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Bunslinger

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Everything posted by Bunslinger

  1. nah, these sound to be critical kill noises for energy weapons, i'm talking about the generic ones that play with any weapon
  2. i need the hitsounds/killsounds for a mod but i wouldn't know where to look, does anyone know what directory they're in? i'm searching the archives via bethesda archive extractor, which has been a program for all the previous fallout games
  3. since i'm sure not many people have played 76, in that game, armor pieces are hidden when clothing (that isn't underarmor) is equipped. i find this to be superior to ballistic weave because you can have your (several) armor bonuses/damage resistances and you can wear clothing without armor either unequipping it or ruining it by clipping horribly. additionally, it works with any piece of clothing, so IMO it would supersede the need for a mod that let's you apply ballistic weave to all clothes instead of just some, as well as needing to join the railroad to get it or needing to get a mod to make it not part of the railroad's questline. due to their being no CK for 76 yet, i'm not entirely sure how this system works, but I feel like it could be done on a script level by telling other armor pieces to stop being rendered when clothes with certain keywords are equipped
  4. not exactly what i had in mind, but it will definitely suffice, thanks!
  5. I currently have the scripts that disguises run disabled because I prefer to wear whatever I want regardless of present company, but I think the mechanic of disguises is really interesting and, for some quests, essential. An interesting mod I think would be the ability to toggle disguises, like a simple Mod Configuration Menu tickbox that would stop & run the disguise scripts appropriately. Perhaps even have it so you can toggle certain disguises for certain factions on & off, like specifically turn NCR disguises off, or Legion ones, Brotherhood, etc.
  6. Nah, it's not too hard. The only hard part is you need Photoshop to edit the Alpha Channel on the Normal Map, otherwise you can still see some of the text as if it were sticky residue left over from some tape. I've fixed that though, don't worry, it looks seamless. Here you go!: https://www.nexusmods.com/newvegas/mods/66671/
  7. i do this in my mod Simple Glowing Ranger Visors, though if you dislike the glowing effect I suppose I could take the helmet texture off the glowing one and put it on the default.
  8. is editing each weapon's form not the same thing as the weapon's table? i'm aware you can do this, i mean to supersede the need to with a simple plugin that does it all automatically without having to manually edit the specific weapon's form data EDIT: Ah, okay, I found something that has a feature that basically does what I want. For anyone stumbling across this thread in search of something like I've described, it's called JIP Selective-Fire. It has a feature called "Rest Ye Finger" that says, "With this enabled, semi-automatic weapons will continue firing for as long as the Attack control is held, relieving you of the need to repeatedly press it".
  9. new vegas' gunplay is a little finicky, there's this strange phenomenon where you have to time your clicks just right to get the maximum fire-rate out of a weapon that's semi-automatic (this is especially apparent with plasma weapons that slightly lag the game when shot) I find simply adding the "is automatic" flag to weapons in xEdit does the trick, but the problem with this of course is compatibility, and how editing every form would cause several issues with mods. would it be possible to make this into an NVSE plugin? basically a plugin that checks if a weapon does not have the "is automatic" flag and adds it if it doesn't. fire rates are already maintained in a weapon's form data, so basically the function of this plugin would be that you can simply hold down the button with any weapon to fire as fast as the weapon can, so you're always getting the maximum fire-rate consistently from any weapon.
  10. i'm trying to make this mod where when an enemy dies from being impact landed next to, they explode similar to how they would if killed by Bloody Mess rank 3's "nearby enemies might explode" feature. to that end i'm actually also using the same script that perk uses. I put the script on the "impact landing damage" magic effect, and while this makes it work as intended (enemies caught in the radius of an impact landing explode), it kills them instantly. as in it doesn't matter if it's a deathclaw that's 500 levels above you, landing near them will kill them instantly. I want this effect to be purely visual, how do I make it so only enemies who die from an impact landing bloodsplode, rather than the impact landing bloodsplosion effect itself being the thing that causes them to die?
  11. My problem is that everything with all my mods works fine until I try to load a save, that's when it crashes. I've heard people say to remove UI mods? Well, when I do that, the game doesn't even get that far, it crashes after I press a button to bring up the main menu.
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