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Gawl40

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Everything posted by Gawl40

  1. You'd have to use the brass knuckle/spike knuckle animation since to power fists only seem to attack with the right hand. You'll also have a lot of clipping if you use the vanilla Pipboy. If you'd said you wanted say the corrosive glove that would be easy, all the Scientist glove variants have a left hand model. You'd still have clipping though.
  2. The Cheat Terminal has an option to teleport any vanilla companions to you.
  3. There is this mod which removes scope swaying.
  4. As the title says, I want the invisible wall around the balcony removed. We can drop the force field with the Sonic Emitter but we still can't jump off the balcony.
  5. I don't really care about the hilt much, you'd hardly see it when you're using it anyway. I'd be happy with something like the cosmic knife's hilt, since it's closer to the Vorpal's model than the regular knife's.
  6. I was playing the new Alice the Madness Returns game and thought the Vorpal Blade would make a nice melee weapon. http://www.fearnet.com/eol_images/Entire_Site/201128/Alice_Madness_Returns_480_326.jpg http://data.whicdn.com/images/9782245/Alice-Madness-Returns-american-mcgees-alice-15468002-1600-1200_large.jpg http://cache.gawkerassets.com/assets/images/9/2010/07/pic2a.jpg Looks a lot like the regular knife but a little longer with a straighter spine, some engraving and a ornate hilt. Possible add a glow effect as well.
  7. Just an idea for some chems turned into ammo that you could use on companions prior to combat that would boost their abilities a little. Psycho Med-x Buffout Steady (so they quit wasting ammo shooting around their targets) Either Turbo or Jet (to make them faster) Stealthboy (for sneaking missions) And a special .22 pistol to use the ammo.
  8. Sorry to say, porting this from Fallout 3 would be illegal. Copy-right laws suck =\ otherwise I'd do this for you. It's still in the files, just not used.
  9. I'm request a mod, possible a perk of some kind, that doubles or triples the amount of ammo/weapons you get when you make them. Preferably have it so it works with items added by mods as well as vanilla items. Sort of like how having more than one schematic gives you more bottlecap mines.
  10. It's not just you, as long as I'm sneaking I can kill everyone in Goodsprings and not suffer a single hit in reputation.
  11. Check out this mod: Legitimate Fallout 3 DLC Conversions Though it's not mentioned in the description the Backwater rifle is in the Point Lookout one.
  12. Yeah, I'm trying an unarmed run through and I just had the thought that it should have been included in the first place since knocking someone out is supposed to be an alternative to killing them.
  13. If it's even possible I'd like a second level to the Living Anatomy perk (or a change to the perk itself) that allows you to see a NPC's fatigue level as well as HP and DT.
  14. Simply put I'm looking something that when equipped would fill the backpack slot without showing on the character. To fix the clipping issue with the modded versions of the Ranger Combat Armor and the Merc Troublemaker armors.
  15. I want that shotgun! I don't think there's any world model that would accommodate that flamethrower, so it would have to be made from scratch. It could be a "disposable" flame pistol that's only good for a few seconds and then thrown away. No reload needed.
  16. Already been done Do want very much. Especially Boba Fett's blaster.
  17. If you hotkey a weapon it remembers the ammo it was loaded with.
  18. Ice cold Nuka Colas exist in game, I saw some at the bar in one of the outposts, the one with Ranger Ghost. They weren't available to buy but they were on the back of the shelf.
  19. I'm requesting a unique single shotgun that's similar to this mod: http://www.newvegasnexus.com/downloads/file.php?id=37098 but using the silencer from the 12.7mm guns instead. I know the size would probably screw with iron sights but its for close up work anyway so that wont matter much.
  20. All that mod does is add all of the weapon mods to Chet's inventory, it doesn't change how the mods are applied.
  21. Try this mod: Reload Bug Fix It seemed to fix it for me.
  22. Ones been around for a while: http://www.newvegasnexus.com/downloads/file.php?id=34996
  23. Already been done: http://www.newvegasnexus.com/downloads/file.php?id=36456#fileanchor
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