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EssGeeDee

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Everything posted by EssGeeDee

  1. Alright, that works as well. So far, I have the model (Very crude, basically just a mangled Chinese Pistol), the weapon's ballistic properties (can, no WILL be changed, depending on feedback and consultation), and the firing sound so far. Now, as for weapon properties: You know that I, as modder, have the final say, but I want to know what you guys think. About the weapon, so far: Weight: 6 Pounds (Or 6 weights, w/e) Value: 10,000 Damage: 500 Crit Dmg: 500 Shots Per Clip: 1 Reload Time: 1.3 seconds Ammo Value: 100 per 1 piece Health: 500 Repairable: .44 Magnum (Or sawnoff shotgun, haven't decided yet) Spread: 0.2 Min Spread: 0 DPS: 195 It will have a very low chance of jamming, even in poor condition. After all, the weapon is so elegantly simple in design. So what should I change? Keeping in mind, that this is a trophy weapon, used for taking down pretty much anything in one shot. Bythe time you get this weapon, you're pretty much king of the Wasteland and don't take orders from anybody.
  2. Ok, that's a little clearer. Umm, I know it's asking a lot, but do you think you could create a really step-by-step tutorial for me? Anything to make my modding experience better! In other news, I've ditched the .600 in favour of the ever-so-slightly more awesome .700 :whistling: And I need to know, in advance, if there is a script to add infinite ammunition to a weapon, like a heavy machine gun. Stick it on some sandbags, remove the ability to move while using it, and you got a turret, right? Quick Edit: Oh snap, I forgot to ask: How do I change the 1st Person Model Object to my modded weapon in GECK?
  3. I'm actually looking at it right now, however I think it skips a lot of really really basic steps. For example, my mesh that I'm imposing does not have a BSShaderTextureSet - So i've done something wrong somewhere. Don't get me wrong, it's definitely helping, just not with every little detail that I so desperately need
  4. OK! I'm starting to get the hang of modeling. I have an incredibly crude model made in Blender, ready to import into Fallout 3. Just for testing purposes, you see. I just need a super simple step by step guide to doing this, as in 'I'm a retard and need hand holding' type tutorial. I'd prefer to have a text-based one that I can take at my own pace without getting confused. :) About the weapon: I'm not much of a ballistics expert, but after seeing the Thompson .600, I thought there might be a niche for high-end, super-expensive, insanely powerful one-shot pistols. My aim is to make is as accurate as a sniper rifle (zero spread at 100 Small Guns skill), with enough power to take down pretty much any entity in the game in a single hit. Maybe not a Super Mutant Behemoth, they'd probably require two or 3 hits. But it'd be more of a 'showpiece', or challenge weapon rather than something that you'd actually go out and use to hunt hordes of enemies with. Sort of like "Yep, I'm cash, I got me a 50,000-bottlecap weapon, each round has to be handmade and is worth 200 caps each. And I hunt Molerats with it." There might even be a quest opportunity here, some guy somewhere with the .600, and he's pretty quick on the draw. Probably a good idea to dust off that Fat Man. ;)
  5. Alright then, I'll see what I can do. Trouble is, I have no idea how to create anything in Blender. You're looking at a first-time modeler here, I only installed Blender this afternoon. Anyway, I'll sleep on the issue, see what I can do tomorrow. Thanks for the input.
  6. First release, version 0.5 is out! Grab it here: http://www.fallout3nexus.com/downloads/file.php?id=9716 Just be aware that it's not even a full release yet. ;) I'm trying to create this weapon, or something similar: http://airbornecombatengineer.typepad.com/photos/weapons_fireams/600nitroexpresstc.jpg A large-caliber, highly accurate, single-shot pistol, I've already created the weapon properties in the GECK but I need someone to teach me how to create a decent mesh with Blender or Nifscope or whatever, and preferably be able to use it with RH's Ironsights mod (my version won't feature a scope). I know this weapon has loads of curves and complex faces, but all I'm interested in at this stage is creating a working mesh that looks somewhat like the weapon, even if it's only blocky and semi-completed. I just can't seem to get anything out of the tutorials currently on the net, I want to know if I should start with a mesh that's already in the game and similar to the Thompson (the Mauser, .32 and .44 revolvers, and the Sawnoff come to mind), or should I create a mesh from scratch?
  7. Heh, yeah, but it's certainly possible with the crawler from Broken Steel. :P Right, but I'm rather bad with NPC behaviours. I'll give it a shot though. EDIT: Opening the CS now, I'm not quite sure how I'll do this tiers system. It's definately easy to move the buldings around but No matter how much crap you put above something it will remain lit the same way as the top two tiers. I'd really like to have it split into three cells but I'm not quite sure if I'm ready to throw away all my work on the walkway. Well, if lighting's that much of an issue, I'd recommend ignoring it. :) Perhaps just throwing in some floodlights regardless of how well-lit the lower tiers are, would at least give it the illusion of artificial light.
  8. Why yes I have. Though I think putting Megaton on treads is pushing it a bit. :P For extra buildings, you'd probably only need new houses. All those Megaton Settlers can't possibly live in the Common House, right?
  9. I'd like to see a complete restructure of Megaton, with tiers. Such as, the main gate enters Megaton into the middle tier, and there's things like shops and stuff in the middle tier, like a commercial district. It would sit on one or two very large plates. Then there'd be a lower tier, built on the ground, containing things like poorer houses, and the Common house, the Water Treatment plant, etc, like an industrial zone. Then on the top, there'd be the 'upper-class', containing Moriarty's, the Brass Lantern, some high-class houses (Like the Simms' place). The bottom two tiers (especially the lowest one), would be really dark, and need to be lit by floodlights most of the time. http://i307.photobucket.com/albums/nn291/FullMetalPatriot/thebest.jpg Bow down to my photoshop skillz :O If my GECK ever decides to NOT crash after five minutes, I'd try it. D:
  10. Ok, so I have a shedload of mods, and they're all doing their own things, like altering the leveled lists, adding new weapons and ammo, rechambering weapons for new ammo, etc. Now I find that 60% or more of the enemies I face, humans and Super Mutants, have the wrong ammunition for the weapon they're carrying. For example, the Chinese Pistol is chambered for 10mm ammo, but the Raiders who have it are only carrying 9x19 Para ammo. Is there a way I can fix this, or will I have to start disabling mods?
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