-
Posts
545 -
Joined
-
Last visited
Everything posted by Nihilisaurus
-
That sounds unabashedly awful. If you'd like I can explain why in detail. For now I think the questions "If New york is preserved to that extent why are the enclave anywhere else? And "Why has nobody mentioned the massive functional pre-war city people still live in?" sum it up nicely.
-
Which ending do you usually go for and why?
Nihilisaurus replied to Dan3345's topic in Fallout New Vegas's Spoilers
Yesman's ending dialogue is not supposed to hint anything more than him being able to say no to people you don't want him to obey. J E Sawyer has said as such on his formspring when asked. Simply put, the code to 'make him more assertive' turns him from a yes man to your yes man, essentially cementing your control of New Vegas. Guys, the Enclave can't work the giant water condenser, obviously we should throw all our resources at them in a desperate attempt to stop them from... Actually I don't know what from, but a big, costly battle sounds fun right? Also our useless giant robot now works because some woman who claims to be a scientist and spent 20 years failing to clean water took a look. -
Ghost Town Gunfight Foreshadowing?
Nihilisaurus replied to Tehandyman's topic in Fallout New Vegas's Discussion
Sounds plausible. You don't have to kill the BoS if you side with the NCR, so long as McNamara is still elder they can be convinced to enter into a truce with the NCR and will send some troops to help you at Hoover Dam. -
mods causing glitch hell
Nihilisaurus replied to Dukoth's topic in Fallout New Vegas's Mod Troubleshooting
No, you're doing that fine. That's what you're meant to do with the feature, but it won't help at the moment (actually, adding the merged patch to your load order at the moment will only make the problem worse). What you need to do is get a utility like FNVPlugin, and merge the mods themselves so you're loading less things, for instance merging all the plugins for single added items (armour, weapons etc) that don't affect much individually, saving it as WeaponsAndArmourMods.esp then loading that one WeaponsAndArmourMods.esp instead of the dozen or so different plugins you had before. The problem is simply that the game engine can only handle so many individual plugins at once, merging them down makes dealing with them simpler for the game and means you can keep all your content without confusing the game and causing the texture/mesh issues. -
Physics issue: the standing corpse.
Nihilisaurus replied to kegisak's topic in Fallout New Vegas's Discussion
Select it in the GECK, and hit the 'run havok sim' button on the toolbar across the top, it's on the same row as the landscape edit/navmesh buttons. The body will fall to the ground and be found in the (much more suitable) position it lands in in-game. -
PN - Project Nevada (Fallout New Vegas equivalent of FWE) MM - Mission Mojave (mod similar to an 'unofficial patch', comes in modules that correct errors, attempt to reduce CTDs etcetera) MMUE - Mission Mojave Ultimate Edition (full version of Mission Mojave, all modules condensed into one file) NVEC - New Vegas Error Corrections
-
OnEnter script not behaving
Nihilisaurus replied to Nihilisaurus's topic in Fallout New Vegas's GECK and Modders
Got it all working. The tenpenny gate already has globals so hooking the two script boxes (and a quest script that closes the gate after about 10 seconds) was easy enough once I figured out what things to stop doing. -
Marksman Carbine Ironsights
Nihilisaurus replied to Lizarrdo's topic in Fallout New Vegas's Mod Ideas
AG's Supplementary Uniques has a weapon like that. -
http://newvegas.nexusmods.com/images/28650 Would something like that do? It uses the animations (and some parts, like the receiver & Barrel) from the M16A2 out of Heffy's AKs & AR15s pack, so would require his permission for a release, but I'm just interested in seeing if that's the kind of thing you'd like.
-
NCR's Money is in Shady sands/the LA boneyard from FO1 & 2, they raise more money through taxation. Legion's money is valuable in itself, made of refined gold and silver. Money is doubtless stored somewhere, possibly in the Legion's capital in Flagstaff. Furthermore, legionaries fight for Caesar more for religious reasons than money, Caesar (to them) is an incarnation of Mars, the war God and is their just ruler in perpetuity. The money comes from conquest and tribute paid by conquered lands (render unto Caesar what is Caesar's). The Casinos? They should all have vaults. Big ones. With piles of currency of all types, Caps, NCR Dollars and legion coin. The tellers themselves hold a large enough amount of money to cash people out, but the profits go in the vault. If you want to create a casino heist mod, all the casinos are going to need lower levels for the staff, and below that the vault itself. To rob the casinos without them knowing it was you should be extremely challenging, and to rob them in an upfront 'walk in the front door guns blazing' manner should be the least favourable option. The main challenge you'll have to face is security, though should things get really bad for them they'll no doubt call on House's Securitron police, losing you strip rep and making the securitrons hostile.
-
No they're not. Deathclaws are a mix of Jackson's iguanas and mad science (including FEV) by the pre-war US government, they were made for urban combat to reduce troop losses. There's a lot of madness in Fallout, but the deathclaws are relatively well explained. Also, you might want to get rid of the mag well if you're getting rid of the magazine.
-
They don't aim down the sights, their default pose is with the weapon ready to the shoulder and slightly lowered to not obscure their vision rather than at the hip braced to fire. Before they fire at anything beyond about a dozen meters they raise their weapons to eye level and aim. When they advance with their eyes to the sights they do move much slower and when they fire generally unless it's at close range they stop. Also, you don't shoot as accurately without ironsighting, it's just most of the default game's combat takes place at ranges where it doesn't matter or you're ridiculously lucky/you still have the auto-aim operating (requires a mod to disable it in order to fix long range sniping, was much worse in FO3).
-
How To Become A Modder
Nihilisaurus replied to simplywayne90's topic in Fallout New Vegas's Discussion
Wasn't trying to shoot you down or anything, just giving my input. I actually think it's great you made the threads. But I am just saying I doubt many people will mod. /agree with crosssfirex about it being great you made these threads simplywayne90, anyways i want to start with weapon mods when i get acquainted with the modding programs, i was thinking of doing random stuff but that probably isn't a good idea Doing random stuff is a terrible idea. Start with something you want to do, find out how to do it, and do that either until you're successful or confused. If you end up confused, seek help - be it a wiki, an example that already exists in-game or a (willing) fellow modder - and once you've got some help keep trying until you either get confused again or succeed. Repeating until you manage what you aimed for is the majority of all modding. Nihil Novae sub sole (as Arcade Gannon says), and there's not much that can't be aided by a look at what's already been done. Start by aiming low. Project nevada was not coded in a day, after all. Once you've done something simple, try something more complex, and so on, always building from things you already know you can do. Finally, before you consider sharing your creations, pause and think whether others will appreciate what you're sharing. With time, this will become a 'yes' far more often, but in the beginning when you're making giant geckos, mini nuke miniguns and lasers that shoot nukes, save them for yourself. They're something everyone tries - and should try - but they're usually only of value to you in what you've learned, rather than to what you've created. Now go forth, and enrich yourself. -
Request: New Vegas Save Editor
Nihilisaurus replied to aisherlock's topic in Fallout New Vegas's Mod Ideas
` player.additem [formid] [number] player.removeitem [formid] [number] There's your inventory editor. -
Courier Duster Good Headgear?
Nihilisaurus replied to ThisIsHalloween's topic in Fallout New Vegas's Discussion
Ranger Grey Hat? -
Eyefinity (Multi-monitor) Fix
Nihilisaurus replied to icor1031's topic in Fallout New Vegas's Mod Ideas
All that mod does is change the background for the pipboy's screen, I think your problem is probably the imagespace modifier - the blurring that happens to objects further away from you when you bring up your pipboy - which is affecting the pipboy itself as well by the looks of it. I don't know which ISM does the effect though, so you might have to ask one of the more experienced modders to help you. -
OnEnter script not behaving
Nihilisaurus replied to Nihilisaurus's topic in Fallout New Vegas's GECK and Modders
Ok... Double-post time. That script works fine. NPC runs up, door opens up, npc runs through. How do I close it again? (want to be able to have npcs pass through both ways, so can't just use another script box...) -
RFCW (I'm more a fan of the 'prototype aka BBW, though both work I find having a single 'patched' esm more appealing than two esms and a list of plugins to un-break everything) offers us all we had whilst playing fallout 3 again, all we already had in New Vegas, and the ability to combine the two in ways that were impossible before. Every time I see that part of this post it bothers me. No. No it didn't. New Vegas: Goodsprings NCRCF Powder Ganger Vault Primm Mojave Outpost Novac Boulder City (ehh...) The 188 Trading post Sloan Red Rock Canyon Bitter Springs Refugee Camp Hidden Valley Camp McCarren Camp Golf Crimson Caravan North Vegas Westside Freeside The Strip Fallout 3: Megaton Rivet City Tenpenny Tower Canterbury Commons Underworld The Citadel Paradise Falls Girdershade Fallout 3 has a bunch of stuff to come across whilst exploring. It does NOT have more towns or quests.
-
OnEnter script not behaving
Nihilisaurus replied to Nihilisaurus's topic in Fallout New Vegas's GECK and Modders
...That does it. Well, what we've learned today is that I can do basic logic but I can't copy and paste. Thanks guys, that would've kept me perplexed for hours wondering what I was doing wrong. -
[edit] Issue resolved. Cheers for the help, guys.[edit] So I've embarked on a slightly mad quest to 'fix' all the settlements in DC - using 'Best of Both Wastelands' - so they satisfy my beloved immersion, I've started with Tenpenny Tower, and want to write a script that will cause the gates to open for a certain subset of residents, and close behind them again. Getting the NPCs to go along with this is easy enough, due to the fact the navmesh extends under the gate by default, they'll simply run against it if told to pass through whilst it's closed. The scripts; however, are not so obliging. I want to create an OnTriggerEnter script box (Actually 2, but that'll be explained later) that will open the gate (set the 'open the gate' variable to 1 when there are NPCs of a specific faction - call it "TenpennyGateFaction" - inside the script box, which would cover both sides of the gate with enough space an npc could trigger the gate, walk through it and then close it behind them (when there are no TenpennyGateFaction members in the box, set 'open the gate' to 0). Here's the script I'm starting with, " set TenpennyGateRef.openGate to 1" is how the vanilla game opens the gate. This is just an 'emergency' script that opens the gate from the outside and lets any residents that managed (through sheer idiocy, one presumes) to get outside back in, rather than have them cluster in a pile of uselessness in front of the gate until the player opens it. scn TenpennyLetMeBackInIAmAnIdiot ref NPC begin OnTriggerEnter set NPC to GetActionRef if NPC.Getinfaction TenpennyResidentFaction == 1 set TenpennyGateRef.openGate to 1 endif end Cipscis Script checker pulls up nothing wrong with that, but there has to be something otherwise the GECK would let it compile. I think it's probably how I'm using the GetActionRef, as I've not come across it before. The next problem is how to check if there are no possible gate users in the box, as just checking for npcs not in the faction would return 0 if any of the other residents happened to be in the script box. The other option is to record the references of each npc that will use the gate, and check if they're within a certain distance of it, though depending on the number of NPCs and whether or not I can bunch them into groups reliably this could get prohibitively long and inefficient.
-
Point still stands. It can be done, and modders have added new buildings like this. But enough in the same area is too much for the game engine to handle, there's a reason interiors are physically separate from the rest of the world and as usual it's because gamebryo is terribly optimised.