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WastelandRedneck

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Everything posted by WastelandRedneck

  1. Hmm... no I was looking under the "Sounds & Music" category, thanks for the tip I will check this out promptly. *Looks like the mod you mentioned used sounds from the various sound packs I have already been through.* *May be time for my last resort...*
  2. Been through all the stuff on the Nex and a ton of free sound websites and it seems there are no single shot suppressed sounds for weapons, everything has some kind of metalic/mechanical click at the end of it. Sooo... Im asking for a silencer sound that is just the firing sound with no reciever sound. Obviously this is for a bolt action sniper rifle!
  3. Check this out, seems pretty handy but not using it myself. Quick fix for your desire, although it doesnt add stats other than the DR.
  4. Probably not, most likely your PC is having trouble drawing all the wep polys. Only thing you could do is turn down the visual qualities.
  5. Here is a thought for a one grate/manhole access to all the areas, have a pop-up menu to select the destination. Ive no clue if it is even possible though. I actually like the idea of a junction room with seperate entrances to the various destinations. Heck I would make the player go through miles of metro/sewer! Fixing the two bugs with MT & TP would be easy enough I would imagine. Megaton would require a quest state check on the door to verify wether or not the player has blown it up. Easy enough to script, though I have no idea if you could attatch it to a door. Tennpenny may be remedied by moving the entrance from the generator room, say out back inside the walls or into one of the loos.
  6. Looks good! I like the idea of using the sewers to get around, the Metros are my favorite part of the game. I would agree though that the huge sewer grate looks a tad out of place. You could just have the one manhole inside the shack that leads to a junction room to the various cities. This may not appeal to alot of people due to an extra load screen but its an easy way to keep the inside of the shack uncluttered. You may also want to consider turning the ammo crates 90 degrees & resizing them a tad down to fit laterally inside the slots of the cabinet. This way they arent poking halfway in/out of the cabinet's mesh. Where is the actual house located? Out in the middle of nowhere? Downtown DC? Obtaining it could be something like the first time you went to Minefield. You are just wandering out in the wastes minding your buisness & some jerk starts shooting at you. To get the house you have to either counter-snipe or get in close enough to kill him before he kills you. Anyway... just some suggestions. /grainosalt
  7. Ok so I have just added a scripted effect to an item and I want to show that effect somehow on the description of the item in the Pip Boy. Is this even possible? If so how? Point me to a tutorial if there is one, I have not been able to find anything. Something else I just thought of, is there a function for jump height or is it just the console command? (setgs fjumpheightmin) And would it be possible to used this console command in a script using an OnEquip? Ok one other thing to add, is it possible to have a male and female version of the World Object Model? I tried getting a second path to show up in the GECK but had no luck with it.
  8. I figured as much on both counts, I just wanted to be sure I wasnt missing something.
  9. I was messing around with the GECK and noticed that quite a few melee weapons have 12 listed in the "Clip Rounds" box on their property sheets. There a reason for this other than someone used copy/paste too much?
  10. Yeah if you were really lucky or throrough you should have gotten 24 cells & the gun from that encounter. Most of the time for me that encounter triggers at the Super Duper Mart & those friggen raiders pick it up and kill me with it and/or half the ammo lands on top of the building.
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