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syphek

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    New Vegas
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    New Vegas

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  1. Same issue, same time, Seattle, WA. Loading chrome in sandbox doesn't change anything, disabling javascript solved the problem temporarily. Started as only a single mod page got about 10 seconds on the page before redirect to one of 3 malware/phishing sites, others were unaffected regardless of time spent on page. Further browsing has it showing up on every mod page. Comodo full scan and malwarebytes full scan show nothing. No issues before this evening at any time, no issues on any other websites. Confirmed to happen on https://www.nexusmods.com/skyrim/mods/40706 and https://www.nexusmods.com/skyrim/mods/32363/? at minimum.
  2. In response to post #67043901. #67067226, #67073916, #67108236, #67132211, #67150876, #67318856, #67337471, #67341146 are all replies on the same post. None of it is a port, they're recreating everything by hand using FO4 and custom assets, meaning that it will be just as legal as any other current fallout 4 mod. Fallout 3 in Fallout 4 ran into legality issues using the voice acting assets directly from FO3. Since they're using existing FO4 assets, custom built assets, custom voice acing, etc... they don't cross any legal bounds.
  3. So I'm a Bio major in college and I was having a thought the other day while we were discussing mutation rates in class. The idea is simple: CREATURES EVOLVE. With the crazy huge background radiation rates, DNA is going to get damaged constantly, so mutation will be at much higher rates than pre-war. This is already evidenced by the existence of almost all of the creatures present. This mod would take it one step further by making the environment and the creatures adaptive to changes (mostly caused by you). Essentially the deathclaw you fight at level 60 would be fundamentally different than the one you fight at level 2. The background (or possibly a separate mod) required to run this idea would be a kill counter of some sort. It's already present in the engine, eg. skyrim, so it's just a matter of making it in Fallout, which I don't imagine would be that complicated of a script. If I remember correctly each creature is assigned a family of sorts within the code, so it just needs to count the number per each "family" you kill. Then every creature gets a rate of change and a set of upgrades. For instance, every bloatfly you kill gives a 1% chance of mutating all bloatflies to have a new ability, like adding fire damage to the larva projectiles, or a poison DOT, or all bloatflies are glowing, etc... So roughly 1/100 bloatfly kills would make all bloatflies slightly more dangerous. These rates could be adapted to the spawn rates of creatures, so if you wouldn't see 100 bloatflies in a regular playthrough, it could be 3% or 10% or whatever. These "upgrades" would be random from a list which would increase replayability. So you hit the 1% that makes all bloatflies mutate and it randomly selects the mutation from a list, so it's not just a progression every time. It could also change the way enemies exist naturally. If you're always killing from stealth, maybe enemies develop chameleon, or if you always kill with a laser weapon, they develop reflective shells, etc... Ideally this could also change the spawn rates/locations later on in development. So if you wipe out a mirelurk heavy location, maybe something else will come in later and adapt to the new niche. If you kill a significant amount of deathclaws, maybe gatorclaws move into the wasteland coastal regions, pushing mirelurks to lakes only, etc... Any one of these changes would have cool downstream changes implemented as well. If one thing moves, the environment would adapt. Obviously that's getting a little complicated, but big changes like gatorclaws moving in could be scripted events instead of constantly changing things. Overall I think this would make the game way more adaptive, you would have to constantly be on your toes and remembering what you killed where, and how things have changed. It would decrease the late game boredom, and be way more fun to play than just doubling spawns.
  4. looks badass, if anything i would say beef up the shoulder a bit, looks kinda small. the eye looks awesome. add effects like thermal vision or something maybe? how did you end up doing it?
  5. for inspiration, check out the sniper rifles from borderlands
  6. sounds relatively simple, just use the same script to pull info from the enemy and add it to the display. hell you could use the exact same code just change what it pulls. using it for unarmed?
  7. sounds like it will work to me, just have to sort through it. good luck and godspeed
  8. aside from making them yourself? not really sure. i have good ideas, but i don't actually know much about making this stuff, i just know enough to know if my ideas will work, not how
  9. make it a companion, take away its movement ability, and give it all the guns required to do all that. just like you can dismiss companions, make an item that brings up an interface to summon your companions. make it so you cant take its guns, just like when you kill boone or the mexican when theyre off duty and cant take their rifles. then when you trade with them and give them ammo, they will automatically use that type gun since its the only one they have ammo for. making it a companion will make sure it aims at enemies, not you.
  10. just create multiple fire points in the same gun, you'd get more of a shotgun effect than a rat-a-tat, but it would spit out 3-4 bullets with one pull. or create a gun that uses the jamming effect every 3-4 rounds and instantly disengages the effect once you let off the trigger.
  11. what about a guy fawkes mask based off the same? or the array of army of two masks?
  12. how about a minimap like most fps's? solve that problem without a perk and add functionality
  13. haha same here. if i had a couple months to dedicate i could learn this and do it, but im shipping off to basic in a month. i might get some of it layed out and upload it for someone else to work on. for the mounts at least, theres another topic in here saying the same thing, that all you would need to create is essentially the reins and bridle, and you could just fuse an invisible chair with a radscorpion. to make it more difficult, add a perk requirement, and a quest to find ingredients for a drug to tame the scorp. theres also stuff about raising it from an egg, so a quest to get a scorpion egg from a scorpion nest and go from there. theres a dry lake bed with ants on one side and scorps on the other next to mojave outpost. you could add the hole on the scorp side to a new dungeon filled with scorpions and you have to sneak past a boss/mom one to get the eggs. maybe a scientist in new vegas came up with a tranquilizer or tranq grenade (use the gass grenade texture and animation) that starts you on the quest, or seeing someone ride one sets of the quest to find out how. for the dog, just use the fo3 code, script, meshes, textures, etc... change the dog to fit the desert better like a greyhound or something, make it a better fighter, enhance the finding stuff abilities, maybe have multiple breeds. a pet shop in new vegas maybe to buy your dog. hell go even farther and add dog houses to player homes and as far as the real topic of this topic, its already pretty well laid out, just needs to be made
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