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drakeelvin

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Posts posted by drakeelvin

  1. Does it count that I intend to mod some Boxing Gloves so they actualy do damage just so I can my roaming boxer character running around?

     

    The gloves do strike me as something very seldom used.

     

    Fallout 2 had a special pair of boxing gloves with steel inside so they would do a lot more damage than normal gloves.

     

    I've personally also become a big fan of boxing tape while experimenting with companion weapons I setup a companion with unarmed skill and tried both boxing gloves and boxing tape: he was knocking stuff out cold, not to mention the tape does good damage as well. Also, the boxing tape and gloves are very fast weapons, unlike power fist which are quite slow, so with unarmed skill you can put an enemy on his heels, where the power fist is often the opposite because its so slow the wielder often gets hit once or twice before landing any blows.

     

    So yes, steel plated boxing gloves that knockout enemies but also do good damage would be cool imo.

  2. It's very easy. Go to NPC and search for "Traveling Merchant" there are a bunch of them. Just edit one, give it a new ID and save as new form. Then remove any AI packages and scripts but leave all the dialogue and stuff as-is. This makes it easier starting from scratch because hte barter dialogue is setup for you and is thus voiced.

     

    Then go into your copy and edit his trader stats and select the items you want your guy to deal in, then place the merchant wherever you want him located.

     

    Next create a buried merchant container. If he's in Freeside I'd recommend just put it inside the buried vendor chest cell, or else either in Mick and Ralphs in the grey zone off the navmesh, or inside the Atomic Wrangler in the grey zone off the navmesh. Wherever you put it, set the ownership of the container to your merchant and edit your merchant ref in the render window and set his merchant container to that container.

     

    Last of all, put the items you want to sell in the container and set it to respawn. It's always a good idea to flag that container as a quest item so it wont ever get looted by NPCs, never hurts to do that. And in the render window mark it persistent.

     

    If you want a simple example you can look at Drakes Wasteland (see my mod links) I have a simple mercahnt setup in the Prospector Saloon he's based on one of the traveling merchants, and his contianer is also inside the prospector. Just look for prefix DXE and you can study how the merchant and container are setup.

  3. I don't think NVSE introduces any significant stability issues into the game, it's probably the best tested addon for the game. However, because NVSE always comes with mods that require it, if mods are less stable than NVSE or have conflicts with other mods, that may leave a bad taste for NVSE.

     

    Don't know if anyone has done research with a large mod list where none required NVSE, then just added NVSE to the install and observed any difference in overall stability over time.

     

    But if there is a mod you really want that cannot be done without NVSE then it's worth using, and there are some things cannot be done without it.

     

    That said, I have always appreciated modders who did create mods that let non-NVSE users use the mod albeit with limitations, so yeah I think it's a good idea to accomodate non-NVSE users where possible. But somethings can't be done without it so you'll never have 100%, NVSE exists to fill a void.

  4. I never understood what anyone saw in Metallica. I listened to a lot of their "best" songs to see what all the fuss was about, most of their so called best songs are not even metal, they are rock ballads. What is the actual mod request here? It reminds me of the creatures in the jars in Baldurs Gate II tutorial quest.
  5. Grenades or dynamite make a great support weapon for "shooting around corners". You can toss a grenade down a hall or into a room, and even ricochet it off a wall, and it can serve to injure/kill enemies or at least pull them out into your kill zone ... often give you a more advantageous position than if you'd walked forward. Just be sure to switch to your gun after tossing that grenade. Launchers give you more range ... the range of throwing grenades IMHO is way too short, they are so slow in flight they usually explode and injure the thrower, which is just ridiculous.

     

    Assault weaons and miniguns are very useful against crowds since the change to 5mm ammo, though they burn through ammo. Again, a support type weapon for special tactics.

     

    Mines, explosive charges and C-4 are awesome for special tactics if you have the stealth skill to back it up. Plant that at a choke point and pull the enemy. The detonator activated items are better, you won't waste the charge if only one guy comes.

  6. In GECK, find the quest:

     

    -- VNPCFollowers

     

    Find the two topics:

     

    -- FollowersFiredYes

    -- FollowersFiredYesSuite

     

    In the end scripts for these topics you'll see how the companion settings get updated and companion gets teleported to the appropriate location. Sounds like you put the marker in place so thats good. The teleport command is now easy. For example, to teleport Cass back home they use this command:

     

    RoseofSharonCassidyREF.MoveToMarkerWithFade CassHomeMarkerREF

     

    EDIT: If you're wanting to dismiss vanilla companions to your house you'd need to create a FollowersFiredHouse topic with a dialogue entry for each companion, then link it as a child of the "FollowersFired" topic. The FollowersFired topic is the parent of FiredYes, FireSuite, so you'd add FiredHouse to that list. You can pretty much just follow how they did FollowersFiredYes and FollowersFiredSuite and use the exact same format for your new FollowersFiredHouse topic.

     

    As the previous poster said, you will also need to add an AI Package to keep the companion sandboxing at that location. In VNPCFollowers quest, in the script, you'll see reference to boolean variables fired and fired L38 so your dialogue quest should add boolean variables for fired to house, then add an AI Package that has them sandbox in your house when the variable is set.

     

    p.s. If you want a basic functioning companion with all the essential vanilla game elements already done you could start with, Amigo Cafe. It is a mod I designed originally for myself to be able to start a new companion from a basic working stage and focus on adding custom things like quests etc, and not have to reinvent the essential elements like follow, combat, wheel, fired, etc.... but I ended up releasing it for others to use.

  7. The only two requirements for an implant are:

     

    (1) You can have a maximum numbers of implants equaled to your unmodified stamina (the stamina implant doesn't count towards this)

    (2) The SPECIAL you are trying to raise must be < 10

     

    Did you double check in F1 -> SPECIAL that your intelligence is actually 9 or has it been increased by some other artificial means? If you aren't using any other artificial means such as drugs etc. the easiest solution would be to console your intelligence down, get the implant, then console it back to where you want it.

  8. I believe the previous poster is correct, you only ever see special attacks used in the vanilla game for melee or unarmed combat. If you try a VATS attack with 50+ melee skill and use a melee weapon you'll see the "Backslash" special is available, for example.

     

    What you can do for ranged weapon, which many ranged weapons have, is a special effect for criticals. An easy way to ensure your special always occurs (i.e. set the target on file and deal double damage) is just set your Critical damage to equal weapon DAM, and define your own critical special effect that sets the target on fire, and set the crit chance of the weapon to 100% then it will happen every time.

     

    Another alternative for setting the target on fire is you can look at how the .50MG incendiary rounds work, they have a scripted effect that sets the target on fire. You might want to give you gun a new type of energy ammo where you could define this.

     

    Probably though the easy way is to define your own special effect and make the critical chance 100%, based on what you described. If your critical damage equals normal weapon damge the two get added so its equivalent to doing double damage. That way you don't need to introduce a new ammo type.

  9. There is a huge delay when trying to access the advanced search page when I am not logged in.

     

    I'm getting an average wait time of around 15 seconds for the page to load when I click on it -- Firefox 6.0

     

    This has been consistent over the past week, tried it numerous times after first noticing it.

     

    Delay is only a few seconds or less when logged in, usually.

     

    I really doubt there is a more important feature on this website for unregistered or first-time visitors than Advanced Search since people come here looking for mods more than anything. So that's a very bad problem IMNSHO.

     

    Also when the new design was first released this same problem was occuring for me when I was logged in. Now its only when I'm a guest visitor.

  10. Yeah, auto-saves AND quicksaves don't do as robust a job as a full save.

     

    Always use full saves and only restore from those. It really makes a difference in stability the longer you play a game. Not saying the game is stable to begin with, but ...

     

    Even so, the game does glitch sometimes on loads, very annoying, it has nothing to do with corrupted saves. I've found by going back and loading my very first save, then when I'm in the game I press ESC and load the save I want to load, that often gets past the glitch.

  11. I think this got fixed in version 1.4, probably due to the DLC the devs knew players would be stacked with caps. I tested it recently and found the old strange behvaior is fixed. Had a vendor with around 130K caps worked AOK.

     

    Was nice because with the right SPECIAL, clothing and an implant its easy to win 30,000-40,000 caps from the Freeside and Strip casinos pretty fast the first day you arrive, simply playing Blackjack. Then you want to spend them.

     

    (The White Glove society used a crooked dealer and stacked deck on me but eventually I still got banned lol.)

  12. You can download my mod Cass Barks and look at it.

     

    The optional downloads Rex Barks and ED-E barks are a lot simpler because I did those from scratch, and they only have 5 or 6 random barks each, plus you can easily see the prefixed quests (ID starts with "DXE" in GECK). Easy to figure out if you want to look at them. (They do exactly the same things as Cass barks just on a smaller scale, plus Cass barks just changes the timer on her barks all her scripts were provided by the game, whereas Rex and ED-E were done by me from scratch.)

     

    In general, the bark script simply has a timer set to a predefined span of time and when the timer expires the script uses

     

    NpcRef.SayTo NpcRef Topic

     

    You only see the Npc response, so you can leave first dialogue empty.

     

    To add variety you can use a random number to generate a variable timespan.

     

    For the random text, you put all the dialogue responses in one topic and set them all to random, so the game engine chooses one randomly. If you look at the Rex or ED-E barks quest topics you'll see the random entries.

  13. If you ask to use someone's resources in a mod you made, how much time is appropriate to wait for a reply before releasing anyway? I have a feeling some modders whose resources I've used for an outfit are no longer active, and I don't expect replies back from the messages I sent them.

     

    AFAIK on Nexus there is no time limit unless the modder has specifically mentioned one in their README or special instructions. Some modders will add that if you don't hear back within a certain time it's OK to use, but if they don't explicitly say that then I believe the rule is NO its not OK.

  14. That's the general question. My search fu is a skill that is vastly under developed.

     

    As it stands I need something to get around a bit faster. Half the time I use Fast Travel, it crashes me game and I don't know why. Only time I can use it is directly after starting a saved file. IF I play fro a while 7 out of ten times I'm going to have to start the game up again because it crashes.

     

    If you want to use the console you can move around anywhere if you know reference ID's.

     

    I find it easy to lookup reference ID's for NPCs on Wiki. For example, Old Ben at the New Vegas Strip North Gate is Ref ID 15968B

     

    ~

    player.moveto 15968B

     

    (Of course Ben can move later in the game, but early on its a fast way to get to The Strip.)

  15. We did a book mod, there's a tutorial included.

     

    It never garnered much interest AFAIK, too bad.

     

    Maybe it's just the game engine makes it too hard to make books and scrolls, especially page turning.

     

    Anyhow, here it is: New Vegas Readable Books

     

    This one allows only fixed messages to be entered in GECK.

     

    I'm not sure if there is a method for generalized text input, however, there are key capture commands that might make it possible to enter data, never tried. How to convert that to string text in the messages IDK. Might be possible with NVSE maybe.

     

    String handling in GECK is extremely limited, and all the display output methiods I'm aware of pretty much require static text to be entered in GECK.

     

    Having a journal would sure be cool, no doubt.

  16. Yeah, I had read that too. However, in the game where I was with the Legion, towards the end I kept getting the same NCR reputation warnings over and over and over again becaue I was using the Patrol Armor and later on the Ranger Combat armor as a disguise, and even when I'd take it off (to inventory) and kill yet another NCR trooper somewhere I'd get the message that I'm vilified again.

     

    So something is really wierd about how the game tracks reputations.

     

    That was my biggest concern with the Layla companion for Clintster's Jacobstown retreat because I didn't want to disqualify anyone from hiring her due to a game bug that migh not allow a higher NCR rep. So I just set it up so that as long as the player had not done anything really bad to the NCR, and at least also had good speech, they could hire her even if their NCR rep did somehow get hosed down by a glitch.

  17. So I'm using the default on-page popup download style and I think every time I download, after the download is finished and I go back to click on the readme or view the comments or permissions or what have you, the download page comes up again and offers to send me the file a second time.

     

    Never offered me three times, only twice, but nearly always. Not sure if its being triggered by some sort of page refresh when I go to another tab on the plugin page, but whatever, FYI

     

    Using firefox 6.0

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