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Everything posted by africanwarhead
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I'm looking into making a simple esl that adds gunners/raiders to the checkpoints (pre-endgame) that usually get taken over by whichever faction wins the end game. I haven't found any mod that does this. In the CK I can see that these checkpoints are put together... in a very complex way... with enable markers and a trillion quests to control the dialog etc... Sooooo I'm tempted just to place entirely new raider/gunner NPC markers (with a guard package) and inversely link it to the checkpoint enable marker....... ..... uuuuunless there's a more elegant way to do it? (or is there a mod out there with some obscure name?) PS: how hard would it be to utilize the Gunner Toll quest/package to these checkpoints, so they can harass the player for cash? Edit: sry, wrong category probably, should be under modders/mod ideas
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New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
er, that's just weapons. What about the vendors and all the loot containers... wait, you mean I could just delete them from the weapons folder?? Make that an .esp? :blink: that's it??? If I make an esp based on FalloutNV.esm then my esp determines how FalloutNV.esm translates to the game, right? So remove all the firearms in my esp and voila? -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
Did you even read my whole post or did you just stop at that first line? You totally misunderstood my point. No I do not think the firearms are more varied than the melee options, quite the opposite (although I admit I didn't express that earlier), I do however feel that melee combat is somewhat clunky and not satisfactory when compared to firearms. I also feel that the availability of firearms and ammunition in the game makes melee combat feel redundant. This doesn't mean that I don't like playing melee. I do, and sometimes I do pick up a blade or something along the way. I'd like to be forced to use melee weapons more often, but I don't want the firearms to be completely discarded. The two types of weapons are horribly unbalanced in this game, so it's no wonder people choose to just go with the guns. But instead of just taking out all firearms, why not try and make it more balanced instead? no don't worry, I read it etc, maybe I should've acknowledged that :) but I took your comment as an example, maybe not fair hehe. I think that the melee part is perhaps a matter of taste, its ok for me. What you say about melee being reduntant was also my point, why bother? Ok so the melee thing could be improved, sure. I might not be very experienced in those types of games (like what... Silent Assassin?). I cannot imagine that would be too hard to make for an experienced modder. I could give the whole thing a shot but I've only got time to get involved in small time mods like weapon addons and body replacers etc... plus I don't entirely know where all the weapons are stashed... like the other guys said, it would probably be grunt work. -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
Well its not really about creativity, just a change of dynamic. Perhaps no firearms is a bit TOO much, but like Ladez says, there's sometimes just too much firepower. But that's also the whole reason for this suggestion, not because of why, but because I would find it interesting to check out how the gameplay would change. Personally I couldn't give a damn about why they are not there, since the game is already unbelievable in several ways, one of which Ladez already pointed out. Plus, check out all the skimpy armour mods available. Erm, I wouldn't take my bikini to a gunfight, yet they are quite successful mods... :P So I find it quite odd that we're making such a fuss about the reason why the firearms went. What about the actual gameplay? Which brings us to the issue of this story of melee being not good enough... Maybe I've not played other games where there are more melee moves, but seriously, is the firearms option varied enough then? Point-and-shoot? Crouch and shoot? You can't even go prone! Not much variation there. Sure, tonnes of weapons, but at the end all you do is point-and-shoot. Different shape, different sound... its cosmetic. I'm actually bored of it. The only variation is the stopping power of the ammo, and optional mods like a scope. But with melee you can to at least 3 moves I know of, plus you can equip all kinds of knives and swords... and a crossbow. I find that more varied than having a whole arsenal that just goes 'bang'. So I guess this is more of a matter of taste, or not? I'm actually getting so good at shooting that I never get to have a fistfight. Now with this mod you've got no choice. That's more of what I'm talking about. The challenge, the gameplay... not the damn history or reason. That's just an extra. I think I might have put too much emphasis on the reason rather than the actual effect of the mod. -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
that's true, but that wouldn't put me off the idea. You can still chuck spears, shoot arrows. Things will be different anyhow, its not like with guns, where you can just blast away at a "safe" distance (unless you're good with a bow and arrow), you'd have to come close with a very sharp sword (and jump around a lot). I'm sure a few tweaks in the GECK could make it more interesting, plus, extra animations could probably be made. In any case, you're going to get wounded, so you always need medical kits on you. You need to know when to pull out, run like hell... etc... you'd think twice before picking a fight. -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
what? gunpowder?? You can even make potassium nitrate from urin. It's used by some horse owners so it's in feed and stock shops, it's used in fertilizers, model rockets, etc etc it's all over the place. And that's just black powder, it doesn't even touch on smokeless. In fact any propellant with similar qualities. Found some dynamite? Guess what you can do with the nitrocellulose in it and some parafin? Plus your ignoring the huge amount of firearms & ammunition private citizens in a pre-war, paranoid, fallout world stocked, national guard armories, active military bases, police stations, gun shops etc etc etc. We have firearms and ammo over a 100 years old that still fire today......and those were made with a process far more primitive than modern arms and ammunition. Imagine how far we will get in 6 more decades (the date of fallout's apocalypse). The boomers have munitions up the ying yang, from small arms up to teh largest heavy artillery. The NCR and to a lesser extant the gun runners, manufacturer munitions. Can you imagine how many tons of smokless powder the NCR produces each day to supply the republic? Gunpowder was discovered and in use by as early as the 9th century, certainly by the 11th. Do you really want to try and defend the assertion taht the Mojave as is more technologically primitive than an age where viking weaponry was the height of quality. What about the B.O.S, or Hoover damn, or the strip? If you stop and consider for a moment, I think you'll see that a new local is the way to go, instead of rewriting so much of the mojave, that you won't have much of anything left. I guess where there's a will, there's a way. I live in Africa and I know, people get very creative. The 'character of the Mojave' has been mentioned here and there already, that a lack of firearms is thus unthinkable. Ok so the potential to make gunpowder and explosives is there, now what would stop people from making firearms, with all that stuff lying about? What if all firearms were radioactive due to the fallout? That would restrict everyone to using newly manufactured, therefore simpler firearms, made either from scratch, or from parts found in non-radioactive areas? just brainstormin' -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
Yeah ok, you're right there. I'd bet there are more ways, but how would this knowhow be passed on down the generations in such a anarchical world? Would that be maintained despite the situation? Plus, firearms would become simpler without the complicated machines around, like the pipe gun you're showing above. Making something like an AR15 is not easy with a simple workbench. You'd be looking at a simple bolt action rifle at most. I think if I were in that situation, I'd probably have a gun like that, but still, knives, arrows and swords would become more important, especially in close combat. Like with in the 17th century, the blunderbuss and the sword. Just brainstormin' :) Like those legionnaires chucking spears at me while I'm returning fire with my minigun haha. No i'd consider it more of a challenge to do the Goodsprings Fight with melee / swords. Half of all the Goodsprings characters might die in the process... So what situation might be plausible in the Mojave. What about the simple loss of the knowhow, and this is the point where it gets rediscovered by the van Graffs? etc.. Yeah I know, but a pipboy in a world of swords? So you're right, it cannot go, but perhaps make it like a little map / booklet? Despite the reason why the firearms are gone, I just think it would be a very interesting new way to go through the game. -
New Game Dynamic: NO FIREARMS!
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
what? gunpowder?? -
How hard is it to remove all firearms from FNV? EDIT: The point of this proposed mod is the change of gameplay, not the reason why the firearms are limited. The story behind it is just an extra IMO. There've been arguments saying that the melee options in the game are not good enough. Personally I think they are more interesting than the current 'firearm' options, which is just point and pull the trigger at the right time, with or without a scope or with particular ammo. Without guns, you can choose for bear-traps, crowsbow, tonnes of knives, machetes, fists, even a katana and some swords, with at least three moves I know of. If these two modes of fighting are not on par with each other, then melee is probably even better, imo. What would Change? In a post apocalyptic world, sulphur, saltpeter and basic materials to repair guns and ammo might be hard to come by, and just plain tedious to have to manufacture all those bullets yourself, except for a lot of scrap metal some compelling reason forced them back to the sword ;) This mod will completely redefine the gameplay. Fights are up close, and you have to think on your feet. You cannot take on a whole group of legionnaires. You cannot deal with Death Claws head on, you're gonna have to get creative. Different priorities This mod will need to change certain dynamics in the game. Your fitness it prime. You need to be able to outrun a deathclaw. Perhaps make traps with stakes and snares. Fire and burning oil will become more important. Bows and arrows, crossbows, and spears. Half way there Some of these things already exist on Nexus, so I would just be a matter of tweaking things. The crossbow for example, swords and the 'more complex needs' mod. Perhaps we could contact the makes of these mods to ask them if they could make customized versions for this one? Other modern stuff? However, if guns are not possible, then so must electricity be an issue. No electric lights? just torches and flames. Pip Boys might have to go and be replaced with an actual map. No fast travel. However, with no fast travel, the gameplay might become boring... so perhaps more settlements here and there, safe havens for the night. Would anyone like this mod? Can someone make it? (or give me tips how to make it. I'm moderately familiar with GECK). Any more ideas?
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There are various mods that change the fast travel system simply because it breaks up the flow of the game. Some mods even disable it entirely. How about clicking the destination like normal, but instead of seeing a loading screen, the player PC turns into a regular AI NPC and starts running for you, automatically dealing with enemies along the way, and you can stop at any time! Shouldn't be that hard to make? ______________________________ Plus, since I'm on the topic of not breaking up the game flow, how about *not* dying? No I'm not talking about Godmode. Question: have you ever come back from the dead? No. Then why should you be allowed that in this game? Not exactly immersive. Yet again, I'm bored of that loading screen of death. How about something much worse than death? You get shot, bitten, poisoned, crippled, you need to crawl to a doctor, you get looted, raped, humiliated, made a slave... or someone saves you, fixes you, someone you need to meet anyway to keep it lore friendly (teleport to quest location?), and when you're better, you can then revenge the bastards that robbed you! This way, the game keeps on going, no metaphysical jump back in time to try kill the mega-radscorpion again! So? Cool idea? PS: I could try this myself, I can code, but I've got too much to learn, and too little time to dick around with yet another platform. I'm sure the're are a couple of clever oaks out there that will slap this together in minutes
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Need help with simple 'near death' script
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
christ! how hard must it be to find something as simple as intercepting incoming damage? I cannot find anything. The only thing I can find is 'Destructible Object Stages' and the explanation is very sloppy... Later: okay I managed to do the following. 1- setessential 7 1 does work, but you don't wake up again. The 'setessential' code only works in the console, not through the script. 2- the essential checkbox in the GECK NPC player form has no effect. 3- tried to do a GameMode block if player.getunconscious 1... doesn't even recognise it (trust me, I've tested it, I debug C# and JAVA. Getunconscious is a valid code and passed the mysterious GECK debug system. There's a trick that you can do through the console. setunconscious 1 and then back to 0 and then you wake up. But to do this through scripts in the GECK, first I need to convince the bloody engine that the player is unconscious so that I can run that bloody script! Nope, nothing. no debug messagebox to sooth my programming frenzy) 4- so to hell with that, left essential mode and tried OnHit blocks with getlasthitcritical == 1... you would suppose that you'd die from the last critical hit. Apparently they mean something else with it because the condition was not passed. Sigh... 5- and a couple of other hopeless attempts AAHH! I must give up. I'm too used to clear-cut coding (C#, C++) and I grow very impatient with this scrapyard type scripting. Its such a waste of time to try and work with a patchwork coding system that has little consistency across its definitions and keywords, and moreover do not provide good explanations of them :P I mean, if you have 3 different definitions for 'unconscious' (companion unconscious, player unconscious and then some 'PlayerUnconscious') plus some other variants (like sleep), that's just ad-hoc programming... and then don't bother to explain it somewhere? that's just lazy. If anyone out there knows how to do it, enlighten me. I still think its a fun idea. Back to the wasteland! -
Need help with simple 'near death' script
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
Yo, so I'm fooling around with this. Seems that if you do a GameMode block script, that it needs no attaching to anything. Just save it in GECK. Works like a charm. As for the script, you're right, the HP can be shifted around, but one fat blow and you're done for. Player.GetDead in combination with Player.resurrect doesn't work either. The Editor 'Player' instance can be set to 'essential' but that has no effect in the game. So I need a way to intercept the damage before it is removed from the HP. Any ideas? -
Need help with simple 'near death' script
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
so one might have to intercept the damage before it is removed from the HP. Let me try it out with some basic armor. I've got this mod called 'speed glasses' and 'Cheat Boy'. Lets see if I can take those scripts apart. -
Need help with simple 'near death' script
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
cool cool, thanks. So what do you recommend? 5? 10? plus, where do I plug this script? if its a long story, then please hook me up with some keywords, i'll google it -
Need help with simple 'near death' script
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
yeah I wonder that too. I read that the code was: setessential <base_id> 1 (or 0) but I tried this in the console, clicking on myself in 3rd person, but the code I'm giving for my PC is wrong. Something about wrong reference to Actor Data or something. You find anything? -
Hi, I need help with a very simple script (might open doors to an interesting mod). I'd imagine it would go like this: class Gameplay { player.onHit { if (player.incomingDamage > player.gethealth) { player.incomingDamage = 0; player.sethealth = 1; } // and another loop for damage? } } I'm busy experimenting with all new mods and some of my own. I use the console 'Godmode' to avoid long loading times and the reloading screen is boring to look at when you're busy having fun. However, I still prefer to be able to witness health degradation, limb-damage and all that, but not entirely dying. Besides that, to me it would feel more immersive because... well... I've never come back from the dead before... you? Such a mod could be expanded that while you're lying there unconscious, crippled, bleeding, you could get looted, raped or whatever, then picked up by traders or strangers, get fixed up by them, or made a slave, or whatever... but never dying. You could even make it lore-friendly, that you get saved by some main character and while you recover, you talk to this character and get another quest. And when you are back, healthy, you can go look for the bastards that robbed you. To me, that sounds a lot more entertaining than a silly reloading screen. Can anyone help me make a script that prevents the character's HP going below 1, thus suffering horrendously, but not dying haha. Like essential companions, for example. I do have programming and scripting experience, as you can see in the conversation below, I am learning but I'm not entirely familiar with the keywords and syntax of the GECK. Oh and please tell me where to put it, I'd like to learn these things. thanks in advance. Cheers AW
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Hi, New at the whole Nifskope modding thing. Experienced with MAX, zBrush and Poser, XML, etc... I'm making a simple Body Replacer using the Type6 female Body Mesh. I open the NIF up, export the body mesh as an OBJ. Edit it in zBrush (just a morph, no resampling or subdivision), so the vertex count should be the same. Now I want to re-import it into Nifskope. It is put under the main Node. I stripify it. Get the material nodes to look the same as the Type6 branch. Now what? It is clear I need to get the BSDismemberment thing attached to the altered mesh. Paste Over does not simply do the trick. I canot seem to re-branch it. I'm missing something. <<<< updates >>>> update #1: Just checked it out in more detail, the Type6 node branches into several things, including the mesh data. In there there's a vertex list. Now if only I could make a batch copy and paste!!!! Presto! but I don't know if Nifskope allows that!!!! GRR update #2: So I managed to get the mesh working by pasting over the Data node, making sure to keep as much of the info the same in both nodes. But the texture map is all messed up. ZBrush completely dominates the UV mapping part... bastards. So now trying to edit th OBJ file itself. update #3 (SOLVED): Ok so I replaced the UV data in the OBJ file with the original data, loaded it into nifskope, pasted it over the mesh data and presto, it worked, also with good textures. Armors are a little bit trickier but it also worked! Yeay... finally a type 3 with proper cup DD!! :D Any tips? Tuts? cheers AW
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Easier access to apparel (and other things)
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Mod Ideas
yeah I knew about the hotkeys, but I was hoping for some key like < or > where you can flip through your inventory, watching your character changing weapons or armors, making it easier to check out, especially in free camera mode. Now you have to access the pipboy the whole time... one... by... one... hey! thanks for those links, they're awesome! checking them out right now. -
Is there any way / mod that allows you to flip through your weapons / apparel items without constantly having to access the pipboy? I'm sort of new to this amazing world of FNV and I now have a ton of new mods to check out... but it is so tedious to flip through it the whole time!!! Plus, I know this guy that made the Type 3M model did it already, but I suggest / request a BERRY HD modular apparel pack of all the armors so that you can pretty much make your own crazy outfit. I'm trying to look into it myself but I am too busy to add another hobby to my schedule!!!!! Cheers AW
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Quick modification of NIF file??
africanwarhead replied to africanwarhead's topic in Fallout New Vegas's Discussion
hehe thanks. Yeah I'm kindof cautious when it comes to expecting to be able to mod in a game after modding in ARMA 2 (which is pure hell). Ok blender it is. So everything should stay in tact and FNV shouldn't go apeshit, provided I just shift about a few vertexes (vertii? vertae?). Any such scripts for max? -
Hi, I've been looking around for info on how to quickly edit the shape a character's mesh without messing up any of its LOD values and groups or whatever - and then to plug it right back into the game. The information I find is all about how to start fresh and extremely detailed with info that I cannot determine to be relevant or not (because I have bugger-all experience with this). I see a lot of references to Blander, can you just import and export NIF without any trouble? What about MAX? I've done this before with many other games and find that sometimes its best to just ask because it could just be so extremely simple and it saves you from digging around unnecessarily. so anyone know of any page I can visit? or any tips? cheers AW