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Geeves83

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Everything posted by Geeves83

  1. Another thing that I have noticed is that some of them might not even work. I've tried adjusting the 20ga slug's weaponspreadmod, no matter how low i put it (0.01), the spread stay exactly the same. Can anyone else confirm this?
  2. I've always been a big fan of the melee/pacifist character, and I love how in NV they added some extra moves for both the unarmed and melee attacks. The only problem is that all of the attacks seem to have pretty unimaginative effects. Extra damage, knockdown, etc. Changing the effects for melee weapons in the GECK is pretty easy, but the unarmed attacks I can't even find mention of in the GECK. It would be awesome to be able to add a repetoire of unarmed moves and melee moves to choose from, and with varied effects like knock outs/fatigue damage, disarming an opponent, disabling limbs, etc. Think about it; how cool would it be to be fighting three guys, one with a gun, and two others with melee weapons, go into VATS, attack and disarm the guy with the gun, attack the closest melee fighter and knock him out, then turn the recently liberated gun on the thirds kneecaps and watch as he limps away in terror. Another thing that would be great is if people stayed out for longer and you could loot unconscious bodies. That's one thing I loved about the first 2 fallouts; Knocking people out with a good crit to the head, and taking all of their stuff. It's irritating in NV when you knock someone out, continue on to dispatch his buddies, then have him wake up 10 seconds later with all of his gear, shooting you in the back. You can adjust the minimum fatigue values in the game settings to allow for long knockouts, but then of course you still have to inflict that much fatigue damage on someone to keep them out for any period of time. Thats the tricky part. Lastly, and probably one of the more ambitious things, is being able to add some scripting that allows you to rob and loot stuff from people who are fleeing. The way I see it, they lost the will to fight and will most likely happily part with some of their belongings in order to convince you to leave them alone. It's also another way to render someone mostly harmless without killing them outright. Does this sound good to anyone but me? I've been playing/modding FO3 for the last year, hoping some decent unarmed and pacifist mods would make an appearance, and there are a few, but they definitely don't seem too popular as far as I can tell. Maybe I'm just weird <shrug>. I usually don't even play a purely pacifist character; it's just nice to have the option, I guess. I'm trying to find a way to do this, but the more I get into it, the bigger an undertaking it appears to be. I'm not a very good scripter or modder, though I'll continue to try it out. If anybody did do something like this, or even had any ideas or advice to add, it would be awesome. Thanks
  3. Hey everyone Just wondering if anybody knows any way to add a new ammo effect to the limited ammoeffect list in the GECK? I'm trying to make, among other things, a craft-able tranquilizer round that does fatigue damage over time (rather than instant, like the beanbag round), but can't figure out a way to implement it. It would probably be easy enough to script as a base effect, the main problem is getting it into the limited ammo effect drop-list in the GECK. Anyone have any ideas? So far the only idea i have is attaching the effect to a new weapon and having the original weapon scripted so that it selects ammo via message and switches out to that weapon, like a few fo3 selective fire and grenade launcher mods out there. Only trouble is, when you add FNV's weapon mod system into the mix, it gets....messy. Anyone have any ideas or workarounds? Thanks
  4. Really? No one can help me out at all here?
  5. Hey everyone Wondering if anyone could give me some advice on how to change crippled effects. I'm working right from MechanicalPirate's awesome A.C.E. (amplified crippled effects) mod .esp, since I love what it does. I'm just trying to add other effects as well. Specifically, I'm trying to add a 'paralyze' effect to npc's when they have their head crippled to simulate being knocked out, as well as an effect that drains health steadily for a crippled torso (both player and npc). I'm trying to use the vanilla 'paralyze' (the same used in the paralyzing palm perk, i believe) and 'poison' effects, respectively, and add them to the actor effect forms for the repesctive injuries in the geck, but they don't seem to be taking. I've tried setting them up just like the other effects currently working as far as i can tell, and changing the base effect stats so that you can select "self" rather than "target" or "touch", thinking that that might be the problem, but still no dice. I've done a bit of modding, but just basic stuff like tweaking equipment and some very minor scripting, but i've never had much luck with changing effects in general. Would these kind of effects be possible to pull off, either this way or maybe with a more elegant solution, or am I way off base? If anyone has any helpful advice, suggestions or ideas it would be greatly appreciated. Cheers!
  6. Brilliant! Thanks a lot pkleiss. You've saved me a whole heap of trouble.
  7. Just having an issue with the GECK not allowing me to paste scripts. Trying to insert some scripts done by someone else (as I am completely inexperienced/hopeless with scripting) into a mod, but nothing happens when I right click in the text field of the script edit box, whether a new or existing script. Anyone know what could be causing this or how to fix it? Thanks.
  8. Yeah, it's definitely a mod issue. It's happened at Tranquility Lane (which alot of people said was a FOOK2 problem, but I know i've done that quest with it running before) as well, and when I try to leave for the pitt. I thought it would be anytime I left the capital wastland (whether actually or virtually), but anchorage seems to work just fine. Haven't tried Zeta yet. I did the typical process of shutting them all down and reactivating them one by one. The funny thing is, it doesn't seem to be tied to any particular mod, but seems to be more of a mod quantity issue; as long as i shut off a bunch of them, regardless of what ones (tried way too many combinations), the area in question will load, then I can save and reload with all the mods turned on. Weird. Oh well, no problems as long as I don't turn off any gear addition mods. Thanks!
  9. Hi I'm trying to get to point lookout. I'm running a fair bit of mods, one of which is the Real Injuries along with primary needs (food sleep water) and have had no troubles so far. however, after I buy my ticket, I go to use the cot, and for some reason I get the message that I am too full, like the game is treating it as food. I figured this is just a problem with the mod, so I deactivated it and tried again, and this time it asked if i was ready to go, and the screen started to fade....then a message popped up "dogmeat is waiting back at vault 101", and i end up exactly where i was before, stuck in place able to turn around and shoot and crouch, but not move or access any menus. Dogmeat isn't even with me at the time, he's back at home in tenpenny tower. Anyone have any ideas of what could be causing the problem?
  10. Hey Just having a problem I can't seem to figure out. i play with alot of mods, and am constantly changing and tweaking things to my liking, so I'm hoping the problem isn't that complex, but chances are it could be. Who knows...not me, I'm a total noob at this. Anyway, I was toying with sound levels in the settings (silent, normal, loud), changing their values and then editing some of FOOKs silent weapons to be 'not-so-silent'. Like the high caliber rifles and such, while keeping the pistols and low caliber guns silent. However, it's gotten so that with weapons set to 'silent' or 'normal' sound levels, i could fire literally right behind a hostile NPC and they won't hear me. But, as soon as i shoot at something solid, (wall, grounds, etc.) they react to the impact noise, even if it's fairly far away. This only happens with weapons set to silent and normal...loud setting still seems to work normally. Both silent and Normal are set at default levels i believe (10 and 50), and I've tried tinkering with the ballistic impact set sound levels (all at silent), the projectile sound levels, tried different weapons (both vanilla and FOOK's, silenced guns and ones that normally aren't), even changing projectiles and even sounds themselves to see if anything would change it, but nothing does. :wallbash: Knowing me, it's probably something ridiculously simple that I'm just overlooking, so hopefully someone here can provide some insight. Anyone have any idea what could be going on and how I could fix it? Any help would be greatly appreciated. -------UPDATE------------ Ok, so, I feel well and truly screwed, here. I've disabled all of my mods and add-ons, even all of the ones I've never touched with the GECK, and still the problem persists....with weapons of all noise levels, silent, normal, loud. The only things I have running are Fallout .esm and the 5 DLCs, none of which I have any recollection of changing or tinkering with in the GECK. I've checked them all in the GECK, and everything looks right, and all sound levels are at their default. I don't get it. Is it possible I've changed some sort of global setting by accident that makes the firing sound emanate from the impact point, or eliminates NPC reactions to gunfire? I can't find anything on this type of problem out there at all.
  11. Hi I'm having a similar problem. I have the GOTY edition and the pitt and all other DLC is fully installed, and I get werhner's distress signal on the radio ok, but I have no quest or quest marker at all. All the other DLC works fine except for The Pitt. I've tried messing with my load order, and also that stageset command in the console, but neither is working. I am running a few mods, but as far as I can tell the load order looks appropriate. Here it is; Fallout3.esm PointLookout.esm Anchorage.esm ThePitt.esm Zeta.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [*censored*] World and Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm Enhanced Weather - Rain and Snow.esm UPP - Pack 2.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Radioactive Rain and Snow Plugin.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp Fellout-Full.esp SniperZooming.esp Sprint Mod.esp Binoculars and Scopes.esp Mart's Mutant Mod - FOOK2 -psy lev str.esp FOOK2 - Main.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - [DIK] DLC Improvement Kit.esp MyFOOK2 - Black & White Tranquility Lane.esp MyFOOK2 - No Rape Victims.esp GreenWorld.esp Fellout-SOTD.esp FOOK2 - Mothership Zeta.esp CombatEnhanced-Package v02.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp NAPA.esp Mart's Mutant Mod - No DLC increased Spawns.esp Mart's Mutant Mod - Hunting and Looting.esp Mart's Mutant Mod - Feral Ghoul Rampage.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Reduced Wasteland Spawns.esp Mart's Mutant Mod - Tougher Traders iliary_rus hunger and thirst 8 1 eng.esp ACE2-0.esp MaxLevel100.esp Increased Damage.esp FOOK 2 - Unlimited Night Vision.esp Anybody know what could be going on? Thanks
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