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lochmoy

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  1. New Vegas needs an armor set that looks similar to Borg outfits from Star Trek or like Mr. Freeze from when arnie was on batman with random hoses, control boxes, a space suit helmet, etc. The purpose of the suit is to make the wearer a "Chemical Induced Tank". Even though tthe suit may have a low or mid range DT, it has a computer managed chemical system that injects low doses of all available chemicals similar to how the Stealth Boy or bullet time works in some of the current mods. It would control all addiction responses as long as the suit is worn, but taking it off would be almost completely debilitating once the effects of all of the addictions kicked in. It would make the finding, and manufacturing of drugs very important for the character, and as long as it was full, a pack of death claws should have trouble killing the character with the constant stim packs, med-x, slasher, turbo, etc. Give the player a drug chart to check off what chemicals they want to activate when they push the drug button. Make each dose of drug slowly go away with a heads up display of dials going down showing the chemical use while the button is activated and the total number of doses act like powercells for the suit. When the drug suit is activated, the inside of the space helmet should see a slight glow in the dark red or green fog of gas inside because of the drugs being administered as an inhalent instead of injected. The drug suit could be changed into just a drug helmet if the designer thinks players would rather have normal armor and a "Juicer Helmet" for chem use.
  2. Fallout needs a way to increase the variability and importance of vanilla armors found on mercs, the brotherhood, legion, etc. Every armor needs 0 to 3 random stat or physical skill bonus's , resistances, additional armor protection, carry bonus, or draw speed bonus, reload speed bonus, etc. Helmets can have vision enhancement, resistances, binocular zoom, underwater breathing, certain skill bonus (perception, luck) crit chance, etc. The better bonus's need to be very rare so it is special to find those on a dead opponent. Players with sufficient repair and or science skill can salvage armors at a work bench for the skill bonus's seperated by light, medium, and heavy armor, plus leftover electronic and metal scrap or skins depending on the armor type. We always need more scrap metal anymore. The bonus and additional items such as certain skins, scrap, scopes, binoculars, fusion batteries, belts, and a good base armor can be re combined into a custom bonus set. Set some limit to the number of bonus that can be added by the quality of the base armor. It would make armor mods as fun as finding mods for guns. The forum has done a wonderful job of making guns interesting. This would require no special armor skins so it wouldnt interfere with other cosmetic armor mods.
  3. I wonder if there is any way to make a living doing modeling of parts and animations for the game industry as a contractor. I would love to do something more fun than heavy equipment parts everyday and it seems very similar to what I already do if I had the right software. Thanks for pointing out the keyframe animation wiki. I will look around for the software I need... this might be a new career... or atleast a fun hobby.
  4. No I wouldn't say it's unusually hard to do, or at least not more so than other KF's you see in all critter and human directors. But since I havn't done any KF's it I can't be sure. Here is a breakdown of keyframe animation (kf's) for blender. It doesn't look overly complicated, just time consuming.
  5. So what I see is... there was some interest in this a while back, it is unusually hard to do animation wise, and no one that knows how to do it wants it bad enough. When I saw the posted links it really got my hopes up that I had misspelled my search when I tried to find a bow under mods and it already existed. Fallout is my favorite game franchise and I have been a fan since the very beginning. I suppose this many years after fallout NV came out I cant expect a lot of interest in doing something like this. I am an engineer that does 3d solid models for a living but I have never tried doing anything like this for a game and I dont know where to start. I guess I need to quit begging and decide if this is something I care about enough to learn how to do.
  6. Fallout NV, especially one set in a wild west area such as NV, needs the option to use various types of bows. The arrows need to follow the physics of an incenerator with a range appropriate to the type of bow and the characters strength. It would also allow poison arrows, flaming arrows, shotgun shell arrows that fire on contact, explosive dynomite arrows aka the duke boys, and other modded ammo along the lines of hawkeye in the avengers with cryo arrows, using 20mm grenades as arrow tips, and crafting your own normal arrows. Mods would include sights, quivvers, auto poison applicators, and even self cocking crossbows that use energy cells for power. It would create a new way for characters to fight at range using total stealth and even give characters a new way to try to complete the entire game using no firearms at all. A huge bow that shoots throwing spears would be possible if you were strong enough to handle a mutant size bow. It would also create some awesome trap possibilities for use during adventure designing. Is there anyone on this forum that would be willing to attempt a mod like this.
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