-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Panzerjager1943
-
Plugins are Working but there Content are not Loading
Panzerjager1943 replied to MacMan131's topic in Fallout 4's Discussion
From my understanding: Don't edit your INIs any more. This causes the game to crash after loading. You will have to wait for the mod authors to compile their meshes and textures into .ba2 archives instead of using folders like in the past. The only custom content mods I've seen working (where they add in new models etc...) are in files that are compiled into these archives. Hope that helps, and yes it displeases me too. -
Infiltrator Rifle Legal Issues
Panzerjager1943 replied to Panzerjager1943's topic in Fallout New Vegas's Discussion
Thanks guys, at some point I may release it. Also, yes the animations for reloading are included in NV. Currently I have a scoped, silenced Assault Rifle like from Fallout 3 which can be upgraded with Extended Magazines or Compact Design, fitting both of those turns it into an Infiltrator. At some point I plan to remove Compact Design and instead distinguish between the two weapons, while the Scope and Silencer will become upgrades. However, since this requires creating ironsights, it may be difficult. I'll release that version publicly - the one with ironsights. -
So I've created a few variants to the Infiltrator Rifle from the Pitt DLC, and made them function in New Vegas. The weapon's models ARE included in New Vegas and even are shown on some vendor's walls but the weapon cannot be used. Since it can only be used by DLC Pitt owners in Fallout 3, I was wondering if there would be any legal issues revolving around releasing a modified Infiltrator Rifle for New Vegas. Thanks for any help.
-
Here, I've uploaded my Assault Carbine Suppressor mod. I needed to add the meshes folder - i just downloaded a small model mod and they had included theirs. My mod has two "new" models - one for a proper Ironsight animation with the suppressor attached, and another for ext mags + suppressor. http://www.newvegasnexus.com/downloads/file.php?id=35133 Feel free to put your textures on it and whatnot ;)
-
You've inspired me to create a fully-functional mod based around this suppressor. I've completed the mod and would like to upload it; my only question is, do I need to include the new model files I created in a folder, or do I just upload the .esp? Here's what the mod does, after I know if I need to upload the model meshes too I'll upload it: -Suppressor added as an upgrade for 350 caps and carried by vendors that would sell Assault Carbine Ext. Mags -Assault Carbine rechambered to 5.56mm ammunition and people who carry it *should* also carry 5.56 too -Suppressor upgrade can be equipped alongside the Ext. Mags upgrade -Fully-functional ironsights and higher resolution textures (as opposed to your current M4 mod)
-
Geck Game Settings
Panzerjager1943 replied to Panzerjager1943's topic in Fallout New Vegas's Discussion
That is very possible, however I don't see any new variables that would allow me to change damage over condition. Maybe it's all hard-coded now, which would suck. Edit: changing these variables even through console commands does not work. Damnit, maybe it is hardcoded. -
Fallout 3 guns > New Vegas
Panzerjager1943 replied to USSRSPETSNAZGRU's topic in Fallout New Vegas's Mod Ideas
If you mean the default Fallout 3 guns, all the models are actually included with New Vegas. However they do not have solid Ironsight animations and I'm not sure if their reload animations, sounds, or icons are included - but I did manage to get a Chinese Assault Rifle into my character's hands. -
They're not that big. Don't play Lara Croft or any games made in Asia that feature women. You will find yourself thoroughly... embarrassed, as you put it.
-
Geck Game Settings
Panzerjager1943 replied to Panzerjager1943's topic in Fallout New Vegas's Discussion
I'll test it now, but assuming the damage formula on the geck wiki is correct (it may not be however) it would mean damage would be doubled. Still, I'll give it a shot, thanks for the suggestion :) I'll edit this post with results. Edit: did not work. Changed both variables to 1, and nothing changed - mathematically, assuming the Geck wiki's formula is correct, a perfect condition weapon should be doing double damage with those variables, however nothing was different at all. -
How to install mods with steam?
Panzerjager1943 replied to Bonesz's topic in Fallout New Vegas's Discussion
Steam -> Steam apps -> Common -> Fallout New Vegas. for me, it's C:\Program Files\Steam\steamapps\common\fallout new vegas\Data And then obviously enabling them should be just as easy as retail, since when you launch in steam it has a Data Files button. -
So I've modded Fallout 3 and am now starting on New Vegas, but I'm having problems with the Game Settings in Geck. I never needed to mod them for my stuff in Fallout 3, and since I've uninstalled that, I don't know if changing them ever worked. However, I do know that (in NV) tweaking the variables used for calculating weapon damage based on it's condition have no affect: I'm trying to remove damage from degrading as weapon condition does. However, setting fDamageGunWeapCondBase to 1 and fDamageGunWeapCondMult to 0, or even testing with them by swapping the values, returns no results. Damage does not degrade differently in any way, even after picking up newly-spawned weapons in the world. So I'm just wondering, are NV Game Settings currently not functional? Or am I changing them incorrectly - that there is another way to change them, or is another way to stop weapon damage from degrading with condition? Thanks for any help.