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cmal

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  1. Unless it was changed for NV (which I don't think it was), you need to make the game recalculate movement speed, like this for example player.damageav rightmobilitycondition 1 player.restoreav rightmobilitycondition 1 after you set speedmult.
  2. In the original mod, every normal attack causes the effect to go through this random chain that chooses which special attack to use, with the two instant death attacks having the smallest chance of occurring. Since I've rewritten the code so that the player can choose to use these two specials now (provided they are available), should I remove them from the normal attack probability tree and just leave the hideous crippling effect specials.
  3. I am currently working on a revamped version of my Hokuto Shinken mod for New Vegas, which I'll release after NVSE v1 comes out of beta. I've decided to start this thread to keep people who enjoyed that mod up to date, as well as to get some feedback. A few of the changes I've made so far: The perk is now only a single level, since vanilla FNV only gives perks every other level. The Skill requirements for special techniques remain. The perk requirements have been adjusted slightly. Its now available at Level 2 and you still need Unarmed, STR, END, PER, and AGI, but you only need the latter two at 6 (was at all 7 in FO3). If you pull a few points out of CHR, INT, and/or LUK, and take Unarmed as a Tag Skill, you can get the perk right away. Perk bonuses have been tweaked to reflect changes in FNV and certain balance issues. Some have been removed, some reduced, others increased, and some have been replaced. You can no longer configure the "power" of the mod, since the bonuses have been adjusted to make it less OP overall. The two "instant death" techniques are now essentially available on-demand (more on this later). The special armor has been removed. The music has been removed. It was a bit excessive. The other SFX have been untouched and a certain trademark phrase has been included. Now for the feedback part. I have a few ideas about the insta-kill abilities I've been kicking around and wanted some opinions. Since the instant death techniques can now be activated manually, should they be removed from the normal tech rotation? Should they be hotkey triggered or trigger on a power attack? If hotkeyed, should it be a single key for both (randomly picks one since they both result in death anyway), one for each, or a combination key (ie Shift + Attack)? If its power attack triggered, should it randomly pick one or be selectable like the "special" power attacks (ie Scribe Counter, Khan Trick, etc)? Or maybe a timer depending on how long you hold the Attack key?
  4. Go check Skree's Battlefield 2142 thread.
  5. I can't remember the name of it, but search for "red eye" on the main site. Its a mod of the UT3 Iron Guard Armor made to work with the Reinforced Chinese Stealth Suit. It can't be uploaded on the Nexus itself, but there are links to where it can be found on the listing.
  6. Jesus, that's a lot of bits.... That outfit is composed of the following: -one of the mufflers from Yoko's outfit -T-51B shoulder pads from Tailor Maid -the Persona Outfit -the skirt from one of the two Vocaloid Megurine Luka mods (each for a different body mod IIRC) Feeling too lazy to go hunt down links, but I think you should be able to find them with that info.
  7. You have to go into the "Gameplay > Globals..." menu to modify those. As for #2, I can't help you there.
  8. Perhaps Armored Vests is what you're looking for?
  9. At this time, I am unaware of any way to do this. I investigated some of this matter while making my Precise Aim mod. From what I found, there is no detectable changes to any of the INI settings or game settings whenever a controller is in use. The only thing that changes, as far as I'm aware, is that the function IsXBox returns true when you are using/emulating the X-Box controller.
  10. Good luck with the job hunt. Hope you can come back to this mod once things settle down again for you.
  11. It would be more helpful if you posted your script and the related information. Don't forget to use codebox for you script to make it easier to read.
  12. Yup. The type of scripting you're looking for has basically already been accomplished by Zooming Scoped Weapons. It would just need to be extended to IS and the zooming non-dynamic. There there's all the hoohah of shoving all your questy bits into it.
  13. Okay, I remember this mask. You originally had it packaged with a sword mod. I always thought it looked more like a Tengu mask or a Hannya mask than the usual armor mask. A darker tex will make it look better with the MZ armor, but I still want to ask if anyone's up to making another one. A "proper" Hannya-style mask would be fine, too.
  14. FFFFFFFFFFFFFFF. Figures you'd already have one handy, jaysus. Have you tried it with the MZ armor, see if they match well? I'll give her a download.
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