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Everything posted by Radioactivelad
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Can NPCs make use of 4 tag skills?
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Was there a geck extender update or something? Because there's only three in my version. But I would assume it would if it's there. Tag skill bonuses are managed by other variables that only care if the skill is considered Tagged. -
There's any number of ways to do this, none of them are wrong but some are better depending on what exactly you're needing it for In general, one of the best ways and least likely to cause headaches is to have a quest variable you can use to condition different Greeting responses where 0 == "Player hasn't met Me before". 1 == "Player has refused to help me before", and 2 == "Player has previously agreed to help me." Then when this task the player is supposed to help with is completed, you can set that variable to 3 to disable all of these dialogues, or for a 3 == "Hey remember that time you helped me? That was great"
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"A Simple Mod" are some choice words. We already have Book Menu Restored and that's probably all we'll ever have; Even if it isn't, a paper notes mod probably wouldn't see much widespread adoption. (Kinda like Book Menu Restored).
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How do people make decent looking faces?
Radioactivelad replied to SRR8's topic in Fallout New Vegas's Discussion
No external tools I'm aware of, but I have some general tips: When making a Male NPC, the first thing you should always do is go to the complexion slider and move it a little to the left. This "tightens" the default face up a bit, giving you a better starting canvas. When making a Female NPC, always hit the Reset Face button first. This gets rid of the "Bloated Blueberry" effect and again, starts you off with a better canvas. Also, *never* touch the complexion slider with Female NPCs. It's busted. Play around with the Brow-Nose-Chin and Forehead-Sellion-Nose ratio sliders. These help you get a good starting shape for the character your envisioning. Do not ignore the "Beard" and "Mustache" texture sliders, even, and especially for women. While they may seem excessive and unusable, they are actually very important for adjusting skin tone. A little in either direction goes a long way. COnsider using the "Old" races (not to be confused with the OldAged races) if you're trying to make a grizzly or tough looking character. The assets are just better for it. When you've got the Face Advanced tab open, you can directly manipulate the face by right clicking. Use this to make direct adjustments to specific areas. but be careful with it. (Also always save your mod before doing this, as it's not uncommon to crash while doing this.) You can CTRL-Z Undo any changes made this way by-the-by. and finally: Understand that Fallout 3/NV characters have an.... Art Style. Realism isn't going to work; character designs with these assets benefit from a bit of caricature. -
Trying to remember mod name
Radioactivelad replied to TotoThorn's topic in Fallout New Vegas's Discussion
It's just vanilla-level content (Quests, Statics, Interiors, Npcs, Navmeshes.) By that logic the vanilla game itself wouldn't function. Hell- Project Nevada, memed be its name, is still more or less usable. -
Trying to remember mod name
Radioactivelad replied to TotoThorn's topic in Fallout New Vegas's Discussion
Pretty certain you're looking for Skunkwater Gulch. -
Free camera or tfc sound problem
Radioactivelad replied to Modder8877p's topic in Fallout New Vegas's Discussion
This is just how the game works. Sound attentuation and positioning is based on the player character's coordinates because how else would they do it. What you need to do instead is rethink your approach: Instead of using TFC, you could use TCL to fly around and do your shots that way. (If you jump before toggling TCL, you won't have any footsteps while you're flying around) All you need to do then is prevent npcs from attempting to target you, and there are plenty of ways to do that. Simplest but potentially unreliable way would be to go in the geck and make a "Super Stealth Boy" with the Stealth Field effect increased to 100. Give it as long a duration as you want. Slightly more complicated, but absolutely effective: You could also mess with faction relationships and AI. Make all your fighters Neutral to the Player Faction, enemies of each other's faction, and set their AI to Aggressive (Not Very Aggressive) This will make them fight each other and ignore you. There's also the TDetect console command, but I can't remember if that's something you can toggle solely on yourself. I think if NPCs are already fighting, I think they'll continue fighting after TDetect is activated, but you'll probably run in to issues once their initial target is dead. -
Lake Mead water reflections?
Radioactivelad replied to HurrlingMercator's topic in Fallout New Vegas's Discussion
Placeable water isn't whats in Lake Mead but it's also not a problem with Water settings regardless. It is in fact a bug in the New Vegas engine; It's something to do with the height of the water in the worldspace; which is why the only place with functioning Worldspace Water reflections is the Colorado River. (It may also be a bug in FO3 for all I know, but it's moot because FO3's worldspaces use heights that don't trigger the bug, which is why the reflections work in TTW.) Unfortunately the only existing fix is to use New Vegas Reloaded. NVR is great actually, I just say unfortunate because you're basically required to use its shadow system because it disables the game's normal npc shadows. (Pet Peeve to have to use a whole package just for one feature.) -
Dated Thread, but the question was never properly answered: Plainly and simply, Navmeshes break in ESPS. The main trigger is loading a save after the initial load-in from the main menu, such as when you die. I've also noticed it occuring when leaving and re-entering a cell added by the esp. It's really easy to see for yourself when attempting to playtest a new interior in a mod. An easily observable symptom of the broken navmesh is when NPCs and companions teleport to a specific location in the cell when entering. If your AI packages and scripts aren't working anymore after converting to ESM, it's because of an oversight of yours that you were allowed to get away with, due to quirks of ESPs. All objects added by ESPs are flagged as Persistent automatically. Scripts and AI packages need to target persistent objects- but in your new ESM, they are no longer so. I also noticed this would happen when I prefixed my mod object and script ids with numbers for some reason.
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why isn't my OnDeath block firing?
Radioactivelad replied to puddlepond's topic in Fallout New Vegas's GECK and Modders
If your script is saving, then your code is fine and the issue is elsewhere. Do you have dialogue audio in place? Subtitles can be unreliable with non-conversation dialogue. The Say function has a flag to force subtitles to always appear, do that just to be absolutely sure it's not working. Combat topics are unreliable in general though, even more so when you're quickly modifying and checking conditions. You might try a smoke and mirrors approach by having the player's character say the line instead. (this would also ensure it's always heard as well.) -
FNV Wiki Says Lobotomites Speak
Radioactivelad replied to Mackintoke's topic in Fallout New Vegas's Discussion
Wasn't there also a bug that caused combat dialogue to rarely, if at all play, and one of the NVSE Plugins in the pantheon fixed it? -
Mister House screen-texture replacers - Because memes. Anything put in the Quests and Adventures category - This has always been the case, but I think now more than ever given that releases in the category have been slow for a while. Vanilla Quest Modifications are also a trend I've noticed picking up in the last few years. (And I really think they, like translations, should really be in their own category.) Something something Enclave - Because some people are really weird about how much they like the enclave.
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Modern take on no companion auto heal?
Radioactivelad replied to Aurum10000's topic in Fallout New Vegas's Discussion
Companions Command and Control is pretty much the best option for this and more. It's not really "modern" but it's the most solid companion functionality mod and no one has tried changing that. -
GECK Navmesh question
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Navmesh gizmos are affected by the cell's imagespace- make sure that isn't the issue by temporarily setting it to default. -
Is there a way to reload past quick-auto saves?
Radioactivelad replied to lukmimodz's topic in Fallout New Vegas's Discussion
Quick and Auto saves are just saves- if you don't have a save prior to the npc's death, than you're SOL. -
Why do we make mods?
Radioactivelad replied to DaleTheeMagnificent's topic in Fallout New Vegas's Discussion
I can make people laugh and cringe; I specifically like writing most in the context of a PC/NPC interaction, and modding a bethesda-engine game is the easiest In you could ask for because it comes with a built-in audience. I also like the game itself, but if there's something that nags me, or if I just have "Y'know it'd be cool if..." moment, I can make it an actual thing and make my own experience better, and also share those ideas with others. -
Oh I quite liked these. Reading the first story especially, I'm really liking the potential of the campaign's story being framed as a sort of oral legend or tall tale. I was planning on creating a discord server, but we could talk shop directly for now if you'd like; My id is listed right there below my profile pic.
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I roleplay my PC design a lot more than min-maxing. Although technically it's very optimal at avoiding excess and achieving the character I like to play. Starting Special is S5 P10 E3 C8 I6 5A L3. Strength is mid cause I generally stay out of melee range and I like looting smarter than harder; the Pack Rat perk is also a mainstay on this character. Perception varies between 9-10- 90% for roleplay reasons. I see this character as being more cunning and streetwise than booksmart, which is what a lot of perception checks imply. Endurance cause it's really not that game changing, especially for how I play. Charisma is again, mostly roleplay. I see this character as much the opposite of a socially stunted weirdo, so they have a higher level in this attribute. (I also use my own rebalance mod which gives Companions a carry weight modifier based on charisma, and Charisma Tweaks on top of that, so it's certainly more of a proper attribute in my game.) Intelligence. Like I said, this PC is more streetsmart. I also think you really don't need *that many* skillpoints. Especially if you plan on getting Comprehension., as I do on this character. ( I even get Retention!) Agility, I use guns, and a lot of guns are crippled by reload speed, so I want to keep that attribute average at worst. Luck. Would you trust an engineer that relies on luck? Tag skills are Barter, Repair, and Guns. I like crafting. Barter helps me manage supplies, repair lets me build stuff, and I like the variety of Handloader+Guns more than Vigilant Recycler+Energy. (Though with a 50 level cap, I see no reason not to have both eventually, for fun!) Secondary Skills: Science, Explosives. Crafting/Perk Requirements. Weapons of Choice: Lil Devil + JHP rounds for RAW DAMAGE. Light Machine Gun for AP/Mop-up. (Sometimes I'll swap this for an Automatic Rifle even though it's technically awful, for fun!) Various Mad Bomber/crafted explosives, for fun! Key Perks: Pack Rat for keeping crafting supplies light and hoardable. Handloader/Vigilant Recycler. The most practically useful crafting perks- provides strong benefits to a lot of weapons. Weapon Handling. Gets a lot of favored weapons down to a STR requirement of 6/7, which I'll eventually meet through either wearing power armor and/or from OWB cybernetics. Long Haul. Gives you effectively infinite carry weight for the purpose of returning to base for Crafting/Bartering. Mad Bomber, for fun! Comprehension. I don't necessarily consider this "key" to the build, but I always get it on this character since it helps round out teritiary skills like Survival and allows a lot more advanced crafting in the early game.
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So like, every "Game-Sized"/"DLC-Sized" mod that tries to get made wants to emulate the bethesda model of a massive open-world sandbox with a hundred quests, thousands of lines, and a dozen-dozen hours of gameplay. Instead of attempting to commit 10 years of our lives on a project like that, what if we tried scaling back to a mission-based structure, 10-12 segmented levels or so, totaling maybe 4-6 hours of gameplay (not including dialogue/cutscenes/intermissions.)? Put another way, kinda like what Fallout: Tactics was to Fallout. This sounds like your average "big quest mod", on the level of a someguy experience, but that's kinda the point- "big quest mods" would be relatively easy for a team to make in a shorter amount of time, but the TC angle still provides the opportunity to tell a wholly independent story with gameplay that doesn't need to fit in with the New Vegas setting and rules. The skills I would bring to this table are Content Implementation (Scripting, Quests, Events, Progression, Cutscenes, NPC design, etc) Level design. (Gameplay spaces; clutter, Encounter design. Interiors, Navmeshing.) Mechanics. (gameplay systems to fit the mod's smaller scale.) QA (Time to spend on bugfixing, Content Scrutiny/Polish) Supplementary Writing. (Additional NPC/PC dialogue, Notes, Message/Examine text) Music (maybe). Voice Acting/Directing. Some of my published mods and a few videos of mine as a portfolio of sorts: Mods: The High Roller The Axe Man Fives Aces (Lol, but people still seem to like it.) Videos: Level design & music sample Navmeshing (same level as the above.) Character Writing / "Cutscene" scripting. Player Character Generation Concept. Skills I'd like to work with: Lead Writer. (Someone who can give the story a compelling beginning, middle, and end, and able to define places the story should take us.) Small-Scale Worldspace creation. (Someone knowledgeable with or otherwise able to parse the black magic inherent to this part of the geck.) At least one partner to work together with in my own areas of competency. (Particularly Content Implementation and Level Design). I think there's a lot of potential with this concept and would love to work together with others to make it happen.
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