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Everything posted by FalloutNINJA101
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Old World Blues Expanded
FalloutNINJA101 replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
A new version of Trauma harness should be added to a suit of custom power armor or a unique Stealth suit. Would it be possible to make/script/whatever the new Trauma harness suit to take over the Player Character's combat control and replace them with an A.I. in-game so they function as they should, keeping the wearer going after death? It would be sweet if you could run out of health (or below like 15%) and the suits AI would take over player movement and combat controls (only with equipped weapon) and fight for you while it regenerates your health? Just an idea, but based off of my own troubled modding experience it still seems neigh on impossible. Or am I completely wrong and it IS feasible... -
An independent New Vegas mod.
FalloutNINJA101 replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
Regarding an A.I core and the ED-E wiki entry stating the device was a copy, why not combine them? ED-E's personality matrix loaded onto a Geck-style briefcase. Maybe it was the fail-safe so the nukes could be launched if the facilities were ever compromised. Maybe the courier finds the briefcase/ED-E and it's corrupted by that time (Natural degradation of all A.I. in fiction) and is manipulating the courier to blow up it's origins, Frankenstein style. Or maybe it is the thing that convinces the courier to start a settlement there and it grows beyond it's expectations, causing it to turn bad and want the destruction. It should have originated there, and maybe it needed the courier to take it somewhere so it could get codes/upgraded to launch the missiles. Just like ED-E from LR, it could be the only thing that unsealed all the bunkers and stuff a lockdown from the Great War. It would be really cool to find this case again and have to piece the story together by talking to it, doing new quests for it, etc. As far as other factions go, I'm not sure about the Followers being there considering the constant threat and the fact that they are a mostly peaceful organization without the weapons to defend themselves there effectively. Why do the Enclave always have to be bad guys? Maybe you took the case to get codes from an Enclave outpost somewhere that wanted to cleanse the corruption in the rest of the Enclave by using Hopeville's nukes (this took place pre-war). After it didn't go as they planned, they decided to leave it alone. Now when they find out about the nukes that the player launches (or doesn't), they regain interest into the area sending a non hostile (to the player) detachment to investigate and reclaim the tech. Perhaps there was a secret Hidden Valley-esque vault to protect the higher ups of Hopeville and the leftovers from the Courier's settlement invaded it to survive. This gives a plausible reason to bring the settlement back and have them mostly unchanged. As far as the NCR annexing it, the briefcase didn't like that and destroyed it to prevent the Divide's tech from falling into their hands. NCR with nukes and tech on par with the Enclave would be an almost unstoppable force. The Brotherhood might be interested, but they probably thought the same as the Enclave when the first nukes exploded underground. Them sending the Circle Of Steel to investigate seems more likely than an official chapter of the Brotherhood. Also having Ulysses meet the case might be an interesting plot point. Most of the story could involve helping the settlement restart or be finished off with the former idea possibly leading to the player being Mayor/Dictator/etc. Various missions for each faction could lead to rebuilding the town, possibly having an ambassador from each. Enclave resources plus Brotherhood soldiers plus Hopeville manpower would make for a cool place to live. If reestablished, there needs to be a nice player home located here. There should also be a way to upgrade the wares of the commissary. It has a central server, so perhaps the other factions each attribute new things available to the inventory. and the commissary should be one of the only trading options available and all the inhabitants have easy access to one, maybe within each home. Going Evil, you could help the spread of the Tunnelers, and or help the Enclave capture the region, forcing the marked men and ex-residents to leave. We should also be able to befriend the Marked Men after meeting their leader as an alternative to helping solely the Enclave or Hopeville. We definitely need to be able to ally everyone though. -
I'm new to modding, but a veteran Fallout Fan since the original. One of the few things I have always wanted was a full-auto, BLUE, plasma rifle. There are alternate colored lasers and such, but that's not what I'm looking for. The plasma itself should be blue, or maybe even red... It should have a sturdy, assault style stock. The default one for all plasma rifles just doesn't look durable enough for prolonged use. Want it to be similar in style to Multiplas Rifle. Needs simple iron sights without a lot of clutter blocking out field-of-view. Should also have visibly larger clip. I really like the look of the claws on the P-94 and Plasma Caster. Have those alternately spaced between the 3 Multiplas barrels. Right side should have something to visually offset it, like custom aperatures and hoses/wires placed similarly to the regular Plasma Rifle. Body should be black with silver ports. Is it possible to make the barrels and claws spin, Gatling style? Maybe it starts without the claws, stock, and larger clip and those are its mods. Doesn't need super high rate of fire. Should have higher DAM that other plasma weapons. Value of 7777 I made a new thread to keep my armor and weapon ideas separate. If you like this idea I have many more I can post here. Feel free to use my ideas as your own. Post your ideas for new energy weapons here as well.
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Can you post a link to the images or send them to me in a PM? I can take a look and get an idea for how much work they might take. I'm in the process of creating my first weapon and armor mods from scratch and I think I'm getting the hang of it. Once I have them finished I could start working on yours.
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Old World Blues Expanded
FalloutNINJA101 replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
Any way we could make a weapon that spawns or deploys the hologram so we can put him away and don't have to track him down to have a companion again? And Merry Christmas everyone! -
Not necessarily, just the people who would be truly interested in helping either haven't seen this yet, or are currently working on mods other people like you have asked for or suggested. On that note, you haven't given enough details about your mod ideas for someone to even visualize them. To create things with the GECK that don't use existing assets is complicated, often involving other programs such as Nifskope and GIMP. These software are free but the processes involved in creating something from scratch require heavy use of these tools and the GECK together. I am currently in the process of being coached on how to make my own stuff, so when I am sorta confident in my own abilities I am more than willing to help. Why don't you start by listing some of the ideas and giving some of the specific details about them? That way we are able to sort of see what complications may or may not arise. One of the main reasons vehicles are so hard to implement it any real way is because it is enormously taxing on the games physics engine. Vehicles use separate models, textures, skeletons, etc and have to have complex driving mechanics that temporarily change all of the original controls and then revert them to normal which is hard to script. Another problem is the surface. It doesn't have the type of friction to support wheels spinning. Having a spinning Minigun barrel is hard to add to another gun. Having 4 spinning wheels, or even 2, would be even harder to animate. People have come close with certain mods like some listed above. Someone had a pretty good working motorcycle mod, but not sure where it came from. I recommend trying those out and seeing for yourself what some of the limits are.
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The only effect the Multiplas should have is the inner plasma effect inside the portholes, but that wouldn't even matter to me. Ya, I figured there was probably a hard coded reason rifles don't have moving parts. I have only seen 1 mod that had a rotating rifle barrel and it wasn't even on the nexus. That detail was just a pipe dream. But just making it automatic instead of semi-auto is doable right? Or even fast-as-you-can-pull-the trigger semi auto. And on a side note, might be a cool weapon to add to the OWB Expanded mod. I can't imagine trying to manage all the projects you're working on. Thanks for taking the time to help me with this.
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Old World Blues Expanded
FalloutNINJA101 replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
Why not have a few new types of overly abundant resources available spawn in random loot around Big MT that the Vending machines can use to craft the new items. Sort of like lead from scrap metal: things with high conversion rates so the vending resources don't deplete too fast (i.e. InstaMash potatoes shouldn't take much of anything, new weapon takes 100 lead & some uranium or new element). The Vending machines materialize it straight from a code so its not to far off to have them dematerialize the resources and store them digitally. If it would be too hard to make them manage two types of inventory, could they be changed to all draw form a central inventory? Similar in functionality to the Ammo Press in The Pitt dlc for F03? Then its clutter free for the player's inventory. Or an attached terminal on the side of every machine that still inks to the same resource deposit. Some way could we incorporate a cloning device? It might be cool to have a player character follower, if his/her stats could change with your's it would be much cooler. Also, the Gene Splicing lab needs to have a code for a cyberdog/nighstalker hybrid. Just an after thought. -
Old World Blues Expanded
FalloutNINJA101 replied to devinpatterson's topic in Fallout New Vegas's Mod Ideas
In some of the terminal entries and other lore, Bi MT was described as a mountain before they blew it up in some experiment. If that was true, I always wondered why there weren't expansive tunnels connecting all the labs and research centers. But that would make it too much like the unpopular metro system from FO3. But it got me thinking, it could have been hollowed out and cavern like seeing as the "school" Borous sends you too is housed in a cave system. Imagine if the whole area of OWB had the skybox changed (is that feasible?) to look like the inside of a cavern/mountain. Maybe with all the wacky science you could travel back in time to Big MT before that experiment and even take part in it. Or maybe it takes lore from the ending dialogue describing how the Courier made sure Big MT's tech and terrors never left the facility. In that case, maybe the new story involves restoring the mountain so no one else could just wonder in and find stuff. Either way, the radar fence can be removed and locations can be added outside the normal area. It doesn't explain what kind of explosion happened so maybe it just teleported the mountain away or to another dimension or whatever and it's possible to reverse it. Maybe the X-17 Meteorological Station can control the weather and temp within the new/old mountain. I'm getting tired of the "new Think Tank" idea. Why not have a human researcher come out of a cry chamber? Or have one that's stayed in an upgraded Trauma Harness to prevent death? Or have him/her uploaded their brain to become an A.I. villain that takes over the Sink and replaces all the old personalities, being sarcastic and taunting the player. Better yet, combine those ideas and have this old scientist in his special suit just interface with a terminal and copy himself to the robots to form a completely loyal army. This new threat forces the Think Tank and Mobius to finally come face to face, having Mobius come clean about the looping programing. This new guy has been silently watching the Mojave wasteland and Big MT, and plans to convert the population into robobrains AND Lobotomites: it's a 2 for 1 special! The Lobotomites as the workforce and Robots as the army. Would it be hard to implement a portion of his starting army as a conversion center in the wasteland? I always wondered if Big MT had weapons larger than the howitzers somewhere. They had to have access to some orbiting satellites that could house them. Maybe part of the quest involves you upgrading the Big MT Transportalponder to take you to that satellite to arm or disarm a laser not unlike Archimedes II. They could be nukes too, or EMP bombs. Maybe this mad doctor's plan is to wipe out all existing tech before strolling in with the new army? Or the X-66 Hexcrete Archipelago could house the weapons and it wouldn't take too much to turn them into silos. If the villain is an A.I. or creates one, part of the quest could be beating him in a simulation of some sort, forcing you to outwit him instead of just outgun. Beating him in the sim gives you the code to arm/disarm/retarget the weapon(s). You should have the option along the way to side with him, take his place, or defeat him maybe being able to choose which allies of the Think Tank to bring with if any. Maybe to beat him you have to implement the Think Tank's orginal plans in the real dlc to retake human bodies. Story-wise that's all I have for now. New armor could include a Robo-scorpion themed armor, a player upgraded Trauma Harness or maybe a true exo-skeleton that is not too similar to power armor. Would it be possible to make a weapon that can only be used when the armor is equipped like an arm cannon? Maybe an exo-skeleton could be found in parts and assembled, then upgraded? There's so much established lore with implants and stuff that it's baffling to have no visibly apparent changes to the Courier's body with any of them or even the Spine/Brain/Heart-less perks. Could that be rectified? I've always wanted a character that LOOKS like a true cyborg. And OWB is the place to make that happen. For weapons we need weapons that shoot alternate colored plasma. If we can have green, red, and blue lasers, why cant we have plasma counterparts? Tesla Plasma Cannon anyone? And some guns made of Saturnite with Saturnite bullets, with the option of super-heating one or both? Can we have a weapon that shoots saw blades? Or one that fires some kind of toxin or organic matter or acid from the X-22 Botanical Garden or the Z-43 Innovative Toxins Plant? These aren't even all my ideas, but if anyone likes these I am more than willing to supply more. I would LOVE to be a part of this project in any way possible. I am even willing to voice/write dialogue for new characters or whatever. If there is ANY way I can contribute more, feel free to let me know. I welcome constructive criticism! Thanks Guys! -
I'm new to modding, but a veteran Fallout Fan since the original. One of the few things I have always wanted was a full-auto, BLUE, plasma rifle. There are alternate colored lasers and such, but that's not what I'm looking for. The plasma itself should be blue, or maybe even red... It should have a sturdy, assault style stock. The default one for all plasma rifles just doesn't look durable enough for prolonged use. Want it to be similar in style to Multiplas Rifle. Needs simple iron sights without a lot of clutter blocking out field-of-view. Should also have visibly larger clip. I really like the look of the claws on the P-94 and Plasma Caster. Have those alternately spaced between the 3 Multiplas barrels. Right side should have something to visually offset it, like custom aperatures and hoses/wires placed similarly to the regular Plasma Rifle. Body should be black with silver ports. Is it possible to make the barrels and claws spin, Gatling style? Maybe it starts without the claws, stock, and larger clip and those are its mods. Doesn't need super high rate of fire. Should have higher DAM that other plasma weapons. Value of 7777 I really liked the look of hideouscircus's C-51s Razorback Armor but didn't feel the same for the helmets. I really liked the Elite Riot Gear. What I propose is taking a smaller version of the FO3 Enclave Power Armor chest and stomach pieces under a Riot Gear duster, with legs like the T-45d set both in grey/black. The duster should be black, and ideally have the Enclave power pack. Either T-45d, Tesla, Enclave, or Riot Gear shoulder plates. Maybe the left plate is from Riot Gear and the right is one of the others. Needs a left bracer as well. Can that bracer have a curved blade starting near the wrist and extending past the elbow attached to it? A slightly larger version of the Advanced Riot Gear Helmet (maybe as separate mask and helmet pieces) also done in black. If a 2 part helmet can be done, the gas mask part should be separate from the lenses and helmet, with a black balaclava underneath. Lenses should be black or blue. The number 115 on the left side, Old World flag on the right. All headgear pieces should be set so they have their own equip slot if possible, so they can be used with targeting visors/monocles. Armor MUST be listed as power armor so it can be used with the Powered Power Armor mod. Armor should give +1 to Strength and Endurance, +35 rad, poison, and fire resistance, +30 carry weight and action points. Helmet gives +1 Perception, Charisma and Luck. Armor weighs 25lbs, has 40DT, Value of 11,500 caps. Helmet weighs 7lbs, has 7DT and is worth 1150 caps. Both should have higher than normal item Hp. These are only my first 2 ideas. I have so many more for armor, weapons, quests, factions, player housing, etc. If these sound even remotely like something you might like to work on, feel free to do as you please. If anyone makes these you can have all the credit. I just want them in my game, preferably in a box at the Old Nuclear Test Site. Thanks.