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Everything posted by UnEvenSteven
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[WIP] Russell, a new companion by Someguy
UnEvenSteven replied to a topic in Fallout New Vegas's Discussion
Sounds good, I'll continue to wait patiently for all four then :cool:- 183 replies
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[WIP] Russell, a new companion by Someguy
UnEvenSteven replied to a topic in Fallout New Vegas's Discussion
Does that include the update to The Inheritance as well or is that coming after Russell? Been waiting patiently for the improved, updated Bounties I and II and I still have yet to play The Inheritance. For my next playthrough of New Vegas I would like to have it all :biggrin: Anyways keep up the great work! :thumbsup: On a side note, it's a shame you didn't mod for Fallout 3, you probably could've done something great with the Regulators or even Reilly's Rangers.- 183 replies
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It's from EVE, it opens a secret wall safe somewhere in the Citadel - B Ring.
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Simple Street Lights? Anyone Remember This?
UnEvenSteven replied to Kodiak412's topic in Fallout New Vegas's Discussion
It's still out there, just do a Google search for "Simple Street Lights" and it should show links for Mods Reloaded and FilePlanet. Unfortunately I can't find the map where it showed the locations of all the lights that were added. -
[WIP] Russell, a new companion by Someguy
UnEvenSteven replied to a topic in Fallout New Vegas's Discussion
I say go ahead and do it. If you want to play it safe then I'd say do two different .esps. One for a less-graphic version and the other a "director's cut" with a fair warning that it'll have graphic scenes.- 183 replies
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I think that's way too many caps being awarded, between Bounties I and II and and the vanilla game most players are probably swimming in caps. I really liked Longknife's suggestion on the official forums, a chance for a unique weapon, armor or weapon mod to appear in the inventory of a bounty. It would give a bit more of an incentive than just more caps. I know that would be more of an incentive to me because if it was just caps I would probably only mess with the infinite bounties for a while before getting bored. Yes it would be more work to create unique items but in the end I think it would be far better received. If you have trouble coming up with ideas for unique items then that's what forums are for, get others to help with ideas as long as they aren't absurd or unbalanced god weapons/armor. Of course you could still award some caps or perhaps a selections of rewards such as ammo or chems. Sort of like how the rewards were done when you brought the Outcasts tech in Fallout 3. There's also a mod for Fallout 3 called The Regulators - Missions for the Lawbringer that IIRC had such a reward system. A suggestion you might want to think about, make the "Time to Kill" infinite bounties an optional add-on to Bounties II. People that want it can download and install it and people that think they wouldn't bother with it much (especially if the rewards were just plain ol' caps and too many at that) won't have to bother with it nor the have quest/script running in the background. It could also help avoid potential conflicts. Also take care where some bounties are placed, for example some players out there use Wolfhorn Ranch, Harper's Shack or Abandoned Shack near Yangtze Memorial as homes.
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New comp, can't find a certain mod
UnEvenSteven replied to xaxzimineraz's topic in Fallout New Vegas's Discussion
No Jojash you're correct, the sword is from Project Nevada and it requires the Wild Wasteland trait. Check the Project Nevada Data sheet and look for "Rising Sun" under Melee Weapons. -
I think it'd be okay to have a level requirement for The Inheritance and Firebase Zulu when it comes around.
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I suppose what I was trying to get at is that since The Inheritance is more neutral a wider variety of characters could run through it than Bounties. It's not the pro-NCR leanings (something I don't have a problem with at all) it's just that myself and no doubt others RP a wide variety of characters and not all of them are bounty hunter-types so we don't have Bounties installed when playing those. With The Inheritance being more neutral a wider variety of characters shouldn't have a problem RP-wise running through The Inheritance. If Bounties I suddenly became a requirement that would hurt the RP of certain characters since now they're forced to be a bounty-hunter to get through Bounties I to kick of The Inheritance where it's not a requirement to be one for that mod I assume. Sure some people out there may not care for RP but I think a lot more of us do care for RP to an extent. Keeping The Inheritance stand-alone would keep the mod open to more mod-users out there than Bounties. If The Inheritance is going to need Bounties now then that open-ness will go away. I think for the most part people will be using all or most of your mods in conjuction but some out there may not want to run through Bounties (for RP reasons or just a shorter game) but they want to run The Inheritance. If Bounties I is suddenly required than that choice disappears. You may not want to deal with two files but you could have one .esp that keeps The Inheritance stand-alone and another .esp that has the requirement of Bounties I to be completed added in. It should just be a few variables that would have to be changed between the two, keep both sides of camp happy so to speak. P.S. Not trying to say that Bounties is bad or anything, I think your mods are awesome and I'm looking forward to your coming and planned ones.
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It's been a few months since I've last played New Vegas so I have yet to try The Inheritance. Just how intertwined is The Inheritance and Bounties? I liked the idea that The Inheritance was a stand-alone mod and the overall alignment (according to you on the Bethesda forums) was fairly neutral unlike Bounties that seems to lean towards the NCR, especially Bounties II since if IIRC you're sort of working for them. Can the The Inheritance still be played on it's own now even with every mod of yours starting to use the someguyseries.esm? I imagine there's some references here and there to the Bounties series and some things may go unresolved unless Bounties is installed but nothing will break without Bounties right? Since (according to you) The Inheritance was more neutral and Bounties leans towards NCR it'd would probably be better keeping The Inheritance stand-alone and not require completion of Bounties I to start it. More types of characters could run through The Inheritance than types that run through Bounties; not everybody has a bounty hunter-type character but they may have a different type that could run through The Inheritance and not worry about having Bounties. As I said though I haven't had the chance to play The Inheritance yet so i don't know how the story plays out (except for one particular part because people don't know how to use spoilter tags :down:) and how neutral it really is or how much it's tied into Bounties now. Hope I made some sense.
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Best New Vegas House Mod
UnEvenSteven replied to AIHurrell's topic in Fallout New Vegas's Discussion
Underground Hideout used to be favorite until i discovered Underwater Home, now it's my new favorite house mod. Give it a try if haven't yet. I'll also second Afterschool Special, as greggorypeccary stated it is lore-friendly and not over-the-top. The quest involves fixing the place up so you really feel like you earned it in the end. -
Yeah there's an issue with that particular drop-down menu. If you look closely on the right-hand side of the drop-down box you can see the up-down arrows needed to scroll through the various factions. You can use the mouse wheel to scroll through but you might end up skipping over the faction you want.
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Actually you can edit the vertex colors in NifSkope. I posted the following picture recently for another modder that was wanting to change the colors of force fields, the same process applies for laser beams. You need find the "Vertex Colors" entry under "NiTriStripsData" of the model you're wanting to change the colors of. Be warned it can be tedious process though. http://img.photobucket.com/albums/v444/ghostnull/Fallout/Untitled-1_zps837b0e05.png
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How to disable power armor training in O:A?
UnEvenSteven replied to Ignas's topic in Fallout 3's Discussion
Nope, the only thing the T-51 activator's script does is remove the activator itself and then add the armor to your character's inventory. -
How to disable power armor training in O:A?
UnEvenSteven replied to Ignas's topic in Fallout 3's Discussion
You need to find the DLC02OA4 quest entry first. You can find the quest entries under Quest in the left-hand window of the Object Window. Scroll down until you find the DLC02OA4 entry and open that up. Once the window comes up click on the Quest Stages tab. Look for entry 60, this is where you want to make the changes. Over on the right-hand side you'll see a box labeled Result Script. Inside this box look for the line Player.AddPerk PowerArmorTraining and simply remove it. After doing so be sure to hit the Compile Result button then after that just hit the OK button in the lower-right. Save the file and you're done! -
Quest mods that integrate 'seamlessly' into the game
UnEvenSteven replied to Aanikron's topic in Fallout 3's Discussion
The three mods from General Varus II: Muldoon Electronics, Franklin Mall and Trenton Towers. I know you should already be using Shadows and Dust ;) Alton, IL DLC-sized quest mod, recently had a major update. Outpost Gamma Project Genesis Mr. Smith's Scrapyard It may require RobCo Certified as a master but the quests are well done. -
I was thinking about how it would indeed be out of place to stick a metro station out in the middle nowhere and got an idea. As you know there are various utility and maintenance tunnels connected to the metros, you could use one of those to access a metro line that leads to a station. Just stick a door somewhere, either against a rock facing or using a sewer entrance (not a manhole) dug into the ground. An example of a door in a rock facing could be like the entrance to the Antagonizer's Lair. The sewer entry could be set up like the entrance to the Dry Sewer from Dupont Circle or like the entrance to Arlington Sewer. Just have utility/maintenance tunnel connect to a metro tunnel and from there would lead to a metro station. Of course all the metro tunnels would have collapsed making the only way to get the station would be from the utility/maintenance tunnel entrance. It would be a bit more plausible having such an entrance out in nowhere.
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Yeah you're just going to have to scout around between Agatha's House and Bethesda Ruins, don't remember much being there though. Same with a metro south of Canterbury, start at National Guard Depot, Rock Creek Caverns or Friendship Heights and go north from there and around the Corvega Factory to see where a metro could logically be. That metro could still be on the White Line while the one between Agatha's House and Bethesda Ruins could still be on the Red Line.
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Yes they are worth playing and there's some fine adventuring to be had. It's been a while since I've actually played the series but from what I remember the grammar and spelling wasn't bad at all. Something to remember is that not all mod-makers are native English-speakers so there's bound to some language issues here and there. Point is don't let grammar or spelling be a deciding factor when deciding to play a mod especially a series like A Quest for Heaven.
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The thing about Meresti Station and Meresti Service Tunnel is that their orientation is backwards. When you enter Meresti Service Tunnel from Meresti Trainyard it appears you are traveling east. If that was the case then Meresti Station would actually be located south and east of Agatha's House. However the Meresti Service Tunnel connects to Northwest Seneca Station which is located to the west of Meresti Trainyard! Look at the map of Meresti Service Tunnel and you'll see that it is indeed backwards. If you take in to account the backwards issue then Meresti Station would then be somewhere between Hallowed Moors Cemetary and Germantown Police HQ. There's nothing really stopping you from placing Platz a little closer to Megaton if you wished. Looking at the metro line map it would actually be closest to Sewer Waystion if you wanted to be more correct. Actually a section of Abernathy Metro is used, it's part of the path that connects Vernon Square to Takoma Park. Becton Metro is unused but it's location would put it inside D.C. and you didn't want that, right?
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Well I'll try to help. There's Platz Metro Station. Judging by the information given it could be located anywhere between Megaton, Super Duper Mart and the Sewer Waystation. There's also nothing stopping you from extending the While line further north, It could potentially go somewhere to the residential areas north of D.C. past the Corvega Factory and then up to Canterbury Commons. While the Red line apparently goes up to Meresti Station, there could be another station between there and the Friendship Station. Or you could just not use the existing lines and stick a metro station somewhere that you think would work.
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Force Field color question
UnEvenSteven replied to DaemonGrin's topic in Fallout New Vegas's Discussion
You'll need to edit the Vertex Colors of the mesh in order to get different colors. Check the picture below on where to find the Vertex Colors entry, be warned some meshes have a lot so this will be a bit time-consuming to edit. NifSkope shot You'll need to change the Vertex Colors for the other NiTriStrips as well. -
Site and NMM updates, social networking features incoming
UnEvenSteven replied to Dark0ne's topic in Site Updates
Really not fond of the new layout, before I saw the update news I thought something was wrong with the site when the changes were first made! Perhaps a mix of the previous layout and the new one might be okay. For example, revert the "Hot Files" and "Latest Files" rows back to the way they were before the change but put the new "Feeds" row below them instead of "Latest Images". "Mods of the Month" and "Latest Images" will stay like they are, moved to the side but put the "Mods of the Month" above "Latest Images".