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Everything posted by Radioactivelad
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Making another version of your mod?
Radioactivelad replied to 0rigamiPhoenix's topic in Fallout New Vegas's GECK and Modders
Copy and paste the esp...? -
Copyright Question (Sorry)
Radioactivelad replied to Lezchill's topic in Fallout New Vegas's Discussion
The rule of thumb is "if you have to ask, the answer is no." Also, something popping up on Google Image Search does not mean it's a "free image". But, in this circumstance, nobody is going to care. I don't think it would be ethical to accept donation points for that mod though, personally. -
Some assets and special effects can display an "Emittance" setting to either give them a color to match/compliment the light or change color dynamically. Any static reference can be set to have emittance but only some will display it; I don't know what it is that allows it. Most dust and smoke effects can display emittance, but the dust storms, inconveniently, do not. If someone can modify the dust storm assets to allow it, it would at the very least help them look a lot more natural, if not make them more "challenging" to navigate through at night.
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Crafting perks no more!
Radioactivelad replied to Deleted82427968User's topic in Fallout New Vegas's Mod Ideas
No, but this is really easy to do. The perks don't actually "add" recipes, the recipes are just hidden in the crafting list if the player doesn't have the perk, so all that needs to be done is to remove the requirement conditions from the recipes themselves. Give me a minute and I'll upload something. Done: https://www.nexusmods.com/newvegas/mods/72516 -
World Creator to Geck
Radioactivelad replied to LazyManHobbies's topic in Fallout New Vegas's GECK and Modders
Port it directly? No way. Use it to create a heightmap which you can use to form the basis of a worldspace? With my limited understanding of (the very ill-documented and buggy) Worldspace creation, I *think* that might be possible. It's not going to look exactly like what you've done in "World Creator" though, and you'll need to "manually" construct terrain features like mountains and cliffs with Static Kits. -
There's a reason the NV intro cutscene was CG: That scene is more or less impossible to do with the in-game lighting engine. Statics and the ground can not receive light from more than a couple sources., directional lights don't exist*, you only have orb lights, and the plain fact performance will buckle on an engine level if you have too many light sources. That scene you're getting with your weather mod is indeed very ugly; something lighting modders I feel don't think about is *why* the lighting is a certain way in the vanilla game, and they try to do "realistic" lighting (with tools that are ill-suited for replicating realistic light) instead of something that looks good. In this case the vanilla Strip Night lighting has that purple look because it *feels* like the whole area is lit by all the surrounding neon. The non-distinct color comes off as an amalgamation of all the surrounding lights. It would definitely be possible to greatly improve the strip lighting if someone looked at it with a more artistic eye, but it's a tricky beast. (Which is why I haven't yet released an attempt at it in my own Blue Moon Lighting mod) *Weather and Cell lighting have a global directional light, but that's all you get for directional lights. You can't have a proper streetlamp that has a beam of light that goes straight downward.)
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- the strip
- illumination
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Hardcore needs in casual
Radioactivelad replied to AvtomatKalashnikov47's topic in Fallout New Vegas's Mod Ideas
I'm pretty sure lstewiestweaks covers all of that. -
Logan's Loophole doesn't use an actor effect, it handles all of its functions with Entry Points inside the Perk itself.
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- new vegas
- old world blues
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Calling StopQuest will make a quest's associated script stop running.
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- performance
- scripting
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An NVSE Plugin, Roombounds, and Lights
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's Discussion
I know how to manage lights with triggers; it's exactly what prompted this question, lol. Managing lights with triggers just a really clunky and limiting if you want seamless light management and it feels silly to have to resort to it considering the game engine has a feature purpose-built for hiding things that shouldn't be seen. -
While making some interiors for my mod I started wondering, Would it be possible for an NVSE plugin to make lights respect Roombounds as well? Currently they only affect statics. It would be a really great feature since it would solve two major problems with interior design and optimization: One being light bleeding through walls and the other that statics don't really impact a modern PC that much to begin with, while many light sources can still cause issues.
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I think my Mod is killing FNV
Radioactivelad replied to frocky's topic in Fallout New Vegas's GECK and Modders
Use FNV edit to delete the changes to the cell. For the record, the "hard" way to make an interior cell that will let you avoid accidentally f*#@ing up like this is just Right Click -> Edit on the cell window, then Right Click -> New on the window that pops up. -
They do if you want your horror area to play horror music and your cowboy area to play cowboy music. The Oblivion/FO3 system is terrible because you're forced to use generically applicable tracks instead of more individualized ones to avoid tone discrepancies. The same track is repeating because you need to add additional Media Sets to the Media Location Controller. You can think of the MLC as a playlist. Or more accurately, a collection of playlists that are used contextually. For battles, you would want to add tracks (media sets) under Battlesets. It's really not a particularly complicated system.
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The music system was expanded to give the level-designer total control over what kind of music plays in a given situation in order to fit the mood and context of the level. In Oblivion, you couldn't give a dungeon or town a specific theme with specific battle music. You just define a place like "This is a Dungeon" , and the game randomly picks a song from the Dungeon folder, then plays a random track from the Battle folder when you enter combat. The Media Controllers allow you to say "In this area, Play *this song* while exploring, and play *this song* when in combat". As such you can't just replace the actual music files, you need to learn how to actually work with Media Controllers if you want change music and have it work properly. https://wiki.nexusmods.com/index.php/Fallout_New_Vegas_Music
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New Vegas doesn't have adaptive difficulty under any definition that I'm aware of. What's most likely happening is you're playing on Very Hard, which nerfs your damage by 50% so you're outputting s*** damage in general. The damage spread your seeing is likely because of using a Shotgun, which allows for every pellet to deal Critical Damage individually, creating additional variance. Bethesda's engine does not do long-distance combat AI very well and this is a problem all the way up to Fallout 4 where it's better-ish because they can shoot at you without being explicitly aware of your position (In Danger status). There have been in-development mod attempting to address this, but are not yet available. Sneak is also a broken mechanic in every one of Bethesda's engine games. Why shouldn't taking out 4 guys by shooting the dynamite out of one of their hands work? That sounds awesome. On another note: Powder Gangers are effectively the Sewer Rats of New Vegas: Bottom-tier enemies that aren't *supposed* to be a challenge after the glorified tutorial section of the game they inhabit. I would recommend Sawyer mod. Or you could try my own Oxmod, which lifts several basic combat balance decisions from it and is made to be used with YUP.
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Quasi Turn-Based Combat
Radioactivelad replied to daliawithoutanh's topic in Fallout New Vegas's Discussion
It sounds like it would just be Vanilla action combat but a lot clunkier and annoying because AP costs (and weapons themselves) aren't balanced around that. I'm not sure if NPCs even have action points either. (You could create a facsimile through scripting, but that's more overhead for what's probably going to be a heady mod overall.) For that matter, VATs is really not a replacement for general combat in of itself, hence why most every body just uses it primarily for spamming shots for lethal damage on a single close-range target. I have some ideas on how a Squad-Commander Mini-game could work, but trying to turn New Vegas in to that, just by messing with AP and VATs isn't going to be anything remotely comparable to a proper TBC system. -
Given the location I'd guess it might have been the site of an NCR atrocity, maybe even the original version of Bitter Springs. Bitter Springs always seemed odd to me, because The NCR, arriving from the West, slaughtered Khans all the way on the East end of the Mojave, who then retreated West to Red Rock Canyon.
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Help me understand DP
Radioactivelad replied to UnvalidUserName's topic in Fallout New Vegas's GECK and Modders
Because it's a hole in the nexus' pocket that they by no means need to let exist in the first place. The least you can do in return is to let them take however much time is necessary to validate downloads to prevent people from exploiting their generosity. -
I can't sneak or attack.
Radioactivelad replied to AriesHC's topic in Fallout New Vegas's Mod Troubleshooting
There's a command called DisablePlayerControls that can disable all or some actions until it's undone. A mod might've forgot to do so. (Or you did something you shouldn't have.) Try inputting EnablePlayerControls in to the console.- 2 replies
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- mods
- troubleshooting
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New PEGASUS Bounties!?!?!?!?
Radioactivelad replied to MrManovar6's topic in Fallout New Vegas's Discussion
Technically the law allows copyright holders to stamp down on any unauthorized works. Fair Use is pretty much a non-concept that Copyright Lawyers have been trained to destroy with laser precision. However, when it comes to fan art, most elect not to care as sewing a 15 year old over their mediocre fanart is only going to destroy their public relations. Plus it's literally free advertising and some companies like Blizzard really enjoy drawing in Fans as employees, as they're less likely to cause a fuss about things like wages and treatment. Also I'm sure Someguy, not having the lawyers of a triple-a game company to begin with, has way better things to do than police fanart of something he made a decade ago. -
I'm trying to think which ones don't, and I'm drawing a blank. Novac, Nellis AFB, and Goodsprings have a set. Freeside's are a little out of the way, but there's a set in Cerulean Robotics. There's also a Reloading Bench at the nearby Gun Runner's Kiosk and a Workbench at the similarly close Crimson Caravan compound. Even Nipton's got a set, though I can't remember if they're in the same building. Also worth mentioning Veronica can let you access a Workbench everywhere and likewise ED-E let's you access a workbench *and* reloading bench everywhere. If you want more crafting access I'd recommend the Winnebago or Mobile Truck Base mods, as settlement crafting stations are pretty well covered in the vanilla game. (Aside from the notable lack of a Reloading Bench in the Lucky 38 suite, which I amended as part of Oxmod.)
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Need Help With Companion Creation
Radioactivelad replied to Spiffster422's topic in Fallout New Vegas's GECK and Modders
It sounds like the "go outside" package does not know the fight is over. You need to either remove the "Go Outside" package after the fight, or give it a condition so that it only runs when the fight is supposed to be happening. -
2d is for the how the weapond should sound to the player holding and shooting it. 3d is for sounds coming from other sources. (And Third-Person, I think) THere's no reason you can't use the same sound for both, but the 3D sound needs to be mono, or else the sound will have no directional indication or falloff. (Someone shooting at you from a football field away to your left will sound like they're standing and shooting right in front of you.)
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Gender-Based PipBoy Icons
Radioactivelad replied to Anahuyu's topic in Fallout New Vegas's Mod Ideas