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MadBastich

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  1. 100000% please do this. someone. I NEED this class more than i need anything in this game. im even happy to help whoever has the technical knowhow to make it, figure out what to do for it.
  2. found them. i had installed the wrong thing from that mod. they are cool, but i like his idea more lol
  3. ive used that mod, never saw any thing in it like im talking about. its possible i just never encountered them or something, but i dont even see anywhere in the description that says i should
  4. I don't know I'll try and take a look at them awesomesauce
  5. its all good, thanks for looking into it. i imagined it wasnt hard to do for someone who has the slightest clue what they are doing, but i am not that person haha random idea, would it be possible to make one look like a ghostbuster proton pack? not in any way necessary but would BE THE TITS!
  6. while were at it, the cool exo skeleton thing that his constructor guys have would be awesome too. especially if they had an integrated power fist like in that screen shot.
  7. KO. Yeah changing the ammo use would effectively give you the bottomless clip you described, and NVSE has a function for that. Alhough I'll probably make a recharger version as well for those concerned about game balance. Maybe a Wattz Electronics pack that comes in different models, that provide varried energy outputs (regenerate 1 round a second, 2 rounds a second, three etc), and of course the largest model has to have a peak output of 1.21 jigowatts. Might as well, since I took the time to work out how to do it (at least theoretically). A nice addition will also be to have it's glow maps (the red lights) give a rough indicator of energy levels (very bright when full, dim when almost exhausted). But all do all the extra fancy stuff after making a simple wearable for you, so you don't have to wait for me to work out the more complicated aspects of the pack. you sir are a scholar and a gentleman.
  8. its all good, thanks for looking into it. i imagined it wasnt hard to do for someone who has the slightest clue what they are doing, but i am not that person haha
  9. I see. Whichever way you prefer, just shout if you want me to do it (assuming your OK with the wait). I'm not really familiar with the term and a search didn't help much, but I suspect what your referring to is actually (or akin to) the recharger function I listed above. What it essentially does is replenish your ammo count over time. Adding one to your ammo count (depending on the rate selected) per a second until the clip is full. Same thing as you had in mind with the "bottomless magazine"? However it occurs to me that we may not have a function to set the regen rate so recharger ammo may not work (I doubt it will default to 1). bottmless mag basically just means you never have to reload. the weapon has full access to all the ammo you have for it without a magazine limit. so 6 shots before reloading becomes however much ammo you have for the weapon
  10. Sure no problem. I should mention though that it may be a while before I get to it. I noticed DizzasterJuice has also offered to fill the request for you (I missed it when I posted, maybe I had the tab open for a while before he posted so I missed it), but I think he can fill the request more quickly for you and do it just as well (if not better) than I. I'm happy to do it, but whichever way works best for you. This is a bit of a tangent, but it might be cool to have the energy backpack be a little fusion reactor that also powers all energy weapons. So essentially when it's equipped your energy weapons have unlimited ammo or a recharger ammo (if you want a little better game balance). There is a NVSE function, SetWeaponAmmoUse and you could have it switch ammo use to zero under the backpack's onEquip block (save the ref of the weapon in a var, so you can swap it back to normal on the UnEquip block) resulting in infinite ammo. Or SetWeaponAmmo which would swap out recharger ammo with your currently equipped weapon (to simulate a constant but lower wattage reactor) in the same way. You'd have a bit of additional code tying everything together (ie if the player switches out weapons while the pack is equipped, returning the weapon to normal and new ammo for the new weapon), but I think it could work. Just a thought to make the pack more useful/interesting (although potentially overpowered). im fairly sure hes gonna give me some screenshots to walk me through making just a wearable (does nothing) back pack. but what you just said about ammo stuff for energy weapons sounds awesome! mabey to prevent making it op, just make it "bottomless magazine" the weapon, that way you still have an ammo limit, and only on a few guns were low loaded shots prevent op would it be potentially game breaking. i dont even know if thats possible but i like the idea
  11. Sure I can make one for you. I did one for the minigun pack over here, pic; Although I'm not sure when I'll have a chance to fire up blender and put it together for you. On the plus side, it's a fairly easy request so someone may tackle it before I do. Thats exactly what im talkin about, cept the pack for the lazer minigun instead
  12. I have picked through the nexus as best i can, im looking for a mod that at minimum makes an equipable backpack out of the pack that goes with the lazer minigun. just the pack, i dont care if it modifies carry weight or not, i just want to wear some kind of tech pack there is a woeful lack of "tech" integrated gear that isnt just power armor retextures, its really difficult to make an outfit for a pure energy user "science" whiz chatacter. if some generous soul would make the one pack, or be kind enough to walk me through it i would greatly appreciate it.
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