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Douchehat

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  1. Seemed to help at first, but then I went outside and ran into some scorps, and the laser effects resumed stuttering.
  2. I can run the game on high at a pretty solid framerate (only suffering minor stutters with increased spawns and faction wars on the IWS mod, but that's to be expected), but since starting Old World Blues, the Robotic Scorpions' laser attack from their stinger causes an engine hiccup, without fail, every time it fires. The Sonic Emitter sometimes causes a similar stutter, but only when there's a ton of other stuff going on. Regardless of location and other things to render, however, I have encountered a single Robotic Scorpion in an otherwise vacant small room, and the stinger attack still causes a stutter. Is there something I can do about this? It makes the game somewhat difficult to play, given the ridiculous amount of scorpions I have to fight.
  3. Playing around with Securitrons for a mod I'm working on. I've got one to work using the MKII archetype to handle most of the functions, and when it works, it's awesome. But I'm running into some problems: 1. Seems like he'll only fire one shoulder-rocket at a time. Did the ones in the game do that too? I feel like I got a barrage of them if I ever attacked the ones at Lucky 38 or outside the strip, but maybe I've just gotten it confused with the flurry of gattling lasers that follow. It also seems like he only fires a few and then never uses them after that. Does he automatically have Magic Companion Ammo or do I have to give it to him and make sure the weapons run on it? 2. This might just be because I'm a sniper and my other companion is Boone, but it seems like the range on these guys is pretty low. If I wanted to make it better, is that controlled somewhere in the Companion's attributes, or does it have to do with the weapon equipped? 3. The most annoying thing is that my Securitron just seems damn slow on the uptake in battle. By the time he realizes there is one and starts firing, it's usually over already. Even though I've got him set to aggressive, I literally had two dogs scratching at him while he stood there dumbfounded, like he was waiting for me to do something. That's not to say he won't take part in battle at all, but he'll randomly pull WTF moments like that. I had ED-E in his regular Eye-Bot form and he seemed to have both longer range and more able in battle, but after trying the ED-E Securitron Mod for experimentation purposes, his combat behavior starts exhibiting this stuff. Is this something I'm doing wrong or is it simply a flaw in the Securitron's programming? I ask because I'm mostly just using what the game already has preprogrammed in to avoid having to write new scripts. I'd like to get this guy up to snuff because when he works, it's damn fun.
  4. Thanks, I'll give that a shot. Immediately, though, I'm noticing there are four or five Victors in the Actors tab. I'm guessing these are for the various behavior versions when he's at his house, running to the New Vegas strip, guarding the Lucky 38, or deactivated. I suppose I'll have to play around with it to find out. EDIT: So how do I grab sounds that are in an .ESM file? Is there a way to export them, or do I need to somehow unpack the file?
  5. Even if it did, wouldn't he need to make special versions of said guns that run on the companion's magic unlimited ammo so that they could use them?
  6. So I wanted to make what seems, at least on paper, to be a not-too-complicated companion mod: a Victor companion (honestly I'm shocked no one has made one yet). There are already a few Securitron companion mods out there, so it occurred to me that I could easily alter them, but I wanted to keep my options open, since some of them aren't quite what I want. I've done a little searching around on the forums on how I would go about doing this, and here are the immediate problems I foresee: 1. I don't know the first thing about creating companions. I'm looking at some GECK tutorials, but anything else you can recommend would be welcome. 2. The NCCS companion system would seem to be the quickest route to making a companion, but it only seems to support humanoid models. I'm not sure if it could handle Securitrons. 3. I could manually create a companion via some tutorials, but I'd really like to have a Companion Wheel implemented. That seems substantially more complicated. How do I go about doing that? Is there a simple option like "enable companion wheel" for an NPC and I'd modify all of the necessary text, or do I have to build one from scratch? 4. Once I get the mod up and working, text will be okay at first, but for the sake of authenticity I'd eventually like to get as much voice-work into the menu as possible. That would probably involve cutting up audio clips from other interactions with Victor. Where can I find all of his sound files in the game's directory? Finally, I'm curious if the fact that Securitrons are already existing characters in the game, presumably with their own combat AI and whatnot, will make the implementation any easier, or if it will need to be rewritten once they become a companion. It also occurs to me that if (god forbid) this mod ever gets made and achieves any kind of popularity, I would probably eventually need to implement something synchronizing with the game's main questline to determine whether or not Victor is even there, upgraded, etc., but that's so far down the line I'm not even going to worry about it right now. Thanks for your help.
  7. It struck me while looking at the Fallout 1 boxart that it could probably be done without too much difficulty, and it would be awesome: http://images.wikia.com/fallout/images/d/d1/Boxart.jpg http://1.bp.blogspot.com/_LcYCjYs-R-c/S4cO47c02MI/AAAAAAAAE3g/x92NPhc6wWU/s200/Moltar.jpg http://www.internationalhero.co.uk/m/moltar.jpg http://1.bp.blogspot.com/_abU55e6yt-c/THQY5AraaMI/AAAAAAAAAO0/QQLi0uhr4_s/s400/moltar-reading.jpg http://mrblinky3000.001webs.com/moltar2.jpg
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