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Glenstorm

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About Glenstorm

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    Fallout 3, FNV
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  1. I've been around a while and am familiar with modding (mostly GECK). Skyrim Creation Kit is due January but I see a lot of ESP mods around. So how do you guys create them without the creation kit? Thanks in advance! Cheers Glenstorm
  2. also you could simply type help in the console
  3. I don't know how they did it in FO3 because I didn't use it. I couldn't be bothered to hoard random junk to use it properly. Off the top of my head though, this can be done very easily in FNV, assuming the model for the Rock-it still exists in the game files. Simply create the weapon, create ammo versions of all items you want to shoot out of it --> put them in a formlist --> assign said formlist as ammo for the gun. Then create a script or something to add the projectile version whenever the regular junk version is added to player inventory (and remove the ammo when said item is dropped or removed). Then simply fire away, using 2 to switch between junk to shoot out.
  4. Short melee weapons holster at the left hip (Ripper for example) so there is no realistic place to put a satchel (except the front) because wherever you put it, it's going to clip through something.
  5. A vertibird crash site not far from the take off site. Add a couple of notes why it crashed (carrying important ppl, chinese sabotage... blah blah blah). A small encampment not far off from the site (like the Sniper's Nest in FNV) with the skeleton of a guy with a unique vertibird blade sword next to it (like that nightkin companion, i forgot her name). Alternatively, add a note there as well and let the players follow a trail of notes to some random obscure site with the skeleton of the guy and the sword. But if you are pressed for time just leave the sword in the encampment. Also add a note how the guy came across the blade. Or not. But adding those tiny details make a huge difference in the player experience. It goes to show how dedicated you are to the mod :D ALTERNATE: Place infested by FEV mutants and everyone is carrying a Vertibird sword. Though this makes sense, it sort of devalues the uniqueness of the vertibird sword model. Enemies can be anything. But it should make sense. If it is close to the water, Mirelurks would be a good idea. Otherwise, raiders or something to that end will also work. That's pretty much about the environment. Except adding aircraft carcasses, but I believe you already took care of that. Also give it importance. An aircraft graveyard is unlikely to have a hi tech bunker attached. Make it a covert research lab or some other s***. Don't forget to connect it with some quests (like the Boomer quest where you need to hunt for stuff at HELIOS). A desolate graveyard would be perfect for scavenging quests.
  6. Next time search the nexus for the mod before requesting it here. The mod you are looking for is NCR Rearmament. Might look way too high tech for NCR though. But that's your request isn't it?
  7. Not unless you installed it without using FOMM. FOMM has this little thing called Package Manager. IMO it's the best part of the program. You can simply create a FOMOD package directly from the RAR archive you download from the nexus (no need for esp/esm to be present) and save it somewhere (I just let it create a copy of the original and then delete the original). The copy is saved as a fomod conveniently in the game folder itself. Then you can activate/deactivate it whenever you want. Honestly I can't fathom how people deal with mod transfer without the use of FOMM when they switch PCs. It's going to be real messy.
  8. So you want a mod to fix something which breaks immersion before you get immersed?
  9. You could use the Dispel function on the user. I don't know what is the "spell" for Stimpaks though.
  10. Carry a minigun and a lot of ammo. Face your fears and let them have it.
  11. What's the point? It serves no purpose. As in the case of super mutants they were supposed to be transported to Vault 87 (or Mariposa, I forgot) to be converted to Super mutants.
  12. Thats not a duel type weapon, it's 2 different weapons using a script to swap it out. My statement still stands, you can't make a single weapon simultaneously have 2 different weapon types. However, this above would be good way to give the "illusion" of having a duel type weapon though. The only draw back is the inability to quickly switch damage modes in a fight. I rest my case. But it's probably way too much work than its worth.
  13. The initial freeze-up is normal as it loads the gigantic FalloutNV.esm file and separate it into different records. This might be some design flaw in the GECK itself because FNVEdit takes a fraction of time to load the same file. Have you tried loading BOTH Fallout3.esm and FalloutNV.esm and succeeded before? Between them, it is around 500 MB of stuff and more loading time is expected of GECK. Maybe this larger amount of time required is larger than what Win7 deems appropriate for a responsive program.
  14. First of all, get his permission to use the thing in your mod. He explicitly stated that you do so. Secondly, getting the armor off is simple as copying the meshes and textures folder packaged with his mod and creating a new armor pointing towards the mesh (make sure you create one for male and female, even though there are no females in the Legion). The custom meshes are found in meshes/Hedszot folder I think.
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