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Tostitos

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Everything posted by Tostitos

  1. modders have better things to do than sit around waiting for the batsignal that tells them to make something for someone else. download the geck yourself and get to it.
  2. definitely a modern idea, although I'm not sure it's "interesting".. Modernwarfare/ MW2 are "modern", you might want to go try and enjoy those instead? ;)
  3. No not really you can alter the landscape to your liking, As for the mountains you can just move them were you like lol "Navmeshing after unless you want NPC's thinking they can head but the rocks" I've decided I'm going to do it, It might not be 1 of the best ideas out there but it gives me something to do at the end of the day ;) P.S. Anyone is welcome to help out if you ever get board, Just let me know here :thanks: you can use imagespace modifiers for outdoor shade / blocking sunlight etc
  4. it would probably be easier to just mod your FO3 character into Bioshock and go play that.
  5. here's some good inspiration http://img.dailymail.co.uk/i/pix/2007/06_01/submarine080607_700x413.jpg http://www.bluejacket.com/usn/images/sp/ss/ssn21_seawolf_interior.jpg http://z.about.com/d/inventors/1/0/h/9/submarine.jpg
  6. wrong. only in games where none of the designers knew how one works..... dude.
  7. That would be sweet. One of the existing communities in DC could have a bunch of mutated anthromorphs moving in with them. Conflict arises after the anthromorphs sexual practices towards children (hence referred to as babyfurs) are questioned by the pre-existing community, which the anthromorphic faction takes as a nazi-style persecution system (hence called fursecution). Some of the anthromorphs would fight back with acts of terrorism and mass murder / diaper fetishism (has there been a diaper mod requested yet or was it lost in the sea of animu requests?): http://i327.photobucket.com/albums/k472/kbadphoto/Pets/M4-A3/yiff.jpg Eventually, another large robot is rebuilt and unleashed on the anthromorphs to bring justice to the wasteland.
  8. Normal people keep their fetishes and developmental oddities to themselves, they don't try to make their fetishes into anything else, furries believe their fetish is a lifestyle and must announce it to everybody on the internet though their icon or sig.
  9. I too have this problem sometimes. I need to kill fast, and bullets too slow. /drops wepon
  10. I have a .70 caliber black powder Handcannon that I inherited, I can make some X/Y/Z axis photos if anyone wants. These pistols look like something you'd definitely find in a display case in a DC building too. After I have a few more week's experience with Blender, and if no one else has then, I'll make a model of it. http://i36.tinypic.com/iwn9tt.jpg
  11. This was the first thing that came to mind. Also the fact that it's 200 years since the war, and you're only treading where other scavengers and squatters have passed and camped. People collected them for urban legend reasons (get a garbage bag full of bottle caps and we can get this mythical kid a new set of kidneys!), for recycling or scrap, or just littered them around. "Realism" isn't really part of the argument against examining this. Realism in how people behave and logic behind their actions is not an inconsistent thing to look and strive for, even if we aren't always given it. http://fallout.wikia.com/wiki/Bottle_cap I buy this explanation for why they became currency. They resources to duplicate them is nonexistant, there's plenty of them, and they're readily transportable. It also would make a way to duplicate them extremely lucrative and destructive. Great quest hook. This is also one of the best ideas I've ever read: http://3.bp.blogspot.com/_EDQ6oIZ43x8/SkOxdgjDHPI/AAAAAAAAAMs/j3p_ZkR6XBg/s400/so_much_win.png Take out the part about Nuka-Cola starting the war and poisoning the population which doesn't really make sense (the resource wars affected and involved the whole world- for Nuka-Cola to be able to manipulate those events, they would have had sufficient power to establish a one world government from the beginning). The rest is sheer cheeky brilliance. It's something Black Isle would put into Van Buren as a subplot. I see them as a sort of BoS organization, most of their energy devoted to just fighting against entropy (much like the BoS) and maintaining their own little world, while subtly affecting much of the wasteland. Not so heavy on the military force projection. Even without direct access to most locations, they could still be connected thanks to the caps economy, and also have a ready-made way to establish hideouts and spies in new areas. Just send their guys out with some caps after running them through a laundry drier to beat them up a bit like counterfeiters do with money.
  12. Only in their individual strain of FEV which produces what I like to call Stooper Mutants. True Super Mutants have gender, gray-green skin, gums, brains larger than a grape, and don't walk around carrying bags of assorted Gore. They also have huge jaws. And are sterile. And non-wastelander humans, once dipped, produce human intelligence level or better muties.
  13. I am also interested in a combined furry-Liberty Prime mod, hopefully similar to this: http://i36.tinypic.com/4i2amt.jpg
  14. It's rare-ish but not hard to get at all. It's also bigger and shouldn't be compatible with a RPG-type weapon. (although anything can be set to take any ammo type.) You could raise the damage to unarmored targets while lowering the damage to armored. That way the big bulky rocket launcher is still the more common military issue "take out a hard target" weapon. Also have a new workshop plan that takes maybe ten hand grenades, one Rocket, and a few other scrap parts, and makes five RPG rockets. And yes, I know RPGs are mostly used with armor piercing warheads to attack armored targets, but the above logic almost goes all the way to making an RPG fit into the gameworld with it's bigger rocket launcher brother. Rocket propelled grenade vs Rocket (with a huge hunk of explosive). Fallout 2 is also the game where the people doing the weapon work copied over the .223 pistol without even changing the 'one of a kind' flavor text and made it a gun you can find everywhere. Do you really want to say that in spite of that, they were being completely attentive when they worked in those modernish guns? Even the lead designers have come out and stated it was a mistake. (if I remember correctly, at the behest of producers who handed down orders, like the starting level in the temple because some guy had a thing for tutorial starts.) Also of interest to this thread, despite being non-canon, Fallout Tactics had a rocket launcher identical to the RPG-7. Without the rocket inserted (their way of displaying it in inventory) it actually looks like it fits.
  15. I thought about a few different ways to try to address how "u" don't understand the setting and theme of Fallout games, but there's really only one way to reply. :wallbash:
  16. I don't mean to answer for him, but I think it would break immersion for some people. I'm on the fence about the RPG-7, on one hand it would break immersion for me by being obviously out of place, on the other hand it wouldn't be too hard to change it just a little and make it look like it belongs in that world. A modified Panzerfaust would also look right. Of course, then here's the question of why if you can make a rocket launcher that small in the FOverse, why everyone doesn't use one instead of the normal rocket launcher. http://www.pointofexistence.com/newsimages...anzerfaust3.jpg Something like that with more wear and some changes to the overall styling would look damn perfect. But, it wouldn't be an RPG-7. Also, Lugers are sexy. A .45 prototype would be badass and also be rare enough that you wouldn't suddenly feel like every other guy in the wasteland stumbled on a Nazi weapon cache. Flavor text: "A Pan-Euro sidearm. Although stamped '.45 prototype, serial no. 2 of 10', this pistol has been converted to 10mm. This is a one of a kind firearm, obviously modified with love and skill. How it came to the wasteland is one of the most exciting tales you will never know."
  17. What defines Fallout? The look and feel. Take that away, and it isn't Fallout anymore. It's just Oblivion with kewl gunz. People can put whatever they want in the game, and I don't think anyone objects to their right to do that, but if it isn't lore friendly, it isn't Fallout. Hopefully eventually there'll be two different sections for mods. Fallout, and Not-Fallout. Seperate, but Equal. Mostly seperate though. ;)
  18. Here's a rule that's good to follow for weapons for Fallout... If it was made after 1955, it might be a good idea to leave it out. The only reason I excuse the Desert Eagle is because it was included because it is the single most overused gun in Hollywood. That's a pretty decent rule of thumb. After all, Retro-Future is challenging and requires creativity and the suspension of "dood, this would be so kewl..." Note the combat shotgun of Fallout 1, not exactly a 1950s design. The thing is that modern weapons directly imported look out of place in the setting. The Desert Eagle was in fact not only the only modern weapon, but the only real world weapon in FO1. (The 9mm Mauser only appeared once in FO1, "The 9mm Mauser is a very rare weapon in the Fallout games. So rare that only one is obtainable in Fallout") Retro weapons look a little more fitting, but putting the mad max spin on things makes pretty much anything perfect. The cobbled together Railway Rifle is one of the things that Bethesda did perfectly in terms of weaponry. One off and bizarre weapon concepts fit very nearly into the Fallout-verse. How about this for a grenade launcher? http://www.defensereview.com/wp-content/uploads/2009/04/airtronic_china_lake_4x40_pump_action_grenade_launcher_11.jpg A prototype soviet assault rifle that looks like it fell right out of a Russki bunker's security locker, and some of it's brothers: http://www.militaryimages.net/photopost/data/532/TKB-0221.JPG http://www.militaryimages.net/photopost/data/531/Bullpup.JPG http://img141.imageshack.us/img141/3434/weirdgun1zt9.jpg http://img141.imageshack.us/img141/1994/rippergun2cs2.jpg http://world.guns.ru/assault/as94-e.htm dig those sci-fi lines. A Chechen single-shot grenade launcher, born from similar conditions of death and junk as the FO universe: http://www.thefirearmblog.com/blog/wp-content/uploads/2008/12/1-1.jpg More cobbled guns from Chechnya: http://englishrussia.com/images/chechen_weapons/4.jpg http://englishrussia.com/images/chechen_weapons/7.jpg http://www.sinopa.ee/sor/bo001/bo12gr/bo12gr14/arbalet01.jpg The last is a slightly more polished than usual but still is a Chechen gun, unable to shake the overall design sense. ;)
  19. Also some of the guns from http://thenexusforums.com/index.php?showtopic=160342 would be really cool. The converted bolt action rifle would be best. http://img261.imageshack.us/img261/5245/19940001791.jpg
  20. I apologize for this being done in the past; however it is less a request and more of a question as to what mods exist. And how the hell is this the "wrong game"? More proof that some people are playing Oblivion w/ Guns and not Fallout. :rolleyes:
  21. Pick a container you like, maybe one of the lockers in your characters home. Find this container in the "containers" sub category, open it and drag the weapon over to it from the item list. Save. Load your game and go find your weapon!
  22. Mhmm. Once it's in a reasonable state, I'll need someone to help me texture. I just can't figure that stuff out. Ok, now I need to know how to make a hollow cylinder with thick edges, like a gun barrel or something. Once I know how to do that, I'll add the flash hider/compensator, and a proper, decent reflex scope. EDIT: Never mind, I figured that part out. Now I need to know, is there a way to make the limb that I hit explode every time I get a critical with this weapon? There used to be a weapon in the 2142 pack that had guaranteed dismember on hit, but it was removed. The next best thing I can think is adding the bloody mess perk to the weapon: scn WeaponBloodyMessPerk short Check Begin OnEquip player if player.hasperk BLOODYMESSPERK player.addperk YOURBLOODYMESSPERK set Check to 1; Value denotes that the player didn't have the perk already else set Check to 2; Value of 2 denotes that Player has the perk already endif End Begin OnUnequip player if Check <= 1 player.removeperk YOURBLOODYMESSPERK set Check to 0; Value of 0 denotes that the test is reset End Credit to Madcat and Zumbs
  23. I said all good mods spring from that ability, I didn't say or remotely imply that they also must only consist of it. Hijack over.
  24. That makes sense with the TESAnnwyn offset, that was one of my problems. I'm not going to resize my existing heightmap, in the hopes of acquiring a more detailed version. Also I'll be re-sampling a larger area. Some of the things I want to demonstrate with this are Falloutverse-canon settlements and loners. In FO1 and 2, people banded together into communities just to survive. You had the occasional recluse or wanderer but for the most part, you needed to be in the closest thing to a population center, even if it was only 30-40 other people. None of this nonsense with "Towns" of six or so people. Arefu, I'm looking at you. In FO3, "danger zones" are way too close to the "agricultural" zones. This would only work in a heavily urban environment such as NYC or LA, or an area with a much larger population base, such as we saw in Bosnia / Serbia. Otherwise, there's no inertia to hold the boundaries, so to speak, and suddenly everything is very dangerous in an extremely chaotic way, way worse than even Beirut. Except, no one is living or set up as if it's that dangerous. Who's going to live where a raider can walk out of his comfortable fortified hideout for five or ten minutes and be on your doorstep? Two people living out under an overpass in a town of their own? C'mon. If they had some sort of resource they were capitalizing on or a reason for being there that made sense (treasure hunting, hiding from bounty hunters, etc) it would work. Mostly it doesn't. In FO1 there was a similar situation with raiders and shady sands, but the difference was the raiders had located themselves strategically to prey on the town and caravans, and the town proactively worked to put an end to it. I rationalized all of this away by deciding that the Brotherhood in DC had thrown everything into chaos with the war against the muties, and that things were simply crazy with no further explanation. For a realistic location, there needs to be a balance between the necessary resources for survival, and imminent death. People aren't going to stick around if they're likely to all become raider trophies (barring a strong attachment to the land like Danny in Blood Diamond) and they aren't going to spread themselves thin over the area unless it's safe. If it isn't safe, they're more likely to fill up a small area and dig in. That's another thing, humanity for the most part has a very strong tendency to conquer and rebuild, which contrasts with the raiders and outlaws who simply want to plunder and destroy. That's part of the great beauty of Fallout, humanity taking a crap situation and dragging themselves out of it with rusty scraps of a lost world, and a bit of ingenuity. In FO3, no one seems to be doing much of anything except for the Brotherhood, some scientists, and the people who built Megaton and then quit doing useful things. There'll be some form of farming. Organizing hunting and defense patrols. Brahmin dairies. A system of currency. Law and order. Banks are a logical development down the road although ATMs won't exist, unless you're in a near-totally rebuilt civilization or finding broken units in the ruins of a city and extracting credits/cash from them. There should be at least SOME greenery. Not a lot. Just some, like in FO2. Now, having most of your region living in a small area might make the rest of the place seem a bit empty and boring, but that allows for other places to be dangerous and rarely visited. It allows for raiders to have routes that pass close by (instead of having a base) and it becomes plausible again. There's always a few recluses and wanderers, but the wasteland is a lonely place. They wouldn't be out by themselves if the risk wasn't worth the reward- perhaps one of them has a hidden still to produce liquor for selling, or tends a hidden garden, or hunts and returns with meat. All the better to fill it with hostile and dangerous and mysterious encounters that also won't accidentally wipe out your carefully populated village.
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