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Everything posted by TheBlob2
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semantics
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thanks to tomm434, i figured it out. Apparently, it starts returning 1 when actor's hand touches the weapon during the animation.
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this only applies to skyrim. I'm asking about the GECK script fuctions, not the Creation kit ones
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less benevolent NCR, less malevolent Legion
TheBlob2 replied to TheBlob2's topic in Fallout New Vegas's Mod Ideas
also, random instances where the NCR mistreats the player for having low charisma or saying the wrong thing at the wrong time. like a reputation drop, or being un-allowed to enter certain locations. tolls would be good, although they have to be just high enough to not affect the game in a big way, but also high enough to be very annoying in the mid/early game. around 100 caps sounds like a good amount. also, weapon restrictions in every NCR controlled area. (I mean like all NCR troopers turning hostile if you have a weapon drawn, but actually having weapons Isn't against the rules, but having them drawn is) While I agree, what the villains are doing is always wrong (the master's army turning everyone into mutants, enclave wanting to kill everyone because they think everyone is a mutant), they always have morally sound reasons for doing it (the master turning everyone into mutants so they can survive better in the wasteland and have better evolutionary traits, enclave wanting to get rid of the 'mutant' menace that occupies their rightful homeland). The villains in fallout have typically done the wrong things, and have good reasons for doing them that aren't completely malevolent.But in the legion's case, they are doing the right thing, but for the worst reasons. "every villain, is the hero of their own story" I think is the quote. no good villain does something while being fully aware that what they are doing is wrong, and I think that applies to all the fallout villains -
does the IsWeaponOut function return 1 when the weapon drawing animation starts? or when the animation finishes?
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less benevolent NCR, less malevolent Legion
TheBlob2 replied to TheBlob2's topic in Fallout New Vegas's Mod Ideas
that sentence is very strangely worded, could you explain what you mean exactly? -
less benevolent NCR, less malevolent Legion
TheBlob2 posted a topic in Fallout New Vegas's Mod Ideas
One thing that has always bothered me about New Vegas is that it makes the NCR look like the good guys in almost every scenario, and it makes the Legion look evil in every scenario. In fallout 2, the NCR were a bunch of overly strict sticks in the mud, controlled by bureaucratic squabbling politicians who used trade and military intimidation to expand. This is reflected in the game, there are many restrictions in fallout 2's NCR town it borders on 1984 style dystopia. Talking to any of the politicians or leaders in NCR could lead to yourself getting shot at or kicked out just because you looked at their butler funny. it felt like NCR weren't the absolute good guys and it gave them depth and personality. Meanwhile, the legion are depicted as being absolutely evil and savage. They rape women, the enslave children, they slaughter whole towns just because they felt like it. The only thing missing was vulpes's twirling mustache animation. But the weird part is in van buren, the legion had a civilian side that are affected by the legion's actions. If the legion failed at the second battle Hoover dam, at first you would cheer because they are the savage bad guys, but then you realize that civilians rely on the legion for protection against outsider tribes and raiders. it was a twist, it was supposed to teach the player all actions have consequences, and every military has reasons to do what it does and if it fails, the people living under them will be affected. But the Legion civilian side is removed completely from New Vegas, you never see them, ever. Which makes some people assume all the legion is a military where all the men become soldiers and all the women become slaves, when that's not the whole truth. So, I want a mod that: 1-makes NCR overly strict and controlling to make them less likable and give them more personality and consistancy with the pervious games 2-puts legion civilians in the game and gives them dialog to flesh out the legion more, and to put the legion in a somewhat positive light -
remove broken items from inventory
TheBlob2 replied to ravunn's topic in Fallout New Vegas's Mod Ideas
if its completely broken you can just easily drop it on the ground -
a mod that makes it so that when you are in combat, your first shot with automatic weapons ignores your strength and your skill. So the first shot in a burst has 100% accuracy, but after that unless you stop firing for 1 second, the skill and strength requirements take effect again and your accuracy is reduced. Continued firing after your first shot is like recoil, so your first shot in a burst still hits, but all the other shots spray. The reason why I don't want the existing recoil mods is because, in most recoil mods the first shot behaves normally, but every shot after is less accurate. I want the opposite of that, the first shot is more accurate but every shot after it is the same accuracy as vanilla New Vegas
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Fallout: The Frontier, First look and Teaser
TheBlob2 replied to maybenexttime's topic in Fallout New Vegas's Discussion
I like how the focal point in 4/5 of the pics on the page are the rear-end of some girl in armor -
a mod that gives you the ability to complete the Yes man quest path without requiring his help and you have to figure everything out yourself. And every part of the game where Yes man would normally be required is replaced with extremely difficult skill and attribute checks. Because it would have been really cool if the player was just some guy that managed to take over the strip all by themselves without anyone's help though their own ingenuity
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OMG this sounds like it would be an amazing quest, some random guy shooting people in every faction and you get blamed for it and have to clear your name with them. I always loved it when a game throws you a curve ball and pulls the comfy rug from under your feet after you start getting comfortable with the mechanics. Like how in morrowind half way through the game you are told to start questing in an area without silt striders or mage's guild guides, because most new players will almost always use them, and you are forced to walk from place to place and navigate using only riddles and vague maps instead, at a time when players had JUST started getting the hang of using very specific written directions and different modes of transportation, the game forces them in an expected direction and they have to make due. Or how in S.T.A.L.K.E.R the footlocker you have been keeping all your stuff in for the whole game, a place where players would consider their safe haven, a sacred place where no-one will ever touch your stuff and you will always find them. surprise! it gets ransacked and you are have to hunt the guy down and get your things back. Things like that can be very memorable if done right, but New Vegas doesn't have anything like that. Mechanically speaking, the game never pushes you in an unexpected direction which has a big impact on how you will play the game for the next few hours. And new vegas seems like a game that would totally do something like that to you, I was almost expecting it throughout the game, especially with the wild wasteland perk, but that moment never came, just random stuff like strange enemies and movie references. Shame really, because if there was a mod that did something like this to the player its not as surprising or unusual because they were the ones who installed it, and they would have to be willfully ignorant or stupid to not expect the unexpected. But if it was like that in the base game without mods, there would be no way they would know about it unless they look at a walkthrough.
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Light is actually a big deciding factor in stealth. in broad daylight sneaking behind someone can be near impossible unless your skill is at least 50, and at night you barely need 30. And light is the only thing I want, I don't need the distance or what direction someone is facing, all I need is a function that tells me how much influence light currently has on a specific actor's ability to stay undetected, and whether that influence is positive or negative. And there doesn't seem to be any existing functions that detect light in any way, perhaps in the next version of NVSE?.
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you mean other than papyrus? no
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i need a function that detects the amount of light shining on an specific actor or object, or how much the light currently affects that actor's ability to stay undetected, like a way to gauge the likelyhood a specific actor will remain undetected
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I've been needing certain functions for various purposes, and I'm wondering how exactly do you make them? I know that you need NVSE to use them, but how do you create them?
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put it at the bottom of your load order, friend. its not that hard
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Yeah forcing a reload shouldn't be a problem, even if one has to use NVSE's tapKey function. Yeah and I'd bet there's probably a few others as well......there are simply so many sidearms that run the gamut from commonplace to one of a kind creations. But I don't think we really have to worry about accidental disassembly for the vanilla weapons (of course I couldn't say about heavy arms, fictional arms etc). does this mean you will be working on this?
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i need a script that turns all characters near to the player within a certain range hostile. but not companions or animals.
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i just found out you cant add cells to formlists, what about just a regular text document listing the names of the cells instead?
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i guess a critical failure where you drop the magazine out accidentally and have to reload, that would work. And the reason i suggested the weapon degrade in condition is, if you are so inexperienced with guns that you accidentally disassembled it while trying to use it normally, then you are probably too inexperienced to put it back together properly.
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Source. @marchoftorment dude, you werent even close
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a mod that makes looting the dead members of factions (like NCR, legion, house, etc) is considered stealing, because it doesnt make sense that a bunch of troopers would just stand there and watch you loot their dead captain