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Maganus

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Everything posted by Maganus

  1. On Melee Weapons on Ranged Weapons I like the sexy of the idea. Haven't checked all the skins to see what might be in the folders that didn't get developed for everything... mental note to do that... again. The situation should be possible, but provides a catch. Ideally, it's a mod that gives you a "weapon" strapped onto the end of the weapon and calls for a melee attack instead of ranged, very doable. Use the skin, set the attack, provide information, and it would look like you are using your rifle with bayonette to stab the opponent, degridation to the weapon happens to the knife on the end, not the weapon itself (or both? can't think that you can code both to receive damage right now). Set the "melee" weapon version to another hotkey so that you can call it up, Repair with a knife or whatever and... done. (Note to Merczous - and FYI, my spelling isn't perfect, proof in messing his tag up - I'm seeing a certain automatic rifle mod in the future with a ripper on the end and specail kill animation... just a thought you can ponder) The big trip is the reload animation. As a hard coded issue, the game enters the reload animation for an empty weapon automatically. Without an override to that function, you couldn't easily switch to the melee weapon if you are caught reloading. But, if you are running low and being charged, you could switch to the melee and use that. - GG Yukichigai
  2. Use to be a mod on New Vegas Nexus with all the packs... can't find it now though...
  3. If you build a script that uses the varible, then yes you have to build for all the permutations, this will be a simpler system that doesn't need variable to avoid having to write all those lines of code. It doesn't make it the most invisible system, but it's easier to ensure the scripts work and don't compromise the game, as well as being easier to build.
  4. Right now, with the mod that Merczeus is working, the standing logic and script will let you mod a weapon, and to further mod the weapon you will remove the mods that are currently installed. You can't just remove one of the mod (the code becomes outrageously hard, so this is the compromise) I.E. - You have a 10mm Pistol, you slap a Sliencer on it. You can "un-mod" the weapon through the modding menu and take your silencer off. If you have multiple mods on the weapon.. silencer, extended mag... both will be removed from the gun, and you could add them back in later. I understand the request, I think, in that you want to be able to silence and un-silence a weapon... which for that real world feel is epic cool... but the game code simply won't allow for it well. The issue is that you adding something to a weapon can't be temporary. At the same time, I can think of a way to do it, but would task someone else with taking on the challenge right now. You would have to make a script that lets you swap between weapons, and switch to the versions of the gun that don't have the silencer, or better yet make that a different item all together. The problem is 1) If you wanted to link it to a new button, you have to program that and use script extender, since you can't do that under the current system, then there is the issue of in game vs. in pip boy. If an animation has to take hold, then you would have to make the animation of the character screwing on a silencer or sound suppressor, and unscrewing it. 2) If someone could create the "button" that lets you switch the mob, you could program a button that comes with the silencer letting you mark a script that swaps between the silenced version of the weapon and the unsilenced version of the weapon (version with and with out that mod, depending on where you are in the mod process, which means a recognition script, but it probably wouldn't recognize the weapon "mods" properly, because that's one of the problem that I've already seen with modified version of weapons where you can't code the GECK with a script that recognizes where the weapon is in the modification process to remove or recognize the mods present in a way other than the hard coded modification system in every weapon). 3) Last problem is that, when you switch mods in a way other than the current system, you have to reference a different gun (I.E. the gun that you modify now remains constent, and you just adtivate conditional values, if you change the system to add or remove something, you need to reference a different gun... let's say again a 10mm Pistol in the GECK vs. a 10mm Pistol with just a silencer modification added... and if you refernece a switch between the weapons you can't script well to recognize the condition of the weapon and export it at the same condition. The problem I'm having now is that if you modify or de-mod without using what's present, you are actually switching weapons.... which means your new weapon has a different condition value). What it means for the game without the right script is that everytime you "mod" you are calling on a new weapon, so putting your silencer on and off the weapon creates an exploit that repairs the weapon unless you tell it to "damage" the new weapon, and you can't recognize the condition of the previous weapon and apply it to the new one... or I haven't seen a way to script that yet =).
  5. Hey All, New to modding, mostly did my own thing with Fallout 3 (waited for the Game of the Year with all the content) and tweaked things in the game or from other mods after getting those. Loved what people are doing... but only somewhat digging New Vegas. After the wait and the early drop that they would be re-introducing weapon modding like old school Fallout 1 & 2 had, I was really disappointed playing and checking the game in the GECK that there was a three mod cap on weapons because of the way they designed the game. Anyway, I'm a gun nut, buddy has the code piece, started looking at the posibilities and what might be done. So, my man Merczeus is working on a set of scripts in a new mod that will change the way weapons are modded and so that there can be more than 3 mods on a weapon. Proof of concept is done with a five mod capable 10mm pistol, so starting to compile a work order. This is where the fun part comes in... We were talking, and thought that we would throw out there a thread to start looking for input on what the community might be interested in seeing what people might be interested in seeing. Understand, the thoughts need to be realistic and keep with the feel of Fallout and what makes sense in the real world/sci-fi (for those laser weapons, unless someone knows what the mods might be for the Airforce Theater Defense Platform might be... better optics focusing? faster recharge cycling?... and if you don't know what I'm talking about, don't worry about it. Realistic Examples - I.E. the 10mm currently in game will now feature (so far) - Extended Magazines (with a higher magazine cap than it has in the current version), Laser Sight, Silencer, Heavy Frame mod (+50% durability), and Automatic Fire. For something like the Cowboy Repeater - Increased Fire Rate, Increased Internal Magazine, Decreased Weight , add a scope (probably off Le Longue Carabine??) Plasma Rifle - Increased Projectile Speed, Power Effeciency Use (increasd ammo capacity for similar cost, a 2 for 1 system), Kelvin Cycler (increased plasma fusion, increases critical %), Expansive Wash (takes two ammo/shot - increases damage), more?? The plan has a lot of moving pieces right now... and might be looking for help, especially for those with the graphical experience to update the weapons with some fashionable changes. Will probably ask those who are already making or have done some of that work so that we aren't reinventing the wheel (and not great on the graphics side over here) - so any volunteers in that helps greatly, too =). So hit up those ideas.
  6. Merczeus is working on a mod to break the 3 mod cap. Has a 10mm pistol with 5, now going on to other weapons... so can keep this in mind as we are coming up with a mod list.... which is making me think to pop a new thread on that topic. Might do that right now
  7. Thanks Simplywayne for the article references, Going to give it a look. For the current mod that I'm working with a buddy, thinking that I'm going to ask the community for some help (see if some of the crafters that are already going in the right direction wouldn't mind us using their models for some cred, might be easier for the one thing), but plan to work the 3d modeling for future points. ~Mag
  8. Have seen that you need to use Blender to make 3D Models, just started working with it (yesterday really, first dive in). I'm use to CS3 Photoshop and Illustrator, but haven't gone deep into 3d Modeling. Since I'm interested in making some things, what I could use is a good source for a tutorial on how to use Blender. I have a PDF that was made with picture references that I need to go deeper with now, but I haven't done a lot of searching. If you of someone else has a great place to go for tutorials on this, that would be a great help.
  9. Can I ask why you would want this? A buddy is working on a mod that will let you add multiple mods to a weapon, breaking the three mod limit that currently exists. This is an idea that I threw at him when it was all done, but this would be an end all. He's got the break done, can add more mods to a gun, currently working on getting into and looking at making 3D models for the new "mods" that will go on things (but not even close to that point yet). Anyway, throw some thoughts might happen in the future.
  10. Thanks for the thought in this TT, but the "SetStageMS09 100" to recomplete the quest didn't work out, though the rest did. I will see if I can find a code for that that works to fix the completion and go from there.
  11. Hey FO3 Comm, Looking for some help with something that appears to be a problem with Fallout 3 core code. There is a bug in the game where your character is flagged by Arefu (and possibly the family) as an enemy when a member of the faction dies, via your doing so or not, and looking to build a set of console commands to fix the problem. My Problem To give some background to this: Completed the Blood Ties quest some time ago and gave it the "super mega happy ending." By that I mean I chatted everyone up to get their help in talking to Ian West, convinced him to leave the family, talked to Vance to let him go and teach me the "Way of the Vampire," and struck a deal between The Family and Arefu that Arefu would supply bloodpacks and The Family would protect Arefu. Gave Ian the letter from Lucy, went back to Lucy to let her know that the mailman was back, everyone is happy. Same thing I've done numerous times. Then went back on my lone wandering way to see the rest of the wastes. At one point in Megaton, talked to Lucy West who says, "I heard about your little killing spree in Arefu. Leave me alone." At that point I knew something was messed up, fast travel to Arefu only to have the people greet me with small arms fire. Did some checking around using the fancy Chinese Stealth Armor to make sure that I could see who's who and who is hostile. Everyone in Arefu is ok, but Alan from The Family is dead at the bottom of the ramp... interesting. System and Mods Right now I'm running a fresh install of Fallout with all of the Add-ons (Anchorage to Zeta), and the only Mod I have running is FOOK2 v 1.01beta Searched the forums to find an answer, didn't come across anything. Searched the net for some info, find some console commands, etc. Saw a line about fixing a similar issue with Brotherhood Outcasts, and a partial on Arefu. Checked the GECK to get some faction codes. Right now... So I ran the following set of console commands to try and make some fixes. Key Arefu Faction - 00003130 Arefu Hostile - 00095b61 The Family Friendly - 00020f5e The Family Hostile - 00020365 VanceHollyFaction - 0007c722 Player Faction - 0001b2a4 Commands Selected Alan's Corpse resurrect (Alan id) player.removefromfaction 00095b61 player.removefromfaction 00003130 clearfactionplayerenemyflag 00003130 = fixed the problem with Arefu wanting to kill me, but the Family still won't talk to the character except to say "So you are Evan King's Killer, huh? You don't look that tough." or "You @$$hole, thanks a lot." or "The Family only kills for survival, what you did in Arefu was for sport!" - checked with Alan and all Family Additional Console Commands player.removefromfaction 00020365 player.removefromfaction 00020f5e player.removefromfaction 0007c722 setally 0001b2a4 00003130 0 0 = Arefu is your friend setally 0001b2a4 000020f5e 0 0 = The Family is friendly setally 0001b2a4 0007c722 0 0 = VanceHolly Faction should be friendly Result - members of The Family still talk to you like you killed Evan King Struggling with this, and there isn't a clear answer anywhere, so any help is appreciated. Can't find a general family faction code or one for Lucy West. Supposing that it could be possible that FOOK2 (since it is suppose to have a Lucy Wesy Companion as a part of it) might have a set of faction codes that are still a problem. Plan to do some more work with it to try and fix (i.e. shut off mods, see if it resets, look for more codes in every master file, try some other combinations.... Shoot Vance and Evan King in the face and try some 'resurrect' and commands to wipe the slate clean... etc.) but if there is anyone else that can help with some suggestions, would love to come up with a clear fix for this no matter the cause of the bug. Thanks All, Mags
  12. Hey all, Was working on an armor mod based off of a concept from the RIFTS RPG - Character called a juicer. Anyway, one of my first problems in working with the object mod of the test item in looking at what the game and GECK have as defaults is the object modification to "Increase Speed Multiplier." Tried it at some different levels and I'm not seeing a change in the speed for the character wearing the armor, so I thought I would ask and see if anyone else has tried working with this object effect with any success or if there are other ideas out there in making this work. Specifically trying to build an item that one wears, works under armor, based off the slave outfit from "The Pitt," and the item burns chems to create enhancements on the character giving a boost to your performance, but with time modifier in the event that you run out of chems. Marks enhancements to the character in strength, speed, AP, auto uses stimpacks etc... long term use causes damage. Early testing and don't know if it will workout in the long run, but thought I would give it a look. Thanks All
  13. Hey All, Wanted to get some feedback from others who might possibly have had a similar problem. While fairly new to the site and checking some of the content, I'm not new to computers, gaming, programming (lighter that some here I'm sure though), etc. First point though is to ask, has anyone else been hit by a piece of malware called "Antivirus soft," particularly if you have recently? To those who don't know what I'm talking about, maybe you can just move on by this post. For anyone who does... My Second question would be, have you tracked down the source of the offender file that you received it through? The reason I put this out there is because it's my belief that through my recent moding of Fallout 3, that one of the files I grabbed in packet form, probably one of those made to use through FOMM had this attached and opened my system to let this be introduced. To the moderators, those great Mod makers out there, the community at large, and any other giant space hamsters that might be reading this please understand that I'm not trying to throw around wild accusations or ruffle anyone's feathers, simply trying to figure some things out. (Please understand that I totally accept the risks that come with moding and using someone elses files, worked what I could to protect myself, and will do more work in the future, but if I can save someone else from this, fan-fricking-tastic) The cause for my tracking this back to files from the site comes from the following 1) This is the only site that I've used to pull mods from for the game, because it's just that bad*** so far, 2) Most of the content that I've used so far, I've double checked, save for the packaged loaders 3) I haven't downloaded anything from any other sources for nearly two weeks (worked some system restore files to check for file source, files not contained in earlier settings that were a problem, a recent load from May 14th contained the file, none before) 4) I've let nothing else around my firewall for access and my network is disabled unless I am actively using it. Anyway, this is just part of my looking into this trouble and trying to find a culpret because this was a hell of a bug to work around until I got my control system up and running to help isolate the problem and it took some time to work it (two hours roughly), so I'm trying to save others from a similar hell. With that, any thoughts are helpful, and GL with your moding. ~Mags
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