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senterpat

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Everything posted by senterpat

  1. Easiest way to do this is just backtrack it from the base object you want to modify, so just go open up a fiend in the NPC tab, and see what leveled weapon he has, then just open up that and modify it to your liking.
  2. Ya, I could even set up the AI, so that the robot would constantly be trying to keep maximum distance from anything the hologram is attacking, tho with VATS this would be easily counterable I guess, so may make them VATS immune. There are a few other factors I think would help balance it, for one, the regular holograms can't chase the player indefinitly, they can only get so far from the holo emitter before it stops chasing, so prolly something keeping them from straying to far from the robot. This may actually be a bit complex, but I think it would make for some interesting encounters. That's a good point, the cloud is rare, but the antitoxin could affect animal poisoning too, or even innoculate the player, preventing any poison from entering the system for an alloted time. Like with the Chaff Grenades, I'd prefer any items I add to have usefulness beyond the DLC. Since the anti toxing wouldn't be readily available, players would only really benefit from it if they planned ahead. But then again with the gas masks, it may be overkill. Ehhhh I prolly wont do it. Well I've got the spear trap and fire trap all set up, the fireaxe trap will only be able to be hidden over doors, swinging into the doorway when activated. It's relatively simple, a string holds it up, when triggered it releases the head, gravity does the rest. The spear trap is on a big ass crossbow looking thing, it kinda stands out, as a result, the damage will be very high. Both can be disarmed, haven't really gotten that part done yet, need to figure out the requirements for disarming them, I was thinking like a STR requirement to pull down the axe, and repair to disable the crossbow trap. The PC being able to clean the bear trap fist is a really neat idea, will definitely be adding that in. If your into the survival aspect of the game in general, I'd recommend Imps More Complex Needs, it adds additional values to foods, so instead of hunger you have nutrients, protein, and calories, makes it harder to find the proper balance of foods. The thing about using a spore carrier type encounter is that each of them has to be hand placed, to make sure they are properly hidden. I much prefer dynamic spawns, for two reasons, 1: It's easier. 2: Increased replayability, knowing where everything is every time you play can get dull. Granted that the no compass tick helps you not notice them, but that can be done with anything by setting it to unconscious. Do you think these creatures should be hostile towards ghost people? I was thinking of them just being neutral towards each other, kind of a one with the gas kinda deal. So I'll probably end up doing a mantis based creature. Small, attacking in groups, colored redish, maybe even a bit translucent, helping them hide in the cloud. @Devin Looked into that Legend of Sierra Madre thread, seems like a really cool concept, the black and white, the detective style gameplay, definitely something I would play, if you need any help with stuff for that mod, I'd be down to help out as I could. I thought about the holo companion awhile back actually, was gonna make it so you could rip out the holo emitters, but a holo companion would be soooooo unbalanced lol. High DPS and the ability to draw enemy fire, while not getting hurt. Would have to balance it somehow, maybe make it so the holo requires energy cells, or the emitter is a weapon that the player has to be firing for the hologram to be show up, preventing the player from attacking as well. I dunno, but something would have to be done to prevent the player from being godlike. The cloud grenades are a pretty neat idea, but there'd have to be someway to balance it. Since the NPCs wouldn't avoid the cloud, it could be abused i think. Maybe set up a timer that modifies their confidence after a bit, once they realize they are breathing in poison causing them to flee.
  3. There's a number of mods that restore cut content/characters, you just have to search...
  4. The only way to do this, would be to set up a variant for each combination of mods, and make a custom version of each that swaps the weapon when dropped for the proper model via script, which would be, an absurd amount of work for a small payoff, not to mention most people use a weapon mod mod, so it wouldn't even work for them properly.
  5. So I hate a fire axe trap thingy I rigged up, it has the animation and everything, but I can't figure out to script when it hits the player. Is there a way to detect when the player or any actor comes in contact with a mesh or its collision?
  6. I understand, and I like it, using what Ladez said, mixed with some moveto commands and stat copying, could be possible, tho I'm not sure how I'd make it work for mod companions.but this would be pretty neat, but you'd have to swap inventories too. Actually the swapping out wouldn't be very hard to script, but not sure how it could be implemented. It's definitly possible, and if I can (or anyone) think of a simple way to implement it, I'd be happy to make it for you. Though it would most likely require NVSE.
  7. Just had a pretty good idea (IMO) for a new enemy, a floating robot, that's basically neutral towards the player, however it has a holoemitter attached to it that projects the Casino Holograms. So the deadly deadly hologram would be after you, but you'd have to take out the robot to disable it. For the hacking, if you look closely there are a series of numbers within all the gibberish, to hack you just have to figure out which number in the pattern is missing. Cloud poison would be extremely easy to do, though I'd probably make an anti toxin craftable from the cloud residue. Ah the spears, pretty good idea, maybe something like the Skyrim spear traps where they shoot out of hole in the wall. The baseball trap could probably be rigged to fire spears, I'd just have to create some device that would shoot a spear. Maybe like a big rigged crossbow shape or something. And ya, the fire axe trap is just that, you trigger it, and the axe swings from around the corner, or above. Was also toying with the idea of making "steel" (ie, non-rusted) bear traps that do extra damage, but that would suggest the ghost people have knowledge of metallurgy or at least the competence to clean their gear, so I'll probably scrap that idea, at least for dead money. They also have the demo charges, which have exactly 1 more damage then a frag mine, so I may knock those up a bit to make them more deadly. Making the loot rarer wouldn't be too difficult, I'd have to look at the leveled lists to know for sure, but should be pretty easy to customize. As for making the chips rarer I don't really see the point, but it wouldn't be to hard to do while I'm doing everything else, so I'll add that to the list. The only extents of modding is how much knowledge you have and the work your willing to put in :P most things can be done, but are extremely tedious, even pointless to some modders. I think the tedious things can make a mod great, like making 11 ghost colors was tedious, but the final product will be worth it I feel. I can blender, nifskope, and gimp now, I didn't know anything about any of it when I started, so just stick with it :D The Legendary Ghost would be a 1 time encounter, so if it's set to spawn randomly, it would spawn that one time then remain in that area. I'm probably going to put it in the cave area I'm making tho, as it's the place all the gold fell to after the vault was destroyed. A cloud based mantis sounds pretty cool actually, I'd prolly give it some stealth camo effect while it's standing still, or try to color it like the cloud, something that the player would accidentally stumble upon. You're helping more then you realize, bouncing ideas around is really good for the mod process, especially when I don't really have a clear idea of what I'm going for, just want it better.
  8. Retexturing in Nifskope is one of the most basic, easiest things, you should really try to learn for your self. Google: fallout change texture nifskope
  9. Cool, just go to the "Quests" tab, create a new quest, click the start game enabled tab, then click the "..." next to the quest and paste the script i gave you in a new box, make sure to switch the script type from object to quest. Easy as pie. You don't need to give it stages or anything else, that is all.
  10. You could just use console commands to complete the quests.
  11. O man weird I typed a long ol response and its not here... Ya I've started on it, tho my mod doesn't necessarily enhance story, though since it covers the DLC anyways, may as well. I'd be happy to work with you, did you have anything specific in mind for LR? I haven't really done much except maybe 7 interior and some slight edits. Completed changes for LR so far: Added Flare Gun to Firebox lootAdded Scorched Sierra Power HelmetMade dialogue with Ulyses use quest progression instead of faction reputationMade duster faction specific.(texture/name)Flashbangs no longer restore the fatigue they damage at the end of the effect.Riot gear helmets have been switched to medium, so they are matched with the armor. It's been awhile since I player LR and HH, so my ideas for them are sparse. Before I really start working on the expansion for either of those, I need to go back and play them. I'm almost finished with the Dead Money section, for now, so may do LR next, though I have a massive list of ideas for OWB. As for Dead Money:I agree with you that the radios and cloud are more of an annoyance then a real threat, anytime i hear a radio I quicksave, find the thing and disable it, check for loot etc, then reload with all that info and know just what to do. With the Chaff grenades and gas masks gives lore friendly counter in the hopes that players can avoid this method. The starter box shouldn't feel unbalanced, the loot it comes with is pretty light, and varies greatly based on choice. The armors are all pretty mid strength, about the DT of the SM Armor, in most cases less. As for hacking the vending machines, its a new hacking system, you have to pass 3 checks, and only have 1 chance. Basically wrote a few scripts to randomly generate patterns of numbers, and display them dynamically, you have to find the missing number. So the messagebox will contain something like:qld,iyhn fwafdsa10gfafd aiu-oxn000u ifml20gapqj vydgiejf nm-sh40g weashli50gfxzkjWhere you have to find the value of 000. So it's a bit more difficult, or easier for some people then regular hacking. As for making it more difficult, there are several new ideas that have come to mind: The DLC has seperate containers for everything, I could set them up to have a modiafiable chance for loot, so the player could choose, say 15% for ammo, 20% chance for meds, etc. Not sure how many options I'll be able to make, there are a lot of containers so it's a lot to edit. It's possible to start a "walker" quest with the DLC, which can remove items placed in cells, again I could set this up so the player could control the chance for specific items to stay. Could make it so that the cloud has a lingering poison damage. This would only occur if the player didnt have a gas mask on in the cloud. Been toying with the idea of making some new traps, now seems like a good time. I could also increase the presence of traps in the areas, just adding more. Along with some hidden ones. What sort of traps do you think ghost people would make. Fireaxe trap would be pretty sweet I think. Booby trapped containers would be plausible too. My mod will also contain a Home base, I'll be making one for the other DLCs as well, except OWB, I'll prolly just add some enhancements to the sink. A "Legendary" Ghost, one that spawns randomly or is placed, not sure where I'd put him. Also, just realize that if you take the breathing effect off of Ghosts, they look straight ahead instead of down, so gonna be making some of these variants, cuz it looks alot creepier. I'm gonna copy a script from my monster mod, that scales up the enemies stats, based on a player control scaled, this is different then how the game handles changing difficultly, so you could mess with the 2 settings to find a good balance for you. Also looking to add another new enemy, not sure what type I want to go with. The other new one is a mutated dog thats adapted to the cloud, and has the same breath effect as ghost, only red so it looks like they are exhaling cloud. Also modified mesh, texture, and skeleton. So not sure what the new creature should be, with an animal and a humanoid already. Maybe a rare critter based on the deathclaw skelly... Anyways, that's all for tonight :P Off to sleep
  12. Bethesda would also probably not like it much. As for all the modders having moved to Skyrim, not true at all, but most are currently involved in projects. Using my mod CAM you can sell meth to motor runner. I'd try filtering "raider" in the search function with quests in the categories. Also more perks has a perk that makes you friendly towards raiders, and hostile towards normal factions, also comes with 2 raider companions. Using this road you'd have to use faction disguises to even get to quest points.
  13. I'm working on a mod for Dead Money, all the Dlcs actually, but dead money specifically at the moment. Alot of the stuff will be able to be controlled with the MCM menu, including cloud damage. There's also gas masks to counter the cloud, tho the filters to repair them are rare, and the cloud damages the mask instead of your health. Also included are controllable increased spawns for each DLC. A new enemy that can survive the cloud, and two stronger tiers of ghost people. Unique variants of the bear trap claw, holorifle, and auto machine gun. Ability to hack the vending machines with a new hacking method, new dungeons, ability to return. I'd love to hear any other ideas you'd have specifically for improving the mod. Complete list of current completed stuff for dead money: Dead Money:Enemy Changes:Optional increased spawns, can be controlled with the MCM menu.11 New shades of ghost, simple color variants that add some depth.2 New tiers of ghosts, Ghost Reavers and Ghost Busters. Vending Machine Changes:Added ability to hack the vending machines, unlocking the 20% employee discount. Hacking is different from the vanilla hacking, a description will be given when activating your first vending machine.Added option to return all items at once.Steady was available from the vending machine, didn't make sense since it was created post war, but I didn't want to remove it because it's extremely useful. So I replaced it with a new chem Pentazemin, which has the same effects, but also slightly increases sneak and unarmed. It is, respectivly slightly more expensive then steady was.Added some missing return options for prewar items.Added Gambling option, can bet 10, 100, or 1000 chips for a random number from 1 to 2x the bet. This is seperate from the actual SM gambling limit, so won't effect that.Added some sub menusFixed some busted conditions.Added new recipesAdded back in cut content: "Suprise" recipes at the vending machine, these recipes give out random items, some worth less then what you spend, but you have a chance to get something better. Equipment Changes:Improved Automatic Rifle statistics slightly (Spread, fire rate)Gas bombs can now be shot to detonate.Added some recipes for cosmic knives and knife spears I felt were missing, as well as ability to craft and upgrade throwing knife spears.Changed **** "clean" to "clean" ****, was a strange naming convention.Added 3 mods to all the weapons, utilizing assets from WMX as well as some of my own work.Added unique variants for some of the weapons. Each has custom textures and/or models. Added in cut content Starlet's Hand Wraps. Gave them a custom texture and effect. As well as fixing the stats, also has 3 mods.Added in cut content Starlet's wig. Just a wig. Fixed mesh issues on it.The AOE Damage done by holorifles will now scale with your energy weapons skill.Fixed holorifle reinforced parts only improving condition by 1.5.Added helm for Assassin suit. Gameplay Changes:Added starterbox, with 6 options to choose from, each comes with a unique texture/mesh/enchanted armor and gas mask, the rest of the load out is pretty varied. Damage done by the cloud will now be based of your poison resist, you can't negate the damage, but you can reduce the impact.Added Gas Masks that allow you to walk in clouds undamaged. The cloud will eventually destroy the gas mask's filter, in which case you'll need to find another gas mask or some new filters to repair it.Added Chaff Grenades to counter radios/speaker, once it detonates it spreads tiny aluminum particles across a wide area, interfering with any radio signals for a full minute. After Dead Money they can be used to mess with robot ai, the effects are random, 25% chance to frenzy, 25% to stop combat and become unaggresive, and 6% chance to be killed. The remaing percent will cause minimal damage. Chaff grenades are very rare, but can be purchased from the vending machine once you have found the recipe.Can return to the Sierra Madre Misc changes:Changed mass of Gold Ingots so they can be manipulated with the <Grab> KeyFixes all known Dead Money bugs.Increased max gambling limit to 25000 from 10000. Also allowed the ban to be lifted after 7 days.Removes the need to gamble at Sierra Madre to see the recipe for return vouchers. (previously if you didn't get blocked out from gambling, the recipe to redeem wouldn't appear, rendering the vouchers delivered to the drop box useless) I'll make a compiled list of the other features I have planned and yet to complete.
  14. It would be possible, but would probably require a UI interface for what hes looking for, which not many people can do. However I'm not sure what he's looking for since he didn't really give any details.
  15. I believe his intent is to the make the save unplayable. It's possible, to set up a quest script that autosaves when the player is about to die. make a quest that's start game enabled, and then put this script in there scn PermaDeathScript Begin GameMode int doonce if player.GetHealthPercentage < 5 && doonce == 0 autosave set doonce to 1 endif end
  16. So I'm creating an alternate hacking method for the Dead Money vending machines, using MessageBoxEx to generate random patterns. Right now this is being handled by altering the script for the DMVM, presenting a menu with hack or purchase. When hack is selected it gives a leveled list item that contains one of a few tokens with random pattern scripts. All that's working fine, but now I'm faced with 2 problems I can't quite figure out. Or am too tired. Either way, I'd appreciate any help with the following: 1: How do I track which machines have been hacked? I want to leave it operable, with the just the hacking attempt left out. It'd be easy enough if it was just one item, but they are all over the place, and can't figure how to track them individually without giving each a separate script. Maybe just a placeatme altVendingMachine with the fadein disabled? 2: If I'm using the token method, how can I track which stage the machine is at, as you have to pass 3 checks. Thanks for the help!
  17. So did some testing, and I can't quite figure it out. For testing I just swapped the cave door mesh for the bear trap mesh. I edited the bear trap script minimally to test it, leaving the majority unchanged, the only part I changed was this: begin onTriggerEnter ; find out who triggered the trap set trapVictim to getActionRef if trapVictim.hasPerk lightStep == 0 if disarmed == 0 set disarmed to 1 set rewardXPOnce01 to 1 playgroup Forward 1 ;trap close animation ;drop the target's health by 50 and display it trapVictim.DamageAV health 45 trapVictim.do 45 ;or damage object if not an actor ;random for which leg to disable short legToDisable set legToDisable to 1 + 0.02 * GetRandompercent if (legToDisable == 1) trapVictim.damageAV LeftMobilityCondition 50 elseif (legToDisable == 2) trapVictim.damageAV RightMobilityCondition 50 endif trapVictim.say Hit endif endif to this: begin onTriggerEnter set trapVictim to getActionRef if disarmed == 0 set disarmed to 1 set rewardXPOnce01 to 1 playgroup Forward 1 ;trap close animation trapVictim.Activate Myself endif endif Can't seem to get it to activate tho. The animation and sound for the bear trap plays fine, and when i use the console to activate the bear trap door it teleports me as it should. Any ideas why this isn't working?
  18. Ya would like for it to work with caves added by mods and the like. As for creatures it just doesn't make sense to me that they can't chase me out of cave. The bear trap may be the key.. Since it can just be dropped into the game world and any actor can set it off. Edit: Checked out the bear trap in nifskope, there's a trigger attached to it, gonna try mashing it with the cave door mesh and scaling it up when I get up should be easy to modify the bear traps script to activate it if the actor hits the trigger. Still not sure if it will work with creatures, since "activate" will treat it normally and they can't normally open doors. Anyone know how the door links are handled? Could I use moveto linkedref maybe? Double Edit: Just saw the GetLinkedDoor Function added by NVSE, but I think it just returns the actual door it's linked to, not the marker, anyone know if it's possible to reference the marker? That's really all I need to make this work.s
  19. Been pondering this for awhile, would like to see a mod that scripts cave doors to be entered automatically when you are near. Also any creatures as well, which is the part I can't think of how to do. Any ideas on how to accomplish this? Other then manually setting up triggers at each cave door, as that would need patches for awop and stuff.
  20. So then set up a second effect and cast that instead of killing the player. It's a lot easier then the method he had to use. But he got it working, and I guess that's what matters :D
  21. Why not just make a script with scripteffectfinish, kill the player, then add that to an effect for the cake. Then the timer will be the duration of the effect. So a 2 minute effect will fire the scripteffectfinish after 2 mins, effectively killing the player.
  22. Ah that is strange. Sounds like it may be an issue with your internet? Can you download stuff from other websites?
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