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Nexus Mods Profile
About KainSpice

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Fallout 3
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Fallout 4
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Possible to create a new Faction?
KainSpice replied to KainSpice's topic in Fallout New Vegas's Discussion
Thank you for the fast response! Very helpful. -
I can't find any information anywhere on the Internet, nor on the nexus. This is a last resort before I tear the GECK apart and find out myself, but I'm in a hurry, so if anyone can help, thank you!
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Installer packages are complicated and often hard to manage by a lot of the modding community due to the fact that they are harder to manage with other mods. They are a lot of tutorials for installing and using mods, it's simpler than you think. Another good mod to use along with Enhanced Shaders and NMCTP is Weapon Retexture Project. You should really look around and read the readme's that come with mods, you can learn a lot, most of it is a lot of copy and pasting too.
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Installer packages are complicated and often hard to manage by a lot of the modding community due to the fact that they are harder to manage with other mods. They are a lot of tutorials for installing and using mods, it's simpler than you think. Another good mod to use along with Enhanced Shaders and NMCTP is Weapon Retexture Project. You should really look around and read the readme's that come with mods, you can learn a lot, most of it is a lot of copy and pasting too.
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While I can't help you, it couldn't hurt to look around theGECK Wiki.
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… Wait what? Isn't having two accounts against Nexus terms?
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I was thinking about this last night, I figured it would be a great mod to build some GECK skills. So, LoTW has been postponed so I can work on this mod for you, Cheburator. Since the original idea and concept was yours, you'll get most of the credit and the honor of naming it.
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Ultra Realistic World Lighting. @minngarm What do you mean EVE?
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@LordGawaine Thank you oh so very much for the scripting links. @alfaz62 I'm not sure if you could port FO3 assets to F:NV. Best to ask around first.
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How exactly are you going to go about the taming? It's a good, genuine idea. Perhaps, instead of "taming" them. You could add a farmstead that is specialized in livestock. The proprietor could supply you with a dart gun that puts an animal to sleep (AKA Fatigue), and a modified slave collar that taps into the animal's nervous system and makes them head to the farm (could fit on the animal's ankle or something). For every animal turned in, you could get a 200 cap compensation.As for achievements, you could do something such as for the first 20 animals turned in, you could get rewarded the butcher's beloved red tinted cleaver that does double damage. 100 animals would give you the brahmin-stead's trusty double barrel. Every additional 100 would give you a 2000 cap bonus. Ect. Just my suggestions and two cents. *beaming full of ideas*
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Precisely. I've been reading it for awhile now, and yes, I've learn a few things, but hardly enough to make any good use of it. Suppose I'll google and perform trial and error like everyone else. Wish someone along the line had thought of making a full-fledged guide. Ah well.
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I'm on the same boat as you, the GECK is a very versatile tool, but lacks any official documentation that is sufficient enough in terms of explaining individual functionalities to go along with it. If anyone knows of a good guide to get someone familiarized with the majority of the GECK's functions and such, please let us know, I can't seem to find one other than the official one. Thank you.
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Thank you for the kind words! Yes, I really can see where you're coming from. After about your third playthrough, you've been everywhere and everything seems like it's a "been there, done that" moment. I'm trying to innovate and make each playthrough unique and fun.
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Of course, having a multitude of people on the screen at any point in time is not what I'm aiming for, I'm hoping to dedicate and set up a spawning system dedicated to them. I plan to make mod features customizable through MCM. Thanks for the feedback. I've added it to my notes.
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Just the concept of a mod I'm planning to put into action beginning next month. I need you, the future mod users to provide feedback and tell me what they would like to see added! I'm going to paste a small portion of it here for you to read, if it interests you, download the PDF and look at all the technical details and such. I highly recommend you download that to get the full concept so far. Keep in mind, the concept is only about 20% done, now id your chance to get your ideas out and contribute. All ideas, suggestions, and critiques must be serious. I will take each and every one into full consideration, and will let you know if I decide it will be implemented. Thank you, and now, without further delay, here is a portion of the concept. __________________________________________________________________________________________________________________________________________________________ What is the purpose of this mod? To enrich the gameplay value and bring more lively-hood to the wasteland and to promote more gameplay Is it a mod aimed to be Lore-Friendly? Absolutely. All features and functionalities will conform and work as if the original authors implemented them. In fact, it is aimed at making more logical changes and storytelling that should have been in the vanilla game. However, there will be some major added quests that are non-conon but are based on the lore of the FOUniverse. What is the mod going to do? First, the main objective of the mod is simple. That is to put a vaster amount of people (Wasteland Wanderers and Enemies) into the wastes. This way – the feeling of loneliness and isolation is gone, replaced by a wasteland with more people going about and living their lives. The secondary objectives are to add a completely new range of dialogue sequences for random chatter and fresh, skilled voice acting to furnish it. The third tier objectives are to make the added wastelanders react to events in the wasteland that the courier does/doesn’t do. For instance – If the Courier completes the quest: “Can You Find it in Your Heart?” for the Mojave outpost, there will be a noticeably higher amount of caravans traveling the roads. In addition, if the Courier completes a large amount of the NCR’s quests and gains a high reputation with them, there will be more NCR troops patrolling the wastes and a larger amount of troops inside the camps and such. This applies vice-versa for the Legion too – and many other settlements and cities. In addition, more world-spaces (interior and exterior) will be added. Along with a multitude of quests to go with them. What is the target size of the mod files? Well, something this scale will be mostly GECK changes and a whole lot of scripting, so if I were to say, it would be around 50 – 100 Megabytes, because it has to be quality work and has very few bugs, if any. However, if the dialogue is voiced and fully worked, it can be expected to be another 400 – 600 Megabytes. Keep in mind I have never made a mod, so I cannot be trusted with the estimated size. Will it require NVSE? Well, I cannot say for sure. I have never scripted, but I think something this complex would need it. Will it be compatible with popular mods? I cannot say. However, I believe that the Project Nevada mod which many people use will be compatible with it, since that mod does not modify world spaces – at least to my knowledge. Building on that, I am sure that any mod that edits world spaces indoors or out will not be compatible, and will produce funky results. I am not sure about mods that add items to world spaces, although I am leaning on no, since I am planning to move a lot of stuff around indoors, outdoor additions that are outside of populated towns should be fine. Does it add to gameplay value? Are there quests? New locations? New people? I sure hope so, since that is the point of the mod! One of the main hooks in this mod is that you get to see how your actions affect your environment and those around you in great ways. There will be a number of new locations added to the wasteland, about four dozen to be exact. New people are the basis of this mod, so, yes! I'm aiming for at least 40 - 80 added quests, and several unmarked quests, hope that keeps quest lovers satisfied! There will be around two to three times as many NPCs roaming the towns, and about ten times as many roaming the wastes and stretches of roads. For those scavenging Couriers that take everything in sight that is not nailed down, there are about four times as many Caravans. Want to know the best part? There are Caravans from all major vendors! Will it be a Modular Mod? Yes! Many Kudos to the Project Nevada Team who implemented this perfectly with their mod Project Nevada. The modules will be tier based on functionality of each. -Tier 1: Just adds more wastelanders. -Tier 2: Adds voice acting and chatter. -Tier 3: Makes them react to events, more world spaces, the bulk of the mod. -Tier 4*: Get the PDF to find out! :D The PDF is up now! Sorry about that!