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dissentuk

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Everything posted by dissentuk

  1. sorry, my bad. I replied with the original post in mind. I meant to say that I have allready used steam to play fallout 3 with all the trimmings and just bought the goty version, which installs the whole lot at once. I was wondering if i could just install the goty version over my existing fo3 directory and have all of the new content added to my game of if i will have to un-install fallout 3 to re-install it with the goty stuff. sorry for the vague first post, it was late and i get confused easily
  2. well, what would be great is if you can remove the player motion, but im guessing thats near impossible. otherwise, what i think would be good is if it only acts as a probe with 1 limited weapon, much like in metal gear solid 4. the player would access their inventory and select the probe which they can then move around within a limited range but leaving the player vunreble to attack, then if you build in a stealth function that can be toggled your away.
  3. what i want to know is how many subtle changes will be made. things like adding explosive charges to locks, ammo weight, solving the weird gun holding glitch for npc's, sorting the weird skin tone mis-matches ect. to me, getting these things right are whats going to swing it for me. Since playing fallout 3 i was totally sold to the whole game and i can put aside a lot of issues because the game is so damn fun, but even still, im waiting on baited breath...
  4. i just did exactly that. i dont suppose if anybody knows weather or not im going to have to do a fresh install or if i can just install the goty edition over my existing steam directory and have the new content added to my existing game??? thanks
  5. thats exactly what you can do in the mass effect game so it cant be that hard. presumably if they create a GECK (fingers crossed) you could identically mod your character before you started to the same state/apperance.
  6. yea, good point. but in the end, when it came down to it, that didnt really afect my experience of fallout 3 tbh. quite a nice mix of guns. is that a barret 50.cal i see. and iron sights? i really want to play my first playthrough with mods, so i figure is going to be a much longer wait till i play it than fall 2010. does anybody know how long it took to develop a core mod scene for fallout 3?
  7. Sorry if this bothers anyone but i wasnt sure if i should post this in a new thread, but: http://www.gametrailers.com/video/e3-2010-fallout-new/101172 I though it was worth it!
  8. http://www.gametrailers.com/video/e3-2010-fallout-new/101172
  9. i really like this idea. going into a rage untill your killed is a cool idea.
  10. how do you do that? is it the same as set active file?
  11. could a mod where u need a certian item type to jam a door be made. say, if u have a scrap metal or other items like that you could have a jam door option? that would be very cool!
  12. combat knife, sawn off and an assault rifle. standard!
  13. So, I was looking at the New Vegas screenies the other day and had a few thoughts and questions that I thought might be worth discussing. What immedetly struck me is how similar the game looks. presumably its still Gamebryo and I assume they have tweaked it rather that overhauled it. does this mean that tools like FOMM, FO3edit ect and FOSE will only need a simple adjustments to start working or will it take a long time to re-implement these tools. Also mod porting, I assume that a lot of mods will be compatible and only need a bit of changing if they release a geck with it , eg, a portable tent mod would be a lot quicker to re-implement than say a full weapons/ armor replacer (or I could be wrong). Another question is will the geck need upgrading or will it just work? A few other things is the time period its set in. all of the screenies with weapons in looked like cowboy style guns, appart from 1 that looks like an M4A1. is that likley? Obviously I cant wait to play fallout new vegas but knowing that i will proberbly have to wait a while for the mod scene to develop is even more fustrating. Anybody got any calming thoughts or points of interest that might ease the wait? cheers
  14. I was sitting in the brass lantern the other day and i noticed a megaton resident eating sitting down. can that animation actually be applied to a player? also, how many types of food can be consumed by npc's? i would love to see this mod happen
  15. it is tough. i've spent the last few week making my way in and out of megaton building up my supplies for greater journeys. try not to do quests to begin with and scavange your immidiate surroundings. then start doing moiras quests. thats definatly helped me.
  16. you might want to look into getting an auto aim remover to help your shooting.
  17. Fallout wanderers edition, Weapons mod kits, marts mutant mod, portable equipment, rude awakening, ya disguises, angry scientists, CRAFT there are so so so many more but thats a good start!
  18. There's nothing to stop you from making any changes to mod's you like. you just cant upload them with out express permission from the owner. There are some pretty good tutorials you can watch that help you learn the controlls. Initial editing is quite east but it does get complicated quickly. some useful tips: A = turn lights on and off Z = Move objects up and down with mouse G = Move and object up a small ammount T = Center over a selected object M = show markers Hold X,Y or Z when rotating to rotate on the specific axis Hold space to move around and shift to change angle and rotate around selected object. Once you select fallout 3 esm in the data window, select the mod you wish to edit and set it as the active file. most stuff is pretty well covered on the bethesta website.
  19. i made it so that the merchant was seperate if people felt they didnt need another shop that sells stuff they might have allready accuired with other mods. it was also partially because i dont know how to merge the 2 mods into one file. i proberbly will make it one file when i release it but i need to find out how first.
  20. yea, the idea is that the player visits the hunting locations when they are out in the wasteland to hunt from then returns home. this mod adds an extra shop in megaton and hunting locations. its not really designed to be that intrusive. there are allready small caravans ect the player can visit and stay in, this mod just adds a few more variations and locations. im slowly getting there so bear with me. Just to re-cap though: the shop was going to be an optional file to the main constructs, so if i want to make the merchant buy items from the MMM mutants i have to make the shop file use the MMM master plugin?? thanks
  21. nice, ill remember that for a later feature. So, just to re-cap. to make it MMM compatible i : open the geck got to data click MMM esm click hunting mod and then save?? thanks
  22. how do i make it mmm compatible and how would i add an obtainable map marker?? thanks
  23. merchant is finnished for the mod. the last stage is addint in the hunting locations. should they have map markers? i personally think its best if they dont. anyway, as for locations, i am going to study the wsteland and find some suitable locations but if anyone has a faveroute spot let me know which hut should go where.
  24. i have had no problems. and with fallout 3 edit on the scene i hardly get any crashes.
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