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Giggsy

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  1. Hello. The mod that I am requesting is something i actually was "included" in the vanilla game (for some reason), but quickly realized that it wasn't. The mod I request aid to create: A sawed-off shotgun to be categorized as a "pistol". When you cut down the double-barrel shotgun to its smallest form, I want it to "behave" as a pistol, meaning it will benefit from the "Gunslinger"-perk, and use the 10mm aiming animations (although it would be badass to wield the sawed-off double barreled shotgun with one hand, like with pistols in power-armor). I don't know how hard it is to use Shotgun reload-animations and 10mm shooting-animations, or even if it is plausible, but it would be cool. Also; I want the same for the short hunting-rifle ; to be categorized as a pistol and function using the same rules as a handgun. The same as above, only with the short Hunting Rifle, and maybe change the name upon modding it to "Short Hunting Pistol" or maybe just "Hunting Pistol", "Marksman Pistol" or something. Can this be done? Will it prove many hours of labour, or is it something I can learn to do myself? I tried to open the Creation Kit and peek inside, but I became none the wiser. Thank you for your feedback!
  2. If you have atleast one quantity of the ammo you wish to add more of, you can drop this item. Now you can get the code from the console and add.item code, then click the custom ammo, and the id code should appear.
  3. Yeah, that would be pretty cool, but I'm happy just getting the skin/model of the Asari. I've tried some times to use Blender and NifSkope only to realize that as a modder I am useless, so if anybody could make an Asari-model (with working face creation/customization), I would be most greatful :)
  4. Hello modding community I've seen that there aleady is a playable quarian race at the nexus. This means that there should be no heavy task importing an Asari race-mod to Fallout 3. It would be awesome if the Asari race could wear the regular armors instead of just some Asari armor like in the case of the Quarian mod. This would be great. Thanks
  5. Yes, I agree (on some level). The fact that Raiders can take several shots to the head, but take one "Hidden" shot to the arm and die is very unrealistic. When I meet a Super-Mutant in a narrow doorway and VATS him 3 times in the faces and he still stands... I mean, come on! I know Super-Mutans are...well, super, but the head is still where the brain is and once the brain is damaged, hurt or even CRIPPLED!! there isn't much to do. I would also like a mod where headshots deliver much more damage. I think there actually is a mod called "realistic gun shoot-outs" or something like that, but I am not sure if it will conflict with FWE.
  6. Haha, ok, great. Thanks alot fullk0ntact. The guards are already equipped with the best weapons around (one is carrying a gatling laser), and the other guys have pretty decent firepower. I think maybe this is because of some FWE involvement, but they are heavily armored and armed. It was only Crazy Wolfgang who died. He was killed by the giant Super-Mutant. Maybe I'll revive him, so that he once more can roam the wasteland and sell me crap :p thanks for this.
  7. Mr. LHammonds I already know this. I want to try out and convert a model from the FPSBANANA website, preferably a model made for Counster-Strike Source. After I have "learned" how to do it, I would contact the person who created the model and ask him/her for the permission to port the weapon from CS:S to Fallout 3, giving the person full credits in the readme. If the person declines my request, then I find another model I would want to use in Fallout 3, and ask this person for permission. -I am not going to port a weapon from the original game, and will only work with created "skins"/models. -If permission is not granted, the model will not be ported. This is still very unplausible as I have yet to learn how to port a weapon-model from CS:S skin community to the appropriate model viewer/editor (Nifskope or Blender), and make it into a workable file, and finally compile it to a Fallout 3 model. I still don't know what it means to "rig" a weapon. As I stated in the earlier post ; maybe I think this is too easy. Thanks
  8. Hello, modding community I am a low-skilled modder. The only thing I've ever modded before, is a gun for Counter-Strike 1.6 using MilkShape (which I no longer possess). A modder here on The Nexus has done some conversions of Counter-Strike weapons into Fallout 3. Is this hard? I mean the weapons look fantastic and it would really be great to be able to do this on my own. This way I can get promission from the modder who made the weapon, and port it to Fallout 3. I found some good tutorials around, but I can't open the .mod files in Nifskope or Blender. Is there a way to decompile them or whatever I need to do? Do Fallout 3 weapons only have one model, or does it have a world model and a first-person model? The guns in Counter-Strike 1.6 had 3: one first person model, one world model, and one seen on other players. The guns in Counter-Strike Source have 2 I think; a world model and a player model. Maybe it isn't as easy as I think? I need to : -Learn about the difference between these model names ( .vtz, .vtf, .mod, .nif , .dds , .md2 ). -Convert the Counter-Strike Source weapon into a program that lets me copy and paste it into Nifskope (as I saw in a tutorial). -Learn how to "rig" a weapon for Fallout 3 A point in the right direction would be great :) I HAVE been looking for tutorials on this site, so please be kind... Thanks!
  9. Community! I was doing a little bit of exploring and walking through the wasteland. I came across a small base called "Butcher Stand". There were two Super Mutants there which I killed, there also was some loot there and a little Teddy bear trapped (or kept?) in a shopping cart :) Anyway, this base was placed just before a blocked tunnel entrance. I got ontop of the tunnel only to see in the distance a giant Super Mutant (behemoth?) storming at me... I quickly got down, and placed a few mines as I backtracked towards a Caravan I remembered passing a while back. I though maybe they had sufficient firepower to take this beast down (I tend to travel with a Sniper Rifle, handgun and a shotgun...my strength and carry weight is low). So I cought up with the caravan just in time, and with a bit of luck, the Super-Duper Mutant stepped on a mine and was knocked down. This gave us some valuble time to "kick it while it was down". Eventually we killed it, though I didn't get the finishing touch allowing me to have the XP. The caravan guards were in some kind of shock after the fight and kept running around in a wild frantic. After I looted the Super-Duper Mutant, I noticed that Crazy Wolfgang was dead and was lieing by the Mutant. I looted him (for a special Supply Key. What is it for?) and the stash. Will Crazy Wolfgang come back to life, or is he dead permanently? I remembered in Oblivion (?) I got the message that some important characters were "knocked unconscious" (I think it was Oblivion), but maybe Crazy Wolfgang isn't an important character? What will the guards do? Can I have them as companions, or do they keep doing what they are scripted to do (defend the caravan)? Thanks
  10. Oh crap! Sorry! I am so sorry :S
  11. Appearantly you can create faces better using the Geck and make custom races. This way there are no slider limitations, and you can adjust the face as you wish by careful usage of the right-mouse button and draging. Kinda reminds me of a mini-game from Mario Party.
  12. Yes, apparently there is, but I would like a mod where you can throw anything you find, and make a better use of the "grab" button.
  13. Hmm, would this mean that I would have to do the quest again, or that I need to set the game in a 'state' /set-up of that part of the quest? What do you mean by patience? Does it take lots of work, or just takes a lot of time?
  14. Excuse me... I don't suck :p I play on a harder difficulty level and I tend to use pistols because I have the "gunslinger"-perk. [edit]..so, I guess I skipped a bit of the story. I hope I still can enter the GNR Plaza, maybe I have to do it on my own because of me skipping the story a bit?
  15. Oh, thanks! So, I'm suppose to battle through the horde all alone? Hmm, ok, I better stock up on ammo, stimpacks and mines. Thanks for the quick answer :)
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