.
  15. Taht is one very weak, straw-man argument. Ridiculous, is accusing me of conning you into working on my mod then doing a 180 and asking what "we" should start working on. But then again I quoted that in the last message, so it should have been clear; Your own words. You want to believe that behavior makes sense, go ahead.....you do you.
  16. Absolutely. The basis for the NCR friendly story line lies in the treaty of New Vegas. I can expand on it, but essentially it's similar to the way a leader can change for a country/state/nation but policies, alliances and treaties remain in force. From that base, you can build and further strengthen your alliance. But I'm curious to hear more specifics on what you would see as solidifying relations with the NCR. Quests to aid NCR resources and citizens would be a good place to start (medical, rescue etc), as wood military aid during conflicts the NCR is engaged in. So what strikes you as an interesting quest ElrazielMoon?
  17. No worries brother I haven't done anything gaming related for the last week or two (crazy busy), but I'll put together a small mod (collect biogel from existing robo brains) as a place holder for a larger adventure down the line. I'll try to take a look at it tonight, time permitting
  18. Yeah I can understand your concern, but this mod is relatively modest in scope because the grunt work was already done by the developers in dead money. I'll be adding some characters (mini boses and additional ghost peep followers), but except for one area I'm using existing assets/locations (I want an underground sewer/utility access tunnel). I'm no lore guru, but I think Hardin is *very* motivated to acquire tech that could propel the BOS into a position of power and he's pragmatic about the risk to his paladins ("A commander has to be able to deal with the potential loss of his men." The holo tech, on the face of it, is a huge force multiplier/advantage. In addition Hardin is very much against the BOS current policy of concealment and relative passivity, but to have a hand in the Mojave theater means military might. It is the essence of his desire to usurp the Elder McNamara even though he has great respect for him. Don't get me wrong there are multiple reasons why this may not be a 100% fit in re: to plot. Your point about chasing ghosts, the fact that dead money isn't explicitly mentioned in dialogue with the BOS (which can be fixed, via a bit of chatting with BOS peeps), the timing (between spilling the beans and if Hardin is killed beforehand, the paladins being MIA for at least a few days or maybe weeks), finding the entrance to DM without Dog/God (which we see fixed in various return to DM addons), etc. But I think it's close enough to the BOS's quest for technology and Hardin's drive that it does'nt fly in the face of Lore. Also in the same vein, the Y-17 trauma override harness, could be another venture (tipped by dialogue with the courier) for the BOS to lust after. Installed in power armor it would be a great advantage. After atempting to aquire the tech, the courier could find that it was also being tested in a military contract for power armor. I could clone a OWB research center and drop in some skeletonized power armor to clunk heads with. I think that is plainly possible with Elder McNamara, but doubtful with Hardin "Hardin's uncompromising attitude would preclude a cease-fire or alliance with any of the factions in the Mojave." source; "Hnh. Going to wipe the slate clean. Kimball, the Republic... Hardin, McNamara, my "brothers." Then I'll head back West." But that uncompromising drive is a good explantion for his quest for tech that could help him achieve the power to deliver his objective. I don't really see that as aggressive per se, I think it would in McNamara's philosophical wheelhouse. "Elder McNamara is described by Veronica as being one of the Brotherhood's most progressive members. He, under the appropriate circumstances, will even support the NCR." As I mention, I'm no lore guru, so I tend to rely on the vault wiki. Obviously things have changed since the original BOS chapters in former days, and McNamara is something of a new breed when compared to the BOS of FO2 or even the DC champter.
  19. I'd like to throw some ideas around, as I have two mods this would apply to. One is a little thread called Dawn of Steel-The Rise of the Mojave Brotherhood. It is similar to what you're suggesting (quests to aid the BOS) but with a heavy emphasis on lifting the BOS from a minor faction to a major faction via acquiring the securitrons for the brotherhood (with their technical prowness and the robot army they are able to hold their own with the big guys like the legion and NCR....at least in the NV region). But I can also produce a alternate mod without those aspects. The second mod is for the independent new vegas ending, and creating a strong alliance between a the city state of NV and the brotherhood. Long story short, I need quest ideas to accomplish to ingratiate the courier to the brotherhood. I have assets for a mid sized, high level quest mostly completed. The basic pitch is Hardin sent a squad of paladins to dead money to acquire the holographic tech (holo super army), they failed in their mission and although their power armor lasted longer than the DM protective suits, they eventually failed and produced a very powerful version of powered armor ghost people. https://www.youtube.com/watch?v=fIGW_5TXL_8&feature=youtu.be You are tasked with finding the paladins (recovering tech if serving Hardin, rescue mission if serving Elder McNamara). The paladins were equipped with some advanced/expirmental weapons to deal with the ghost people (plasma cutters etc for dismemberment....and to take advantage of the ghost people's native animations), so their arsenal is formidable. There are logistics to work out in re: to timing (the players completion of dead money, at least a few weeks for the paladin's to be "changed" etc), but I think it's worth creating. My initial thoughts were that each paladin would be a mini boss and they were no longer traveling together in a squad. Absolutely, and I wonder just how lore bending (hopefully not breaking) it would be to allow the player to ascend to a much grander title like star paladin if the courier's help is truly monumental to the brotherhood. I looked around and I did'nt really find anything so far Sorry a bit short time at the moment, but I'll try and throw out some more quest ideas as soon as I have some free time.
  20. What the heck, you just accused me of a whole lot of ridiculousness (including somehow suckering you into working on this mod). That is some serious crazy you have going on there, and I'm no fan of drama.......so that's going to be a hard pass for me.
  21. The part above just edits the terminal entries and some associated result scripts in the control room. For adding the biogel to the robobrains I'll probably add them to inventory via script so it doesn't overwrite any of the robo bot records. I'm going to also do an "evil" counterpart to saving Mr. House, which is harvesting his cyber organs (and I suppose one could go full on mad scientist and put his brain in a bottle/bot for it's knowledge, but that's a step beyond what I'm proposing here). I rigged up the cyber organs (although I'll probably re-do the project when I have a bit more time), here's a simple pic. I'll hang them all off of one bodyslot (with different sets depending on what organs you have Doctor Usanagi install), that way I can have them excluded from armors/outfits that would't show them (ie most of them), but visible on revealing stuff. I'm thinking Stomach pump eliminates or reduces starvation in hardcore mode, and acts similar to a vault 13 canteen in non hardcore mode (15+ hp every few minutes) . For the heart a stimulator similar to the rage games (aka refibrillator). Not sure yet on the helmet (there's so many things it could do). I have some ideas on the robobrains as well. For the easy version of the quest I'll just add "biogel" to their inventory so you can get it whether you yet to kill or have already killed the bots. But I think there should be a much more challenging quest to get fresh bio med gel (I believe saving Mr. House is a heroic feat and should take a hero's quest). The stuff is expensive, 1k per a pint, so I believe it would be in a guarded area like a medical complex or a general atomics warehouse/shipping depot (or one of their research centers). I'd like to put a robobrain in the location that is completely off it's rocker, a real wack job so it can have some bizarre dialogues & interiors in the aforementioned facility This boss bot (who may have activated and controls other brainbots) will probably have a plot hook that focuses on "spiked" biogel. This is tainted or drug laced (turbo, phsycho etc) biogel that gives it something akin to the standard effects, increasing it's combat abilities. I'll see if I can change the color of the brain dome to simulate the current drug laced bio gel being used, and a weak point on teh back that will be the bio gel or drug tanks (shoot and destroy it and no more chem effects for the bot). Anyway a few thoughts to ruminate on.
  22. Yep, that's the plan I'll probably let you do the playtesting on those, let me know what issues arise and I'll see what I can work around. So; we do have a proper animation for closing, I'll implement it in the next revision.
  23. I can take a peek at it when I get some time, I'v worked a bit on companions.
  24. No worries I'll probably start with something simple, like the biogel from a (or many) robobrains. Later I might make it a more comprehensive quest that befits such a heroic goal, but for now something simple that gets it out quickly. It ties in with another mod I'm working on in re: to the independent New Vegas. Saving House allows one to pick his brain and open up the House end game scenario (that I believe) would come to pass (Robert House's plan for space travel and colonization). Anyway, I'm not good at coding/scripting (so what is easy for others can be time consuming for me), but I've found the parts and pieces I need to start. Here is a short video, but note that we don't have a proper idle anim for re-sealing the life support pod, so it's a funky animation; https://youtu.be/r08eE-Vb1g8 I have to plop some conditions on the menu item so we only have it show if House is alive and the pod has been unsealed. The Karma refund will come after the quest is completed and House is "healed", at wich point the condition will trigger a new menu item that looks similar but omits Microbial Risk Detected.
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