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Ruadhan2300

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Everything posted by Ruadhan2300

  1. @falloutperson416 yeah! I was wondering about that, not to knock some of the mods being made "hot files" but I question the algorithm that's putting them there...I'm sure there are plenty of mods which are getting MUCH more endorsements/downloads than some of these. About that thing with putting the latest images on the homepage....of course it'll affect pageviews. it raises awareness of them, so it's guaranteed to affect it :P at any rate, with the pics on the homepage, it makes it less of an allconsuming wall of text and more of a dynamically changing and interesting environment which people will want to visit. I have to add that I'm using two screens, one widescreen, one not. and the site is much more attractive to me on the smaller one, but -still- too narrow. This fixed-width thing sucks IMO. I would really suggest switching to a percentage based system so it actually uses the screen more effectively. right now, I have my browser window only a fraction of the size of my smaller screen. just so it doesn't look painfully small to me. I could zoom in, but then the rest of the internet would look wrong. my Screens are respectively, 1920x1080 and 1280x1024 I acknowledge that I'm a priviliged bastard with too much money, but I bet a large fraction of the people on this site have beefy rigs and large screens too. it'd be nice to get a little love :/ ... And another thing...could we please have some kind of image-shrinking script/thingie so large images don't go off the side of the comment boxes?
  2. ooh, I like the mockup, but could I make a quick request, keep the big banner-like bit for the Hot-Mods. it always looked good having it flip through the top five or so. having a more static layout like this would be kinda a letdown now. but keep the static ones for the latest files and latest images. one thing that's bothered me is that there are only five "latest files" in each time I've seen it in the new site. there were ten previously, that worked very nicely. I was hoping for a block of "latest files" in the sidebar, but this will work better I think also, clear and obvious links attached to the three sections there would be good, leading directly to the relevant areas. so Hot Files takes you to the top 100 files, Latest files just opens up the main recent files list, etc. something like a hyperlink in the title on those sections. I'd also like to add that I really like the new Notifications tab, but should reiterate what's been said, its updating when I comment on my own stuff as well as when other people do. Edit: Also, and this is pathetically small fry to complain about... the background in F3nexus. the game purist in me notes that the Brother on the right is mirrored. his laser rifle is backwards :P it just...annoys.
  3. hm, in terms of site design this is small fry but: the scroll buttons for images on mods are a bit dissasociated from the actual images. could do with making them more obviously to-do with it. I wasn't sure what they were until I clicked on them and lo' the pictures changed. I'd suggest two half-width boxes flanking the images directly (rather than nearly an inch away from it and tiny) with bigger and more obvious arrows. I had to look closely to recognise that they even had arrows. by half-width I mean half the width of the picture-thumbnails. I reckon that'd mesh better and look better overall. also, for these comments: the old system had the users details all at the left, like on a forum. that made sense, kept everything convieniently in one place, and was consistent with a lot of other sites... with this one, the left feels very empty without the details. I find it a bit awkward to look up in the top-right to know how much I should take a person seriously. I understand why; its clearly because this way, the shorter comments don't have quite as bulky a minimum box-size. I did have the vague idea that some form of more obvious "credibility meter" would be cool. my thought was along the lines of colourising something in the post, like the top-bar. so it colour-grades based on the persons rep and kudos and so on. but that'd probably not mesh quite so well with the site's design. for those who deride that idea and say "we're not about that kind of elitism here"...please remember that's what the kudos and experience ratings are -for-, a sense of how seriously we should take a given person.
  4. that makes more sense :) kudos for that, its exactly the kind of info I needed. fortunately, I won't likely need that many NPCs...the vault's areas will only actually contain about half a dozen in a given area. so I'll make it a dozen and let the randomiser work properly
  5. first up, I like the new style, its a little more artsy than before... on the other hand, I can't help but draw comparisons between console and PC games...this feels more chunky and simpler interfaced. like a console game, while the old site was slightly more gribbly and all the options and links were where you could see them rather than in drop-downs and so on... I guess I'm saying I prefered the older site's functionality, and this site's appearance and style. if the tweaks and adjustments could shift towards that ideal, I'd be really happy. as is, I've been on the site considerably less since the switchover. as I see it, there are only really a few things I do when I'm on the nexus: I check my latest comments (which was really easy on the old site, and takes several steps atm.) I check the latest comments on any pictures I upload I look in on any new mods on the nexus, (the new-mods list is much less easily accessed than it used to be, so that's a lot harder. I actually had to hunt around for it when I first tried the new site) and I check the forums a bit, which hasn't changed at all really in either version. its still a button along the top. what I'd really like is an interface to show the most recent comments on my mods on the homepage (when logged in) as a sort of RSS feed style clicker. I'd also like the latest mods list to be bigger and more obvious on the homepage. right now it only shows the most recent five mods. and it doesn't have any pictures of them, or any extra details. this is a modding website primarily, and it should really show off the new mods a bit more I think.
  6. I'm trying to populate my vault, but I don't want to make dozens of different NPCs for each cell. I want the faces and hair to randomise within reasonable parameters. any suggestions? right now I have four NPC types and I'm just getting duplicates of them.
  7. I don't think I could phrase it better than ModelV did. that sums up my views perfectly. Mr House's Right-hand-woman ftw :) he even has a kinda personal charisma going, I found I didn't want to disappoint him, his orders were always very generalistic, and he never seemed to rely on me even when he did. like if I'd said no and refused to power up his army or whathaveyou, he'd just find another way to do it. I felt by the end of the game that he stood the best chance of going somewhere interesting, and I would be swept right along with him as his best lieutenant.
  8. FOMM dds converter v2 - google it. photoshop/gimp/paint that's all you need :) the rough procedure is: 1) extract out the texture for the armor/helmet. you can find it fairly easily in the folder structure...you can extract it using the inbuilt features of FOMM 2) use the dds converter to change the texture file from a dds to a jpg or bmp file. 3) use your image editor of choice to add logos and recolour to your hearts content, remember to save as a new file, otherwise you'll override all things using that texture-sheet. 4) use the dds converter to switch back to dds 5) make a texture-set in the geck using the new texture 6) apply new texture set to the helmet 7) enjoy :)
  9. helps to know how the shotgun system works....it essentially fires a dozen or so bullets at once, and each one gets a random spread based on the gun-spread. change your minimum to match your maximum, might help you in this case. you might also want to make sure you've got multiple projectiles in the weapons Game Data tab. seven is normal for the Caravan Shotgun. Caravan shotgun also has the minimum spread as 2, and the maximum set to 0. so that it uses the minimum as a maximum too. hope this helps.
  10. http://newvegasnexus.com/downloads/file.php?id=36059 there's a lasgun in this mod :P apart from that, there are several good mods for lasguns in fallout 3, you can probably convert those without much difficulty. or you could contact the original creators to do it for you.
  11. hm, the problem is that restoring a vault involves a lot of parts being enabled and disabled. its quite a lot of work to set that up properly. but its perfectly possible. reason the powder gangers didn't fix it up is a) the vault is corroded, not merely dirty. so they can't clean it up per-say b) they don't really have any reason to fix it up, it already works fine for the most part and what doesn't work, they don't really need anyway. c) they're a load of lazy ex-cons. why should they fix it when someone else might do it for them? part of why not many people set up shop in the vaults is probably stigma. so many vaults had vicious experiments going on that I'd imagine they'd be places that most average people would avoid for fear of being caught out by them... case in point, the raiders who set up shop in vault 106 (I think...the one with the hallucinogens in Fallout 3) those guys clearly paid for it with their lives and their sanity. the message is clear to me, vaults are not very safe places...sure there are some which were just for people to live in, but those are rare. I'd not be the least bit surprised if its common for people not to trust vaults.
  12. in light of a few fun ideas I've had, I'm re-awakening this project. I've started over from scratch, implementing a perk (which currently doesn't do anything, its being uncooperative) and two new weapons and an ammo type. the new weapons are: The Nuka Rifle - a high explosive energy weapon which blasts it target with an effervescent cloud of radioactive soda (mixed with flamer fuel for that added kick) very fun, essentially a grenade launcher with a much flatter trajectory and the blast effect of a F3 Nuka Grenade (content still included in NV, but you can't -make- nuka grenades afaik) http://newvegasnexus.com/imageshare/images/1454396-1313929839.jpg Heavy Gauss Cannon - anyone who knows much about real-life coilguns knows that a gauss gun is best paired with some of the mechanisms of a gatling gun. a true gauss/coil gun will fire as fast as you can feed in bullets. its railguns that are one-shot wonders :P to that end, we have a extreme RoF weapon which fires custom-tooled-cartridges at frankly mad velocities. expect your targets to die quickly under a hail of solid-lead-slugs. both new weapons have custom meshes and projectiles. both are very fun to use :) I'm looking for ideas for gadgets, armors and weapons which fit the Mad Science! theme. we're talking stuff which is crazy, awesome and not necessarily balanced for gameplay :P current ideas: craftable stealth-array - worn with other clothes, its the external components of the chinese stealth armor (with the hoses and electronics boxes) arranged so that it fits over most armours reasonably well. crafted using scrap electronics, sensor modules, multiple stealth-boys and a fission battery. (provisionally anyway) Healing-field generator - temporary name, does what it says on the tin, it heals you fairly quickly (better than those pieces of crap from OWB, and less camp looking too) not many ideas on how to "inspire" the player character to make it, perhaps seeing how crap the OWB equivelant is will do the job :P Repair field generator - also temporary name, repairs any weapons you have equipped at a slow pace. not sure how to do the same for armor, but if possible, both would be good. portable holographic projector - spawns and governs one of the holographic security guards from Dead Money. limited range. ######### Concepts I've been playing with: Airbursting projectiles - essentially, use the proximity feature of a projectile, with a slow velocity shot. too high velocity and it doesn't seem to register, but it has potential for hitting targets behind cover. chain-reactions - basically, an explosion which triggers another identical explosion in anything it hits. meaning that a group of targets would chain reaction throughout the area if there were enough targets around. Homing explosive NPCs - spawn an npc, say for example, an eyebot (miniature of course) with a explosive death sequence. use AI packages to make it travel to the nearest enemy's position, and explode when in range. inspired by the spider-mines in Operation Anchorage. ######## I need more input, my ideas are (as you can see) thin on the ground. I'm sure there's more possibilities here. the basic concept is this: if you had access to the technology base of the Fallout world, what possible applications for that tech are there that haven't been done ingame?
  13. thanks ^_^ its a mashup of a 357 revolver, lever action shotgun, and a brass-modded cowboy repeater. right now I'm looking into ways to shorten the mechanism-housing so that the drum/barrel section is closer to the trigger...looks a bit like a small pistol with an insanely large silencer atm...
  14. http://newvegasnexus.com/imageshare/images/1454396-1313796103.jpg how about this? my WIP in answer to both this very page, and another guy who emailed me asking if I'd make it...looked like a fun project :P
  15. the problem is that there are no animations for wrist-mounted weapons. I've wanted to make something like that for much longer than Cowboys & Aliens has been advertised :P using the punching animations won't work cause its swinging, and doesn't take advantage of projectiles very well. using the pistol animations doesn't help much cause the hand is still vertical. but you could potentially do something with that still. there aren't really many options.
  16. new vegas: More features, more characters, more quests, more content. packed into a space about 1/3rd that of Fallout 3. DLcs add in world-spaces which are actually enough to bring it up to the same size anyway. the improvements far far outweigh the problems in my mind :P but I definately agree with previous commenters, there wasn't really anything new added to new vegas which hadn't been done as a mod in Fallout 3. but then, we've got a few thousand amateur and not so amateur developers here on the nexus, they've got about ten or twenty professionals. its a no-brainer that we'd come up with all the obvious (and a hell of a lot of not so obvious) ideas long before they would. I don't hold it against them. that and OWBs had so many fun ideas It made up for pretty much all the remaining gripes I had with the games :P stabiity-wise. I find NV to be a LOT more stable than F3, but I get the impression it varies wildly from player to player how stable the game is, one friend can't get more than ten minutes without f3 crashing, another hasn't had a bug yet. for me, F3 suffered from chronic failure every hour or three. but NV was generally stable except with certain circumstances. (visiting hidden valley tended to cause save-corruption until the more recent patches) on the other hand. NV has done nothing which has managed to match up to that glorious moment after you leave the vault, step out into the sunlight and see the ruins of DC on the horizon.... or the sheer awesome/epic of watching Liberty Prime at work.... oh, except the finale of NV. which depending on how epically badass your character is, is probably an extended Crowning Moment Of Awesome that quite possibly matches up to liberty-prime's rampage through the enclave... incidentally, did anyone else go through that battle salvaging ALL the enclave power armor and gear in their path? I know I did...and I was rightly irritated to have to walk through the last ten minutes of the game :P
  17. what no love for Lily? "they're sweet gentle creatures, but sometimes they get ornery.....just like my grandkids" love her to bits, but she's not my style of companion :P Veronica holds that title, though more recently she got replaced by Willow. "he was dead when I got there, I swear" that's New Vegas though for Fallout 3, I'd have to say moira, for her "I'm sorry I twisted your DNA like a kitten with a ball of yarn" line :P for DLcs, I absolutely would have to go with Doctor Klein or Doctor Borous...."filfthy Hand Penises" has to be one of the funniest lines I've ever heard in a game :P that whole initial conversation had me in stitches to the point where I felt I had to reload a save and go through it again once it was done. Borous's thing at the X-8 test labs with the school was hilarious too :P "Attention students! This is the prerecorded voice of your prerecorded principal, Doctor-Principal Borous!"
  18. heh, if you're like me, you'll occasionally reach into that "junked mods" bin and pull out bits and pieces that are worth keeping... basturd as in inglorious? I'd start us off on the whole "Superhero" thing right here and now, but I wouldn't want to switch tracks on the topic :P
  19. hahah! that's brilliant! The Nuka Avenger actually -looks- like a superhero. I think its the colours and the huge shoulder pads :P he looks like he should be holding a helmet under his arm. man...we should totally have a "superhero week" in which people make superhero characters (and mod up new armor and outfits for them) and post up pics.... that'd be epic. now that I think about it, the whole style of The Nuka Avenger reminds me of Captain America. he's also I note, visibly carrying a large weapon :P one imagines he fights for "truth, justice and the nuka cola way"
  20. ok, partial fix, I've figured out how to make the bot a companion, but now I'm not sure how to tie its functionality into the wheel, as is, I have to just select the "talk to" button on the wheel and use the commands normally. aside from that, working quite well... really wish there was more material on how the companion wheel actually works, can't find -anything- Update: found This which should help me a lot :)
  21. yeah, both of those are my plans :P dividing the cells is good in principle, but the vault's communal areas are very open-plan. makes it hard to divide up.
  22. ok, so I have a Mr Gutsy in the Playerfaction faction, which is rated as Neutral with a modifier of 100 by another faction. when I attack that other faction, they attack back, but the Gutsy, who should be protecting me, does nothing. just keeps following me around. it has an identical AI package to another robot which works perfectly well. but I haven't been able to figure out what I'm doing wrong... The Gutsy has an Aggressive AI, its not being forced to continue the package when the player is nearby...its set to help allies (meaning me!) its got me stumped. if anyone can help, I'd greatly appreciate it.
  23. speaking from a standpoint of having gone and looked....the mesh at least for the combat armor isn't there. sucks, but its true. you -could- import from fallout 3 and provide instructions for installation,
  24. hm...could do those using the dynamite animations so that they get lit with a lighter :P that'd be pretty funny.
  25. I have Windows 7 Ultimate, my console works just fine. if you're really stuck, it wouldn't be hard to make a special variant on the teleporter gun or somesuch which will teleport you there without any limitations...or heck, just a door somewhere in the mojave.
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