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CouncilOfDave

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  1. I'm a no-name modder who isn't regularly active in this community at all, nor have I released many mods since I registered in 2009. Having said that, apply the appropriate level of gravity to my opinions. Beth.net is a goat rodeo (as we say here in Texas). The website and the enforcement of their own TOS are equally terrible. I fully believe this is in preparation for paid modding to make a glorious return, so most of their focus has been on that prize instead of serving the community, especially the modding community. As Dark0ne said, many of us mod primarily for ourselves, and may choose at a later date to share with everyone else. This describes me perfectly. I play my modded games on PC during "me" time, and vanilla games on console during "us" time with the wife. I will be modding FO4 for me and mine, but with the direction Beth.net is headed in I highly doubt I'll contribute at all. That may change in the future, but for now I have no plans to do so. The PCMR vs Console Peasant crap is just that; crap. You can make valid points for or against either, but the real or perceived animosity between the two sides is similar to tribalism for the sake of tribalism. Unfortunately at the moment it's most ridiculous from the console community, and I feel that it's mostly because they're likely to be younger, and certainly because they're not from an existing modding community. They don't understand our customs, so I tend to cut them some slack. With exception of course to the few who are blatantly stealing others work, or those vocally defending them. I hope at some point during this rodeo, they get the horns.
  2. Gravity for ballistics does work, but seems less apparent with fast moving projectiles.
  3. I'm a big fan of conventional firearms, especially sniper designated rifles and carbines. I never leave my shack without my scoped/suppressed Hunting Rifle in .260 Remington, or a Marksman Carbine/All American. I usually have an SMG and a pistol as well, so I can share ammo between the two. At present it's a 1911 and an HK UMP in .45 I'll bring a machete or a Kukri for pests like mantis, rats, or bloatflies. They aren't worth the bullets to me.
  4. A few things not mentioned that I thought I would add. Download and install Fallout Mod Manager. It's much easier to use than the splash screen to load mods into the game. It's a safe program. Also, don't install a bunch of mods at once (at least not starting out). Load one mod, and play with it for a while. Then load another one, etc. READ THE DOCUMENTATION. Many times the person who made the mod will list specific install instructions, and at times give you a heads up on other mods that don't play nice with it. Usually this is a readme.txt file in the folder you download.
  5. 182. Just because it is locked, doesn't mean there is anything inside. 183. Bobby pins will always break in 3 or 4 tries, unless of course you give them a rest between attempts. 184. Raiders don't find anything suspicious about their buddies heads exploding right next to them. 185. Dogs are properly equipped to live in post-Apocalyptia, and cats are not. 186. Birds never land on the ground.
  6. Texas is so big that it really depends on where in Texas you're talking about. For instance, East Texas has a lot of trees, wooded areas, and beach (Gulf Coast, afterall). Whereas West Texas is more desert. Central TX, as well as North TX are different from each other as well. Plus you have a ton of small towns, as well as large Metroplexes like the Dallas/Forth Worth area where I live. It's freaking huge. I think a good Fallout game could take place in TX, but maybe that's only because I live here. Personally, I would like to see one in San Diego. Due to the heavy Military presence it would be a prime target in any nuclear war, but is also on a coast, has a large population center, and there could be all sorts of fun to be had with the Zoo, etc. I prefer a good mix of heavily populated ruins (like DC was), and vast open area (like NV). I really have no good suggestions, but I would be happy with any large, well known city. And landmarks are always pretty sweet, which is a big reason I liked it being in DC.
  7. Okay, it's working beautifully now. Here's what I ended up with: The only thing done differently is the line in bold, and it makes sense now why it wasn't working. I greatly appreciate the help. scn 1911ExMagAddScript float WeaponHealth begin ScriptEffectStart if player.getequipped 1911Pistol == 1 set WeaponHealth to Player.GetWeaponHealthPerc set WeaponHealth to WeaponHealth / 100 player.removeitem 1911Pistol 1 player.addItemHealthPercent 1911PistolExMag 1 WeaponHealth player.equipitem 1911PistolExMag player.additem 1911Mag 1 elseif player.getequipped 1911PistolSD == 1 set WeaponHealth to Player.GetWeaponHealthPerc set WeaponHealth to WeaponHealth / 100 player.removeitem 1911PistolSD 1 player.addItemHealthPercent 1911PistolEMSD 1 WeaponHealth player.equipitem 1911PistolEMSD player.additem 1911Mag 1 else player.additem 1911ExMag 1 endif end
  8. Interesting. That that looks identical for the most part, except for the "/ 100 " part, which I will try immediately. Maybe that's why it wouldn't compile.
  9. Hey, working on a few scripting problems with a mod I'm playing with. Basic gist is that I am making some aid items that are weapon mods, so when you activate them the base effect and script switches the weapons in your inventory and equipped weapons. So, say I have a 1911, and a 1911 suppressor. I click on the suppressor in the aid section, it checks what weapon I'm holding, removes it, adds the suppressed weapon, and equips it. I have this part working, and vice versa. However I'm having problems finding the correct function to float a weapon health percentage. Basically, I need it to check the health percentage of the weapon I start with, and apply that to the weapon it substitutes. That way I don't have a weapon at 59% health, only to have it jump to 100% when I put the suppressor on it, and back to 100% when I take the suppressor off. player.GetWeaponHealthPerc, and other variations of it don't compile. I have the latest NVSE, and I've checked every function reference I can. I've been scouring the internet all night, and cannot find an answer. The mod works great, it's just this one function I'm having issues with. Anyone done this? I can't find any examples.
  10. When I played FO3 I ran a heavily modded game, and since most of the features that I liked were put into NV from the get-go, it makes it a little easier. I always play in Hardcore mode, and the difficulty setting on extremely hard. I'm running NV with a moderate number of mods, and generally only the ones that add some realism to the game. Bottle water, canteens, backpacks, select fire, some crafting stuff, scope zooming, sprint mod, etc. I run a disable fast travel, and generally set my carry weight to 30lbs as soon as I leave Doc Mitchell's place. The rest of them are pretty insignificant mods - an actual ACOG reticle for the Marksmans carbine, and other scope reticle changes, etc. Because of the low carry weight I generally try to pick up a backpack pretty quick. I'm using the container patch and bum bags esp's, because it makes more sense to me. Standard load for my character depends a lot on what I'm doing, but generally it's relatively close. 2 days worth of food, and 3 canteens (or 5 water bottles). Med supplies are usually 15 stimpaks, 2 radaway, 2 radx, 2 doctors bags, a few doses of steady, and a few doses of medx. I'll normally take a 9mm pistol, .308 bolt gun, and a Service Rifle/Assault Carbine/Marksman's carbine (whichever I have, or want). The M16 style weapons have the select fire mods on them, but I generally use them in semi. I also use machete's a lot. Sometimes I will carry a Sturdy Caravan shotgun, or a grenade rifle in place of, or in addition to the auto rifle. I usually take 75 rounds of 9mm, 120 rounds of .308 (various types), and 250 rounds of 5.56 If I go out with a shotgun I'll pull 50 rounds, and if I have a grenade rifle I'll take about 10 shells for that. I generally have 3-5 thrown grenades, a few landmines/bottlecap mines, 2 C4 charges (or Napalm), and a detonator. I also take binoculars, NV goggles + energy cells, one set of armor + 1 set of regular clothes, and about 300 caps. If I'm heading off to loot a building I'll take an extra pack, so I can drop it and keep adding loot to it as I go, and can come back for it later when the way is clear. I generally use Victors house in the beginning, and sleep wherever until I get to Novac for the hotel room. I also set myself up with an apartment in Freeside, which I use the rest of the game once I get there. If I'm not leaving Freeside or the strip I generally only leave with a handgun to do my business. I try to avoid area's like Quarry Junction until I have a Barrett or an Anti-Material rifle and some of my Raufoss rounds. I also stay as faction neutral as possible for as long as possible to cut down on conflict. I cook a lot of food to keep from carrying more than I need, so what I do have is more effective. This is one reason I like the bottle that water mods. The biggest thing, is that I'll scout ahead if I'm not sure what's coming. The scoped rifles and binoculars are good for this, because I don't just like walking into an area blind... I'll sneak to a vantage point and take a look. The NV goggles are pretty much to get me to a bed if I'm out and it gets dark. My main focus has always been on as much realism as possible. So I walk everywhere, don't carry 300 lbs of gear, and am careful not to get shot or mauled by a Deathclaw. Now that I've got my mod list working properly I'll probably start a new game and see it through, as I played it through twice on vanilla, but then I started modding it and haven't played much with a full game in mind.
  11. I cut a wide path around the Deathclaw infested areas until I'm at least level 20, have a 90+ guns skill, and an Anti-Material rifle. Having a lot of doses of steady helps. Engaging them on the ground is a fools errand, I think. For me it's all about sneaking into a position where they cannot get to you easily, and picking them off at very long range.
  12. This really is the easiest way. No installation of anything required.
  13. Just found this thread, as I don't spend too much time on the forums. All I have to say is Daaaaaaaaaaaaaaang, this is ambitious. I read enough to know what you all intend to do, and that's about it (didn't want to spoil anything for myself). I'm not much help at all, but this is something I'll be watching and eagerly waiting for completion. I would be willing to test it, but I can't really be of much more help than that, which is a shame. Good luck.
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