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WhiteWeaselMLAS

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Everything posted by WhiteWeaselMLAS

  1. So I am really digging the ability to make custom perks in the GECK, but I have a question, if say my perk used an ability and it's actor effect had Med-X Effect in it's effects list. Would that stack if the courier used normal Med-X?
  2. Son of a *censored*. :pinch: Why is it that the most troublesome problems are the simple ones? Hopefully next time I have a legitimate issue that does not make me look like an idiot. :wallbash: :wallbash: :wallbash: :wallbash: :wallbash:
  3. For some reason my GECK now only moves items in massive increments and makes interior design and item placement near impossible. Is there a way to return it to the default?
  4. So I wish to make a trait that affects a players base skill points (Namely subtracts 6 from various weapon skills as a drawback to it's bonus). However I cannot find an Entry point that does this. How do you make a custom ability for your perk entry? EDIT. I reverse engineered the goodnature trait and found it's "Perk" effect and got my trait working!
  5. Also I ran issue I ran into the GECK where when I try to move an item it moves it in very large increments and it screws up my fine adjustment. Also the issue above has not been resolved.
  6. Ok after some testing, seems like my trait is not working correctly. Energy weapons are doing less damage than before I picked the trait, and the other weapons are over nerfed. Anything I'm doing wrong? http://oi58.tinypic.com/2ypknyw.jpg
  7. Cool got that sorted out. Now what do you think of my trait idea. I was thinking about making a small traits mod. (assuming this has not been done yet). I will make one for each weapon type. http://oi60.tinypic.com/11vheyx.jpg
  8. Also I am learning how to do custom traits. For some reason I cannot find the pipboy icons. Even when trying to follow an example perks folder directory or searching for the .dds (E.G. interface\icons\pipboyimages\perks\perk_laser_commander.dds) I cannot find it.
  9. Holy crap, TWE is literally what I was wishing for in this thread and more!: http://forums.nexusmods.com/index.php?/topic/2837169-improved-merchant-system/ :laugh: thank you!
  10. I'll take a look at those mods. However I should have mentioned that I want to raise difficulty in a way that makes the world around you harder. Not arbitrarily gimping yourself. "A Role-Playing Game is more realistic when I can role-play without having to work at it."
  11. About 3/4ths of the way through my second play through, I feel as if the game is too easy. Or more specifically I lose the sense of challenge after I hit the late twenties. DLCs are fine because they have level scaling, but when you return back to the mojave you find a sudden drop in difficulty. Also it's too easy to accrue caps, I'm pretty much set money wise halfway though the game. Things I would like to see: 1) Decreased XP, Now that I pay attention to all the side quests, I feel as if I level up too fast. 2) Rarer loot. Like in a realistic Apocalypse scenario any place that isn't either very dangerous, sealed away and untouched, or have inhabitants to defend it should have been picked clean years ago. Your main source of medical supplies are though doctors and the rare cache. Also stimpacks should take more to craft. Fresh food and water should be highly valued. Etc... 3) Much bigger emphasis on survival and having it as a good skill. Much of your healing should come though food/homade aid items and stimpacks should be rare reserved for emergencies. 4) Money rebalance. Particularly there aren't enough caps sinks in the game. 5) Make it more difficult to maintain your weapons. Getting a weapon to full condition should be a small achievement. Maybe even going back to the Fallout 3 system where how high you can repair a weapon is tied to your repair skill. Any mods that do any of the above?
  12. Really? There are some kinks I want to work out (then again as the author I'm only ever going to see what's wrong with it). Namely: 1) How do you make items gifted to the couriers inventory at the beginning of the game? (like the couriers stash items?) So I can gift the courier a note saying his friend is giving the shack to him. 2) I can't for the life of me figure out how to get that stove to function like a camp fire. 3)EDIT: Also how do you see the insides of large interiors correctly such as the silver rush? It only shows the NPC's and some junk. As for loot I hope I'm not giving too much. All of the containers except for a locked ammo box and a hidden floor safe (With a slightly nerfed version of that laser pistol) are empty. So only what you see on the shelves is what you get. (the laser rifle there is nearly broken and has bulk ammo next to it).
  13. When making a continuous beam weapon it's got to sound awesome when fired. :cool: I hope it's on the same level of coolness as this: https://youtu.be/CdhZWhxOGKA?t=1m27s
  14. Sweet! I was wondering if you had to do that to actually get it to show up. Thank you. Also when fiddling with the geck I learned ho to make interior spaces. I took the abandoned shack and spruced it up into a home fit for a courier. I wish I did this at the beginning of my playthrough though. As I'm using the underground hiedout mod and well, that base is pretty pimped out. If I do third play though, I'll use his house. As it feels cozier and in all honesty less cheaty. So what do you guys think of my interior design abilities? Original: http://fallout.wikia.com/wiki/Abandoned_shack_(Fallout:_New_Vegas) After the renovation: http://images.akamai.steamusercontent.com/ugc/538524292196134343/1D968D98F07FDFAE4583981E80DB8ABB1432E9F1/ http://images.akamai.steamusercontent.com/ugc/538524292196134508/D804C3925EB661CA916C943A267AE2B1F97125BE/ http://images.akamai.steamusercontent.com/ugc/538524292196135406/80B8857E82D8863FBA8F5DEC08DC0CBBDB13EBBE/ http://images.akamai.steamusercontent.com/ugc/538524292196134624/83E99971DE216D432EEA524900B3FFD5104B8327/ http://images.akamai.steamusercontent.com/ugc/538524292196135149/E77219C4BA869B16C2C44266BF4339E59C0C0454/ http://images.akamai.steamusercontent.com/ugc/538524292196134755/A8822CF25A1A1E7F5FF68C211EABD71AC5BB7B3C/
  15. Also I made it's own weapon mods to put on it. Do they just show up in a merchants inventory like any old item or do I have to do something special to get them to appear?
  16. Sweet, thank you! Though it does not explain the VATS Attack Box.
  17. So I have recently installed the GECK and I hate it because I spend more time fidgeting with my creations than playing the darn game love it! So I made my first custom weapon. The Buzz Beam (I need to think of a better name) In short it's an automatic laser pistol that uses a microfusion breeder to allow it to fire indefinitely. However it's poor damage of 8 makes it's continuous fire useless against a target with any kind of armor whatsoever. The weapon itself is very expensive but I'm not sure if it's balanced, but I don't want to nerf it to the point it's gimmick is not appealing. Also I'm not sure what all the values in the GECK weapon creator mean and would like to know what they all mean, if someone could tell me or redirect me to a table with this information that would be great. http://oi57.tinypic.com/106wt8p.jpg Here are all the values I'm not sure about (also if it's a boxed item such as VATS Attack, please tell me what all the sub values mean too). -On Hit -VATS Attack -Override -Embedded weapon -Node -Aim arc -Sight Usage -Spread & Min Spread -Reach -Minor Crime -Not used in normal combat Issues: 1)It's DPS is incorrectly listed, any way to fix that?
  18. So by taking a look at this guide (which is rather poorly done IMO) I got this mod that changes EDE's combat music to something else. I deleted the original edenew.wav (which was a dubstep tune) to my own custom tune. It *works* but is far too quiet. Amplifying the tune is audacity does not seem to have an effect. Either audacity is not saving the amplification when I overwrite it or there is an external factor in the mod that affects volume. Could some thing in the mods DubstED-E.esp affect his volume? EDIT: My audacity had a certain issue with overwriting audio, I resolved this and now can amplify his tune correctly.
  19. So when play my modded game, my optimized ammo is considerably heavier than normal, 100 E cells weigh 1.50 lbs while my optimized E cells weigh 2.57 lbs. Is there a way to manually fix this?
  20. So what do these mean in wrye flash? Any difference between the dark red and faint red highlights? So far my game CTD when I try to enter my underground hideout. http://oi57.tinypic.com/105s0lc.jpg
  21. Since I literally had the same problem the other day, get the wrye flash standalone executable. This highlights mod for you if you mod order is wrong and helps you correct them. See full info on how to use it here (Which I copy pasted the main part of): "2.1) When you run Wrye Flash if any checkmarks are not green, those mods are causing problems in your game, you make them turn green by dragging them up or down in your load order in wrye flash till they do turn green. 2.2) You HAVE to have either a merged patch or bashed patch file, once again Wrye Flash is your friend because it will automatically make you a bashed patch file when it loads your mods. A bashed patch file makes all your weapon and armor and other mods play nice together, it also keeps track of leveled lists in the game and makes them work better together also. 2.3) One other thing, make sure you enable ( check mark ) the bashed patch Wrye Flash makes, then right click it and choose rebuild patch as the one Wrye Flash makes is empty, which should always be last in your load order unless you're using an ENB, SUM, ASIS, or the Reproccer. 2.4) Concerning what the red, orange, and green check marks mean in Wrye Flash. A) Red means a missing master file - basically a guaranteed CTD on startup. B) Orange means that some ESP has requested its master files in an order that is different to the the order that you currently have them in. Orange mods are arguably more dangerous, because you won't necessarily get an immediate CTD every time, so you may be lulled into a false sense of security, whereas in reality you have an unstable load order. Clicking on the orange/red mods will show you what masters they have, and what order they want them in. From here on in, it becomes like a puzzle: you need to manually drag and drop the various masters in your load order until their order is harmonious ( IE:. you've managed to provide the desired order of master files for every single ESP in your list simultaneously ) and all of your oranges have disappeared. C) Green means you are good to go for that mod"
  22. Ohhh, and another idea that can expand upon this is that merchants will also have their own bonus to buy something. Such as a merchant in a town that say lost their bighorners to nightstalkers and is on a food shortage will buy food at a 20% (just an example percentage) higher than normal price. Because of this system where an item is not the same price with every merchant a, dynamic trading can take place where player could buy food in a place where it is plentiful and sold a normal price, then take it to and sell it to the starving town to make a bit of profit.
  23. So one of the gripes I have with NV is that the merchants all accept anything you throw at them. I.E an unarmed water merchant will happily by ammo and guns off of you. Selling things relevant to their trade is a step in the right direction, but I wished they made them only accept or by items at a reduced sale outside their trade. I mean what would a bartender do with frag mines? (This could be lampshaded with a high barter skill) So If this does not exist, I would like to see a mod (this also be a good suggestion for fallout 4) is an improved trading system where merchants not only sell, but buy items relevant to their needs and trades. They will not accept items outside those trades (or buy them at a low price). A high barter skill can allow you to offload non relevant gear, or minimize the penalty of the item sell price. To offset the penalties, said merchant will be willing to by items they need at a higher than normal price. As in a bartender would say accept alcoholic items at a 5-30% increased price (based on a players barter skill). And be not so eager to loot that frag mine from you. So each merchant will have different specialties. -Chets, Dino De-lite gift shop, and mick & ralphs would be general stores and not have any bonuses/penalties to item prices as they need a little bit of everything. -You could sell medical supplies and aid items (or the items needed to craft them such) to doctors at an inflated price. -The Brotherhood would be willing to part with a few extra caps to get their hands on energy weapons. -The gun runners would not accept brahmin steaks or nuka colas. Etc... you get the point. Also to prevent infinicaps and so on if you get the right bonuses a merchant will only pay for an item at ~90% of the price they'd sell it for so they can realistically make a profit and prevent aforementioned abuse if you got your bonusus to where you'd sell an item at a price higher than they'd sell it at and you'd buy it back and repeat. I'd think think this would make buying/selling items in the fallout universe more realistic and immersive and well as varied.
  24. Basically this issue stemmed from getting FOOK. Before that everything worked fine, but when I got FOOK it did work, but it overwrote Essential Visual Enhancemants (which I really liked) And everything started turning sour when I started adding all these compatibility patches. So I am trying to run these together: -Project Nevada -FOOK -WME -WMX -EVE My load order (which is a mess) I don't know if I have everything or I do and it's just in the wrong order. EDIT: it seems that wrye flash has the functionality to resolve this.
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