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Posts posted by drakeelvin
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You could try something a bit different, rather than a script try something like this:
This won't work if it's only males you wan't killed tho ...
In GECK in the gun object set the following:
Strength/Skill required = 0
DAM 9999
CRIT 9999 or whatever
Min/Max spread to 0
VATS chance to hit 100%
Crit Chance 100%
Min/Max Range 128/5120
And on the right hand side of that screen there is a dropdown with normal behavior, dismember, explode. Set it to explode.
There's also a special effects dropdown on the window in the area below where you find crit chance, you can see if theres anything related to target explode on crit.
The gun ought to always hit, or at least hit often enough that it seems to
And no matter what the target combined DT/DR it's guaranteed to do a min of around 3000+ damage IIRC cant recall offhand if crits bypass DT/DR don't think so, only sneaks I think but it wont matter anyhow. The trick would be always making the target explode without the perk (I think thats what you want) ... might be possible to make your own "critical hit effect" if an explode effect isn't already there.
I never muched like target explode or ashes for that matter, can make it more difficult to locate bodies to loot after a big fight with lots of enemies if they all fall down around the same spot
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Whenever I come into Novac the first time from the south (i.e. from Ranger Station Charlie) it always freezes for me if I follow the rail tracks just as I approach town.
So to avoid this freeze I WALK when I get near town and I keep to the right side of the road and hug the cliffside (walking not running) and that gets me into town. I used to follow the railway in the older versions but since 1.4 I take the road through the middle of town instead. (That road that goes straight to Gibson Scrapyard if you keep following it.) I avoid taking the railway route ever since 1.4 came out.
Seems to get me through without that freeze.
There are a few places in the game I can count on it freezing on me if I run over a certain spot, one is just south of Goodsprings, the other is that railway heading into Novac.
It's also got me in the habit of always making a full save when I head out of Goodsprings to leave town, and again whenever I pass Ranger Station Charlie. Just in case. (The Goodsprings freeze I also avoid in a similar way by walking on the shoulder of the highway, not down the center line as I would normally do when following a highway.)
Good luck.
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What faction is he part of?
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This is the #1 reason I like to always have ED-E with me. He's an early warning system. But if this could be done it would be awesome.
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Just make a free FilePlanet account and download her there, that's the original I'd recognize that face anywhere since that was the face that inspired me to get into companion modding in the first place :D
File Planet even uses a blue background so in that respect its way better than Nexus anyhow :D
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I have a question, do you use GECK? If you do, PLEASE tell me, I have been trying to make a companion for myself and it never works, I need someone to make me a basic companion, I honesty don't even care about the looks, any companion will work as long as it is made from scratch, or made by you. Also, if you have a custom companion that you could let me edit and use for me, that would be great.
Here you go:
Amigo Cafe a companion who you can use or relatively easily modify in GECK if you know some stuff about GECK.
If you are brand new to GECK and want an easier to use custom companion use NCCS their tutorial with pictures is the best one for new modders.
I would say if you never used GECK start with NCCS, it's where I started with companion modding, having the detailed pictorial walkthru is invaluable. Amigo Cafe requires you to know the basics of GECK, there's no tutorial, but it saves you a lot of work if you know how to use GECK already.
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Thanks for the input @Dandys, yes I had learned that in the game settings there are threshholds, and also settings that allow you to modify reputation by varying amounts, and those settings are what to examine so that if a mod changes them then things will remain consistent. I did my mod in a pretty simple way since it was the first one to use reputation, I just limited it to having done some good and not having done anything seriously bad and it worked out well.
My main concern was I've read on wiki there are reputation bugs associated with using faction armor and TMK they are still around. I've had some very strange results from wearing NCR uniforms, for example the Ranger armor from Station Charlie that you get free is a darn nice armor that early in the game.
But if I do another such quest I know where in GECK to look now.
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I've had in mind for a long time to do a follower named "Thag" who is a Neanderthal. Big, tough, talks in grunts, not necessarily dumb though, just unedumucated, and he wields this huge fire hyrdrant weapon that I found in GECK.
I threw down some rough ideas for a Neanderthal Language that could even be voice acted, and heck there could even be a female version.
I've never done custom voiced dialogue but from what I gather there are identical lines for male/female that just have different voice actors. That's my goal, to have a set of voiced dialogue for a male neanderthal and possibly a female.
So initially I came up with something like the following:
Yes UHHH ... HUH
Yes MMMM ... HMM
No UHHH ... UH
What? UHHH ... HUH?
Hello ARRR ...
Hello HRRR ...
Hello MMMM ...
Hello URRR ...
Idle (See "Hello")
Attack ARRRGH!!!
Attack HURRGH!!!
Attack RARRGH!!!
Search ARRR ...
Search GRRR ...
Search HRRR ...
Hurt UNNGH!
Hurt URMPH!
etc...
Anyone have any suggestions to expand or improve this lineup? I was thinking, if I got a solid basically complete language for all the required voice elements in place it would be possible to farm out the voice acting to a volunteer.
EDIT: Here's the 1st Beta of Thag the Neanderthal he's still very much a WIP but a fully working companion nonetheless, if anyone is into giant neanderthals.
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Raider girls are hot stuff even on a bad hair day, which is everyday for them!
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I know weird title but I have to imagine that most if not all of the npcs in the game are made from similar tech as the character creation. Now not having the good graces to own it for a pc I was hoping someone might be able to help me make a character specifically Layla from the "A Team of Moronic Mercs" quest. She looks really good and probably would be the best model for a Caucasian female. I don't wanna just directly copy it, but maybe use it as a base but it's so hard to tell what she completely looks like from all sides since it's so much closer on the creation menu then it is when just looking at the npc you know? Please help me!
We just released a Layla companion in Jacobstown Center (see link in sig); however, Layla in the game is a female caucasian raider. Clintster had to make a custom race in order to clean up her looks after we transformed her from raider back to civilized.
EDIT: It is possible in GECK to replace the preset faces, if you were to request it at the JTC page it's possible you might get permission to use the face as a preset, or at the very least you could use face ripper just for your own personal use to convert her face.
If you wanted her original raider look, which is very pretty, you wouldn't need the big mod either, you could just use face ripper and copy it to one of the presets.
Or maybe get a modder to do that.
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IIRC there was a court case quite a number of years back regarding this exact issue: someone setup a website with their own ads etc. but their content window had all the content from other websites. The original content websites advertising was hidden. IIRC the bandwitch leeches (lets call them what they are, pirates) lost.
The court case was brought by a major web service, someone one the scale of Yahoo or Amazon at the time. Can't recall exactly who the two parties were it was so long ago.
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I just put up a version 1.4.1.1 that includes optional NVSE support and will work with any other mods that change the standard NV revolvers.
I've only tested it with WMX but it passed with flying colors. Later on closer to the weekend I'll have finished trying it out with a couple of the other gun mods and then post it up here. I don't expect any issues, but for now mainly for lack of time on a workday, if you do want the NVSE version you can get it here:
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Well I'm not sure if you had turned down the brightness or saturation of the orange banners on all the top 100 mod names after the first day or two, but since the weekend I seem to be able to live with it and read things and not quit reading after the 5th mod. So if that was you guys who turned down the brightness of orange a notch, thank you.
I would have course still prefer dark letters, but I can live with it. It's a bit of a strain but it's not driving me away after a few minutes like it did the first 2 days.
One thing I observed about your color scheme in general, you have TES games and Fallout games and Dragon Age Games, etc... and the banner colors for each game seem arbitrary. What about making themes (e.g. different shades of blue for one game series, different shades of green for another series, different shades of dare I say orange for another, etc...)
Just a thought. I know there are a lot of games, but linking related games in a series by similar colors seems like a good idea to me.
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@GrindedStone: Thanks for the explanation of X Markers! Suddenly a whole lot becomes clear. I think this is what they also did in the Vikki and Vance Casino IIRC to change it from abandoned to an active casino.
@Goliath63 : Yeah send it to me I'd be curious to take a 2nd closer look inside the Van Graffs I was always intrigued by how that whole explosion and interior redocoration thing worked. I'm fairly sure the quests I mentioned are all tied to the guards, Gloria and Jean-Baptiste, so I'm sure as long as they stay inside, nothing would be broken.
Also, definitely you should try out the cell isolation trick the other poster mentioned, I've heard that suggested before by other modders in similar contexts, not necessarily just the Silver Rush.
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A few things about the Silver Rush, maybe someone who is expert can shed some light on.
It already has two different versions: there is a before explosion version, and an after explosion version.
I haven't looked at the scripting but from what I saw in GECK I suspect old items get disabled when the explosion occurs (if it does) and new items such as turned over tables are enabled after the explosion.
Also, a lot of stuff in there is linked to various quests and scripts. Just off the top of my head:
-- Van Graffs Quest (Birds of a Feather)
-- Rose of Sharon Cassidy Personal Quest (Heartache by the Numbers)
-- Veronica's Personal Quest (I Could Make You Care, trigger for it at least)
-- Brotherhood of Steel (Tend to Your Business)
I think those are the quest names, anyhow, certainly the factions and NPCs are correct.
You haven't elaborated on what exactly you are doing, but this the nexus of a lot of quests. (Pardon the pun.)
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Ah, thanks, I thought I had it in bugfixes but it was late. I'll correct that.
This problem affected me in VATS and FPS, however, because I have a slow system I use VATS most of the time when I'm not sneaking up on something and have lots of time to aim. But the bug affected both. I should probably modify my description a little since its been so long I'd forgotten about FPS mode.
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:O
You did it!! I rushed back to the Lucky 38, pulled out Lucky, and thoroughly tormented my companions with it. So far the fix has worked on every gun I've had issues with, both in 3rd person and in V.A.T.S. This opens up a whole lot of possibilities, thank you! I made my own version of your mod to cover some of the guns from Project Nevada, WMX, New Vegas Bounties, and Devil's Mistress. They all work perfectly now.
The main difference I notice in the AttackRight animation is that the guns stay fairly level. There's a lot more recoil in AttackLeft and Attack5, and I wonder if that's causing the issue. If the recoil bit of the animation happens even slightly before the projectile is launched, that would account for the accuracy being off the way it is. I wonder if there's a solution that would preserve the recoil in those animations without causing this problem. Maybe a tweak of the attack animations to push the recoil into a smaller interval? Or maybe the rates of fire and animation speeds are out of sync--I don't know enough about those to really say.
At least with this I can stop using these guns as paperweights. Thanks again!
That is cool. I setup the permissions so you can release your mod as long as you credit me for the original :D
Revolvers are so cool, I started a new game just to use them FINALLY for the first time in a year! They rock!
And yes, I came to the same conclusion about the attack animations, many people have commented on this how it seems to be a bug in how the engine processes that animation and it screws up the aim. Don't ask me how I don't know the game internals, but I did observe that when I used to fire a revolver the recoil always seemed to happen before the gun actually fired.
I really don't mind the gun staying level, or the fact that you use two hands like a pistol. A lot of gunslingers do that in RL if they are not strong enough to keep the gun on target with just one hand. I've shot a target revolver in RL and I preferred to use two hands, personal thing I guess. Main thing is, for those of us with systems where this bug torments us, we can use them.
After reading this thread and knowing what I now know about attack animations I gave it a whirl and it works.
Also very cool is that you can still use all the weapon mods, when I tested it I tried all the vanilla revolvers and each weaon mod in turn, everything worked out smoothly.
I'm so happy it worked out, I always felt I'd missed a big part of this game having only pistols to fight with.
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Every character I make has her own trademark weapon, or at least style of weapon. My latest creation is a gunslinger, and for a while now I've been running with Lucky, which I think is a neat little gun. It's not too powerful, and it has an interesting design. I also like the feel of reloading one round at a time, even though it's liable to get me killed.
The problem I'm having with Lucky is that the gun doesn't play well with V.A.T.S. or with 3rd person shooting. Bullets constantly fly high, and it's getting me killed or seriously injured in situations that should be no problem at all. I could stop using V.A.T.S. and simply play in 1st person, but I like the cinematics, so--
I was wondering if anyone could recommend a good handgun that they know works well in V.A.T.S. and 3rd person, or, better yet, a solution to the V.A.T.S. problem. From what I've read, a number of guns have this issue. From the Fallout wiki:
VATS targeting is bugged for certain guns - most lever action rifles and a few pistols: it consistently shoots high, making headshots improbable or impossible. Consistently replicable by starting a new game, adding a brush gun (id: 00121148) and .45-70 ammo (id: 0013e43e), forcing guns to 100, and shooting at Easy Pete's head from the nearby road. Bullet impacts will appear on the windowpane behind him - and, shot after shot, will consistently be high. Modifying the gun to have perfect accuracy and/or setting fVATSSpreadMult to 0.01 will reveal that the VATS point of aim is roughly a foot high. No known fix yet. This bug also seems to occur with the Hunting Revolver.
Preferably something that looks more like art and less like a hollowed lump of iron. I'm picky. Rare ammo a plus, as long as I can craft it at a reloading bench.
Hey, I have GREAT NEWS!
This thread got me to thinking about some stuff I've messed with in GECK over the past few months and I came up with a FIX for this issue. I tested it out myself and it works like a charm, all the revolvers work now! Woohoo!!!
You can find the initial version of my fix here at my homepage at Lady Moiraine's site, go into the Revolver Fix thread and click on the download link.
I'm gonna try to post this on Nexus as well just had a lot of stuff on my plate today.
Let me know how it works out for you!
EDIT: Nexus Download Link
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The riots in England were a trend that a lot of people jumped on board. Trends are not always good, mobs even less so.
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I got nailed by that problem with VATS too, I can never use revolvers, only pistols. Never understood why I just blame it on my system vs. the engine or something.
Anyhow, my holdout pistol was always a 12.7mm pistol at the endgame, and I put a silencer on it as soon as I could find one. I also found the 12.7mm SMG was fair for dealing with Deathclaws at point blank range, it is just not all that accurate at range. However, it uses the same ammo as the 12.7mm pistol which is nice.
What is strange is that as a player the revolvers don't work but if I give them to my companions they work fine.
If I had my choice I'd take the .44 magnum, fully modded, as my pistol of choice, until I could get a Sequoia. In fact when I first bought the game that was my first instinct, I went right for the .357 and wondered why I could never hit anything. Then I got a .44 hoping that would fix things and had the same problem. So I had to go with pistols instead of revolvers, sadly. Ended the game with a 12.7mm pistol.
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I love the Native American names, so many are fit for poetry. Here is a list I made by searching for Native Tribes of Nevada:
Battle Mountain
Carson
Dresslerville
Washoe
Duck Valley
Duckwater
Shoshone
Elko
Te-Moak
Fallon
Paiute
McDermitt
Goshute
White Pine
Lovelock
Moapa
Pyramid Lake
Sparks
South Fork
Stewart
Summit Lake
Walker River
Washoe
Wells
Winnemucca
Woodsfords
Yerington
Yomba
It's not sorted so there could be some duplicates :D
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When you are at a mod page you have the title in big bold letters followed by the images.
It would be nice to put the "Small Description" right under the title (in smaller font) to give the images some context so visitors are reminded what the mod is about.
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It might be nice to have the image titles come up on the images like they used to, if its possible. Also, I can't figure out how to edit the primary image status now so I have two marked as primary. Is that even relevant anymore? Just wondering.
Firfox 6.0 btw.
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Firefox 6.0 -> Files -> Advanced Search
There is a terrible delay when using this function: 5-15 seconds freeze the first time I use it. Not so bad on 2nd and subsequent tries. Used to be the search parameters came up almost instantly.

FNV: Nuclear Winter Mod
in Mod Ideas
Posted
For weather effects you might checkout what Nevada skies can do, the effects can be tailored there's a lot of options. Might already have what you are looking for.
Love the idea of underground communities. I really like North and West vegas with the underground, the Thorn is the biggest area underneath there but one could do a lot more. Red Lucy talks about trading etc. but there needs to be a market in there somewhere with vendors ... sort of like a shopping mall section with vendors lining up on both sides, just all underground. And more sections for living space like in the vaults, where families would live. There's only one small space like that I can remember finding, beneath North Vegas square or someplace near there, and it was more just a common room with tunnels leading out in various directions.