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SonOfCapiz

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  1. you might want to look at the zombie mods at the nexus and look at how they work
  2. do you mean you want to increase all your specials to 10? you can do that thru console "player.modav x y" where x is the Special Attribute and Y is the integer needed to raise it to 10. you can raise it beyond that but unless youre using a mod, ithas no effect afaik
  3. ive always gone with Arwen's realism tweaks myself. plan to use nVamp eventually but make ART the core. nVamp i believe uses FOOK as core and PN is compatible with nVamp
  4. its already been done. i just forgot the name of the mod and modder to my shame
  5. i believe even nvamp takes an either/or approach with wmx and wme and not both at the same time. btw, some mods actually increase stability and fix bugs.
  6. try the geck wiki tutorials :) want to play that mod eventually too though there are more changes that i would like to see. you might also want to check out RTS and/or wasteland defense to build your own fort.
  7. just take note of teh things you saw in NV that you think could be improved then search around the nexus for mods addressing those. there are also several recommended mods threads on the official beth mod forums
  8. i believe one of the XFO modules has a no HP gain per level thing. you might have that installed.
  9. i tried using a gun once. that was when i stopped being satisfied with gun skill affecting damage and not accuracy. i had always thought the Guns (or energy weapons) skill should not affect gun damage but accepted the vanilla system as a necessary compromise for gameplay purposes. But that one time i used a friend's gun, i saw just how much an unskilled shooter (i.e. me) would have a hard time hitting a target compared to a skilled one (i.e my friend). now it seemed to me that i was aiming right at the target (ironsights lined up and all) but the bullets just wouldnt hit the target as often as i thought they would. i even began to think there was something wrong with the gun till my friend (by now very much enjoying himself) showed me that the fault wasnt with the gun. so the vanilla system of bullet spread is a fair approximation of that imho. you shouldnt be able to hit what you're aiming at unless you're already skilled with a gun. a problem arises when ironsights (in game) are used. as schlangster explained on the Beth forums, the game formula for accuracy suddenly makes it like you had perfect aim (i hope i didnt misrepresent that) when using ironsights. the only solution i (or more accurately, learned from Xodarap) found for that is to add a perk to the player that adds wobble according to skill. as for recoil and gun rise, for gameplay purposes and not realism, i find them more appropriate for gun strength requirements rather than skill reqs.
  10. nvamp seems to be what you're looking for. it makes its component mods that would otherwise have incompatibilities play nice. you really should add mods slowly then learn to use fnvedit to make them compatible as much as pssible
  11. Hey master, i made a comment but i guess you havent seen it yet. Mind teaching me how you did the throw up and drunk walking thing? I'd like to use it for my mod. Full credit to you of course
  12. i thought perks couldnt be added to NPCs (except for that companion workaround mentioned in the Geck)? or is it limited to perks with Entry Points? i forget
  13. i believe a mere numerical change in the geck (but faster with FNVEdit) will do. though i forget which you have to change. but if you start clicking on grenades you'll find it quickly
  14. that means theres something wrong with your script so its not saving. im just starting to learn scripting myself and thishas proved invaluable. use it to validate your scripts. also try thisinstead of your usual geck and you'll see error messages that the usual geck ignores.
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