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XTgrndr

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Everything posted by XTgrndr

  1. I've been wondering about this lately. Dogmeat was a highly useful companion. He could take damage well and dish it out even more, regardless of the fact his enemies have guns. I've never really used Rex, but when I used Roxie and B-6-R-K (from Project Brazil), I was distinctly unimpressed by how poorly they perfom. Regardless of what settings I tell them to use, if they're within 10 meters of aggressive enemies, they charge in suicidally. And by the 3rd enemy, they're defeated. If they're lucky enough to make it that far, sometimes they don't even survive the second one. And they don't follow direction well, Dogmeat worked with you, these ones, they don't give me that same feeling of teamwork. Compared to Dogmeat, this is incredibly substandard. I didn't have to worry about looking after him, he was tough enough to hold his own and he'd always follow direction properly. Is there a reason why the New Vegas canine companions aren't as effective as Dogmeat is?
  2. Stop reading my mind! But seriously, yes, that's the next step. IF I can solve whatever the heck is blocking the dialogue script, I'll then work on the model. Hopefully, I won't have to do too much to it, since my modelling skills are limited at best. But they should be good enough to remove the chain and bear trap, since I imagine I just have to select and delete the meshes.
  3. If anyone managed to make this companion, I'd love to see him. I'm now picturing this moment. Raider: Oh, you think you're so tough, you and your hunchback monk friend over there. Goris throws aside the robe. Raider: Oh <bleep>.
  4. Started work on Gordon, but ran into a problem I don't fully understand. To avoid cluttering up this thread, we can talk about him here: http://forums.nexusmods.com/index.php?/topic/1069729-a-doggod-merged-companion/
  5. Thanks for the change. It's working now. I finally have something more casual to wear when chilling in the Lucky 38 instead of full body armor! :laugh:
  6. I did realize there is one idea I had for a DLC expansion. Here he is: http://s21.postimg.org/z3k5e33on/2013_08_14_00005.jpg Since I have very little idea how to use G.E.C.K, it's probably going to take me a long time to get this guy ready. But I tell you a little about what I am trying to make here. One of the endings of Dog/God (it's number 2 in the list), I thought, that had potential to be explored. The basic concept is that the merged entity (as the picture shows, I've named him Gordon) found his way back to the abandoned bunker and is available to become a Companion. Of course, I have very little idea how to turn God (that is who you are really seeing here) into a fully featured companion. Add in the other complicated factors, like tying him to a specific ending of Dead Money and I'm most likely out of my depth! And a seperate question, is there a Steam network established for work on this project? I use Steam to play Fallout New Vegas, but due to incidents in the past, I don't disclose my internet contact details on forums that can be publicly accessed.
  7. Thanks for the outfit. The mod does need more work though. Apparently, the female version of the outfit doesn't work. I guess I should have mentioned that my Courier is female. See for yourself what happened: http://s18.postimg.org/3ufvncdfd/2013_08_14_00003.jpg That's my Courier (female) on the left and Boone (male) on the right. They are both wearing the no logo outfit, but as you can see, it only worked for Boone. I used GECK to inspect the mod and apparently, the female version of the no logo outfit is still referencing the old female Kings Outfit. It appears the mod doesn't actually have a female version. I assume this is easy to correct though. I don't know much about model mapping, but I assume male and female versions both use the same texture, it's just the shape of the model that changes.
  8. Thank you again for the outfit mod. I figured it was about time to try using GECK for myself, so I thought I'd experiment with modifying Cass' default outfit with this model. This was so I could preserve the original model of the armor for my personal use. Or for use on another character/companion should I wish to do so in the future. I have very little idea what I did (given I only started using GECK 2 hours ago!), but apparently, it worked! See for yourself: http://s23.postimg.org/9ozqczy23/2013_08_14_00001.jpg This is Cass' default outfit according to the console, but as you can see, it's using the new outfit model you provided. I'm surprised I had to include all the references to other npcs/outfits though, given I was only changing one specific outfit. But as I mentioned, I had no idea what I was doing, so it's highly likely I wasn't doing it properly. But like the saying goes, if it works, don't knock it! I did look more closely at the hole on the left side. It appears to be an actual pocket, but for some reason, there's no actual pocket behind it, which is why it resembles a hole. I guess they didn't model the jacket properly to prevent you seeing right through it to the shirt underneath! Jackets usually have a pocket on that side on the inside for keeping your wallet within easy reach. Not sure why Cass' jacket has it externally though. I vaguely do remember her pulling a document from her jacket when she signs the Caravan away and she pulls it from where the pocket is, so it would imply that's what it is. And don't worry, I won't upload this to the mod database and claim it as my own work. It's for personal use only.
  9. A week or so back, I was looking for a casual outfit for my Courier to wear for specific screenshots. The only suitable one is: http://fallout.wikia.com/wiki/Kings_outfit But I didn't want to wear something with a distinctive logo on the back. Is it possible to make a seperate version of this outfit without the King's Logo on the back? The reason I would need a separate outfit, I assume if the texture of this item is altered, it will remove the logo from all the regular kings outfits as well. If anyone can create it, I'd much appreciate it. I assume there would be an object code attached, so I can use the console command to place it in my Courier's inventory. I'd need to know what that is, so I can generate the item.
  10. I didn't like her old jeans, so that's why I gave her the new armor. It just looked odd to me that she wasn't mending her own clothes. The Desert Ranger was the closest thing I could find that looked like her original outfit, but better maintained. The second one though, I could use. If you can provide the Cass Jacket/Desert Ranger Torso/Desert Ranger Pants&Boots, I'd appreciate it. The main reason I was using the desert armor was the jacket, although I wanted her to have chest armor of a sort. Especially since it's a nod that she's a NCR supporter, but not completely. I assume they'll reference the texture you provided so the Vickers ID data doesn't show up on the variant as well? I always did wonder what the hole of her jacket on the left side (up high, near the left shoulder) is. A open pocket or did she tear the jacket accidentally? I'm surprised you could make those so fast. I always assumed it was complicated to make new outfits. Something to do with modelling. I'm not a 3D modelling expert, so aren't sure on how it works. But I assumed each armor was a complete model. Looking at the pictures though, it appears there's 3 different models involved here. Jacket, Shirt/torso and pants/boots or shoes.
  11. Thank you for the modification. Now Cass will no longer be wearing Sgt Vickers Armor! :laugh: Here's an image of the armor on Cass: http://s24.postimg.org/9t3xl13th/2013_08_13_00056.jpg Oddly, that directory did not exist. I wonder why, since I saw DLC01 and DLC03. Shouldn't there also be a DLC04?
  12. they do have the splicing center, so if they had the tape they could do it, I'v just never considered Rex intelligent enough to pull off something like that. Most likely it's a throwaway line in typical OWB craziness. I'd like to implement it, but I doubt I could make a decent boston terrier. I always assumed a cyberdog was more intelligent then a normal dog, probably something to do with their computerized data storage banks. Roxie was able to find a way to get through the Radio Fence that isolates Big Mountain and bring Rex back with her. And that was far beyond the capabilties of most of the Think Tank (excluding Mobius).
  13. Interesting, yeah we can do that. I wonder what he had in mind. I mean doesn't make a lot of sense to take a near mindless creature with you into space, but there you go..... Jason Bright does clarify that statement. He tells you that "the Healing Glow of the Great Beyond will restore our Feral Brothers". I think he's assuming they'll return to sane Ghouls wherever it is they are going. EDIT: yeah as far as the boston terrier thing, I have no clue what is up with the genetic drift. I assume that the boston terriers are not actual offspring, that Rex and Roxie found a genetic sample somewhere in the research lab, cloned it to produce real Boston Terriers and upgraded them with cyberdog components. That of course is conjecture, all the ending really says is that Rex and Roxie created an army of Boston Terrier cyberdogs. It doesn't go into details of how they did it.
  14. I'm considering setting up a robot base somewhere in Fallout New Vegas. Mainly as a place to put this guy: http://newvegas.nexusmods.com/mods/46219/? I haven't tried that mod yet, so not sure if he runs off a normal companion wheel. But I'd like a robot high tech themed base to store him so I know where to find him. I'm currently considering these ones: http://newvegas.nexusmods.com/mods/45481//? http://newvegas.nexusmods.com/mods/43331/? http://newvegas.nexusmods.com/mods/44885/ Does anyone know if I can set this place as a Companion Home via the dialog wheel? So I can send any robotic companions there instead of the Lucky 38? It's got to be an open air base though, since Liberty Prime is so tall, he wouldn't fit inside a building!
  15. Another point to consider. While you are working on Come Fly With Me, Jason Bright specifically mentions they intend to take the Feral Ghouls away with them to wherever it is that they're going. Yet, most of the time, when I go back, there is always a significant Feral Ghoul presence. Which doesn't exactly fit, consdering Jason Bright says they are being removed. If you can do it, you should set it up so that when that Quest is finished, they stop spawning around the Repconn Launch site. yeah, Roxie is cool. We previously floated the idea of her having a pup with Rex. If you think of other ideas re: the DLC's feel free to contribute. Well, one of the endings of Old World Blues mentions Rex and Roxie created an army of cyberdogs. I think they were Boston Terriers, not German Shepherds though. Is anyone crazy enough to make an army of Boston Terrier Cyberdogs?
  16. Okay, another approach then. I know there's a policy that says, we can't use someone's work even if they abandon it, unless they have written in the description, feel free to use it for other mods. What if a "public domain" policy was enacted? To explain, under legal law, when a copyrighted work reaches a certain age, something like 100 years maybe (not sure), the copyright is declared null and void and it's said to "belong to the public" and anyone can use it. So, in cases like this, the author has given up their right to restrict use of the work and it can be given to another modder to keep going. To be fair, you'd still have to credit them with the work they did so far, but unless they come back and want to assist the new modder, they're no longer needed to keep the mod project updated.
  17. One day later the Courier will be in a queue with some unfortunate prisoners waiting to crucified. I can imagine the following scene. Polite Legionnaire: Crucifixion? Courier: Yes. Polite Legionnaire: Good. Out of the door. Line on the left. One cross each. Next. Actually, I think it'd play out more like this: Polite Legionnaire: Crucificixion? Courier points at army of Securitrons surrounding the camp and the Securitron bodyguard behind them, then watches as Polite Legionnaire turns whiter then Ghost. Polite Legionnaire: Do you need someone to polish your Securitrons' armor? Yes-Man makes the point with the Securitron army behind you, nobody's opinion matters but your own. The Legion can pretend to be in charge if you're allied with them, but in truth, you're the one with all the power, so they have to answer to you, even if they don't like it. As regards the DLCs, I didn't think much about them, other then to use mods to make 2 specific changes. The first was to add a mod that could allow me to travel freely back and forth between the abandoned BOS bunker and Sierra Madre. The second allows me to take Roxie out of the research center and all the way back to the Mojave as a fully featured companion. She will even wait at the Lucky38 if you dismiss her.
  18. Just a totally random thought about the Legion and Securitrons. What if you said to the Legion, you're working with them and you are going to like it! Basically, the Securitrons could annihilate the Legion, so I'd be surprised if they'd choose extinction over dominance of the region. Would be funny to have the Legion be forced to obey you! Nobody says because you want the Legion to take over that you have to follow their orders blindly.
  19. Well, in this particular case, we know it is unfinished. Since the author stated they intended to do more, but as they didn't, well, that makes it unfinished. The page claims it is a complete restoration project, but in truth, it's nothing of the sort! It's just 3 shops inserted into Boulder City. No actual restoring is involved. And that is why I'm disappointed with this mod, there was meant to be more, but there isn't. Like someone selling you a house and you're only getting a bed and a kitchenette.
  20. Now I'm wondering if there should be an update policy on this site. If someone starts work on a project, but doesn't finish it, their mod gets taken down. Mainly because people will keep finding it on searches, try it out and then discover it's barely complete.
  21. I think your view may be myopic in how the mod relates to you personally, and the mod isn't going to be designed around *any* one individual. Your opinions are of course valid, and I understand you have certain beliefs in re: to how the game should proceed, but I'v quoted you the sources from the wiki and even a developer of the game........it's up to you if you want to accept it or reject it, but that's the direction the mod will be going. I was just stating how it went for me. I assume some people just went directly for NCR and didn't actually go looking for Yes-Man. Or they followed Yes-Man's plan and ignored the other endings. For me, it was a fluke, I found a key on Benny's body and wondered what to do with it. So I used it to get into this apartment and while I was looking around, I noticed this door in the back. Out of curiosity, I opened it and thought, hey, that's a Securitron I've never seen before, let's go talk to him. Basically, what I would like to do is have a way to follow Yes-Man's plan for the NCR, not against them. I assume other players might take different approaches though. It's going to be complicated to follow all those variables though, but if you can do it, I'll be very happy! I think the only course you can't take here is follow Yes-Man's plan and work with Mr House, since a key component of the plan involves getting rid of Mr House so Yes-Man can take control. Did a little more testing on Marilyn (1.3 version). Keep in mind I'm only basing my test results on visual observation, I'm not a programming expert, so don't know what is going on behind the scenes. Sometimes she's incredibly accurate, other times, she just locks up and won't fight. This latest test, she couldn't target Legion who were standing behind some kind of flaming bowl on the ground (at a distance of around 1-1.5 meters). But then she started shooting at them from great distances and hitting them. Then I went to near the arena and she couldn't track one particular Legion who was down in a pit. I think this was because she couldn't see him as the arena wall was in the way. But as she followed me around the pit, she locked on with her missile launchers and fired down at him. At a guess, I'd say she's suffering from the same error as ED-E does, that he's very good with ranged combat, but when enemies try to melee him, particularly if there's more then one, he gets confused as to who or how he should be fighting. I think I'm going to have to find a mod or something with real enemies to fight for proper testing of Marilyn. Mainly because I defeated all the enemies in the game and finding a consistent place where they always spawn is very limited. I use the Fort since about 4-6 Legion jump me everytime I come in. Oh by the way, I love her "what if I break a nail?" reaction! That face expression is priceless! And about Archimedes, that too is a variable situation. In my situation, at the request of Rivas, I didn't tell the NCR that it could be used as a weapon, so they don't know that fact. Nor did I enlighten the Brotherhood to that fact as well. But someone else might have. So there might have to be different ways to follow up on that as well.
  22. I use this armor in the game for Cass to wear: http://fallout.wikia.com/wiki/Desert_Ranger_combat_armor But I think the indentification text on the metal plate over the collarbones out of place, considering it's not actually being worn by Sergeant Vickers. So, could someone please retexture that plate so it's just got the generic desert camo patterns as the rest of the chestplates?
  23. Sorry that really doesn't tell me much, you may want to post to the mod author that your referencing and describe the bug to him. If it's a vanilla bug, your going to have to be a little more detailed especially in re: to how they appear to be MK II but aren't and any other details (such as does it only happen with that mod. The mod author is aware of the bug, but they don't know how to fix it. Basically, some of the upgraded Securitrons have the Mk2 Soldier face, but if you look at their name, they still say MkI. I don't know how it works, but you'd basically have to insert a check that says, okay, the player did this quest to upgrade Securitrons to Mk2, so every Securitron will be labelled Mk2 from now on. If it just opened it up, but kept the Strip in the same miniworld that isn't incompatible in and of itself. But if you list the mod I can take a look at it. http://newvegas.nexusmods.com/mods/35100/? Here are the other Restorations I used (just in case it impacts what you are working on): http://newvegas.nexusmods.com/mods/42808/? http://newvegas.nexusmods.com/mods/46503/? http://newvegas.nexusmods.com/mods/40433/? http://newvegas.nexusmods.com/mods/39570/? It doesn't scan things, it simply taps into existing script vars, global vars etc that have continued throughout your game. If there are different mods that changed the Mojave with their own story lines and quests this mod won't be aware of unless we alter it. I don't think I added in anything that changes the official storyline, it's still the same as it was before. The only mod that changes part of the game via Quests was the Bison Steve Restoration mod, where I'm basically running around doing errands to refurbish it.
  24. I'm assuming the Courier did not suffer complete amnesia, but lost some of their memories. I guess some of those were about the divides. With some cases of amnesia, it's not unknown to forget most of your past, but still be able to function in society normally. In particular, your skills are the thing you will retain most, due to some quirk of neurophysiology. For example, being able to write, talk, shoot, whatever even if you can't remember how and where you learned these things.
  25. I'm not sure what happened here, but I should note it as a possible bug. After sending Marilyn back to the Lucky 38, my actual Robotics Expert perk was gone. This means her perk should definitely be changed, to avoid doing to this other players. If it was something Unique to Securitrons, then it would avoid removing existing perks.
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