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Everything posted by junin
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:thanks: PS What the hell is caek? o_O
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Yep sure did, very nice stuff. I'm messing around with it, but right now Ghosts has first priority.
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So far no. I'm trying as hard as possible not to. I don't have anything against FOSE. In fact if in my video you can see i use the bullet time mod, but there are people who can't use it because their copy of Fallout is not supported by FOSE (like my own brother for instance). I don't want to leave these people out.
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OK here is another little titbit that will answer your question concerning the martial arts moves. Remember that door I mentioned? Well behind it there is a room (no duh) in that room there is some interesting stuff. Beyond that room there is another room (you follow me so far) and in THAT room there are four virtual simulation pods (like the ones in Anchorage) and some neural interface suits. Those four suits were used by the Ghosts to train their acolytes. Three of them are damaged, but one still remains in good condition. The one that works will train you in Martial arts unarmed combat and melee dual wield combat. You will enter the pod remain in there for a few hours and come out fighting like Bryce Lee (think the matrix when Neo learns to fight and becomes a kung fu master). In other words YOU will be a bad ass martial artist not everyone else. The player will be able to pull of these moves, not everybody in the wastelands (though I may make some NPC that know martial arts just to spice things up, not sure yet). Some technical info: It will replace the h2h fighting from vanilla, but only for the player, (once you learn to throw round house kicks efficiently you don’t forget right) but if you don’t want to kick you don’t have to. You can control when to kick and when not to kick. You can also mix up you punches and throw different combinations by changing the pattern and speed when pressing the attach button. If you look at the video you can see how he throws 3 left jabs then a right cross followed by a quick right hook and so forth. If you’re wondering if I’m using some crazy script for this stuff, don’t bother, I’m not. There is a very simple way to give specific moves to the PC without affecting every other character in the game. This means that technically once you activate my mod you will be able to throw these kicks, but think of it this way. Unless your handicapped or morbidly obese, you could probably stand up right now and throw a round house kick or side kick or a right cross, but if you don’t know how to fight and you tried using those moves in a real street fight , you would probably get your ass handed to you. What the virtual training module will do is teach you how to use these techniques by increasing your unarmed combat skills. Once you get your skill high enough you can even do a special move. Before anyone starts complaining about unbalancing the game, let me save you some time. I don’t care about that. If I did, I wouldn’t have made a Nanosuit mod or made this mod which gives the player access to very powerful equipment. Everyone has different taste and opinions. If you try to please everyone you end up not pleasing anyone (including yourself). Ultimately it is up to us to please ourselves. If you like a challenge, but still want to use my mod raise the difficulty as high as it will go and use MMM. That should help. If you enjoy walking around the wasteland and killing everything that moves, lower the difficulty. You get the point. Well that’s enough for now I’ll be back soon with another update. See ya.
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That was gameplay. Some of it was regular fighting and some was VATS. The part where the guy gets kicked in the head and lands on the stairs was VATS. I'm also planning to add a special high level move for H2h fighting. You will be able to learn the infamous Dim Mak or Death Touch technique which if you are able to land it, will instantly kill your opponent, but I’m already revealing too much. There will be lots of cool stuff.
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Someone wanna team up? To make weapons?
junin replied to TotallyNotToastyFresh's topic in Fallout 3's Discussion
These look really nice guys. I can help you get the ready to go into the game if you want. let me know. -
thanks skree. No the crysis suit will not be part of this mod. That would make it harder for me to upload the mod here and other websites, and harder for people to find. and download. But the new armors in this mod will make people forget all about the Nanosuit ;)
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here are some videos showing the dual wield katanas and martial arts moves. The audio had to be swapped out of the second video. You can see it with the original audio here: http://www.megavideo.com/?v=JIY2DLSV If you wish to rate the videos, you can do so here: http://www.fallout3nexus.com/downloads/file.php?id=7277
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HI folks, I want to introduce my new mod J S Black’s Ghosts. I’ve been working on this project for a while now and I would like to hear your thoughts and opinions. ----------------------------------------------------------------------------------------------------------------------------------- Premise: Somewhere in the wastelands there is a door. It is a hidden door of course. Behind it lays the entrance to a secret facility that was once the base of operations for a deadly group of mercenaries that called themselves the Ghosts. The Ghosts were founded by four very skilled and very dangerous assassins who realized that in this post apocalyptic world “might was right”. The Spectre, The Wraith, Yokai, and Banshee were the four original members. Quickly the organisation grew into a formidable army of killers. Then just as suddenly as they appeared, they were gone again. No one knows what happened to them. That’s where you come in. There you are just wondering the wastelands, minding your own business when you stumble onto the Ghost’s secret hideout. What happens next? Well, I won’t ruin the surprise by giving away everything, but here are some interesting things. Cool stuff: Each of the four original ghosts had his own specialty in combat. You will have access to their equipment, armor, weapons and other stuff ;) The Ghosts: Spectre (the sniper): Spectre preferred to deal with his enemies from a distance. His skill with rifles was unmatched. Not much is known about Spectre’s past. His ancestors were from England. His parents were supposedly both spies. He used two rifles, the Accuracy International AW50 and AS50 sniper rifles. Both guns are extremely high powered and deadly. Anything that gets hit with these guns will instantly be killed. He was also a master of wilderness survival. Banshee (the tank): Banshee was the only female member of the original ghosts. She was also the only one who prefers to use heavy weapons and armor. Her custom made weapons and power armor made the enclave’s equipment look puny and old. When fully equipped she was an unstoppable force on the battlefield. Yokai (the ninja): yokai (demon, spirit or monster) was the stealthiest of the Ghosts. Though he was deadly with firearms, he preferred a more intimate approach. His style was to get close to his victims and dispatch them without being detected. His custom stealth suit was the Japanese counterpart to the Hei Gui Chinese Stealth Armor. His preferred weapons were his custom maid dual laser katanas. He was also a master of martial arts and unarmed combat. Wraith (the true assassins) though all four ghost can be considered assassins, wraith is the one who’s specialty was the art of killing. He was the deadliest of them all. He is an expert in almost any kind of weapon. If it is lethal and can be used to kill, the wraith is intimately acquainted with it. He had many weapons, but his favourite (though not his most effective) were his dual custom sub machine guns. Nothing is known about his past he is truly a ghost.
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Thanks man. It's similar to what I had in mind. It is a very clever solution to the game engines limitations. I’m going to give this a try, (if you don’t mind me using your script of course) on my day off. I think you may have solved my problem and saved me a big headache. I’ll let you know how it turned out.
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no problem. :thumbsup:
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Can you elaborate on that? It sounds interesting and I might find it helpful with my own project. I have to go to work now, but I will be checking this thread when I get home.
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just one question, did you use the Molerat armeture as a template from the start?
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LOL
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See post above this one
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If you are referring to adding new attack animations without replacing old ones, i.e. a pump action shot gun or duel wielding submachine guns, that is a different story. Most people will tell you it’s impossible. I disagree. I believe it can be done with some good scripting and some clever ingenuity. In fact, I’m determined to prove it.
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I'm not sure what you mean. If by new attack animations you mean custom animation. Sure the game can recognize new ones. The new mod I’m working on will completely revamp the hand to hand fighting animations. It will add better punches and some martial arts kicks and moves. No crouching tiger hidden dragon flying ninja crap though. It will take a more realistic approach.
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Hi, fist person animations are in the- Data\Meshes\characters\_1stperson folder. They have similar names to the other animations,(though not every 3rd person animation has a 1st person counterpart) but are located in a different folder. Third person are located in _male, and 1st person are located in the _1stperson folder. “The string value thingy” When you want to replace one animation with another, just changing the name will not work. I.e. in the post above we wanted to replace the 1hpattackright animation with the1hpattackrightis animation. In order to do so we must make a copy of the 1hpattackrightis and rename it 1hpattackright. Once we have done that we can replace the original animation, but before it will work we must open our new animation with Nifskope and edit it. Here is how to do it. Step 1. Get the latest stable version of Nifskope if you don’t already have it. Step 2. Open Nifskope and look at the top. Click on view. Make sure that Block list and Block details are both checked, or press F2 and F3. Now Nifskope should be separated into 3 sections. Step 3. Open the original 1hpattackright kf. In the block list you should see a listing named NiControlerSequence. Click on it once to highlight it. In the block details window you will see- well the details of the NiControlerSequence, (hence the name block details ). At the top of the block details window you should see Name, Type, and Value. Under value you should see something like this: txt AttackRight [82] Step 4. Open the new animation,(the one you want to use to replace the old one). Under the Value in the block details you will see something like this: : txt AttackRightIS [85] This is no good. The value must be named the same as the one in the original KF. Click on the txt nest to the name. A small window should pop up that says “select a string or enter new one”. At the bottom, just change the name from AttackRightis to AttackRight, and press ok. The number on the right will change. That is ok. Step 5. Save your new Kf file. Now you can replace the old one with this new one. This final step where you change the string value name to match the one from the original is the key. Without it the new animations will not work in game.
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Hey what’s up, if you want to change the animation for the Chinese pistol for example, go to the (\Data\Meshes\characters\_male) folder and find the 1hpattackright and 1hpattackrightis animations. Make backups. Rename the 1hpattackrightis to 1hpattackright. Open it up in nifscope. You have to rename the string from attackrightis to attackright. Highlight the nicontrollerSequence in the block list in the block details window. Click on the txt next to the string value. A little window should pop up. Rename it to attackright and press ok. Test in game. That will work for the Chinese pistol and all other pistols that use the same animation. Remember that some other one hand pistol type weapons may use different animations, i.e. the sawed off shotgun. You can do some experimenting to see what animations do what. Here is a little trick I learned. Open up GECK . Load the fallout esm. Go to NPC, on the list find Player. That is you. Double click it. On the window that pops up click full preview box on the bottom. A generic version of the player should pop up to the right. On the top click on the tab named animations,( if you don’t see it click on the arrow to scroll until you do.) a list of all the animations will pop up. If you click on them , you can see a preview of the animation. This will help you see what an animation looks like and what it is named. Remember that you must change the string values in nifscope. Changing the name of an animation to replace another will not work unless you also edit the string value. Hope that helped.
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Dual wielding is possible, but very difficult to do, especially if you do not want to replace an existing attack animation from vanilla fallout. But I’m sure it will be done. You just have to have patience.
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Sorry man can't post a link here. Do a search GOOGLE is your freind.
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http://www.fallout3nexus.com/imageshare/images/267642-1238890782.jpg Well, I’m so self absorbed that my fallout character is me. Who else would it be? Here is J S Black in all his glory. He used to be a used car salesmen in a previous life, but since none of the god damned cars work in fallout, (at least not yet) he just wonders around and kills anything that moves. Occasionally he will go to the titty bar and (censored) one of those (censored). ;)
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Nice job man. It looks awesome.
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"Umm, if you're going to correct grammar make sure your grammar is correct." I don’t claim to be an English grammar teacher. In fact, English isn’t even my 1st language, but I’m sure what I wrote was an improvement when compared to the crap that guy was spewing. Umm, if you’re going to correct me on my grammar make sure you really pay close attention to what you’re reading. The “you’re” that you’re referring to is quoted from what he wrote. I may have missed that mistake when I replied to his post, but if that would’ve been his only mistake, I would not have bothered to mention his grammar. We all make mistakes after all. I’m sure even you occasionally make one. Anyway, the weapons look awesome. I’m having a blast messing around with these babies.
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@walrusonmyhead "u just cant look intimidating or beastly as a girl!" I will respond to your comment by using your own words, but I'm going to fix the horrible grammar and spelling because looking at it that way gives me a headache. "You can't compare what you read or what you're feelings are on something to another person's mind. You may think what you said is true, but there is no way it applies to everyone including me." By the way, Notice how I didn't just quote your entire rant just the parts that were relevant to my reply.