-
Posts
207 -
Joined
-
Last visited
Everything posted by Bottletopman
-
All of a sudden, ANYTHING that calls the showrecipemenu function. If I do showrecipemenu workbenchrecipes on myself or any NPC, it'll pop up that goddamn crafting tutorial and I've been trying to find a save editor or something, because there has to be something within my saves that is causing the game to think that I haven't seen that tutorial before; even loading up FalloutNV.esm by itself the game will still bring up that tutorial.
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
Cuz OP of that mod is going hello games route and maintaining radio silence, just working on the mod- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
I think that's enough praying from everyone because now we're dealing with floods lol 50 beowulf would've been a nice little nod to the survivalist's rifle but there's always other mods for that- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
I wouldn't have come here without doing a search first...I forgot to mention that I did search for voice and it still didn't show up. I think my search is broken because even though I've got the sound and music category selected, and only unticked attributes in the result filters are has images, NMM compatible and Only show adult files. I even included the humour tag the mod has used and it still shows nothing wtf Looked through my search preferences and I had blocked some tags...now I remember - was during the influx of anime mods for NV, then CBBE mods for FO4 and I got annoyed with the spam so I blocked the nudity tag.
-
Gah, I remember years ago a player voice mod which broke the fourth wall and it was pretty well done too. When you picked up bottle caps or pre war money your guy would go "money money mooooney" and one of the player hurt lines was a whiney/pouty "owwwwww". Another line that I can't remember the trigger for but said something like "heh, good thing I'm playing as a guy, right...RIGHT?"
-
Wew lad that's one hell of a necro...but I can't complain, because people either get blasted for necroing, or starting a new thread, can't win with some people. Anyway, if you looked at the first post, I fixed it by updating to the (at the time) latest version of F4SE and letting it overwrite my customcontrolmap.txt I haven't touched this game since late 2018 and I don't plan to for the foreseeable future, at least not until F4NV comes out in a relatively stable state. It sounds like the issue affecting you is different from mine in that my game still ran OK, but yours seems to be crashing whenever you try to open any kind of container...sounds like a mod issue. You may have to go through your load order and turn each plugin off one by one until you find the one that's causing the problem.
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
You mean imperial funny unit Either way, the "weight" system in Bethesda games doesn't really track with either pounds or grams. It's more of a weird combination of pounds, volume, and general usefulness to the player. Honestly, I'd say just cut the base carryweight in half, and tweak the scaling to where you hit the base game max carryweight only if you spec into it with both your stats and equipment. Or, as your focus seems to be more on the realities of trying to hump all that junk across the Commonwealth, simply put a movement speed and sprint cost debuff on the character after they hit a certain percentage of their carryweight like a lot of the Skyrim encumbrance mods do, and calculate the threshold percentages from the players strength and endurance, maybe even have the bags add a certain flat boost to the calculation in addition to the carryweight bonus. It's measured in pounds. One of the FO3 loading screens also mentions that it's measured in pounds. Years ago I thought about trying a metric conversion but gave up because I'm a lazy mofo.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
You mean imperial funny unit- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
Radaway more or less acts like how detergent removes dirt and grime - detergent molecules have a hydrophilic end and a lipophilic end - one attaches to grease molecules, other attaches to water molecules and the grease molecule then gets abducted. There's a few real analogues to Rad-X in real life and from the wikipedia page for ex-rad, it even seems to function as a radaway of sorts (supposedly it can protect blood-producing and gastrointestinal tissue from radiation damage before or after exposure) but the mechanism of action is different than that of radaway.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
Let's not forget that this is in a universe where radiation makes things larger, one can take a diuretic that makes all your rads go away and life threatening injuries can be fixed right up with a couple needles of unknown healing substances. Funny you mention the reactor pool - you're absolutely right in that a hazmat suit is useless if you get extremely close to the fuel rods, although you don't even need one if you don't dive to the bottom.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
cuz it's some damn fancy kraut space magic that was in fallout 2 that's why would also vindicate the vindicator minigun that got nerfed because it'd be too OP towards the end of Fallout 2 as well- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
Ask him if he's had to take on mutated chameleons the size of cars with claws that make katanas look like toys, or big green men with torsos the size of tree trunks and enough muscle on each arm to slap heads right off necks hehe, alternatively one can suggest he visit Quarry Junction or swim across to the east bank of the Colorado, I think given the choice between an M203 or a China Lake, he'd take the China Lake :D Also as others have said in post nuclear apocalyptica you're gonna want every working gun you can find...especially if it's as cool as a pump action grenade launcher.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
I have a feeling that I've already asked this before but I've long since forgotten... Couldn't find it in the OP in regards to this aspect of weapon mods - will there be unique and common ones? E.g. most, if not all guns, accepting common mods like optics and muzzle attachments. Not sure how this would be approached - PUBG style and by weapon class (flash hider for AR, compensator for SMG etc.) or organised by caliber (5.56mm suppressor, .45 ACP compensator)? The former would simplify things in that for example the 45 auto SMG could take a compensator, while also allowing the 10mm SMG to take one, although the latter is somewhat more realistic, but then you'd have to create attachments for every ammo type out there. A third option would be to just have guns use their own muzzle attachments so that a 10mm SMG flash hider would be incompatible with anything but other 10mm SMGs, this would also allow for unique situations like the tommygun having its own compensator labelled as a Cutts compensator, but then this has the issue having to create an individual item mod for every single gun that is planned to have an attachment. And with unique mods, I mean that will weapons have their own mods unique to a particular weapon like in NV? E.g. tri-beam laser rifle heavy duty capacitors, grenade MG high speed kits, plasma rifle magnetic accelerators etc. Because the way Fallout 4 did mods was a bit silly, it felt like the meta was just to pick the receiver on the bottom of the list since that was the best. In NV it was pretty cool getting all the mods for all the guns.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
Precisely what jkruse05 said. $$$$ 1) Can we convince management that left handed anims are worth allocating part of our already dwindling budget in a way that doesn't sound like it requires spending more money? 2) Is it worth the extra development time, resources and effort to create another set of animations for every. Single. Weapon. In the game? 3) How much will this increase sales of the game by? If you can convince management that it's worth doing then it's mostly a walk in the park in getting it implemented. But most people really don't care about it until they see it since they're too busy avoiding getting shot at or something like that. Also shareholders.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
There was also a hole in the back of the gun where any dirt that did collect inside would simply drain through, the bolt and firing pin being covered by a bulkhead of sorts to cut down on foreign contaminants Apparently it was favoured a lot by US troops in Vietnam.- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
[WIP] Weapon Addition and Replacement Suite (WARS)
Bottletopman replied to antistar's topic in Fallout 4's Discussion
"Dirt? What is dirt?" -Owen SMG- 2744 replies
-
- weapons
- weapon mods
-
(and 1 more)
Tagged with:
-
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Nice, to be honest the most experience I've gotten with scripting was just looking at how other plugins did it and then modifying it for my own use lol, some basic stuff I'm aware of like additemtoleveledlist which can screw your save if you decide to uninstall a mod that uses that to add something (looking at you, DLC weapons integration and adding the LAER and its mods to vendors and energy weapon lists...) but anyway, I'm primarily aiming for minimal performance impact so would gamemode be fine to use in this particular case? Or would OnFire be more suited for such a thing? My only concern about gamemode is that the documentation on it says that it runs every frame. -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Ok...we know what the problem is...now I just have to learn scripting. Lel -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Hmm, yes, indeed. In all seriousness though that actually sounds really neat, although I can see an issue with certain looping sounds that have a release portion, such as the flamer - if the fire button was released instead of skipping to the release portion of the file it'd simply stop playing it at all, although I now wonder if it's possible to execute a stopsound when shooting begins, while getting it to play again right after the stopsound command executes. -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Sounds like the minigun are only one file - they have loop metadata within them which the game uses to determine which section of the file to play depending on whether it's set to envelope fast or slow. Did you actually read my reply after Roy's though? Vanilla looping sounds work perfectly until you start repeatedly tapping the trigger - then you get this issue. The author of AWF has moved on to Skyrim modding now so maybe JIP can perform some black magic but who knows. -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
I guess I am looking for an overlap, but not in the sense that it'd require multiple sound files - just wanted to make it like any other game from 10 years ago where repeatedly shooting an automatic gun doesn't make it go silent because the engine is waiting for the first instance to finish playing. Thought NVSE had a way to force a sound to play when an event occurs - in this case, shooting - then if a shot occurs again while a looped sound is playing the release portion or whatever, stop playback of that sound and force it to replay from the beginning again...like pretty much any other game does. Maybe JIP can do that, I've already commented on that thread so will have to see if it's possible to do as an engine level tweak instead of using a complex script as is the case with AWF. -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Yeah I did end up using Wavosaur replacing the vanilla sound record for the flamer but the only problem with that is you get that classic silent shooting bug if you repeatedly tap the trigger, and while that Auto Weapons Fix does solve the issue, it does it in a way that traditional looping sounds no longer work with it, in fact I'm pretty sure the Auto Weapons Fix, aside from some NVSE scripting, also simply extends the audio files to a length that is sufficient enough to not go silent on high capacity weapons like the gatling laser, barring the use of the godmode command. Due to the way AWF works, envelope fast sounds don't work as intended anymore, I haven't tried out envelope slow sounds but what I do know is that mai saxy halo 3 flamethrower sounds don't work as I wanted them to with the mod ;-; As far as I'm aware, the game refuses to play another looping sound from a weapon until the first instance has finished playing and I'm not sure if the JIP plugin can pull off some fancy space magic to stop that from happening. That extender has done some stuff that I thought previously impossible but I'm not knowledgeable enough about what really goes on behind the scenes in gamebryo to be sure whether or not JIP can do an engine level fix for this. I think I'll post a query in its comment section though to see if it can be done or not. -
Creating looping sounds for weapons
Bottletopman replied to Bottletopman's topic in Fallout New Vegas's GECK and Modders
Oh bugger, I thought that might've been the one...that still didn't work for my flamer audio - saved as a 16 bit mono wav with loop metadata in it, checked the audio record in FNVEdit had loop and envelope fast flags enabled and the gun loops in game, but it fails to play the release portion of the loop when I stop firing. In fact, it seems to just play the sound wherever it left off...seems like this is another thing that broke during the transition from FO3 to NV, unless I'm doing it wrong or something. Turns out it was the Automatic Weapons Fix causing the issue - vanilla audio works flawlessly with the exception of rapid tapping of the trigger resulting in the classic silent shooting bug, so it seems like there's no real way to have the best of both worlds. -
Trying to replace the flamer sound and have added cue points within the wav file via GoldWave to enable looping, then went into the GECK and enabled the loop and fast envelope flags, but it doesn't seem to do anything, and googling for 2 hours seems to have zero results for a tutorial on creating weapon SFX for fallout 3 or NV. The only result I could find was this link: http://www.fallout3nexus.com/articles/article.php?id=234 Which is completely broken as the Nexus ages ago revamped the site and thus a lot of very useful articles have been lost. Does anyone know any working links or how to get the link to work again (i.e. what's the new URL format for article IDs)? I know with very old links to mods that used the old URL format, one could simply copy and paste the mod ID into the new URL format and it'd redirect to the same mod, assuming the author didn't take it down. Can the same be done for old Nexus articles? All I need is a link to any tutorial on looping sounds for New Vegas because I don't know if looping no longer works, given that certain features broke (such as voice modulation) when the engine was updated from FO3 to NV.