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Everything posted by se7enraven
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I have thought about this also, and the only advice I can give is either wait for the official SDK release or official DLC content. From what I can deduct, it would seem Bethesda has spent a lot of time making a more stable engine with a more aesthetically pleasing experience this game. To me, this means they have spent more time (and what I believe to be a more correct approach to game design) to first delivering a stable and adaptable game engine which will facilitate future expansion and versatility more readily then previous titles (Oblivion, Fallout 3). If my speculation is correct, things such as Player mods/augmentation/implants (the OP's Post), ammo variation crafting (hallow point= DMG and AP/+P =armor negating) and quite possibly weapon variants (throwing axes/knives/etc.) features, will be available through official DLC alone. Ideally this would be fact and implemented in the future DLC releases. On the opposite end of the spectrum: Bethesda has released , to date, the quintessential version of the Fallout universe. Future expansion of Fallout 4's dynamics will be left solely to the modding community, and the SDK (in effort to appease the console community) will be akin to something released with "Hunted: The Demon’s Forge" "SDK/Map editor". This would not be good. At any rate, time will tell what will/will not be possible but if all else fails, the Bethesda modding community can sure make a Mercedes out of a Jalopy and I would be surprised if something like cybernetic implants where not implemented in the near future-Peace
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Deus Ex: Human Revolution Revolver Please?
se7enraven replied to ArcKing01's topic in Fallout New Vegas's Mod Ideas
That would be a sweet revolver to have. This one is pretty awesome also: http://www.nexusmods.com/newvegas/mods/35484/? -
If I where to tackle this project, I would make two versions of the shovel model. The 1stperson/weapon version would be the shovel as it appears unfolded. The ground/go model, as it appears folded. That way, when you are using it, it appears extended and when it is dropped it is collapsed.
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Is there a proper Barrett 50.?
se7enraven replied to ANinjaTwinkie's topic in Fallout New Vegas's Discussion
Search for author "Alexscorpion". The mod's name is "Sniper Gear". -
Cyberpunk Mod Needs Help-Multiple Questions
se7enraven replied to se7enraven's topic in Fallout New Vegas's Mod Ideas
Thanks for the help. I'm not sure if FO3 mods will load in the FNV Geck, but I'll give it a try. The machanics seem very similar to what I had in mind.- 3 replies
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- cyberpunk
- fallout ex machina
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Wow! Thanks for the link Jazzisparis! Awesome weapons AND permissions given!
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mod sugestion: a acult church
se7enraven replied to nicolaec99's topic in Fallout New Vegas's Mod Ideas
Not sure if this is applicable to your request, but in the mod I am working on, there is a church faction. The faction and it's dispositions will vary depending on what other organizations the player is aligned with. If the player is a member of the church, there are faction quests. Two possible downsides are that the church is not located in NV wasteland and that the mod itself is not cannon to Fallout lore. The church faction itself is a cross between the "Order Church" from the "Deus Ex Invisible War" game and the "Church of the new Epoch" from the game "Syndicate Wars". -
Hello! My name is Se7enraven and I have been working on a mod called "Fallout: Ex Machina". During the creation of this mod, I have run into issues I don't know how to solve. I figure I would start this topic so as not to clutter up the forum with multiple questions. That being said... Problem 1: I am having difficulty implementing a system similar to the "Cannibal" Perk. What I am trying to do, is make it so that when the pc has a specific "consumable" item in their inventory and is kneeling next to a dead human npc, a Message titled "harvest organs" appears. This message has two options "leave alone" or "attempt to harvest organ/s". Specifically, what is needed for this message to appear when crouching and activating a dead human npc? I want the ability to still loot the corpse for armor/weapons and such, but I only want the harvest option to activate until the npc has been harvested. I tried looking at the perk data, but am quite unfamiliar with the variables for that. I do not want this option availiable if the pc doesn't have said specific consumable item in their inventory, or if the npc has already been harvested. Problem 2: I have a custom "Activator", when activated a message appears with many options. One of these options is for "current News". I would like the current news option to post a random Message Text. So my question is, how do I have a message post a another random message? Thank you for your time-Peace!
- 3 replies
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- cyberpunk
- fallout ex machina
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As long as the assets used to create your armor set are legal, you will be fine (i.e.-the textures models are not ripped from Borderland 2). Many games which are mod-friendly have community created assets that are along the lines of fan art and there is no repercussion. The trouble starts when the assets (mostly models/meshes) are " 'ported" from the actual game, as that is illegal. Another possible issue, is the scope of your mod. I once worked with a team that was making a TC for Star Wars: Jedi Academy that would turn it into a "Spiderman" type game. My team's Lead Dev was contacted by Sony and asked to halt the mod at once. I also heard of a mod awhile back, I think it was a predator/aliens type mod for Oblivion, and they where asked to stop. -Peace!
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Wow! Thanks jazzisparis, that script is exactly what I need for my taxi service-Peace!
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Have you ever seen the movie "the Burrowers"? Maybe something like that, where the player has to go through tunnels/caves/etc fighting subterranean creatures?
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I had an idea once that involved being contacted to go back to Zion due to a mass disappearance of the local populace. Something along the lines of the natives going missing due to the lack pollutants/radiation in their bodies and a new food product...."Soylent Green". Not sure if I will implement this idea in my mod, but it would make for an interesting quest.
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I can see both points, being someone who has made mods and someone who uses them. Ultimately I would think anyone who downloads a mod has the responsibility to view the files first and if needed, rename the readme so it does not overwrite other readmes in the data folder. Or better yet, as someone else has mentioned, extract the file to another location first to atleast make sure vanilla files are not being overwriten. I have personally used many mods with many various game titles and it is always that one mod that I blindly install directly into my game folder that messes something up. So long story short, is it a good idea for mods to be released with a readme that identifies said mod? You bet. Is it a good idea to check the files and quickly rename the readme? You bet. For the record, I have only released a few mods for FNV and every readme was named just that-readme. When I install a mod, most are named the same so if I need to rename it I do just that. In closing, many great veteran modders work within a certain syntax when creating mods, so "readme" seems fitting and a simple 3 second rename on the users end is a small price to pay for a mod which can cost the modder many hours or days to make. Just my thoughts on it. -Peace!
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Request:wrist mounted crossbow
se7enraven replied to kingricoboy4's topic in Fallout New Vegas's Mod Ideas
I second the wrist mounted crossbow request, it would fit in great with the cyberpunk themed mod I am working on -Peace! -
Could it be the Stalker Weapons mod? Peace!
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High Desert State Prison
se7enraven replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
Not sure if you would be interested, but I made a mod that allows you to create shivs in the field: http://newvegas.nexusmods.com/mods/46088 It is released as a resource so you are free to use it in your mod. good luck with your project-Peace! -
Richard Cheese radio station?
se7enraven replied to Kenpool's topic in Fallout New Vegas's Mod Ideas
Here's an example: Let's say you have 5 songs you want for this station. You would create a folder and place the 5 songs in (named RichCheese1, RichCheese2, RichCheese3, etc). You would then set up the Geck to use these songs for your station. When the mod is released, you can explain in it's readme that RichCheese1=closer, RichCheese2=Stronger, etc. You would then package up your mod (minus the actual song files, to include them would be illegal) and release it. It would be the responsibility of the end user to legally obtain, convert and properly install the sound files in said location. It would save someone the time of actually having to do the Geck work, but you could not legally distribute the songs themselves. It's probably not what you want to hear, but it is the only legal way to make the mod. Peace! -
No worries, I missed the part about "personal use". Peace!
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I would totally love this and could use something like this for my mod! I am thinking that this could be done by rigging the model to the torso and leg portion of the deathclaw skeleton? I'm not sure how to animate the guns. add muzzle flash and shell casing, ect. -Peace!
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Perhaps some kind of script which edits the physical height of the player(say, from 6ft to 2ft) and disables 3rd person view? -Peace!
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Richard Cheese radio station?
se7enraven replied to Kenpool's topic in Fallout New Vegas's Mod Ideas
You did say "we" not "you" regarding a radio station request. You cannot legally distribute music you "licensed" for personal use, same as most software. There are tutorials that explain at great length how to make custom radio stations. You could legally distribute a mod (.esp/.esm file) which "references" Richard Cheese music files in the Geck, but not the actual music files themselves. Minuteman308 is correct in saying it is illegal. It will also get you or anyone who does distribute copyrighted music banned. BTW, I'm a big Richard Cheese fan also and in theory the mod would rock-Peace! -
Missing file can someone help?
se7enraven replied to MrTrevor's topic in Fallout New Vegas's Mod Troubleshooting
The 1st person model is not always necessary, as it is usually the same model only with a higher resolution texture applied. Also keep in mind that you use at least two different models for throwing weapons: the model as is viewed when in hand and the throwing (projectile) version. -Peace! -
Another thing to keep in mind is that if you edit vanilla form lists (or any vanilla item directly), that have been edited in other mods, your mods will conflict. Sometimes it is better to create your own form lists for your ammo and apply these to your own weapons. -Peace!
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Esp to Esm Conversion HUGE FUBAR
se7enraven replied to SteamGamer1999's topic in Fallout New Vegas's Mod Troubleshooting
I am not fully understanding the extent of your dilemma here. Without further information, here is some advice: -Always make a backup of an .esp/.esm your are going to attempt to edit. Always. -The Geck will naturally select plugins/masters that are official DLCs and such. You should be able to unselect them if they have a check mark next to them. You should also unselect them before you open your plugin/master in the geck if you do not want your mod to be dependant on them. -If you plugin/master has "dependant" files associated with them, that is usually because some aspect of your mod has used an assest from another plugin/master (see above). Tricky dependencies like scripts, form lists, recipes, ect can be hard to spot once they are intergrated. -Sometimes it helps to open your mod in FNVedit, check for errors, and manually go through all the catagories/tiers and check for nonconforming id's and such. -Converting a plugin to a master should be relatively simple and straight forward. If the change did not take, there may be a more serious underlaying problem with said edited plugin. -You probably already have this, but the fnvedit manual is quite extensive at covering various aspects of fnvedit operation. I hope you are able to correct this error you are having-Peace! -
I would very much like to create custom UI for my mod project, but am not to familiar with .xml type files and setup. To be more specific: - I would like to change the "recipe" name header in the recipe menu to something like "purchase" "merchant" ,ect to implement a custom barter option which utilizes "credits" instead of "caps" -I would like to implement a custom menu screen for modern type computers/laptops which appears more along the lines Microsoft "windows" as opposed to the vanilla "Texas Instruments" menus found ingame Any tutorials or links would be appreciated-Peace!