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ozziefire

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Everything posted by ozziefire

  1. Yeah I remember FO3 the only way I safely made it through some places at lower levels was to follow a caravan through, of course I did lose a couple of merchants in the process :/
  2. There's an "Angry Grampa" gun mod or something like that that's pretty much in that league have a search through the weapons section under most endorsed/downloaded and you should find it :)
  3. It seems like it's pretty close to FalloutNV, that alien wrist gun could just be an early PiPBoy. Haven't seen the movie yet, but should be good for a laugh.
  4. I was actually talking bonus effects, not mods, you can have a dozen bonus effects on a weapon without even adding mods, an object effect could contain too many bonus effects to be displayed when you mouse over the weapon, I found this the case with armor once.
  5. I got to win something once in a while, though maybe I don't have a big enough sigpic to win this :)
  6. Co-Op or multiplayer option with dual weapons and more animation freedom would be nice if we are going to the trouble of changing engines, otherwise might as well stay with the current so current Assets, Meshes & Mods can be used & updated to suit. And it has to have a GECK at least as good as the current one, preferably better of course, I'm not voting because I know absolutely nothing about any of the engines mentioned :)
  7. Also you can use nearly any mesh from Fallout3 you just need to replace the ESP file with one that locates the stuff in NV. But if you plan to release any of it as parts of your mod here make sure you have the owners permission, the Nexus is super strict about piracy here. There's so much to learn and most of us here are still learning the mysteries on how GECK ticks :) One thing to learn is that if any mod in the load order alters a record which is a Weapon, Armor, NPC, Leveled List or Recipe it will overwrite previous changes. The only way to be 100% sure your changes to existing Fallout assets is to use Records or add your new stuff by script. So if a Levelled list that decides what gun a random Fiend has is modded by someone else to add their Shotgun then you alter the same list to add your Revolver, whichever mod is loaded last wins, the other weapon added ceases to exist for the Fiends weapon options, but if you use a One Shot Script using the AddLevelledItem commmand running as a quest you will add your new revolver to their mods list. Having said that some things aren't possible to do that way and some items just aren't likely to be modded by anyone else, you mainly hit problems with Major NPC's & Companions. FNVEdit is the best tool for checking load order issues and conflicts, you can also do adjustments and drag copy record parameters between mods providing they use vanilla references. Anything new you add should be safe as new record numbers are generated for all mods records other than FalloutNV.ESM and other DLC files like DeadMoney.ESM, NEVER attempt to change anything in them. in fact copy them to a sfae place to copy back if you accidently do screw them up. I would make an original backup of the whole data folder with your working mods before modding anything too and a new backup occassionally as you progress. And when you reach 4th Stripey Yellow Belt GECK Apprentice Master San, don't forget to help another noob someday :)
  8. Not a bad plot, it holds water as well as any other mission in Fallout :)
  9. Possibly one way to learn GECK is to open it up, click the help to open the wiki, copy the ESP files of a couple of mods to a folder where you can break them without fear then pull them apart one at a time and and see what makes them tick, there's also a heap of new tutorials uploaded here recently and older ones and probably some stuff on youtube too. Fallout3 GECK is nearly exactly the same as FalloutNV so also looking through the Fallout 3 forums yields a lot of information. You also need to use FNVEdit occassionally to check your files for conflicts with other mods or merge mods. When you are ready to do some scripting install GECK powerup so that you get werror messages when compiling otherwise it just doesn't compile, you get no feedback why or where to look. Also use FOMM to start FalloutNV so you can turn on and off mods at startup. There are other tools that other people use, to do this stuff which may be better or worse, but these work for me. There's heaps of mods with sexual content you should probably try so you get a feel for what is possible and what mods you may want to partner with, some of them set the system up and you just create an esp that would use their ESM file with permission, somewhere in the file searching for top100 files there's an "adult only" file search option. :)
  10. Welcome again, I'd probably make the Jumpsusits addictive like a dermal patch thing so there were withdrawal symptoms when not wearing them after say 30minutes. Bring on the Cloned Pink Latex Bunnies :)
  11. Would be cool if there were enouh plants around to forage for food and they regrew food at some interval, because it's a desert perhaps in isolated "oasis" type areas where the water is. Or do the fruits already respawn at a really slow rate.
  12. I thought about making flechette rounds, I can't do any modeling but was going to add them as a 20ga,12ga, 8ga & 4ga round to my Shotguns Galore mod probably make them highly armor piercing up to 20DT then ineffective after tha assuming over 20 DT is Power Armor. Honestly I think 20DT is too much, by what I researched and saw on youtube it would go through metal armor and the lowest form of combat armor at the maximum, therefore 10-15 DT mod would be more accurate for flechette. I already made Flechette 12 and 20 Ga. for my own game, as well as Dragonsfire, Incendiary, EMP, High Explosive, and other shotgun ammo (and some 50MGs). So if you want to know anything of how to create these types of ammunition I'd help with whatever you may not know. Well the other option was to make it 1/4 armor but also 1/4 damage as steel flechetes don't mushroom on impact creating damage like slugs do, I'm also adding hollow point shotgun slugs for some real damage but would be less effective on armor of course, but I already have steel jacket AP slugs for my shotguns, High Explosive and Dragonsbreath are definately on my shpping list to add, I'm busy tidying up basic issues at the moment then will have a close look at how ohers have done them, I was a bit disappointed Caliber X didn't do much for shotguns. We could do with a similar mod just for shotguns.
  13. I thought about making flechette rounds, I can't do any modeling but was going to add them as a 20ga,12ga, 8ga & 4ga round to my Shotguns Galore mod probably make them highly armor piercing up to 20DT then ineffective after tha assuming over 20 DT is Power Armor.
  14. I would probably try merging simple things like clothing/weapon/armor addon mods and copy all the esp's into a windows folder for each group before merging that way if there are updates you can just add the new esp to the folder copy the esp's back to your FNV directory then create a new merged patch. Mesh & Textures aren't in the merge so can be just upgraded easily in the FNV folder although I would make a copy of the whole Data folder occasionally to be safe. I would avoid merging mods that get updated frequently. This is my theory only as I haven't actually merged any mods yet myself :)
  15. I'm using FNVEdit and I have the options: Copy as Override into Copy as Override (spawn rate plugin) into Both seem to need one of the files to be the master so I'm assuming they aren't the right way, what I'm trying to do is basically grab a whole heap of leveled lists from an old mod and move them into a new or am I better merging them? To merge them do I just highlight those to files and use create merged patch? Some of the stuff in the orifinal file I don't want to overwrite the new mod so I would rather copy records in groups or individually.
  16. First you have to find the ring of all wedding rings..........then 12 months after the wedding take it from the beast and over the far mountains of the wasteland to cast it into the dam of hell :)
  17. When guns do 40-400 damage, and there are organs that can multiply the damage by as much as 100, that's not much. More importantly, in the realism mod guns do ten times as much health damage over a long period, so that much health is neccesary. The main problem with altering stuff like damage scales is it prevents people using their favorite non-vanilla weapons & armor with your mod as they are still all scaled for vanilla, I would suggest trying for 500.0 HP instead of 5000HP if you get what I mean, I think near everything is floating point anyway. Sorry I can't help more, it sounds like an interesting mod but it's above my skills to help and I already have half a dozen half finished mods in progress, and haven't finished the main game yet to start the unused DLC's I have :)
  18. A low powered Laser attached to PIPBoy would be great, and perhaps a system preventing certain functions like maps and stats readout from working when the energy cells were down and perhaps a DT 10 forcesheild option too :) I suspect the amimations might be a problem, I'm not sure there is any Left Hand pointing animations.
  19. I'm not sure if it's relevant to weapons, but I found a while back if I had too many bonus effects stacked on armor items and it tried to display them when I moused over them it chrashed. I fixed it by ticking the "hide effects" box.
  20. I think various people have already done a lot of DLC stuff, but of course you still need to have the relevant DLC's, otherwise it would be content piracy which is illegal to talk about and punishible by permaban.
  21. Cass can be annoying enough with her talking as it is :) Cass: "I need a Pinyon Nuts & Cram sandwich now!" Player: "Sorry Willow, I'm dropping the BFF now you have a bun in the oven" :) Seriously would be ok I guess, I suspect biggest problem is all the clothing required for the different bodyshapes, especially if you like custom armors. If you wer keen enough you could script the body to change shape evey couple of months I guess, but it's a lot of work with the mesh side of things I suspect. Depending on how far you went with it. I did see a couple of pregnant resource shapes in FO3 nexus with vanilla armors. Would ned smaller kids mod too I guess. NPC: "A RadRoach just ate my baby!" Links for the FO3 Shape Mods: http://www.fallout3nexus.com/downloads/file.php?id=12793 http://www.fallout3nexus.com/downloads/file.php?id=13424
  22. I'm no expert on Races, but this thread has got me wondering, are there reasons why no ones created a mod that just adds new races and possibly converts companions or major NPC's. It would create an ESM with a list of races based on popular race mods like: PlayerAsianType3 PlayerAsianSkinny PlayerCaucasionType3 PlayerGhoulMuscle CompanionAsianType3 CompanionHispanicBreezes NPCAsianShojo NPCAfricanRoberts And of course Young & Aged variants too. It's a lot of forms but could be a standard basis for others to use I guess making it more customisationable for body mods. I also notice PlayerFemale isn't used in the Race list in NV,so I guess this justhas something to do with male default.
  23. I usually download the latest version of my mods back from the server then install them into my game to prove they aren't corrupt in some way or I haven't uploaded the wrong version or something. This gives me a full list of previous versions all zipped up and ready if I wanted them.
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