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XTgrndr

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Everything posted by XTgrndr

  1. I don't know why it happened, but when I started up Fallout 3 and Fallout New Vegas a couple of days ago, the voices were disabled, despite being set high in the volume. The only change I recall making recently was modifying Fallout 3 to use less memory because it kept crashing during combat. Does anyone know how to fix this so that I can hear the voices in Fallout New Vegas?
  2. Thanks, I'll try that and hope it works. I just hope the next Project Brazil update doesn't try to put it back when I install it.
  3. Thanks for the recommendation, but that's not exactly what I meant. When I meant user interface, I mean ingame menus etc. Like the box that pops up when you talk to NPCs or trade inventory items with your companions. I'm using the Readius PipBoy mod, so arm mounted PipBoys can't be used by me.
  4. In installing Project Brazil, I noticed that the UI changed to metal plates or something. I'm looking for a user interface to override that, to fit my high-tech theme of Fallout New Vegas. To explain, I'm using a lot of mods that suggest the Courier acquired the latest state-of-the-art technology from Big Mountain (Old World Blues). A wires and metal plate UI theme doesn't really fit with that. I'm looking for a UI similar to the Omnitool display screens in Mass Effect, if anyone has seen something like that. Or alternatively, a mod that will restore the UI to the Fallout NV default.
  5. Thanks for the ant. I had no preference for placement. If I manage to improve my level making skills, I had the crazy idea of building a giant underground ant nest. And that's what I wanted the queen for, because all the other kinds of ants already exist. I'm aware of the requirements for mod permissions, so I don't intend to rerelease the ant queen as my own work. It's for personal use only. EDIT: A question, does she respawn after the initial kill? And an observation. When I got there, her health was low and there were 4 dead mercs around her. Where they meant to be there or was it an accident? Might have been caused by the random enemy encounter mod I have installed.
  6. Just a random and crazy idea I had. Ants usually have queens, but we've never seen a Queen Fire Ant. Anyone want to try and make one? She'll have to be very big, have a large abdomen and be tough! No idea what to do with her, but still, would be interesting to have.
  7. You can't. Basically, the companion weapons are attached to them, to make sure they can't get rid of them. It's only if you give them a superior weapon of the same type that they use it. And believe me, I know! I've used the console endless times to delete their vanilla weapons and they just keep coming back!
  8. I used the New Vegas GECK to go snooping around in the project Anchorage files. For a bombing run simulation, this would be the best choice for a target: Chinese Base I looked at all the other maps and there was too much stuff around the map, which would be confusing to look at from up high. I'll have to finish the fence and stuff around the base, but I did that once before in New Vegas, so I don't think placing objects is that complicated. However, scripting is not my strong point, so someone else would have to take over that part. And I have no clue about how to do the flyover of Volare. Especially with the bomb drop part. Also, I assume we'd have to find a way around the dependencies, this file required 3 files from Project Anchorage and the Fallout3 master file to load properly. If someone can advise me how to make this map independent of those, so it's just a base on a snowfield, that would be greatly appreciated. Also, judging from the adjacent areas, we need to put in patrolling Chimera tanks and emp minefields, since this base was surrounded by those. Bonus points if your bombing run takes out some tanks! :laugh:
  9. I'm not up to modelling yet lol! I'm still stuck on learning the scripting! I was just describing the general look of urban riot gear as opposed to the desert look favored by NCR rangers. Basically, the reasoning behind keeping everything tight into the body is for stealth. A loose coat could knock something over and give away your presence.
  10. Given that you mentioned farming as a possible feature, I'd put it near the NCR sharecropper farms. The reason is because I imagine farming requires fertile land and that's a bit short in the Mojave. But that might not be appropriate for Legion affilitiated characters, since the Sharecropper guards would keep shooting at them. So maybe put it up near the passage to Zion (Honest Hearts) DLC? You could pass it off as a disused Happy Trails storage facility. Or maybe an old world tourist stop before they went into Zion proper.
  11. I don't think an urban version of the armor would have a duster. A long coat for Tactical Response Operatives would be impractical, as they may trip over it or get it caught on things. You can imagine Edna Mode shouting "No dusters!" here if you like. If they were to wear an overcoat, it'd be a waist length tight fitting leather jacket. Other then that, it sounds like a good idea. The helmet/hat would be a seperate piece, so it would have no overall impact on the whole outfit. It would have to have colors to match the outfit though.
  12. Yes, in fact I did a little bit of work on VR assets for another mod that involved an arcade and I have permission from Geistertanz to use his Virtual reality system. It's not fundemtally different than any other cell, with some caveats and you'd also want a few special effects like a nice shader to give it a finishing touch. Yeah I don't see a huge problem with that as long as they aren't too extensive (and it doesn't sound like they are). The Boomers were more specific on what their simulation was about. While XRE has finally brought realistic vehicles to teh wasteland and by extension a flight simulator, I believe this is unfortunately, well beyond the scope of what we should do (primarily due to the workload). I'm assuming (like Project Anchorage), the simulation is not necessarily set in the Mojave. Given that they're using miltiary assets from 200 years ago, the simulation would most likely involve a bombing run on a chinese facility. Which, for training purposes, would be all they need. The target is irrevelant, it's practicing the skills to control Volare that matters. Once that is learned, they can apply the skills in the real world to other targets. So, most likely, you'd be in a minimap bombing Chinese targets, then go back to the Mojave. How you would design that kind of gameplay, I have no idea.
  13. Bison Steve refurbished mod has a Nuka Cola fridge. An actual fridge, not a vending machine. But you'd have to ask for permission to use that, seeing as it's part of the mod.
  14. NCR. But with Good Kharma, not neutral. I was originally going to support Mr House, but when he said, let's kill the Brotherhood, that's when I changed my mind. I'd already turned on the Legion, having left a large trail of their bodies across the Mojave and decimated every one of their strongholds, if not obliterated outright! I didn't really like them anyway, hence the walking massacre. Yes Man, I was uncertain about, so wasn't sure that was the right way to go.
  15. That's something I always wanted to play with, the VR immersion pods. But when I asked the Boomers about using them, they said no. I don't recall if there was any dialogue about using the Brotherhood's simulations. Would it be possible to make a repeatable simulation quest? One that ports you to another map when you activate the pod? I don't know what the Brotherhood one would involve, probably these kinds of simulation: 1. Power armor and gatling laser simulation. 2. Energy weapon simulation. The Boomers were more specific on what their simulation was about. They had all kinds of military flight simulators. Although, the one they were using at the moment was specific to the Volare bomber. So, you'd probably man one of the stations of the Volare bomber. I think that would be: 1. Pilot 2. Bomb Bay Door operator. 3. Bomb release controls. 4. Tail gunner. 5. Other gunnery positions (whatever they may be). Bombers usually had another one above the wings, for 360 degree firing. Or one underneath the pilot station for forward firing.
  16. Oh, that reminds me, can we put in a bugfix for the Great Khans quest? I convinced them to ally with the NCR, but the Captain says I killed them. And likewise, the npcs keep talking about the Great Khans leaving, even though they did not! And they never did show up for the final battle either. I probably have a few of the saves around that time, so in theory, I could test the mods a little. I'd have to locate the ones that are relevant though, I have many savegames. But in actuality, I'd be more concerned with a postgame mod savestate, since I've done a heck of a lot of stuff since the battle, so would need the mod to be retroactive compatible.
  17. I'd open a shop on the Strip I suppose. At least that's where the headquarters would be. I demolished the Omerta Casino, so there's a vacant plot of land to build on! :laugh: And yes, I really did destroy it, I deleted the meshes from the map. I guess it would be a combination of a quality restaurant, dance club and soda shop. And then have smaller versions of the soda shop/restaurant across the wasteland as a chain. I currently earn 1/3rd of the renovated Bison Steve Hotel (a mod) and every 7 ingame days, there is a message saying I've earned 5000 caps. Does that count as a business?
  18. Yes, I did open that file up. But it was completely empty. I don't know why. Which is why I'm looking for another companion code to rip into Gordon.
  19. This is as far as I've gotten: Gordon Topics I've downloaded a few Companions and spent so long dissecting Veronica's code I'm probably going to Scribe Counter her the next time I see her ingame! None of them really helped me with code copying, since they had variables relating to conversation that kept confusing me. Anyone got a recommendation for a Companion who uses only the topics I've listed and has a Companion wheel? I need a Companion who is barebones, so, like Veronica, I don't spend ages trying to work out what that code variable or that item is. Simple goal, speak to Gordon, Hire Gordon, get Dialogue Tree. If I have to keep debugging script, I'm never going to get anywhere (I barely got a C+ in Visual Basic Coding). I'm really at the point where I just want to get past this and start writing his dialogue script. And Geck Power Up didn't seem to work. Am I missing something obvious? This is how I launch my editor (to avoid crashing): nvse_loader -editor <entered in command prompt>
  20. Neither is Marked. These kind of Perks are meant to be useful only for the particular area you are in. And I found a Corgi mod: It's a Dog's World - Corgi I assume you'd have to ask for permission to use the model. Assuming the author is still active that is. Is that similar to a Boston Terrier?
  21. While looking at the Sunset Sarsaparilla vending machines in both Lucky 38 and the Sink, I realized they aren't very clean and broken down. Surely inside a perfectly preserved building, they shouldn't be exposed to the elements in this way? Can someone create a mod that adds Pristine Sunset Sarsaparilla machines to the Lucky 38 and the Sink? And anywhere else where they are located inside. I'm not sure where that would be, but the General Store in Zion Valley has one.
  22. I'm not sure we should add Perks that increase Stats. Most Perks usually provide Dmg Bonus and Dmg Resistance to a specific enemy. So, if we were to go that way: White Leg Warrior: You gain a Damage Bonus against the 80s and Damage Resistance to the 80s. Way of the 80s: You gain a Damage Bonus against the White Legs and Damage Resistance to the White Legs. It would be interesting if we could tie a Vendor Selection to this. For example, if there's a Dialogue Conversation like this: White Leg Vendor: I see you are an Ally of the White Legs <White Leg Warrior> Therefore, we can offer you our most dangerous weapons as you have shown your loyalty to our tribe. <Opens High Level weapon selection> We'd have to create those high level weapons, for both sides, though if we choose to go that way. This would actually add a Idolized/Vilified perk system in for these factions, i.e: the White Legs will be hostile to 80s perk users and vice versa. And likewise, if you wear the respective armors of the factions, it could affect that as well.
  23. Well, since Honest Hearts has been raised, I'll toss in my 2 bottlecaps. I was always quite fond of Follows-Chalk, so it might be nice to expand on his role a bit. But if he becomes a companion, may I suggest the following guidelines? First of all, he should be out in the main game somewhere, since (if you take that path), he leaves Zion forever. Alternately, there is another version where he stays in the valley, but since that wouldn't do much, it's not very interesting. But still, since the player chooses the path, you have to accomodate for both versions. Secondly, it would be interesting if we could assign Follows-Chalk a roving script, that he follows a specific path and you have to find him. That would suit his explorer nature, he doesn't strike me as the kind of person to just sit around in one place. I've seen one Companion mod like that, where your potential companion walks back and forth between Goodsprings and Novac, requiring you to actually find them. The one thing that disappointed me is that by encouraging the Dead Horses and Sorrows to defend their home is they become increasingly militant towards each other. I'd like the option to solve their dispute and make them less aggressive towards their allies again. I'd also like to follow up on the 80s reference, since we never see them. However, since we've never seen them, they'll have to be designed from the ground up. This is the only description we have (see the RPG section): The 80s It would require a new area though, the I80 and the Great Salt Lake, Also, it would be interesting to add a new choice into the game. When you arrive in the area, the White Legs ask you to help save them from the 80s or alternately, you could ally yourself with the 80s and crush the White Legs who remain. I did open the sample companion file, but not sure what was meant to be in there, as it was completely blank.
  24. Ripe fruit may be a bit complex to deal with for just general exploration. I pick plant parts at random whenever I find the plant. It might be frustrating to come across a plant out in the middle of nowhere and then have to come back in X days because the fruit isn't ripe. So, I'd say seperate mod. Here's what I've done with Gordon so far: Gordon.esp Just don't expect too much, all he does is stand there, you can't even talk to him. I'm still trying to work out if there's a simpler way to get his dialogue tree and conversation wheel configured. If you are looking for his Companion specific data, search for NVDLC01FollowersGordon. Or just Gordon if you don't want to type all that. His initial location is inside the abandoned brotherhood of steel bunker, at the back past the radio. Obviously, you'll have needed to completed Dead Money to see him, otherwise you'll just start the DLC. Likewise, you will also need Dead Money installed, since he's referencing assets from the DLC. I've even tried looking at other companions, but they have so much data, it's hard to cut it down to "bare essentials". For example, sorting through all Veronica's dialogue about Elijah and Brotherhood history when I'm trying to find data on a Follower Firing Command is a bit much.
  25. I've been seeing some kind of odd scripting error too. I don't understand why, but it always takes exception to the final End. Here is the script I am attempting to create: SCN NVDLC01GordonRefScript Short TaskShort PlayerSpotted Begin GameModeIf (Task == 0)Set PlayerSpotted to (GetLOS Player)If PlayerSpottedSet Task to 1evpEndifEndifEnd (this is what it is objecting to) Sometimes I've just ripped a script from somewhere else, it's exactly the same as mine, but Geck rejects my handwritten script and is okay with a copied one. That I do not understand. Anyone got an explanation for why it doesn't like that final end? I have no idea what I am doing, but according to the tutorial I am following, this is supposed to start up a Greet dialogue for an NPC or a Companion.
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