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PrivateJoker

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  1. Of course a sectopod, cyberdisc, ethereal and possibly chryssalids (depending on how the zombiefication works) would be a natural weakness for the dog class. But early game a dog would be a good alternative to the roles later mech units will fill or even gene upgraded soldiers, as dogs are cheaper, require less training and are more readily available AND are already in usage by special forces around the world. They even have heightened senses which would help out noticing alien activity on the battlefield. A dog would take down sectoids and thin men easily while having trouble with the gas thin men send out while exploding. They could probably also go toe to toe against floaters, however when mutons come they need to be upgraded to be evenly matched.
  2. Xcoms answer to Chryssalids, a modern warfare style German Shepherd which is very fast and does three points of melee damage. Possibly upgradeable bite or even the genetics lab can upgrade it to be a hunger games type attack dog. However it would be difficult before some official mod support is released of course. But the idea is intriguing to me. Thoughts? http://www.blogcdn.com/www.joystiq.com/media/2013/05/ghostdog.jpg
  3. Armed to the teeth mod on the nexus
  4. Skyrim is a huge map but still devoid of life. The mods I wanted to use to remedy this was Warzones Monster Mod Monster Wars Increased Monster Spawn The mods I use to modify my gaming experience is Duel - Combat Realism UFO - Ultimate follower overhaul Resurrection Spell Cerwiden Companion With these mods there is no place I can go in skyrim without battles taking place or life running around. I had the biggest fight in my Skyrim History when the Forsworn attacked Markarth because of the Monster Wars and all the spawns were doubled because of IMS and the guards were overrun, they killed most of the people working in the mine and stable before me and what was rest of the blue stripes were finally able to drive them off. And it was a blast. The game was now also difficult enough for companions to become a must instead of being something that overpowers the player. However. After playing with these mods together the game becomes increasingly unstable and repeadetly CTD's. A CTD is ok once in a while but when its once every 5-10 mins it is too much. Do you use and enjoy a combo of mods that alter the life+spawn rate+additional monsters etc that runs stable without those pesky CTD's? Please share it.
  5. totally wrong.. However! Behold the fix go to control panel, then go to language date and time. change from whatever you have to english.. Done its now working, had all the requirments already, so if you struggled like me do this. THANK YOU FOR THAT YOU KNOW HOW HARD I HAD TO SEARCH THE INTERNET TO FIND THE SOLUTION FOR SUCH A STUPID BUG! What I SPECIFICALLY had to change was the REGION AND LANGUAGE FORMAT to English. KUDOS!
  6. I have the same problem. Even tried installing an older version, but it doesnt help. Anybody found a fix for this yet? Would very much like to combine WARZONES with MONSTER WARS and INCREASED MONSTER SPAWNS. Cannot run a stable game with only NMM, and it was a blast playing until it got unstable.
  7. Ufo: Enemy Unknown revolutionized my life. When I was a kid, long before I knew how to speak English, I sat in the basement watching my big brother play, asking him about Every Single Detail in the game. Every Single Detail. It did of course drive him nuts, having a kid sitting there asking "Whats that? What does that do? What happens if you press that button? Why did that happen?" and inevitably his answers got increasingly loud, short and full of suppressed anger. But I paid very little attention to that. My focus was on having a clear understanding of this incredible entertaining, scary piece of entertainment. And my focus paid off, as before long I knew how to complete Ufo: Enemy Unknown. So when Firaxis decides to revisit this pillar in the game industry (and my childhood), its almost like when George Lucas wanted to give us the backstory to Darth Vader after 30 years of suspense, waiting and hype. How he did is another discussion, Firaxis has given us a decent interpretation of a modern day XCOM. It does not live up to the impact of the original, but since UFO: Enemy Unknown, this interpretation is probably the best XCOM game out right now. If you havent finished XCOM yet, you should probably wait with reading this until you do. The Good: Good Graphics Tactical maps give plenty of opportunities to set up ambushes\use tactics. Classes: Heavy, sniper, assault, medic The Advisor gives a good introduction to the major game mechanics. Sets a good tone for the geoscape. One major base built around one skyranger and one squad. This is usually how you play the original with the other bases holding radars and interceptors. This system works well. Very good music (except where it should be scarier). Small cinematic when discovering aliens. The Bad: Pace of the game in the geoscape\base building is too fast, you dont get a relationship to your base and your team. (Not the troops but the research officer & engineer) Too story driven. Not scary enough. Ufopaedia almost non-present Maps can be repetitive Interceptor battles feel unfinished and unpolished. Aliens mostly stationary until discovered. Ending. To have an über ethereal speak to you about how all of his creations are failures was just uninspired. The Awesome: Sectoid easter egg Illuminati council NASA clap when you shoot down your first UFO. When you press launch mission, your squad line up before the skyranger and you kit them out and you have the heroic music playing in the background, and you see the Skyranger launching and flying to the mission; that is probably the best micro managing sequence in the history of video games. It really really creates the feeling of heroes gearing up to save the earth. Game designers please take notes. Ethereals - Coolest and most badass enemy in the game Smoke Grenades - Useless in the original - Here Firaxis nailed it How to fix the bad: Repetitive maps: Release a map editor. With the option to import custom 3d models. The problem would vanish as the community would create so many maps, where bad maps would get bad ratings and good maps would be collected into map packs. If the option to import 3d models would be implemented, then we would also see country specific maps, for example a new dehli map with very very crowded buildings and tuc tucs, etc. Not scary enough: The original did this perfectly. Really relaxed music in the geoscape but still full of tension. During the tactical missions you hear doors opening, footsteps, a plasma blast suddenly goes across the screen taking you by surprise. And the music during tactical missions is heavy and full of tension. Pace: Introduce more things to do in the geoscape. Having to buy weapons and ammo would be a good start. Ufopedia: Learn from the original. Large pictures of dead aliens with intestants visible. The disgusting feeling as I read about the snakeman with the tail full of eggs. Here theres only a very small icon showing the autopsy. This was probably most dissapointing to me in XCOM. In the original I could sit and study f.ex. "The Interceptor: Most advanced fighter available to man." and get really aquainted with the items in the game. You could also talk a bit about the situation of Earth at the time of the invasion. But, most of these issues would iron themselves out if the game got Mod support. As the game stands now I would give the game a solid 8/10. Thank you to FIRAXIS for bringing such a beloved classic to the mainstream again! If you have played the original, how would you rate it compared to this? (If you found this post on steam, that is my steam profile so dont shoot me ;)
  8. It seems like I have deleted the texture references in blender o_O
  9. I've been thinking the same, but story wise Fallout is better than Fallout 2. Playing the fallout classics with the vegas system and graphics would be radical. However this will not be done unless you hire a company to do it, as you basically am asking for someone to re-make a whole game. And it would take a year or two to do it with a full staff.
  10. Are you talking about the "load your model on top of another model" method? It is mostly modifications, but some slight alterations of the meshes. Example is on the Booyah here: http://img600.imageshack.us/img600/125/utennavnv.jpg
  11. I really liked the DX recharge beam from the GRA expansion, however I really disliked the look of it. So I set out on a mission creating my own version of a converted 12mm pistol into a recharge weapon. This is my progress so far. But when I got into skinning, the whole process was so difficult, uninteresting and time consuming, it really killed me. If you like the idea of this model and you want to finish it and upload it yourself, you are free to do so. Here is the file if you want to finish this awesome pistol. LaserBooyah.nif - 293.5 KB
  12. Hi I really like the laser recharger DX that comes with the Gun Runners Arsenal. It is powerful and does a good amount of damage aswell as being a recharger weapon. However it looks like crap. My idea is to create a stylished recharger weapon based on the 12 mm pistol. The three openings in the centre will be filled with the recharge veins from the recharge pistol and I would add an energy compartment in front of the trigger using parts from the plasma defender. Finally it would feature a focused pointer silencer which would be taken from the tip of the laser RCW. It would require minimal changing of the 12mm model itself, a chopping of parts of the other weapons I would like to use and paste in BLENDER. And a merge of a couple of textures in GIMP. I have installed the mod tools required, however what I want to do is very specific and the blender tutorials makes me go through a lot of 3D theory. Is this a big operation to learn and do as a newbie? Example I want to remove some vertexes and fill the gaps created on the 12 mm model. How do I fill the gaps? The closest connection I have is navmeshing in the creation kit where i press "merge" and it is done. Not so here. I really dont have the vocabulary needed to describe this so here are pictures making it very clear what I want to do. http://img600.imageshack.us/img600/125/utennavnv.jpg Here you see the "engine" compartment with the two pillars removed. This should be one square and the gaps needs to be filled accordingly. http://img198.imageshack.us/img198/5460/utennavn1.jpg This is what I mean with the "veins" of the recharge gun. How do I place this here keeping the flashing animation as the shots are fired? http://img198.imageshack.us/img198/2997/utennavn2z.jpg To further distinguish the 12mm gun from the vanilla version and make it more like an energy weapon, I would want to chop up the plasma defender and use parts from it on this recharge laser. Take the top of the plasma caster to create a new iron sights and a new top of the 12mm. Take the tip of the caster and place it inside the barrel of the 12mm Create an energy compartment with yellow lights instead of green in front of the trigger. Is this too difficult for a newbie to do this? :unsure:
  13. Hi I really like the laser recharger DX that comes with the Gun Runners Arsenal. It is powerful and does a good amount of damage aswell as being a recharger weapon. However it looks like crap. My idea is to create a stylished recharger weapon based on the 12 mm pistol. The three openings in the centre will be filled with the recharge veins from the recharge pistol and I would add an energy compartment in front of the trigger using parts from the plasma defender. Finally it would feature a focused pointer silencer which would be taken from the tip of the laser RCW. It would require minimal changing of the 12mm model itself, a chopping of parts of the other weapons I would like to use and paste in BLENDER. And a merge of a couple of textures in GIMP. I have installed the mod tools required, however what I want to do is very specific and the blender tutorials makes me go through a lot of 3D theory. Is this a big operation to learn and do as a newbie? Example I want to remove some vertexes and fill the gaps created on the 12 mm model. How do I fill the gaps? The closest connection I have is navmeshing in the creation kit where i press "merge" and it is done. Not so here.
  14. Would you look at that, QUETZ, just because you replied to this topic I rechecked the follower mod instead of giving up on it, and it just so happened to be that I found the error. Under the Topic HIRED I missed setting the CONDITION to GETQUESTVARIABLE instead of GETSCRIPTVARIABLE! HE now is hireable and has the companion wheel. Thank you very much mr QUETZ! :)
  15. the two options available to say at the beginning is Wait here and I need to get going. If I say Wait here he answers sure as stated in the quest topics and I can never say anything but I need to get going from this point on. Is this a scripting error ? I have no former scripting knowledge and just put in what the tutorial said plain and easy. Must have been a transition error between the tutorial and my fingers.
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