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oscarvdhooft

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Everything posted by oscarvdhooft

  1. I was thinking of making a simple mod that makes pistols a lot more viable, so I'm not gonna make some crazy pistol overhaul with 20 new pistol types, 10 new uniques and 50 new types of ammo, new animations etc. Ideas I got so far is turning the chinese pistol into a machine pistol, cause there's a huge power gap between the .32 and chinese pistol compared to the 10mm. I did some testing and have to fine-tune the stats but it's a lot of fun to spray super mutants to death with such a tiny gun. Making the chinese pistol automatic (with some damage increase aswell) would put it on par with the 10mm. I was also thinking of adding the Law Dog (probably in the Germantown police station, but maybe a more low-level player appropiate character would be better) with some significant buffs. I'd also like to modify the gunslinger perk so that it also gives a 25% damage buff to pistols. I'm mostly talking about the small guns pistols, the energy pistols (laser, plasma, alien) are pretty good already I'd like it if you could throw in a bunch of your ideas :smile:
  2. Any updates, OP? I'd also love to wear the mechanist's armor in FNV.
  3. Oops I see you missed my add edit ... recheck above post. Thank you so much! I've uploaded it on the nexus so everyone who kills Motor-Runner can still get the recipe :) I made sure to give you credit for the script, I don't think I could've figured it out on my own
  4. That explains a lot, thanks! I'll try it out, see if it works :)
  5. Google search gave me an old thread on loverslab where someone requested the same, here is one of the replies: Shouldn't be too hard to DIY. Find the mesh and texture files of the armor using a bsa viewer of some sort (should be in the Fallout 3 folder, Fallout 3 - mesh.esm or alike), export, put them into the NV folder, and add the armor using GECK, and then either add the armor to the worldspace or use the console to add it to yourself. I recommend you learn how to mod, but let me know if you can't and I might give it a shot. No guarantees though, I'm a complete rookie at modding.
  6. Thanks for the reply but the turbo recipe is not a modded item, it's there in the base game and is fully functional (you grab it, and you learn the recipe) and I'm not trying to add it to leveled lists, I want Jack and only Jack to sell it.
  7. I'm trying to make Jack in the red rock drug lab sell the turbo recipe (I know there's a quest, but it's not uncommon to fail it by killing certain NPCs) but I can't get it to work I followed the guide on the GECK wiki (http://geck.bethsoft.com/index.php?title=Adding_items_to_vendors) but it still doesn't work. I did manage to make the container and hide it under the ground in the drug lab, set the ownership to Jack and I checked ingame with "tcl" that it does contain the actual recipe (and you lose karma by taking it so the ownership does work) I modified Jack so he would also sell books and misc items (not sure in which the recipe would fit) but all it does is make him sell 9mm cases while the rest of his inventory is unchanged. Any advice? I know directly adding items to a merchant inventory is frowned upon but if I have to modify Jack so he sells items in other categories I might aswell right? Thanks in advance for any advice.
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