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Everything posted by adman85
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Yeah, this wasn't happening when I had the mod installed, I had One HUD and Unified HUD installed, then recently I removed a few mods (properly) and when I reactivated all my Fomods, OHUD and UHUD made my action points and ammo and condition permanently disappear.. I tried using 5 and space to return them to their default location and nothing... I tried redownloading the file and reinstalling the fomod, and nothing.. I tried removing both OHUD and UHUD and simply downloaded and installed AHUD instead, and still no AP shows up... When I remove these mods they come back.. So I have no idea why it is doing this. Help or advice is greatly appreciated.
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I've been searching through the settings on the GECK but I cant find which setting controls the distance that the crosshair reckognises an enemy and turns red. I want it to not do that any more I thought there was already a mod for it but I can't find that either.. Does anyone remember the setting or the mod that i'm thinking of?
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Giant Mantis Skin Replacer and Cazadore Skin Replacer
adman85 replied to adam825's topic in Fallout New Vegas's Mod Ideas
Wow that's freaky, our names are crazy similar! :O But seriously, you'd just have to change the leveled lists of the creatures you dislike, it's not too hard, but it's time consuming. -
Note the "no frills" part of the request.. I do realise weather mods exist, there just doesn't seem to be a basic, one weather mode mod. Nevada skies has options to play "mood" settings, but it seems to break quite often for me. (random weather changes, area specific settings still apply over the top)
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I was more thinking someone could make up a mod that forces one type of weather to be in effect constantly, (and have a few different files for the different settings, or a mcm menu) I've seen people who want snow all the time, and stuff like that.. The way that i'm trying it will take forever if I even ever figure out how to get the lighting and clouds right. There's gotta be a simpler way, can I set the weather using global commands?
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Making the pipboy play the radio versions of songs?
adman85 replied to adman85's topic in Fallout New Vegas's Discussion
Hey I have much luv for tha OG.. G's :D I'm sure I converted them to mono though, I'll try a different converter I guess, thanks for the suggestions guys. Here's to hoping. -
It seems like a strange request, but when any music that I have placed in the game plays on my pipboy, it "rips" and "scratches" when loading areas, opening the esc menu and when walking in certain areas. BUT The music playing on static radios around the wasteland never suffers these distortions, (hitting the escape button repeatedly warped the pipboy music, but not the playing radios) I understand that these active radios play .ogg versions of the original songs (to make it sound tinny I think). How would i get my pipboy to work more like one of these static radios? Or if possible, how can I replace the pipboy radio with these static ones? In short I want the pipboy radio to play the placed radio's music.
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It seems to all be about getting the right lighting with the right cloud textures.. I'm going to keep at it, but my pace is slow to say the least.. Last night I managed to get the sky cloudy, but even after altering the light values, the sky just looked weird.. I'll keep trying I guess.
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Hmm, for recycling purposes, what if, everytime you hit someone/thing with gold bullets or plasma, there is a chance that the player will find "gold nuggets" on the enemy hit. And maybe 10 gold nuggets turns into one gold bar?
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I have been able to achieve a few things with the weather by myself. Dark nights, and some foggy days. But what I really want is for the weather to be permanently overcast and foggy when outside ( yes just 1 weather type is all I want, for searchlight, for black mountain, everywhere) How do I get the sky to be thick with clouds? I know how to increase fog, I just can't seem to get the clouds to change. Can anyone make this up? Or know how I could achieve this easily?
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SQUEEEEEEEEEE!!! The trailer is tantalizing :D Great work! Though the narrator sounds a bit like that cartoon dog (dagwood dog?) Nonetheless it looks epic. Godspeed men!
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Okay.. Fine.. Lets put some boobs on these supermutants :D Or we could turn them both into one super boob!
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A muuuuch quicker way is to change the global reference to bartering to 1/5 of it original value (or whatever ratio you want), this will affect all items in game and will not conflict with anything. (unless of course another mod changes this value and is loaded after your mod in the load order.
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How bout a plasma gun that superheats the gold and fires molten globs at enemies? And yes I agree that this IS fallout. You know, the place where fire causes 1 damage per second instead of inflicting 3rd degree burns.
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@Sarissi Yes! :D My experience was similar, I was like "Hmm, made by black isle (or wizards w/e) hey? Before Baldurs Gate hmm?" Then BAM me and fallout eloped and games were never the same again :P I think my friend showed me Tactics back in the day too. But that is another point in itself, I don't think I would've even noticed tactics if my friend hadn't shown me, but i paid probably $15 at most because the game was "so old" when I discovered it. I'll tell you now, I would've paid $100 for Fallout Tactics after seeing my mate play it. It's "oldness" wouldn't have even made me look twice, I loved the look of it that much. So games, like art, are only as beautiful as the subject sees them, for example if a new shining force came out, with sega graphics but on the PC, I would pay to play it, whereas someone who had never heard of the franchise would probably laugh at its graphics and move on to assassins creed 6. It's a fine line between art and entertainment sometimes. But if you consider that art is defined by its ability to show society a reflection of itself, then I think games like fallout start to fall into the art category. And art certainly doesn't get cheaper over time. :D
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Wow, yeah that would take it to a new level altogether. Giving them specific notes or journals etc with backstory and possible treasure maps... Daaaaaaamn, that is good. Ok so I have been sort of working at this, (for personal use I just made an snipertemplate npc who uses the faces and models of the VarRaider leveled npc, called it "Wastelander" gave it a random rifle and armor combo (leveled), with extra foods and drinks etc) and plopped a bunch of them around already navmeshed places that seemed like good hunter/sniper positions (I didn't bother adding tents or bedrolls etc, just the NPCs). I have not yet started navmeshing anything as I don't know how (all I want is a small square on certain rooftops, overpasses etc). So there are no building top or overpass snipers. I have not individualized these wastelanders much, they all are using the same template (but spawning with different, random gear and bodies) I cut their movement speed from the generic 100 to 1 to stop them wandering or falling from cliffsides etc (I gave them the DefaultStayAtCurrentLocation package, but in combat with 100 speed they still seem to run all over the shop) I tried to make them friendly or neutral toward everyone bar the player, who is an enemy, to try and avoid simply finding geared up wastelander corpses everywhere. I would love to add more detail to these random wanderers, especially AI and combat tactic differences (like kev mentioned with the stealthboys for example) to give them actual character. But this is mostly beyond me, changing the package for an NPC is one thing, knowing exactly what that package will make them do in game is another. The main problem right now is navmeshing but I'm happy to discuss ideas and the like here. Plus any and all help is greatly appreciated.
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Hey I posted about my efforts in the troubleshooting, and I just noticed your post Jeo. That sounds like it would fix the problem, but I've been placing them in some random spots (building tops, overpasses etc) can I navmesh at that height? And if so do you have a link to a how to navmesh guide, for this particular type of navmeshing? Cheers for the help.
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I put a few "sniper" NPCs down on overpasses and building tops using the GECK, but they always appear on ground level when playing the game. I tcl'd to most of the rooftops that I placed NPC's and I can walk on them fine, also the NPCs don't seem to have taken fall damage, so.. Why aren't they staying or spawning at the height I placed them? Any help is appreciated greatly.
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I understand that basically no building tops or overpasses are navmeshed, but I would really like to see a mod that adds random sniper type NPCs around tall building ruins, overpasses and in sneaky spots around the wasteland. I have tried dropping NPC's in the geck, but they never seem to stay in the spot I placed them and also, I don't really know of all the good spots for adding snipers. And I'm not talking about crackshot 50mg wielding maniacs.. (though a few of those would be cool too) I more mean, low to mid level snipers with basic to decent rifles in foxholes or sniper nests.
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I agree that this notion seems to apply across all boards of consumerism, (I never buy the "top of the line" computer at the time of purchase, as I am well aware of planned obsolescence, and the knowledge that the capacity of computers basically doubles every 12 months) like your example with cars, a product designed for a specific time will soon be outdated by it's own nature. But considering the only thing putting this game "out of date" is the release of better or newer games (in fact the longer you wait the more patches tend to come out, so you get a better "version" than the original payers got) it seems strange to get those who wait longer to pay less. With the almost "common knowledge" of this fact, games sales must be measured over a period of years since the initial release, and potential profit must be stifled somewhat in doing so. I figured the main goal would be to sell more copies quickly, than to wait and sell less copies for more, while slowly getting cheaper, by which stage the game itself may be considered "dated". Personally, I am a student, so my monetary intake is very little, though I was able to afford New Vegas and the DLC I have with a bit of effort. I saved for these new fallout games like one would for a holiday, though on a much smaller scale obviously. A better solution in my opinion, would be to open a "paid beta testing" or something along those lines for early release, then to make the "completed game" more expensive (but less for the beta testers of course). But this is considering the fact that a lot of games are released way too soon.
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Hey there, I felt like it needed to be said, as I paid full price for New Vegas and all the DLC's (bar OWB which I got on a 75% sale on steam, and dead money, which I haven't bought yet) I think New Vegas was around $70 when I got it, with the DLC at $12 a pop, or more, when they each came out. It seems weird to me to be selling at such a ridiculous price ($40 i think) now. It's rewarding people who haven't bought the game yet, and basically slapping everyone else who has in the face. It even seems like people who had once pirated the game, may even buy a legit copy now, dirt cheap, just so they can access the extra stuff they couldn't before. I don't mind spending money on a franchise like fallout, because I want it to keep going strong. But after this marketing stunt, it got me asking.. Why even buy the game when it gets released? I can literally just pretend to myself, "whoops, that games release date got set back a year" and sure enough in a years time, I can get the game for less than 50% of the original price with all the trimmings along with a nifty signed hat! (free hat not included, but you see where i'm going with this?). Or I could be what seems to be a "fanboy idiot" and pay 3x what I should because I want to support the franchise and be a "good customer" to the developing company. Anyone else feel this way? Or the opposite? Or somewhere in between?
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A chem and food/drink overhaul
adman85 replied to ComradeDispenser's topic in Fallout New Vegas's Mod Ideas
As simple as these things may seem, I still am confused as to how to do them. :D What kind of script commands would need to be used to attach an animation? Also how would I set it to run for a specific amount of time? To be honest, I don't really mind if its just the player pulling out a stimpak, as long as an animation plays and the players weapon gets "disabled" temporarily. At the moment, I just have these items over encumber the player and reduce agility to 1. (It's really the whole being able to fire and use weapons while performing surgery on yourself thing that gets me) Thanks for any help you can provide Jeo.