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SirDanest

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Everything posted by SirDanest

  1. Will the brotherhood promise to divest themselves of the high technology as well? No? Well then, will they at least promise to be responsible with it, and not fall prey all the same hates, prejudices, and aggression of the people who they think are unworthy of technology? No again?
  2. When the dialogue check is going to fail, it appears in red. (Speech 35/50) Is that color hard-coded? If the "fail" color can be changed from red to something else, perhaps... (Speech 35/50)
  3. Is it possible for a mod to hide skill-based dialogue options when the player isn't good enough to pass them? I mean, a global sort of tweak -- one that wouldn't have the overwhelming task of individually editing every dialogue option in the game -- that not only be a huge task and but probably wouldn't affect speech in mods.
  4. I assume the rules of caravan are completely hard-coded and no aspect of them can be changed, beyond perhaps making a new custom deck?
  5. Has there ever been a noticeably older woman as a follower in any Fallout or Elder scrolls game? If there was one, it would probably count as under-rated, because it's flown under my radar completely. Characters like Dragon Age's Wyn or Flemeth, or Kotor's Kreia were decent characters without needing to be hot, young, and buxom. Their "older woman" voices alone felt like a novelty in games like this.
  6. Cool, thanks... I somehow didn't know that about the arrow keys.
  7. If I open a cell in a world space, how do I figure out which compass direction the camera is pointing? Does it default to north?
  8. Ah, thanks. I'll try to check the wiki more, I made the assumption of just assuming and then whinging/lamenting that live dismemberment was completely impossible in the NV engine. I should have checked first. ;) It's possible that the in-game pipboy VATs programming genuinely can't recognize missing limb, I suppose Fallout computers have had stranger glitches. ;) So, npc amputees/injury victims in a clinic would be possible, as world work as long as they weren't given weapons/couldn't use weapons? Interesting.
  9. There's a youtube video of someone shooting off Boone's head -- and then making him essential before his body hits the ground. He gets back up, with a bloody stump for a neck and no head. :wink: I'm assuming that even with the most mobile of dancing animations, the person is still basically considered "stationary" and not walking or running. And I'm also assuming that the "grab" function can never be used on a living thing, or by an npc? I've never seen either happen even in all the mods I've used.
  10. This was ultimately for me about learning about how to add some variety to feral ghouls. I had some specific outfits in mind, that led to blinder. The other way was to take npc ghouls and make them act more like ferals -- and so I start pondering animation; the "injured legs" movement is interesting for that purpose, but I guess it can't be forced on an npc. The game certainly has the ability to dismember on death or injure on hit, so I can't help but wonder if a npc could _start_ with a dismembered state, say, missing an arm. I can picture a humanoid robot that has its cpu in the torso could also survive having its head blown off. But I suspect that dismemberment only happens as a result of death in combat, or at least there's nothing in the geck to inflict it on the living npc. Although, how interesting if I'm wrong on that one... fallout 4 has a live dismemberment mod and ghouls can survive in fallout 4 with an arm blown off. Different engine though.
  11. B Binding, as in taking prisoners with handcuffs or the like. They go into a laying or kneeling position. Would it be possible to create something reasonbly simple that would force a walking animation like the one used for injured legs? I wouldn't mind seeing my severely over-encumbered character walking differently. I can see some npc ghouls moving slowly -- many ghouls used to be slow, back in the early fallouts.
  12. So, I've seen mods that allow the binding of npcs. Does this mean that an item can potentially force a specific animation? If so I can see potential uses for that...
  13. Can the game be made to see the player's choice of race? It doesn't come up in the vanilla game as far as I know; I don't think there's any human-on-human racism. But if I want to add some mutant races, the game will need to be able to "see" it if it's to be more than cosmetic. I'd prefer not to have to use something awkward an object that the player has to pick up to make them part of a mutant faction. and... if there is a way to do this, how did you learn to do it? ;) It's sort of awkward having to ask "how do I do this" for every little thing, but tutorials I think only cover the basics, unless there's one really comprehensive one that I missed, that somehow explains every programming option available in the geck.
  14. Wow, really? It's possible potentially to rip out part of a mod and just use that part? There's a fair number of mods that do multiple things and sometimes I find myself wishing they did maybe only one of those things. Interesting information.
  15. We have numerous two-headed "monster" races, even more with the monster mod. And there's a mod "talking creature" that adds mouth movements to certain animals (in case someone wants to give them dialogue, I guess.) There's a modded two-headed ghoul, for instance. So maybe a custom "monster" race that looks relatively like an npc race. If the kf animations can be added to a bighorner's mouth, then I wonder if they could be added individually to a two-headed person/ghoul's mouths.
  16. I'm thinking of putting an actual musician in my Mojave. Skyrim has bards everywhere. Lots of modded companions also sing, some quite beautifully. The Wastelander clearly likes music. But live singers are certainly rare. Sadly, the lonesome drifter never played in the Tops, in my game years ago. It was messed up somehow and I gave up trying to fix it and moved on. Since I never saw his performance I couldn't test it with my grenades, I *think* he's not really singing, but just animating while the game plays the song... uh, right? If you shoot a bard in Skyrim (and I don't know how you could resist) it silences them. But if you shoot a guy who is just animating on his guitar while a room-wide radio pretends to play the song, he won't go silent. See my issue? I've never made a bard character before, but considering how violent Fallout is, they really do need to cease singing in case they die in mid-performance. ;) Any ideas on the best way to make this "Mojave bard?" If they're playing a really long sound file when speaking, does it auto-shut up when they are shot?
  17. I honestly figure that once we went all the way from California to DC and Boston, that there really was room for a few new "races" and I don't just mean new types of killbots like the tunnelers. Synths like Valentine are probably a good step in that direction. But, like, other types of mutant people, not so bad off as ghouls and super-mutants, but just a little different. The mutants on wildlife can cause a lot of weird variety that isn't just ghoulification. Horns or a tail maybe. Weird eyes. We don't need to just stick to ghouls and super-mutants as the alternative "people." Makes me wonder why radiation gave many animals giant size or two heads, but did neither for any human, anywhere. Probably be almost impossible to create a well done multi-headed mutant -- Brahmin dont have to worry about expressing themselves. But giants would be easy. (Supermutants with their size are a special case. I don't think Brahmin or bloatflies are just "supermutant" versions of normal animals.) And deathclaws were subject, I think, to multiple sources of modification and mutantation. Anyway, so, for example, let's say I want to make a human-like being move like a tunneler. I can't just make humans move that way or it would affect everyone. If I make a "monster" that looks human but moves like a tunneler, then it wouldn't be able to just wear any clothes on the fly the way normal humans can... I assume. I'll be checking out blender. :)
  18. Leads me to wonder if it's possible to have something like an argonian in fallout. Not that I need argonians in fallout, but merely as a curiosity about what the engine is capable of. I think it's capable of more than is generally used on average. Like, the Deathclaw's tail on a "human." Although I've heard that any modification to the normal human skeleton or major animation changes (like a playable human race that move like tunnelers or deathclaws) would affect all humans across the board including the player, and, like Trudy in goodsprings, who most certainly does not walk like a tunneler or have a tail. ;)
  19. https://www.nexusmods.com/newvegas/mods/46870/
  20. There's a deatchlaw in a suit that almost certainly changed the deathclaw's default animation.
  21. Looks like it's a lot of work for a fairly trivial thing. I'll take a look at it but we'll see. It looks like someone (for fallout 3 only) had some success in tinkering with the ferals. https://www.nexusmods.com/fallout3/mods/7201/? https://www.nexusmods.com/fallout3/mods/15573
  22. The feral ghouls seem to have a different texture than the normals, and seem to animate differently.
  23. Or.... maybe it would be easier to make "normal" ghouls look and act like ferals for the purposes of a "gang" of ferals with their clothes intact?
  24. Thanks... I'd been thinking that not all feral ghouls went feral a hundred years ago, and some might still have intact clothes, or a hat or goggles or whatever. There are a few with armor, but I'm thinking of adding more variety to my game with some feral ghouls looking a little more... er... recent. I haven't tried it yet, so I have no idea how well clothing will fit on them, but I suppose I'll find out. :smile:
  25. So there are mods that add ghouls with more clothes or armor -- there's even a deathclaw in a suit, or with a hat. Where do I need to go to learn how to do that myself? Googling "how to put glasses on a monster" is not likely the best option. ;)
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