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WHavoc

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Nexus Mods Profile

About WHavoc

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    FNV 4
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    Skyrim / FNV

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  1. NEW PICTURES!!! :) http://imageshack.us/a/img94/12/decontamination.png - A picture of the decontamination area... Still lacking some detail, needs decoration, function, and lighting, but the shape is there. Also, the door will not say vault 24... http://imageshack.us/a/img819/2563/innerentrance.png - A picture of part of the inner entrance area. Also lacking decoration, lighting is iffy, but I am currently busy with real life, so I think it is good progress. I have begun work on the details of these areas, as well as creating the first main floor... Just wait until you see it. :) As always, I am looking for input, critiques, and/or ideas. Thanks!
  2. Lol... Uh James Bond? :P ;) Anyway. I am not sure if you can add a gun-like script to the pip-boy. You might be able to hot key an effect and make it play off the left hand, but I don't see any other way for that to be possible... Then again, I am not the most experienced person with the geck.
  3. Kudos for you! Thank you very much for unearthing that gem! This will work perfectly!!!
  4. I am guessing that this mod was let go for purposes unknown? It is a shame... This would be a great idea to try and incorporate into my mod though. I just might do that.
  5. This would be interesting to see. I don't have much experience with scripting things like this, but the easiest way I could see this being pulled off, is just to place the player in a virtual reality room with the boss. Otherwise, the whole event would have to be "simulated" (or called upon in script) without triggering the end sequences, or advancing the player in the quests. This would go nicely with a quest like the good old Super Smash Bros. Fight the bosses... Neat idea though.
  6. Doesn't the Mirelurk/Lakelurk use an effect that would be similar to the animation of FUS Ro DAH in Skyrim? I may be wrong, but in that case, ideally all you would have to do is create either a weapon with the effect, or attach the effect to a random holdable object. If you enhance and rename the script for the Mirelurk/Lakelurk's effect, you should be able to create you desired "spell." This might be an alternative to Coolblack11's idea, might being the key word, I am sure that script is better for what you are wanting.
  7. I am currently pursuing a script that uses z axis translation on an object, to create an elevator, but I might have to simulate it... I hope I don't have to, because I was hoping to use it as a way to show the player the vastness of the vault, through windows in the elevator shaft... Hopefully I figure it out, otherwise I have lost a nice feature... I have blender, but don't know how to use it... Perhaps I will figure it out, if I do, I will let you know. Those are excellent ideas! Do I detect an M. Night Shyamalan moment? I cant wait to see that. I like the idea of a disposal/sewage system. For this mod I was thinking I might do something like Logan's Run. Do you happen to be familiar with that (it is an older film)? If not, it just means that most of the vault dwellers will be killed at age thirty or forty, in order to maintain the ideal vault population. Some of the dwellers will be kept alive as leaders and advisers, but the rest will be executed and cycled into the ground or cremated ("Bring out your dead!"). I am not sure what I would want to do with nuclear waste though... I would like to think that they figured out a way to properly dispose of it. Otherwise, we are going to have some giant rats and roaches, or something else... You certainly sparked my imagination. Don't worry I am not entirely computer retarded... ;) I have both gimp and photoshop, my profession requires them. lol. I have also subscribed to some websites that have watermark free, royalty free images. I was just wondering if there was any particular method, because some of my textures keep turning out bad... Thank you very much though, you confirmed that I am just not drawing them correctly (size was fine, just bad shading). I am mainly looking for an interesting metal texture for the majority of the vault walls... I will have to look into that... I have some interesting applications for that. :) Thank you for all of your great comments and advice devinpatterson! My work on this mod continues onward. I am hoping to get more people involved... (Maybe they don't take me seriously because my profile says I am a Newbie) :)
  8. Does anyone have any tips on how to create HD textures? And what about making a waterfall? Thanks. I am almost done with the layout of the entrance, and I have begun writing the first part of the storyline.
  9. I am sure this is posted somewhere in the bowels of this forum, but I cannot find it... So... I need some functional elevators, with scripts based only off of static objects. So say a wall, that is laid flat, and is transformed (On the z axis) from point A to point B upon the activation of a switch (A or B). I tried a method that sort of worked without a script, but I had to make the elevator shaft so short, that I might as well jump. And, while I am very grateful for any help you can give, I also don't know the first thing about scripts other than references and the "if" statement. Thank you! Havoc
  10. Before anyone gets their britches in a bunch, better safe than sorry. :P
  11. It would be a massive project. I would love to see a mod like this though. Maybe after I finish my current project I will try to organize something like this. The only problem is, there are so many directions to go in. I don't think we could design anything like taking over the strip, it would disrupt the main storyline, not to mention the frame rates of having so many NPCs in a concentrated area. It might be possible to set up a hostile Enclave/Brotherhood/NCR base system outside of the strip. That might be interesting, difficult, taxing on the system, but interesting... Good idea.
  12. This was my favorite dlc of the few for FNV (Well, close tie between this and Sierra Madre). The thing that I desired most out of this dlc was a better ending. It seemed very inconclusive. I would love to see an expansion of the scientists' personalities, and to see them in human form. I also like the idea of new weapons and enemies... Overall, I just really like where this mod is going... A simple idea that might be fun to experiment with is zero gravity for the player (I don't know what that would entail for scripting, as far as editing the physics of the game). If you could figure out a way to only apply zero gravity to the player, you would prevent objects from floating away (just say it only affects lobotomites), or perhaps create an area inside somewhere with zero gravity. Perhaps the gravity field of big mountain malfunctions and the player must restore it... I look forward to seeing this mod, if you guys need any help, I would be more than willing to do whatever I can. Happy modding!!!
  13. Is there anyone that can assist me with creating a functional elevator, and editing the speed of an animation in nifskope? I need to edit the speed of a functional door. Any help is greatly appreciated. Also, are there any elements that people would like to see in the vault city? Such as a casino, or a movie theater? Anything else? Anyone else? (a cricket sounds) I will be posting some pictures of my progress in a day or two... :P
  14. Thank you very much for that! - I have never played any of the Bioshock games, but that might be something to look into. I have seen the atmosphere. Once I have finished this mod though, I have a great idea for an offshoot of a popular console game....
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