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adman85

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Everything posted by adman85

  1. Is noone else having this problem!?
  2. It's driving me nuts, the game says in hardcore mode broken limbs won't be restored right? Well why is it when i rest for an hour both of my broken legs are miraculously healed and my health is at full!? I do have other mods going, but i went in and manually changed the setting fHealingRateSleepingBase to 0 as well as its Mult counterpart to 0 (on the mod last in the load order).. And nothing. I just downloaded a mod that says specifically that limbs won't regenerate in sleep on hardcore mode, but that health will. I was willing to go for that, because i think its better than full freakin healing with an hours rest. But that doesn't work either! I find it annoying that I cant turn it off. Can anyone help here?
  3. thanks for the links, close to what I was looking for, very close, but I wanted NPC's to be able to throw rocks and stuff as well, sounds like i'd need the thrown object anims first. Oh and i figured rock throwing could be a bit stronger than 5-10 damage, depending on the size of the rock and your strength or skill level.. I mean have you ever been hit by a thrown rock? I saw a guy get his head split open by a rock as big as a golf ball. Just saying lol. Thanks though man, keep me updated if u see any others.
  4. ok fair enough, then I guess the question now is, How much messing around will it take to put textures from junk items onto new weapons and projectiles (e.g. baseball)? i mean the pre existing animations should be pretty solid, and for projectile wise, remember the Rock It launcher? surely it couldnt be that hard?
  5. I want to change in game items like baseballs, toasters, pots and plates etc (non useful junk) to have the option of throwing it as a weapon (or maybe just making them weapons), and possibly add simple things like rocks, bricks and Molotovs etc. How would one go about this, I mean the textures for most of the junk stuff are already there how would i make them weapons? Also is there a way of making the skill attached to thrown weapons to say survival maybe? Input or similar mod suggestions are appreciated.
  6. Or how about fast travel encounters.. Like in the originals.. But only creature based or something.
  7. Anyone else out there think some different start locations and backgrounds are needed? I mean courier is one thing but what about starting as a gangster, a prospector, a crimson caravaneer, a squatter or even a Bright Follower or something. I understand that making any changes too the main quest may be practically impossible, but if you made that cut scene, and the Doc Mitchell scene that follows more in the "past" for the character it could work. (e.g. once you leave doc mitchells place another "cutscene" takes place allowing you to choose your history or something). Having a starting rep would be awesome IMO, but of course there would have to be some low level quests around the new start points. But yeah, just a suggestion.. Also, I know it's been said a million times, but new death animations!? (i.e. Bullet holes.. Slash marks, rather than the patches of red that just appear) is anyone working on anything like that?
  8. Thanks man, that did the trick! awesome.. BTW the sniper rifle had a range of 10000 and the shotgun 8000? Huh? So the range values in the weapon stats do what exactly? I dont want enemies firing guns out of range.. Also, any idea on what fAIRangedWeaponMult does?
  9. I'm trying to decrease the range of certain weapons manually, by opening them in the geck and changing the min\max values, but it seems to do nothing when I load (even with a min\max range of 2 i still pinged a guy 50 feet away). Is it because i'm not giving the game enough time to register the changes? (if so then its weird because if i change the damage it registers immediately) Also is there a way to change the damage a gun or energy weapon does depending on the range at which it hits its victim? Lastly the setting fAIRangedWeaponMult is normally set to 5.0, does this mean npcs have 5 times the range the player does? Any help is appreciated.
  10. ahh so if it penetrates then full damage is dealt? or only the penetrating amount? But the main point of my question was is the answer A or B? What is worked out first?
  11. Okay, i need to know how DT works in regard to weapons such as hollow point shells and such, is the damage multiplier made after the targets increased DT is worked out or before? e.g. Target gets shot with a bullet that would do 100 damage, he has 50 DT now the bullet is hollow point so lets say it does 2x damage at 3x the targets DT, so would it: A: hit the target for 200 damage minus 150 DT = 50 or B: hit the target for 100 points minus 150 DT and then be doubled to still equal 0? the example is not perfect but i dont want to mess anything up on a large scale as i will be changing a lot of multipliers
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