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Everything posted by bryanibarra
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Huh weard this has happened to me as well I have a gtx 980 overclocked to 1500 MHz and overclocked the stock clock by a bit over 200MHz and an amd fx 8320 overclocked to 4.8GHz my cpu load for the 1st core never goes above 60 the others stay around 30-40 and my GPU stays in the 20-60 range. Oddly on vats and in menues the GPU ussage goes up but in big cities it stays low.Have 8GB of DDR3 16000 RAM. With windowz 10. Use MSI Afterburner to check this out. Also seems to happen with others games as well.
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I have made an excel sheet but its not letting me upload it.
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It a rebalance/ realistic mod I am rebalancing weapon damage because I found it ridiculous that a 9mm pistol had almost the same damage as a 5.56mm rifle and a 5.56mm can defeat soft body armor while the 9mm cannot. I do not want to make it so that its a 1 shot kill game I just want to make it more balanced and a bit more realistic if I wanted to make it realistic I would not do it based on damage but on body parts and would add heart, spine lungs, liver, arteries, brain etc and would add a deteorating effect to health once it has been damaged because in real life if you get shot your probably are not going to regenerate most of your blood in a matter of seconds.
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In a way yes, what I am trying to do is scale weapons based on a number of criteria instead of making all the weapons uber powerful I am just making they scale acording to the 9mm pistol base damage which is 16.
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LOL thanks sorry I made an excel world document but it did not let me upload it so I had to do weard stuff to copy it so that chart is the closest I can come up to making it look like a chart.
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Chart Round m/s Joules Base DMG DT reduction* Final damage 22-250 1122 2243 62.96 11.03 40.92 30-30 493 1258 35.31 5.29* 30.01 .30 Carbine 480 1190 33.4 5.01* 28.39 .30-06 890 3894 109.3 38.25 71.05 .300 Winchester Magum 959 5385 151.15 52.9 98.25 .303 British 761 2408 67.59 23.65 43.94 .338 Lapua Magum 1019 6734 189.02 66.15 122.87 .357 Magnum 490 960 26.94 4.04* 22.9 .380 ACP 300 275 12.7 X 12.7 .40 S&W 367 680 19.08 X 19.08 .45-70 Gov't 693 4676 131.25 19.68* 111.57 .408 Cheytac 1100 11257 315.7 110.49 205.21 .416 Barrett 990 12719 357.7 124.95 232.07 .44 Magnum 460 1600 44.91 6.73* 38.18 .45 ACP 330 702 19.7 X 19.7 .45 LC 293 709 19.9 X 19.9 .454 Casull 380 2607 73.17 10.97* 62.2 .458 SOCOM 380 3261 91.53 13.73* 77.8 .50 AE 470 2200 61.75 9.26* 52.49 500 S&W 602 4109 115.34 17.3* 98.04 50-70 Gov't 564 3037 3037 12.7* 72.48 4.7mm Caseless 5.45x39mm 880 1402 39.35 28.77+ 25.58 5.7x28mm 716 534 14.98 30+ 14.98 5.56x45m 905 1767 49.6 17.36 32.24 6.5 Grendel 770 2465 69.19 22.21 46.98 6.8 SPC 785 2297 64.47 22.56 41.91 7.62x25mm Tokarev 520 770 21.61 3.24 18.37 7.62x39mm 804.7 2460 69.05 24.16 44.89 7.62x51mm 850 3504 98.35 34.42 63.93 7.62x54R 805 3779 106.07 37.12 68.95 7.5x55mm Swiss 750 3700 103.85 35.35 67.5 9x18mm (SP7) 420 526 16.7 X 16.7 9x19mm 390 570 17.6 X 17.6 9x39mm 320 880.7 24.72 30+ 24.72 12.7x99mm 900 13558 380.57 133.2 247.37 12.7x108mm 860 19230 539.78 188.92 350.87 14.5x114mm 1000 32200 903.85 316.35 587.5 20ga 00 Buck 530 1968 55.23 8.33* 46.9 20ga Slug 510 2050 57.54 8.61* 48.93 12ga 00 Buck 510 3150 88.42 13.26* 75.16 12ga Slug 520 3252 91.31 13.69* 77.62 20mm 1035 53567 1503.67 526.27 977.36 25mm
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I am working on a mod that Scales the damage of weapons based on their amunition and wanted some feed back if it is too much or too little of scaling I did the scaling based on speed, energy of the rounds and did some math to come up with the numbers I attached a chart and want some feedback.
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FNV is definitely not dead there a bunch of people making mods heck I am currently working on two mods one that adds a new area to fallout new vegas and a damage/ armor mod that instead of making every weapon do insane damage I am just scaling the damage to what they would do acording to how much energy the round has. I also am working on a script that adds extra DT to weapons without modifying the armors themselves so it is compatible with other mods. The only things I need is permissions from mod authors to let me use their armors so I can add the DT script to their armors. I also need suggestions on what weapons mods to scale so I can contact the authors and scale them.
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LE Continue Tales of Lycanthropy - Werewolf Overhaul
bryanibarra replied to BrabbelKP's topic in Skyrim's Mod Ideas
Or you could make a werewolf perk tree and when dawnstar comes out you could make a separate file and edit the perk tree to fit in with your original mods setings. I would gladly help but sadly I am stuck with a crappy computer until a week from now when I buy a new computer that can actually play games, this computer is so crappy that I cant even play minecraft and when I play happy wheels I get 10-30 fps. -
LE Continue Tales of Lycanthropy - Werewolf Overhaul
bryanibarra replied to BrabbelKP's topic in Skyrim's Mod Ideas
I think that different werebeast should come with seperate perks since they all would have different ways of fighting, eg a werecat would probably pounce his prey more and would get a bonus from a running attack while a werebear would get a chance to knock enemies down while attacking and a werecroc would get bonus damage from bites. This would make it stand out since it would make sence and make it more imersive since it no longer feels like a werewolf in a different mesh/texture. -
Realistic Damage and Armor mod
bryanibarra replied to bryanibarra's topic in Fallout New Vegas's Discussion
So should I make it so the .50 MG gun in the games passes thrue its armor? I guess I could do that but the armor looks pretty thick and I know that an inch of hardened military steel can stop a .50BMG AP round that that is in todays world so I think I should make the power armor specially suseptible to EM weapons and plasma since I want to also balance it and make people use a different range of weapons instead of anti-material rifle or do you think I should just make it suseptible from anti-meterial rifle? -
there is also werelions,werecrocs and werevultures. Both kajits and argonians seem to have settled in skyrim so I guess there could also be some werelions and werecrocs since it would be hard to detect them while in non were form since they would still look very similar. This idea is possible and would not be as difficult to make people transform to other creasures there is even a mod that lets you turn into a dragon so it is possible. The difficult part would be making the models/textures and actually make them look good. The werevulture on the other hand would probably require new animation or modification.
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LE The "Ideas for better werewolves" Thread
bryanibarra replied to Zenchii's topic in Skyrim's Mod Ideas
a good idea would be to include werebears,werelions,werehogs,werebears and if you could werevultures since they are mentioned and it is not that hard to persieve with all the trading/settling that the other werecreatures that are mentioned to appear. Also I forgot where I read but werewolfs seem to be able to rip thru most armor except Deidra ( I forgot where I read this) -
Realistic Damage and Armor mod
bryanibarra replied to bryanibarra's topic in Fallout New Vegas's Discussion
Good point I think what I could do is make fictional armor levels and make power armor the top level and I could scale it down from there. I guess since they had major advances in science and pressure from war could have made their armor pretty advanced, hell acording to fallout lore the t-45 power armor went against tanks and a single man could wipe out a town of soldiers in the Ancorage battle and successfully drove them off. So I am pretty certain their body armor was pretty advanced and their non power armor variants would be pretty effective as well but not as much as their power armor variants. -
Realistic Damage and Armor mod
bryanibarra replied to bryanibarra's topic in Fallout New Vegas's Discussion
I actually already worked on a formula but the thing is I want to make a script so I won't have to change it one by one, I orginally was planning to go with armor category but your category is more realistic and its more suitable although I guess I could try and add levels to armors with a script so I don't change the actual armor. -
Hello I have decided to start a realistic damage/armor penetration armor DT for fallout new vegas. The realistic damage I am going to impliment is instead of making a damage multiplier or body part multiplier to do more damage I am simply going to scale the damage by bullets acording to the amount of energy they produce in joules and try and balance the damage by giving it AP properties based on speed of bullet and deducting that from the normal damage. For example a 9mm in game does 16 damage so I am using that as a base using a 7.45 g (115.0 gr) FMJ for joule reference which is 570J and using a 4 g (62 gr) SS109 FMJ 5.56x45mm round which produces 1,767 J and all I am going to do is the divide the amound of energy for the round by 570 and then based on that I am going to use the 5.56 as an example again and since that round travels 940m/s I am going to divide that by 390m/s and then multiplying that by 2 (using +P 9mm rounds again as base) which is 4.8 which round to 5 and 1767/570 is 3.1 so 3.1x16=49.6 rounded to 50, 50-5=45 and that is the final damage. I this because I found it ridiculous how a 9mm handgun had the almost the same damage as the service rifle that uses a 5.56x45mm round that is much faster and has better penetration that a 9mm. I do not want to modify the DT of individual armor so it does not conflict with other mods and is compatible with other mods. I am planning to use a script that uses the armor category such as light, medium and heavy to add extra DT and was wondering if this is possible? I am new to scripting and but I know my way around the geck and medium moding its just that I have not scripted before and was wondering if anybody is willing to point me to a good direction or tutorial. Since I want to scale the damage for weapons I was wondering if anybody could point me out to good weapons mods so I can contact the authors and ask permission to scale their mods weapons.