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Ferodaktyl

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Everything posted by Ferodaktyl

  1. i am not adept at modding, but when looking in DefaultGameCore.ini i find the stats for sectoid as follows : Characters=(iType=eChar_Sectoid,HP=3,Offense=65,Defense=0,Mobility=12,SightRadius=27,Will=10,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_MindMerge,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_None,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=True,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Am i looking in the wrong place? The Defence value is 0, even if i have the mod activated, so if some of you can point me in the right direction i would be gratefull. Anyway, i find the game better balanced when using this mod, but again, as BlackAlpha has said, balance is a matter of individual perception. For example, i am now terrified of ThinMan :ohdear: , as they seem to have supernatural sniping abilities, while i find terror mission not quite a walk in the park, but a good opportunity to harvest Crysalids, rather than saving civilians :whistling: . What i wold like to ask BlackAlpha is if is there a possibility to make the mod installler more... modular, meaning that the installer offers options for modifying or not some aspects of the game, like research time, healing time for wounded soldiers and other aspects of the game. I know this is extra work, but me and many other users are hard pressed to manually modify the game to our liking :psyduck:
  2. I'm quite sure 2012 isn't the end because i have drugs and food with expiry date in 2013 :whistling:
  3. quite a wall of text you've raised here for something quite simple :rolleyes::) well, begin with FWE - it has plenty of realism options for example, ammo weight then adjust your carry weight, i find very unrealistic carrying around 200+ pounds of equipment and use a weather mod, like Project Reality with darker nights, this made traveling the wasteland in the dark a traumatic experience for myself, at least untill i got my hands on a nightvision set IMP's more complex needs overwrites FWE and adds more subtle touches to the everyday diet Reduce the skill points gained with leveling, an all-rounded char is very unrealistic too :tongue: again, FWE lets you choose how weapons skill influence accuracy and damage of weapons, and obviously/realistically the damage a weapon deals does not increase with skill, only accuracy. remove your compass markers, of course, or at least the empty/unexplored markers, and the quest finder marker don't fast travel, or use the alternate travel included with FWE Don't reload unless you die, so you'll be more motivated not to :teehee: bla bla bla i'd be interested in how far you will push the realism.
  4. You should also check Gopher's Fallout 3 : Tutorials on YouTube, it's one of the best for explaining step by step on how to install some of the popular mods, and how to use mod utilities
  5. all the listed mods are active. I've been playing a new game with all of them, and as i mentioned, the crash happened sometimes after i already visited Bigtown. Why should EVE and FWE be incompatible? There are patches that makes them work together, as you can see in my mod list.
  6. i tried rh ironsights myself with those mods you mentioned and, even with all the patches, it does not work 100% properly. You'll have issues with some weapons and i also have the feeling it modifies the weapon damage. I think this is the case with all mods that add weapons unless they have FWE and EVE patches, and considering the added difficulty of FWE, you should be careful of what new weapon mods you install. Also MMM overwrites some FWE creatures stats, so if possible load it before FWE. One more useful mod is VATS Cinematic Gone; this removes the bullet camera and others except first person from VATS, so you don't get killed while watching your latest victim head rolling around :)
  7. Interesting point, which got me to thinking. Maybe they were trying for ONE of a number of accessways to that Vault. Why would these Vaults have only ONE means of access? If there was a direct hit on that doorway (as happened in at least one instance), or if the tunnel merely collapsed for any of several dozen other reasons, or if the door mechanism simply broke down, then entering/leaving that Vault became more than a little difficult. Surely it would make sense to maintain at least a couple of completely separate entryways for each Vault. I don't think they tried for the vault using bombs like the one in Megaton. If you remember The Glow in Fallout 1 ( if you played F1, if not The Glow is an atomic-direct-hit busted vault) , the effect was different. What i mean is that it needs a missile to penetrate the soil and vault walls, not one that explodes on the surface. On the other hand, a cave-in could be a probable cause for the crater.
  8. I stumbled upon another theory while reading a fanfic. The bomb was carried inside a plane and the plane felt, making the crater. Subsequently it was that particular plane that was stripped for the parts used in constructing Megaton, and the bomb was what left. Although it's still a huge crater...
  9. i've been playing the game since it was released, but just now i've started to wonder : what has made that crater where Megaton is built if the bomb didn't explode? I doubt there was another bomb, or the radiation would have been higher, and the crater is too large for just a simple impact. So, any ideas?
  10. Last time i was in Bigtown was after escorting a kid from Lamplight, and it was ok. After that i followed the main quest to GNR, then i tried returning to Bigtown, and the game crashes every time i come close to the town (using Fast travel or approaching on foot), so i think it's something happening in that cell only . Fo3Edit doesn't report any error, and i'd rather not uninstall the mods i'm using, Any help or suggestion on how to track the problem is kindly appreciated Here is a list of the mods : Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm aHUD.esm iHUD.esm CRAFT.esm CALIBR.esm xCALIBR.esm Project Beauty.esm Advanced Recon Tech.esm EVE.esm Mart's Mutant Mod.esm FO3 Wanderers Edition - Main File.esm DCInteriors_ComboEdition.esm Detect Traps.esm CINEMATECH.esm DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Quest Perks.esp Detect Traps - The Traponator 4000.esp Detect Traps - Perk.esp Detect Traps - DLC.esp Binoculars.esp loadingsc.esp Mart's Mutant Mod.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp Advanced Recon Armor.esp Advanced Recon Armor-Stealth With Drawn Weapon.esp Advanced Recon Gear.esp Advanced Recon Tech.esp Advanced Recon Tech - Detect Traps.esp Advanced Recon Range Finder.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - Project Beauty.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp EVE.esp EVE Operation Anchorage.esp EVE - FWE Master Release.esp EVE - FWE Master Release (Follower Enhanced).esp EVE - FWE Master Release (pulse fix).esp EVE Anchorage - FWE DLC Anchorage.esp EVE - FWE with WeaponModKits.esp F3ProjectRealityMkI.esp ImaginatorFO3.esp DYNAVISION - Dynamic Lens Effect.esp Directors Chair - Fallout 3.esp xCALIBRammo_FWE.esp X-1_Tales_of_Wonder!.esp SP_Comm_Relay2.esp merge.esp NotSpecial.esp Laurens_Bathroom_poetry_V1.esp NewMall.esp Total active plugins: 78 Total plugins: 85
  11. i find it funny how some of you bring as an argument for (automatic) weapon possession the eventuality of using them against the government if this kind of situation arises. Why funny? Just look what happens when rebels are armed - Syria for example, opposed to the anti-communist revolutions in East Europe , where army was reluctant to open fire against unarmed civilians. Even in Romania where the number of fatalities was higher, the army did not fire on revolutionaries, and my guess is they would have done it if firearms were present on both sides. Going back to OP, i wonder why this issue, and many others, are not solved by public vote? After all, no one expects someone who bought an automatic (for whatever reason) to agree to give it up, unless forced by law. And then, how many buy automatics anyway?
  12. here : http://www.fanfiction.net/game/Elder_Scroll_series/
  13. just watch the movie, i laughed my ass off http://www.arhiblog.ro/s-lansat-diablo-3/
  14. wonder why no one mentioned Mount&Blade, it's my personal favorite now, esp. with mods.
  15. this almost makes me buy it again :psyduck: steam is not that bad financially-wise, just wish it were not so invasive
  16. just an observation : M&B Warband is 20E on Steam, 20$ on TalesWorld site. Not always is Steam cheaper.
  17. if there is life in a 2004 topic, i'll definitely go for life on Jupiter's moons, inside the sun's cold core, what the heck, even alternate dimensions populated by our evil alter-egos :biggrin: :biggrin:
  18. it kinda evades me why it should even bother you that other people consider one style or another as anime / cartonish i'm not an anime fan, although i like Hellsing, Berserk, Ghost in the Shell and some other anime series. I use Willow companion mod for FONV, and some might say that is anime. In fact, i really think it doesn't matter at all what i ( or you, or anyone) do to enjoy my game better, including transformer-porn-skimpy mods for Skyrim with japanese high-school hentai NPCs. I also think it's unavoidable that at one moment or other, someone will come on the forum to express their unasked opinion about other people preferences. This is where the forum moderators intervene, and as long as i've been on this forum, they're doing a good job about it. Now, pertaining to OP, i looked at all the pictures you presented , and honestly, i've never seen something more different than anime. Old egyptian pharaoh painting inside the pyramids are more anime than the collection you presented. And, being now in the debate section of the forum, what is the debate about, anyway? :biggrin:
  19. Did you try Freelancer Crossfire? It has good SP Story, in addition to original game, and great community online
  20. Project Nevada has many of the customization options you are looking for ( how much XP you gain, Max level, how many skill points you start with, etc)
  21. i think i would, except for 2 things : - no TP - How would i play FONV?
  22. Here is my mod order except for AWOP and WMX ( i use WME) and some quest mods, it should help you order your list also you don't need PerkEveryLevel.esp, it is included in project Nevada i have a few CTD now and then, but overall is stable i also use NVSR - NV stutter reducer hope it helps FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm decwithreg.esm FOOK - New Vegas.esm FOOK - New Vegas DLCs.esm New Vegas Error Corrections Complete - DLC + GRA.esm More Perks.esm NSkies URWLified.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Tales from the Burning Sands.esm Weapon Mod Expansion.esm WME - DLCs.esm ELECTRO-CITY - CompletedWorkorders.esm D.E.I.M.O.S..esm Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp WME - GRA.esm Project Nevada - Gun Runners' Arsenal.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues.esp Project Nevada - Lonesome Road.esp CASM.esp FOOK - New Vegas.esp FOOK - New Vegas DLCs.esp NVEC Complete FOOK Patch - DLC + GRA.esp R.A.C.E. Station.esp NewVegasBounties.esp NewVegasBountiesII.esp Kobu's Free Wild Wasteland Trait.esp More Perks Update.esp Better Binoculars High.esp NVWillow.esp Weapon Mod Expansion.esp WME - FOOK.esp WME - DLCs.esp WME - DLCs Arenovalis.esp WME - FOOK DLCs.esp Project Nevada - WME.esp Fellout.esp Fellout-OWB.esp friendofnightforfellout.esp NSkies URWLifiedOWB.esp NSkies URWLifiedHH.esp NSkies URWLifiedDM.esp WME - GRA - Complete.esp WME - GRA - Unique Integration.esp WME - GRA - Vendor Reform.esp WME - GRA - Weapon Integration.esp
  23. i'd think this is exactly the way this game is meant to be played. I find sidequests and exploring the world more entertaining that rocketing through the main quest. Even better, i use some mods to slow leveling, so i don't become overpowered to soon. So, don't worry. You're on the right track :thumbsup:
  24. it seems to me that this kind of anarchic society was only implemented in fiction writings, and only with a limited degree of success even there ( one good example would be The World of Non-A, by van Vogt).
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