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Everything posted by Radioactivelad
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Anniversary Edition Skyrim: prospects for Fallout 4?
Radioactivelad replied to mkr1977's topic in Fallout 4's Discussion
It would be a hell of a lot more interesting than fishing in skyrim to see the 76 version of the engine not being crippled by Online-Jank, especially since the signs point to it vastly improving the biggest performance issues in Fallout 4, like how shadows cripple performance in the city. (They don't seem to cause the same problem in 76's equally dense areas *and* they have much greater draw distance to boot.) The volumetric lighting used in 76, while not as sophisticated as the Nvidia implementation used in Fallout 4, would also be a welcome change, no longer having to choose between the pixelation effect and a frankly unreasonable performance cost, similar to the Special Edition. -
New Vegas Reloaded Water
Radioactivelad replied to WorEnt21's topic in Fallout New Vegas's Mod Troubleshooting
It looks like they just have caustics turned excessively high. -
I'm not entirely sure. I actually made some aesthetic edits to vanilla npcs in Oxmod, and I generated body/face textures in the geck. Everything works, and Oxmod is an ESP, but the directory for the textures is actually pointing to the FalloutNV ESM. On some level it seems an ESM has to be involved somewhere. But Is there any reason for a mod to not be an ESM? Everything about ESPS appears to be negative. Besides character texture issues, Esps treat all references as persistent, causing save bloat, and navmeshes will break if you reload a save mid-session. The bLoad tweak also supposedly causes performance issues, hence why it's not on by default. Just save a backup of the ESP before you convert it so you don't have to convert it back in the event you want to make an update.
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Ballcap with glasses is bugged?
Radioactivelad replied to sharki9876's topic in Fallout New Vegas's Mod Troubleshooting
This is how this item has always looked since 2008 in fallout 3. It's not a "bug", it's just how it's textured/modeled. -
All of the Fallout 3 Weathers, IMODs, and even sky textures are packaged with New Vegas, so If you can figure out how to assign them properly to New Vegas' worldspace yo ucan get the exact same lighting. Radiation turning things green is a cartoon myth and it had more to do with tinting being the new hot fad of the oughts. But questionable art direction fads aside, the Fallout 3 lighting makes much better use of Bloom/HDR and has much nicer contrast and colors (when everything wasn't green) than NV, so I'd be interested to see someone look in to that.
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I never really found it much of an issue since there are plenty of expensive things to buy. GRA weapons, Weapon Mods, Special Ammo, Repairs, etc. I find that people who have "too much money" are typically not spending it on anything to begin with. This iteration of the engine doesn't have leveled placables like Fallout 4 and Skyrim has, so all loose items are deliberately placed and have to be as deliberately removed. So while you can edit leveled lists for containers, that's really only half the battle. The Barter formula overhauls like Laclongquan posted are the best option. You might also try a mod or general balance overhaul that reduces carry weight.
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Yep, Fable 2 was a massive expansion on all the underdeveloped ideas that Fable 1 had, then Peter molyneux'd all over 3. People whine about The Elder Scrolls and Fallout "streamlining" all of its depth away? It ain't got nothing on Fable 3.
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Let's just say you have no idea how copyright, distribution rights, and licenses work. MusicPack for FNV specifically is original music composed by the uploader who released their content under Nexus' distribution TOS, with the additional instructions that "you must contact me for permission to use my songs for other projects." Ripping Elvis songs off a cd and putting them on the nexus is just piracy.
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Exterior Optimization
Radioactivelad replied to Roni8501's topic in Fallout New Vegas's GECK and Modders
As far as I know Multibounds only work in interiors. They're basically cubes in which everything inside them is unrendered if you are outside them, and everything outside them is unrendered if you're inside them. Portals are used for letting you see between two cubes, Occlusion planes are basically Fences that serve the same purpose. An example use case for them would be you had an allyway. -
Fallout NV with actual VR possible?
Radioactivelad replied to Deleted48254123User's topic in Fallout New Vegas's Discussion
The most that's ever been done is some jank headtracking. Being able to properly use your "hands" I imagine would be outside the capabilities of what can be done without source code or some 3xtr3m3 H4ck1ng. (Which is just nicer term for jank af jury-rigging.) -
Fall Out Newvegas - Punch or hit counter
Radioactivelad replied to Tabletopcheese's topic in Fallout New Vegas's Mod Ideas
This would actually be really simple to do with the existing Challenge system. Tracking misses would be unlikely, but there are already challenges in the vanilla game that track damage, crits, and hits. -
Weapon jamming chances
Radioactivelad replied to Deleted82427968User's topic in Fallout New Vegas's GECK and Modders
Creative! I don't have an answer as to whether it's possible to make a regular jam interval, but do you know if it's possible to just make the gun jam on every shot? The reason I ask is because your design would be simpler to just have the "jam" animation be the MFC swap. The Remove MFC Onfire script would work just the same, and it also means reloading or Ammo swapping would replace the 2mm EC magazine instead of the MFC cell. -
No Experience from companion kills
Radioactivelad replied to McPipe's topic in Fallout New Vegas's Mod Ideas
lStewieAl's Tweaks has this. (And about a dozen other XP related functions you might be in to.) -
Vanilla locations you've never seen modded
Radioactivelad replied to Duskill's topic in Fallout New Vegas's Discussion
There's a handful of "Fake Caves" that I don't think anybody has done anything with; first one that comes to mind is near ranger station bravo, next to "The One" wild wasteland encounter. The suburbs around vegas/freeside are pretty underused, and there's even some ruined/inaccessible buildings you could "renovate". -
Any problem with the Old races?
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's Discussion
Yeah I wasn't really concerned with the lore or minor aesthetic oddities. Off the top of my head the only age related comments made towards the courier is a couple people calling you "kid", and the elderly people with ripped bodies is no more an issue than it is with NPCs. That is an issue with TTW, but well, I don't use it, and I figure the people who play it generally like to play it the "canon" way anyway, being born in FO3 and progressing to NV later, so they wouldn't want to use the Old/Geriatric races anyway. Although, do you suppose there's any reason I couldn't just define the Child Race as the Younger race of the Old/Geriatric races? By default it's Caucasian adult, but I have no idea why it couldn't just be set to the child. -
Any problem with the Old races?
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's Discussion
Oh yeah it's well known that you shouldn't mess with *those*. -
I was thinking of making Old and geriatric races playable in the next version of my Oxmod overhaul. Are there any significant issues they might have? I would assume not, but I wanted to see if anyone knew of any obscure problems that could come out of using them.
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Damage Resistance through perks?
Radioactivelad replied to 0rigamiPhoenix's topic in Fallout New Vegas's GECK and Modders
Using an ability is indeed how the Toughness perk worked in Fallout 3, and I followed in that example for my Oxmod. It works fine. -
Voiced companion mod from around 2015
Radioactivelad replied to MamaChefCat's topic in Fallout New Vegas's Discussion
Only one that comes to mind is Lunette. -
FNVEdit isn't a content creation tool. Generally you'll only use it for undoing something you accidentally saved and copying resources between mods. The Geck is where you'll actually make your mod. As for your first project; the universal creative advice for when you're starting out is to take the smallest idea you can think of and make it smaller. Before you try to make a repeatable quest, how about a non-repeating quest? "Kill The Baddie" is a good format for a basic quest and will teach you the fundamentals.
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Adding in new Skills?
Radioactivelad replied to ashtonlp101's topic in Fallout New Vegas's GECK and Modders
What I meant is that someone would need to develop this feature. By default it definitely cannot do it. -
Adding in new Skills?
Radioactivelad replied to ashtonlp101's topic in Fallout New Vegas's GECK and Modders
I think bare minimum it'd need some kind of NVSE Plugin magic, as with the mods that re-implement the Big Guns skill.