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Fulcon

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Posts posted by Fulcon

  1. Pripadnik_Slovenske_vojske.jpg

     

    I remember playing Battlefield 2 as a pre-teen and loving this rifle. Seeing all the mods for modern-day weapons, I figured why not ask for this beauty! It's such a cool looking weapon, especially with the factory-made sight (which was garbage in real life but this is a video game)!

     

    Any similarities to the Halo Assault Rifle are entirely accidental. No, really. It was just a giant coincidence.

  2. Wow, this was a long time ago. Heh, well, better late than never!

     

     

    Do you mean simply making the game show it as a Science weapon, basically just the UI? Like this,

    The-Outer-Worlds-Screenshot-2021-09-29-0

    Where the UI now has the science image in the background? I didn't bother to go further and find where it adds the rest of the science icons (like in the shrink ray above, should be behind the gun not just in the tooltip) but it's in there somewhere.

     

    Or do you mean more than that, like adding an effect like the shrink ray has shrink? It may be doable to add an existing spell/effect to the gun. I've never tried myself but maybe..

    At any rate, if you'd like to mess with it yourself, get KaiHeilosos's Asset Editor - https://github.com/kaiheilos/Utilities. Just the exe, the others don't apply to TOW. Open that, change the drop down in the corner to 4.21, say Functions>Extract Pak File, find your pak files and go through and extract pakchunk0, pakchunk1, pakchunk15, and pakchunk16. Extract to some other folder. Keep the folder structure that it extracts. This is a lot of files, have plenty of space. Find Ultimatum - it's here Indiana\Content\Blueprints\WEAP\Hndgn\Science\FORCE_Phlogisynchotron or in Variants within that but the base is FORCE_Phlogisynchotron_Weapon__Base.uasset. Open it in Asset Editor, mess around with it. File save as and put it somewhere else but recreate the original folder structure all the way up to Indiana. Then open the new file in the editor again, make sure what you changed is there, then say Functions>Package folder. Navigate to the folder above your new Indiana folder and select Indiana. You must select Indiana. It should make a pak file next to the Indiana folder. Put the pak file in your game's Paks folder either with it renamed to have z at the front (so like zz_ultimatummod) or put it in a folder inside Paks called '~mods'.

     

    That's not quite what I meant. I meant 'make it a science weapon' so that it would benefit from the Science skill to modify damage and, more importantly, the discount science weapons get to Tinkering costs. I found a mod that adjusts tinkering costs, so that wound up solving the issue for me.

     

    I will check out that utility, though, because I want to adjust some stuff besides that.

  3. Using Alternate Start to start as a Vampire causes my character's skin to be completely see-through. The teeth are visible, as are the hair, but none of the face or eyes. I have both of Fried's Skin Textures installed and Improved Eyes of Skyrim. The mods have worked perfectly, but this is the first time I've tried to role a Vampire in a while. Anyone have any idea why this is happening?

  4. Hey, so I'm trying to figure out how to give the Hazmat Suit the Power Armor voice modulation. Though testing, I've found that the voice modulation is actually locked behind the ArmorTypePower keyword. I put it on a combat helmet, was unable to put it on until I slapped it on a frame. Once that was done, I got inside, found myself wearing a combat helmet and speaking with the PA Voice Modulation.

     

    Since that is the case, I'm trying to figure out how to allow the player character to wear pieces of armor with the ArmorTypePower keyword without being in a Power Armor frame so that I can attach the ArmorTypePower keyword to a Hazmat suit and wear it outside of a power armor frame.

  5. Title.

     

    According to The Wiki, The Ultimatum was originally pitched as a science weapon. However in game, it's only a unique weapon. Given that it's not only a projectile weapon, but a weapon that does less damage than a friggan Light Pistol, I feel like changing it to an actual science weapon would be warranted.

     

    So if anyone is up to the task, or could tell me how to accomplish this myself, I'd appreciate it. :)

     

     

  6. So, I just got done with Dangerous Minds. So far, the game had been as normal as a modded playthrough can be, except for a bug where Frosted Flakes was in his underwear. I thought that was a minor bug, where he didn't equip his armor. Didn't register at the time this was something a lot more sinister.

     

    Then I went through Kellogg's memories. He was in his underwear still. I was terrified because I just got done installing the 'Texture Optimization Project' and I thought I screwed up somehow. But then the TV turned on to exit the memory and on the screen was the face of Skipper, from Madagascar. After a quick test of Kellogg's outfit to see that, indeed it did still work and show up properly on my character model.

     

    Did this happen to anyone else? I think it came in one of the other mods that I installed recently, Unbogus Overhaul being the most likely suspect, but I'm not sure. This was probably an accident, but it's funny.

  7. When I'm playing a Child of Atom, one of the things I want to do is go to the Crater of Atom and prostrate myself beneath the might and glory of Atom's Eternal Rad Storm...but I can't do that. I can't even really sleep over there.

     

    So I'd like to request a little shack for the player be built. Not too fancy, just a bed, a desk and a chest. Maybe right outside the shack would be a mat the player can activate to start praying/worshiping. You cannot call yourself a child of Atom until you have offered your solemn utterances to Atom Above, praying for Division that you might become infinite worlds!

     

     

  8. Hello there!

    I'd like to request for a silver armor set for the Vigilant of Stendarr so that they aren't stuck trying to get steel gauntlets and boots to work with an unarmored robe.

     

    (Readers: Uhhh...OP?)

     

    http://www.nexusmods.com/skyrim/mods/10506/?

     

    (Me: No, no, no. That's not quite what I want.)

     

    Appearance: I'd like the chest piece to be a mix between the robes all of the Vigilants wear and a cuirass of silver. This cuirass could be modeled after the Steel Plate Armor or the Iron Armor, whichever one looks better. The 'toga' these robes have would be over the plate and replace the loin-clothes that cover the fronts. while the sleeves would come out from under the plate. if the steel plate model is used, I would like the pauldrons removed. As for the pants, I'd keep them the same as their base model. Gauntlets should be the steel cuffed boots and Nordic gauntlets just retextured for silver and in the case of the gauntlets, they should be made just a little bit shorter so they don't clip through the sleeves. I would also say that the Steel Plate model is acceptable, but not preferred unless there was a way to stop the clipping with the sleeves (a pet peeve of mine).

     

    Stats: In my mind, I think this armor should not be very strong at all. It should not be craftable and should not benefit from any smithing perks. Let me explain.

     

    Looking at the state of Silver weaponry in the base game, they are literally the same as Steel Weaponry except for two base details - they have bonus damage against undead (and lycanthropes, if you've got the unofficial patch) and they are really, really light.

     

    Both of these are awesome, and I think we should let the armor match the trend. But since Wolf Armor is essentially the same as Steel Armor but really light, I think we should knock down this hypothetical silver armor so that it's the same armor value as Iron, just a lot lighter. As for the 'strong against undead', I think it should do a small amount of damage to undead or daedra who hit the player rather than providing a defense boost.

     

    Anyway, everyone let me know what you guys think, I hope this interests one of you enough to make it. I'm hopeless at actually making my own mods, hence why I'm asking the great creators on this board.

     

    (For those of you curious as to how my Vigilant of Stendarr playthrough is going, I use a shield which greatly improves survivability. This is mostly for lore/immersion reasons if I were honest with you.)

     

    P.S: Also a more feral, savage version that would look more at home on a member of the Silver Hand than a Vigilant of Stendarr might be pretty cool - that was if the Vigilant get the model based on 'Steel Plate', the silver hand could get the 'Iron Plate' one instead...that's just me thinking.

  9. Hey everyone,

     

    I'm currently roleplaying a pirate and I think it would be the best thing ever if he had a longer Disciple's Cutlass to use since it seems to fit my interpretation of my character the best.

     

    A thousand thanks in advance!

  10. if you try to do this just for yourself you may wanna try digging around legendary effects for infinite ammo per clip and applying it to a musket via console ingame. One such effect is "Never Ending" this effect makes it that the ammo in your clip equals the amount of ammo in your inventory, quite possibly removing the need to reload ever again. Just go to console drop your weapon on the ground, open console, click the musket and type .amod 001cc2ac that should do it.

     

    My good sir, I'm afraid that won't work. Because a Laser Musket with the 'Never Ending' buff uses all the fusion cells in your inventory in a single shot. If you have 1000 cells, it will use all 1000 in a single shot. Because 'Never Ending' loads all the ammo into the gun at once automatically and the Laser Musket uses them all automatically. *shrug*

     

    I appreciate your time, nonetheless.

  11. Hello all,

     

    I've gotten the creation kit working on my machine and I'm trying to mod the Laser Musket to automatically reload one charge they way it does when you link a succession of shots in VATS. However, other than seeing the weapon marked as a 'charge weapon' (which is really useful), I don't know where to start.

     

    Does anyone have any ideas? Will I need a script or can I just fiddle with the options in the Creation Kit?

     

    A huge thank you to anyone who responds, I appreciate your valuable time and energy. :)

     

    P.S: As a bonus, is there a way to remove a weapon's reload animation completely? Much obliged. :)

  12. So, you know what I noticed?

     

    When you get drinking Buddies Guest, you can't make similar robots at the robotics work bench, no matter how much sense it would make to be able to do so.

     

    So, if an enterprising modder could be so kind as to create a custom Protectron Mod that gives it all the drinking buddy awesomeness, it would be appreciated. A bar fully run by drinking buddies is an awesome thought!

     

    Seriously, I think the Brotherhood of Steel would appreciate the bar I'm building them in the airport since their Leave keeps getting removed due to 'raider threats'.

     

    And you know...you could build a bar like that for ANY faction.

     

    Much appreciated in advance. :D

  13. I've got some on the way.

     

    Fusion Rifle

     

    http://i.imgur.com/dz6P70d.png

     

    Van Buren Laser Pistol/Rifle

     

    http://i.imgur.com/y6fbZxL.png

     

    Communaut Laser Pistol

     

    http://i.imgur.com/xyhtuaE.png?1

     

    Plasma Defender (still got work to do on the textures, but it's coming along nicely.)

     

    http://i.imgur.com/gQyp4Go.png

     

    Ooooooh. Those look neat! Continue your work, kind sir!

  14. The Laser weaponry part of the game is pretty much more complete than even pipe weapons since you have big gun. So people are not hasty to make more.

     

    I don't get it. There's literally only four laser weapons in the whole game with mods. Institute, Laser, Musket and Gatling.

     

    Verses the ballistics, which have the pipe semi-auto, bolt-action, revolver, 44 revolver, combat rifle and shotgun, hunting rifle, minigun, 10mm pistol.

     

    If we include the heavier weapons, that brings in the fat man, missile launcher and the Broadsider (which beats out all of the other weapons in the most fun category).

     

    Heck, let's not forget the junk jet.

     

    If you want a mix, there's the plasma weapons and the Cryolator.

     

    Strictly Energy weapons?

     

    We need more.

  15. I would certainly like to see more Laser weaponry on the mods. Everyone seems obsessed with bringing real guns into Fallout, but they seem to forget all about the laser weaponry, which is by far much more awesome.

     

    ...that, and it's an alternate history so it's very likely that these real guns they're porting in would never exist. But that's what mods are for, I guess.

     

    I'm not a modder, but I'd like to throw my support in for more custom laser weaponry.

  16. But the leather armor doesn't really look like the combat armor, that is a problem that would bug me a ton >.> But I guess you could temporarily do that..

     

    I was just tossing out ideas.

     

    If it doesn't work, it doesn't work.

     

    Still, glad people are thinking the same way. :)

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