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XTgrndr

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Everything posted by XTgrndr

  1. Is this mod still being updated? I posted a bug, then noticed another poster mentioning it hasn't been updated since 2011. If that is true, then it's useless to me, as the author has abandoned work on it and there will be no full or partial restoration of Boulder City.
  2. Thanks for the tip, I bound the weapons and it's hotswitching now. Not sure when that can be tested in combat though. I am puzzled that I couldn't bind key 2 though. The order is 1,3,4. What is that symbol that is blocking keybind 2?
  3. Yes, that was the mod I referred to. But since it didn't actually do anything to restore Boulder city, I uninstalled most of it. Sadie's shop was the only part I kept. Just based on a visual inspection of Boulder city, pretty much every building is shattered and there's massive piles of concrete/building materials everywhere. That's not a liveable state by any means, with half the roads obstructed and nearly every room exposed to the open air. I'm imagining it should resemble my Freeside mod, some of the buildings are still damaged, but the occupied ones have been restored and the roads paved over with a fresh coat of asphalt. Other restoration mods add extra dwellings, to populate the area more.
  4. I couldn't get the multiquote to work, so I'm improvising a bit with my feedback. My responses will be in this color. Here is a link to the wiki re: the platinum chip. It is a key and it has the MK II OS upgrade on it (as well as the missile defense system upgrade, but unless someone launches Armageddon again, that's not really relevant). So we go off of what we know it can do, allowing a little fudging if the story line needs it. Yes-Man tells us that the Platinum chip is a key, that it unlocks access to everything at the Lucky 38. So to keep it lore friendly, we should have him use it to unlock sealed databank or something. There is a part in the game where Yes-Man finds a Securitron upgrade he uses on himself in the databank, so I assume there is all sorts of information in there relating to Securitrons. With Yes-Man and Emily's assistance, you could use that to bring back Victor and Jane to your side. I don't think it's impossible to have them re-programmed, but like any good fallout booty, it should be earned (ie a quest). And will probably involve repairing them after having to kill them. You see Victor and Jane are hostile to the Ind courier once the no gods, no masters quest line reaches a certain point (neutralizing House). In fact there is even content in the game of a showdown with Victor, but it didn't make it into the final game. A minor problem then. I can't find their bodies! Going to be hard to repair them if they're not actually there to repair. I'm not sure how you would fix that, but I'd suggest you move their bodies to a known location, so we can find them easily. Perhaps include a Securitron maintainence bay where damaged Securitrons are taken to be restored. Nope they'r there to guard House, not the other way around. I assume Victor's function was to act as Mr House's "hands" outside the Lucky 38. Jane was some kind of secretary. That's not to say they couldn't defend him, but it wasn't their primary function. But if your sole concern is to reprogram them, then I'd just do it while you repair them. I don't mind how it happens, just as long as I can get them on my side when it's done. That will really be up to each individual player. They won't be able to micromanage a lot of details, but they will be able to choose one of several over arching ideas. One of those themes is to keep it as is, another is to open it up for gambling, but there will also be other choices. That is acceptible to me. Just as long as I get to choose what happens to the Lucky 38. I hate it when you get "railroaded" as I call it, when the game makes you take a path even though you want to do something else. A warning though, I'm using a mod that restored the Strip and opened up the areas, so I'm not sure if that will adversely affect this mod. I think everything is still where it's meant to be, it's just remodelled, so that shouldn't affect placement of items. At least, I hope it doesn't. And one last query: Will this mod work with a postgame save state? I installed a mod that allows me to keep playing after the ending movie and I've been doing a lot of things since then. So the mod would have to scan my quests and determine what I actually did, since (naturally), I won't be doing them again.
  5. I'm looking for a mod to restore Boulder City to a functional version. It doesn't have to be perfect, but the town restored to a state that is livable. No cracked corners, falling down buildings, rubble etc, I've looked at a couple of mods so far, but they don't really meet the criteria of a restored town.
  6. I'm not even sure if this is possible with the Fallout Engine, but I'll ask anyway and you can tell me if it's possible or not. The thing I find frustrating is having to bring up a menu to switch from my close in weapon (a katana) to a ranged weapon (a laser gun). I would like it more if I could change the weapon dynamically by just pressing a key ingame to cycle the weapon from one kind to another. That way, I could decide instantly, okay, it's sword time, let's go! I'm not sure how you'd set this up, but you'd essentially have two weapon slots and when you change, it switches to the weapon in the other slot. And then reverses it to change back to the other weapon.
  7. I'm assuming the Platinum Chip has more capabilties then we know of. But even if it doesn't, it's like an all-access passkey. Basically, with the Chip, you can override one or all of Mr House's security system. In essence, you've opened the cookie jar and all his secrets are for you to have. So, you could find exactly how Victor and Jane work and get Emily Ortal to help you reprogram them to be on your side. You could even have a scene where Yes-Man and Emily work together to rewrite the Securitrons. It's been a while, but I don't remember being attacked by Jane. As far as I know, she and Victor just mysteriously vanished. I'm assuming it was some kind of safeguard protocol, to keep the high level AIs out of harms ways and let the common soldiers do the fighting. And even if they were deactivated, there would have to be some central server, perhaps with dedicated AI modules to house their personalities. After all, as Victor demonstrates, he's not a singular Securitron, he just jumps between their bodies whenever is necessary. So Victor and Jane most likely exist independently of their Securitron bodies and if you could locate the AI modules, you could repurpose them. And while I've brought up Emily Ortal, the one thing that disappoints me is that we never really got to continue her story. Julie Farkas says they are interested in obtaining Mr House's medical technology now that he is dead, but that's as far as it goes. I'd like to see that developed a bit more, perhaps move a research division into the medical area to study the technology. However, I don't want to see the Lucky 38 overpopulated, especially the main areas. The way I see it, it's a private building which only my companions and I use, sortof like our own secret clubhouse. We'd let small groups of people inside, but on our own terms, for security. That's how I see the Lucky 38, as my own personal fortress. I'd forgotten about Marilyn, but I remember her as being "cut content" from the original game. I'll give her a spin, see how she goes. I tend not to keep prototype mods active though, because they interfere a fair bit with normal gameplay. As regards Securitron mobility, I assume they are designed for offroad capability, otherwise they'd be completely useless in the real world. As to how they got out of the Bunker, I assume there was a frieght lift or something that allowed them to leave. I gave Marilyn a bit of a test run. Overall, she seems to be reasonably functional, but improvements can be made. There are moments when she switched to non-combat mode and wouldn't fight back. I can't say for sure what triggered this, but doorways were involved 2 out of the 3 times. I think it may be line of sight issues. What does melee ability do for Securitrons? I imagine they'd have something like a jackhammer punch, their arm ratcheting forward for a heavy impact. I didn't try the MkI version though, just the MK2. The Rocket Launchers didn't activate as often as I'd expect. Maybe a function could be added to switch weapons. Maybe a menu that says: Machine Pistol. Gatling Laser. Rocket Barrage. Also, if operating on Mk2 Versions, the Securitrons should self repair themselves, as Mr House states this is one of abilities unlocked by the Mk2 Software Upgrade. Marilyn's health just kept decreasing under fire, but in theory, her self repair functions would keep restoring it. Marilyn's Home Location should be shifted though, the Presidential Suite isn't really large enough for her. Perhaps unlock the basement area we visit for the weapons test demo after we visit it and have her lurking around down there? That would fit the fact that she says Jane is the favorite, therefore she's been sent to the most disused part of the Lucky38. And she needs a unique Team Based Perk, Robotics Expert is too bland. Besides, it doesn't really show up if you already have it.
  8. I don't know how it works, but with people who are used to danger, even when they are asleep, part of them remains alert, scanning for danger. The slightest sound or the sensation of someone touching them, they wake up in a shot and are instantly aware. I'm assuming being in a hostile environment, that's how they'd be acting. Essentially, they're not in deep sleep, they're in a light sleep which can easily be disturbed. Also, it's common practice to sleep in shifts, for example, say Cass goes to sleep, then you take a nap while she keeps watch and so on.
  9. I downloaded a mod to allow me to keep playing the game after defeating the Legion. One of the things I want to do is complete http://fallout.wikia.com/wiki/No_Gods,_No_Masters for the NCR, not against them. In essence, I'm replacing Mr House as the ruler of New Vegas, but since the NCR Idolize my Courier, they recognized the benefits of having their ally control New Vegas. Also, I have some fairly specific requests about our favorite Securitrons: http://fallout.wikia.com/wiki/Victor_(Fallout:_New_Vegas) http://fallout.wikia.com/wiki/Jane_(Lucky_38) http://fallout.wikia.com/wiki/Yes_Man I'd like them to remain in the Lucky 38 as personal staff. I assume with the Platinum Chip, the Courier would be able to "adjust" Victor's and Jane's loyalty towards the Courier instead of Mr House. Yes-Man is a more complicated concept, I don't want him to take over the master computer, but operate it manually with his hands, because I like seeing him more as a Securitron then as a face on a screen. But he'll have to be "adjusted" as well so he only follows the Courier's orders. I was told there is a ingame personality mod he uses that has that effect on him, but I've never seen it myself. Still, if you can find it, you could reuse the coding to implement it on him as a Securitron. I imagine Victor would still be a bellhop. Jane would have to change her function though, perhaps an Aide or Secretary? Yes-Man would run the computer for you. An even more crazy idea would be to add them to the list of companions, so you can take them out with you! Not sure if that is possible though. And I'd like to see the Securitrons take a more active role in controlling the Mojave. Like the Courier ordered them to reinforce key NCR positions: Camp McCarran Hoover Dam Helios One Camp Golf I think those are all the major facilities which ensure NCR dominance in the region, so they are the ones that would be most heavily guarded by Securitrons. Hoover Dam would be the highest priority, with Helios One number two. So they should have higher numbers of Securitrons then the other areas. Oh, and the Securitron Mk I/MK II bug needs attention. To explain, when adding a mod that removes the wall dividing the New Vegas area in half, not all the Securitrons are fully upgraded. They appear to be Mk II, but are really Mk I if you examine them more closely. This is caused by the game not recognizing the mission if you added the mod after they are upgraded. And since I did, the bug happened. I don't feel like replaying half the game and all my mods to fix this bug, so a retroactive fix would be appreciated. I'm not sure what else should be done, the only other thing I am interested in changing is Restoration Projects. I found one for New Vegas and a Freeside one which is a work in progress (only a 3rd of Freeside has been restored so far). Primm was restored with two mods, one for the area and another to fully restore the Bison Steve. Well, mostly, I haven't found a mod that restores the rollercoaster yet. Novac was more heavily fortified via another mod. There's three more on my list that haven't been modded yet. The first is a Nipton restored mod. I found one, but because of negative backlash over a minor issue, the author locked it down and as a result, I haven't been able to download it. That one should preferably have a strong NCR presence as guards, since it was attacked before. But not a heavy military vibe, as it's a civilian area. NCR controlled Cottonwood Cove is the second one I am looking for. NCR restored Nelson is the third I want. After the Courier kicks out the Legion and rescues the NCR held hostage, I want it to look like NCR rebuilt it and added more fortifications. Trying to get a copy of Restored Boulder City as well, but the download is bugged. Well, at least I know it exists.
  10. I'd like to see Cottonwood Cove converted into an NCR stronghold if you choose to annihilate the Legion occupying it. And I did! Also, a bugged mod has a slave (http://fallout.wikia.com/wiki/Melody) I rescued permanently stuck at that location. She was meant to go to http://fallout.wikia.com/wiki/Aerotech_Office_Park, but the flaw with the mod prevents most of the rescued slaves going to their allocated location (you get to choose whether they go to Aerotech or the Follower's Fort). Fortunately, she's far away enough that the Legion haven't bothered her yet, but it still would be better if the NCR controlled the location, since the mod has relabelled her as a NCR ally.
  11. This is something I'd like to see. When you complete http://fallout.wikia.com/wiki/That_Lucky_Old_Sun (preferably without obliterating the NCR guarding it), they fully restore it and it's no longer in a destitute state. Oh, and fix that side door with the Red Text, the one that's locked even if you're an NCR ally. Make it so it can be used without negative kharma.
  12. I'd love to have couches convert to beds. It might solve a problem with my Goodsprings home mod, where my roommates continually take the only bed in the house!
  13. Only if I get to wake up while being mugged and cut the guy's hand off! As a seasoned warrior, the Courier would be one of those people you can't sneak up on. And if you touch them, out comes the knife and they attack you with it. I don't believe that someone would sleep while they were being attacked, naturally, you'd wake up and fight back! And if you happen to have companions with you, in particular, ED-E, who does not sleep, it would be even more implausible. Even if you had 2 companions who sleep as well, the odds of all 3 of you not waking up when an intruder arrives are incredibly small. That's another reason I dismissed it as unrealistic.
  14. This is the mod I referred to: http://newvegas.nexusmods.com/mods/39188/ I dismissed it for another reason, you can get mugged or attacked in your sleep. I don't want that to happen.
  15. This is a request I want, just because it would add a level of realism (for me anyway) in the game. Whenever I use a bed, I just see a timer countdown over a black screen. I'd prefer to actually see the Courier lying on the bed with the timer ticking down in the corner. And yes, I know there is a mod that allows you to do this, but you have to use the portable bed the mod supplies, it doesn't allow you to use any bed in the game.
  16. Yes, I am aware of mods like that. I researched them all before dismissing them as unrealistic. Basically, my Courier travels light, so a bedroll is all they need to survive out in the wasteland. Setting up a campfire, even a tent, that I could believe as realistic. But setting up a stationary bed out of your backpack, not so much.
  17. Original text deleted because I'm going to try and make this companion myself. Emphasis on the word TRY. I am following this guide to create a companion: http://newvegas.nexusmods.com/mods/45278//? Running into problems with Step 3. Still working on it, but can't seem to define Variable Name in Parameter 2. Whenever I click the dropdown menu, all it says is NONE. Edit: I just jumped all those steps by duplicating Dog's behavior protocols. It seemed a more efficient way to go then creating them all over from scratch. I hope it works. The next part though, looks pretty painful. I think that can wait a bit until my brain stops melting from information overload! :sick: Working on his discussion tree at the moment. Can't seem to add his Greeting text, but the rest is laid out as specified.
  18. I'm a Mass Effect Fan and I endorse this message. It would be great to have some ME weapons in game. Please start with Geth Assault Rifle and Geth SMG. If you can make a Geth Spitfire as well, that would be even more awesome. Although, if I had a Geth Spitfire, I'd suddenly find enemies running screaming from me......
  19. I wasn't sure if this belonged in talk or requests, so flipped a mental coin and picked requests. I haven't gotten around to testing ED-E yet, but Rex had this problem, so it is possible ED-E will too, since he is similar to Rex in terms of companion coding. I added this mod: http://newvegas.nexusmods.com/mods/38301/ According to the notes on the mod, if I want companions to follow me inside, I have to get a Buddy Pass from inside the tent and give it to them to store in their personal inventory. Now, because I was doing this through console commands (because I didn't want to team up and send them back to Lucky 38 one by one), I tried to do this with Rex. But he won't take the Buddy Pass. Does anyone know of a mod that allows them to have inventories like true companions? Or know how to make one?
  20. As I said, the space is in a transitional phase. It's going to be a nature park, but the park benches and the trees haven't arrived yet. I'm visuallizing it as if the casino had been demolished, the ground smoothed over and grass planted on it. Which is what it looks like when the building has been removed. And no, I don't want the Omertas removed completely, I just want their casino gone. Sort of a visual cue that they were exiled from New Vegas when the Courier took charge. By References, I meant the functions in the game that say "look up the Omerta casino meshes, place them here". If they were removed (however that is done), the Omerta Casino meshes would not appear. It would be fun if I could be attacked by random bands of Omertas screaming about how they were exiled into the wastelands. Much like I'm challenged by random Legion patrols. But I've never seen the Omertas outside of their casino. Well, except for the group who try to stop Joanie escaping with her friends.
  21. This is just a crazy idea I had, but I'd like to see it happen, if only for the sake of immersion into my personal story for the Courier. When my Courier discovered the Omerta plot, they decided to go to war with the Omertas. And by doing so, they slaughtered everyone in the casino. So, when the storyline was done and I no longer needed to go to the Omerta casino, I imagined that the Courier (in their role as the ruler of New Vegas) ordered the destruction of the Omerta casino to drive the Omertas out of New Vegas forever. I used a console command to remove the building itself, although this solution wasn't perfect, as the flames from the signs remain hovering in space. Recently, I started using this mod: http://newvegas.nexusmods.com/mods/38056/ But using it has created an odd graphical glitch that conflicts with the deleted Omerta casino. At random times, a lowres mesh version of the Omerta casino will appear and disappear, triggered somehow by standing in certain places or loading a savegame. And since this mesh is regarded by the game as intangible, I can't target it with the console to delete it. I've run inside it once and standing facing the Lucky 38, the mesh vanishes. So the map looks like it did as normal. But when I turn around, it's visible again. Now for my request. Can someone come up with a mod that removes all references to the Omerta casino ingame? I just want a big empty space where it used to be. You can leave the trees/assorted plants in front of it though, I'm imagining the space is in the process of being turned into a small park. Also, removing the casino puts a hole in the borderfence, so if that could be patched up, that would also be appreciated. Also, I'd like the mod to be compatible with the Open Strip mod, since I intend to use it permanently if this Omerta casino problem can be solved.
  22. Just rechecked the Lily mod. It's skins/models only, so not a costume changing feature. Guess I have to change the request then. I'd like to have Fawkes in RoboThor armor, but not wearing a helmet, so I can see his face. I'd prefer his hands to match this armor mod: http://fallout3.nexusmods.com/mods/11617/ I don't like the idea of the fingers being exposed in power armor. But if it's possible to create a mod where he can equip the RoboThor helmet ingame, I'd love to see it. Only if it can be done though, if the change can't be ingame, then it doesn't matter.
  23. I had to change the name of the filename and get a new bedroll from Mesquite crater. But otherwise it looks like it's working. Not sure the WellRested addition was necessary though, as I have a perk that gives me WellRested wherever I sleep. But I suppose players without the perk would appreciate it. Thank you again for the modification. Maybe you can find someone with greater knowledge of scripting to fix the flaw?
  24. Left-clicking is equipping an item yes? I'll make a note to avoid doing that then. And no, I don't mind having LR as a requirement, since I already have a legal copy of the DLC. So reusing the icon is perfectly okay with me. Thank you for making the changes.
  25. Not really no. If the mod could be adjusted to have a Pipboy icon (something that shows as a bedroll instead of the junk icon) and placed in Aid instead of Misc, it would be perfect. I don't want it in Misc, because there's so much game junk in there already, the Bedroll would get a bit lost. I would mod it myself, but the few times I attempted to create mods or use G.E.C.K. in general, it kept crashing. That's when I stopped learning about modding, since I can't use the G.E.C.K. tool to do it, it's irrevalent to actually study how to make mods. Which is why I request them, being unable to make them myself.
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