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OneBoredBoredKid

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Everything posted by OneBoredBoredKid

  1. Just saw a request for bottles which smash upon impact http://forums.nexusmods.com/index.php?/topic/766939-breakable-bottles/ and then i had a better idea, well, sort of the same but, not :) so how about this: All empty nuka cola and sunset bottles now become weapons which can be used once for a melee attack, and then shatter upon impact providing 500x fatigue damage to the target (to simulate a good crack to the head). It'd require minor rescripting on the two bottle items, and using their textures and meshes to clone two new weapons for each bottle.. oh and provide a smashing SFX upon impact. That'd sure make for some interesting bar fights :devil: and that doesn't sound too hard to implement at all. and how nice would it be to floor Joe Cobb in this manner?
  2. aww.. I guess the admin has spoken so it's not going to happen... :'( I thought the Fallout makers were more lax on copyright issues than most games, or i guess they were when it was Black Isle and Interplay. I remember Chris Avellone worked with modders on the Fallout Restoration project mod a few years ago which had voice acting with Michael Dorn and a shitload more unreleased content on the Fallout 2 game, but it looks like those days are long passed. Ah well 8)
  3. I kno rite :wallbash: Use this one http://newvegas.nexusmods.com/mods/38524 (it's type 3 compatible, use the body, armor and the mikoto patch) along with the bouncing breasts mod and you'll avoid the rock hard silicon implant effect entirely. I played around with some of the nude mods and all of them were so awful that I uninstalled and went back to using the regular vest and shorts on the default body until I found that ^^^^ mod... although it was probably this that sold it for me. http://newvegas.nexusmods.com/mods/images/38524-1-1298060170.jpg EDIT: just realized I clicked a link that took me away from Fallout and into a weird elf world. Ok i'm leaving now!! :unsure:
  4. It'd seem like of work to ...i guess clone (?) the swampfolk bodies using vanilla textures. Here's my suggestion: if you've got Point Lookout to hand, upload the files labelled as a mod resource and just see what happens. If an admin on nexus decides that it isn't allowed (despite all the current mods using content from F3, and despite the games being from the same franchise and made by the same companies), then put a note on the file just saying that you'll take it down if it has broken the rules. I really don't think they'll take an issue with it for the reasons above, but it's certainly easier to test the water this way rather than to create whole new critters from scratch. Or, if that's not gonna happen, upload the files onto mediafire and I'll post it on there myself, I doubt anything will happen over it but if you're worried about getting your account on there suspended then I'll take the blame for it :) Yeah I know you're right to mention it, but I think the world would be much more fun if these really trivial copyright issues didn't exist. I mean it's not like any of these mods actually harm the companies or like we're making money from it. If anything mod communities help the games become more successful... as nexus and obsidian know.
  5. Mod content wouldn't exist if anybody took that seriously. Besides, if Bethesda sues [insert username here],Chris Avellone will step in and save the day, and likely be so impressed with the creativity of [insert username here] that he'll give him a job.
  6. I'm getting to grips with the GECK and I'm in the process of making a couple of voiced companions with a little quest attached and hopefully I'll be able to make that Freeside Bar http://forums.nexusmods.com/index.php?/topic/755670-freeside-bar-realistic-player-home/ (since nobody else is going to do it for me :rolleyes: ) http://fallout.wikia.com/wiki/Swampfolk So for this, I was wondering if anybody has been able to make a port of the Point Lookout hillbillies from Fallout 3 (or if they haven't then this counts as a "request") to make use of the gorgeous textures and meshes that were used on them so we can get them into the Mojave for use as hillbilly NPCs or as generic monsters in some remote shack somewhere or for whatever other mods people are working on. If someone's already ported them into Vegas, just ignore this post but please give me a link to it! And if it hasn't been done... surely it needs doing? Right? :thumbsup: Thanks http://images2.wikia.nocookie.net/__cb20090625094218/fallout/images/5/54/Swampfolk.png
  7. I came across a mod a while back which added a heap of Honest Hearts and tribal gear into Goodsprings, and it happened to also add wig in the fashion of the White Legs tribal hair, which can be worn and taken off as an item of apparel. So If it's possible to alter the hair of the head in this way, how come nobody's made a hairpiece mod which adds the same kind of apparel to change the hairstyles of the players companions? Even just sticking with the vanilla hairstyles as basic resources it'd be a really extensive and thorough way to let people customize their companions ... i'm sure someone out there wants Raul to have an afro, or give some mercy to poor Veronica and get rid of her awful, awful hair (which in retrospect was never meant to be seen by the player in the first place). In it's most simple sense this would be very easy to make, difficulties could arise with changing the hair color, but I think it would depend whether the wig item would be a literal bit of headwear or whether it'd be a script change to alter the basic template of the companion in question which has the default color scheme... i think(?) :hurr: Anyways... Does anybody with the ability to make it happen think this is worth doing? (unlike my freeside mod lol) thanks ;)
  8. Awesome :biggrin: Building stuff is my favorite thing in game design, I'm starting to get to grips learning how to use the GECK but... it's so different from other toolsets I've used in the past. Anyways, here's some concept ideas I wrote up for this and a rough floor plan - divided into 3 areas. Basically my general thought is that the building should be dirty and dark to blend in with the atmosphere of the game, and anything but clean and homely or high tech and space age. Ground Floor: The Bar Anything with a dark and dusty theme to it works, the actual bar itself from Boulder City could be reused (a lot of mods reuse the Goodsprings Saloon area, but i’ve only seen one mod reuse Boulder City) with a huge billboard for the “wall art”, and odds and ends (like one of those cliché australian bars with road signs on the walls) static fiend and enclave power armor helmets like trophies and plasma rifles on the wall, tiki lights etc. The doorways to the stairs and the kitchen would be locked off for the player until they’ve purchased the key from the bartender (if that idea works) The Kitchen A small kitchen area (maybe a working oven?) with plenty of rusty shelves and crates for miscellaneous storage and an all important working water valve. Upstairs: Library/Lounge & the Office One large room, plenty of bookcases (with a couple of trunks for surplus storage) with a desk facing onto the lounge area- maybe a dead fireplace behind the desk with some posters above it and a mutilated skull on the mantelpiece (which we could assume is Benny). Restroom This could have a couple of lockers for med storage, and a sink and toilet, but instead of the typical cracked bathtub it could be an open plan shower – which doesn't work -with a bucket provided for hygiene purposes. Bedroom No opinion on it (plenty of wardrobes and a wall safe), but we gotta make use of that Gomorrah bed which hasn't gotten any use in any player homes that I’m aware of. Basement Floor: Storage Lockers As the name implies; this area should have a lot of lockers and ammo boxes strewn about the place for armor and weapons, as well as including the necessary workbench and a reloading bench. The Abandoned Cellar This is the bit which has the most room for potential; the cellar area can be a huge ruined open space full of rubble and broken scenery (like 47’s hideout in Blood Money) with paper targets on the walls for getting in shooting practice and toying around with weapons. Idk how doable this would be to script, but there could be a console in the storage area to turn off and on and infinite feral ghoul spawn point at the back of the cellar, add in an inaccessible sewer door... you know, for real target practice and exp earning purposes. Good luck! If anyone has resources or new textures or anything that'd work for this project- post it up ;)
  9. thanks DevinPatterson for fulfilling my last request! – go download it here: http://newvegas.nexusmods.com/mods/47407 So, there’re a bunch of player home mods, but none of them really fit in with the basic storyline and a lot of them go overboard with a high-tech atmosphere or they’re just too homely and clean. Staying with the plot of the game here, I’m thinking [insert player name] has made their way to freeside, got into the strip, killed Benny and is by all standards a VIP under the protection of Mr House. So how come [insert player name here] isn’t using their wealth and influence to open a little dive bar in Freeside as a base of operations? Nothing fancy: a small bar area downstairs lightly populated with 2 or 3 freeside citizens, a meat and booze storage room at the back, maybe a cellar downstairs for a weapon storage and a small makeshift shooting range, and a safe in a “player home”/office space upstairs – typewriter and all. A possible storyline could involve buying the bar from the bartender for a huge sum of money in order to get the keys to unlock the player home – so people have to wait for a while until they’ve got enough cash to get to use it. The location isn’t all that important, there are a couple of mods which “clean up freeside” to add NPCs and open buildings, but none of them touch most of the boarded up doors, so there’re plenty of places to add a new entrance in there on an existing door and string some colored lights around outside. Also, I haven’t seen anybody script anything like this yet, but a nice feature would be to have your companion/s idle as a bartender, cleaning glasses etc just basic animations to add to the realism. Anybody feel like taking this on? :ohdear:
  10. http://newvegas.nexusmods.com/mods/43349 http://newvegas.nexusmods.com/images/4717656-1344743318.jpg
  11. there is a pregnancy mod on loversl*ab (google it) which let's you have sex with all kinds of critters and give birth to them, and have them follow you around like a personal army...you'll have to do a lot of work to get the mods working properly though, it took me a while, and you'll need bouncing breast skeletons and compatibility skeletons and so much surplus stuff which screws with the game a bit. **************ab.com/showthread.php?tid=7914 (banned site here) But there are ways around it, i mean, there's a pregnancy suit mod which works for vanilla body types to simulate pregnancy, and then there're a handful of mods which have child companions. You can pretend it's yours at least ;) The best looking one is the Jocelyn Companion, which i haven't tried out. But there's a cooler one which gives you a mute ghoul child who *stares at you eyes filled with hope* which was done really nicely. http://newvegas.nexusmods.com/mods/46517
  12. Awesome. I tried it out last night and it works absolutely perfectly. :devil: I was going to upload a few tracks for it ...but with the copyright problem (which you're right to have mentioned) and the fact that each person would want to use their own music for it anyway it'd seem like a wasted effort to upload them and an unnecessary 50mb+ for people to download. But for "promotional purposes" so people understand the point of the mod a little better here's a few random tracks along with a link to a website which rips music from the videos and saves them as mp3's - you can put it onto the desc to they get a sense of how they *should/could* be using the mod for combat. youtube.com /watch?v=C2cbIUkvDuQ (RZA : Kill Bill : Yakuza O Ren) youtube.com /watch?v=nUyNjjQq_rk (Ennio Morricone : Kill Bill : L'Arena) youtube.com /watch?v=9ZFhke6HoYQ (Kenji Kawai : Ghost in the Shell: Floating Museum) etc (i'd choose basically anything from [insert favorite movie] which plays during a gritty or dramatic fight scene to capture the mood of it) and http://www.offliberty.com (copy paste youtube url) re: mp3s and issues with audio people might have. I didn't have any problems getting tracks to play, but if people can't get their mp3 to work then they need to edit and mirror the file info on mysoundtrack.mp3 (which was 192kbps). Format Factory 2.90 http://download.cnet.com/FormatFactory/3000-2194_4-10968547.html is what I've been using for conversions, and it can alter bit rates easily without messing up the sound quality. aaand here's a header image for it - i feel like i should contribute something - ;) http://s9.postimage.org/rw2u7ifx9/header_graphix.png http://s9.postimage.org/rw2u7ifx9/header_graphix.png (make sure you save it as a.png otherwise it'll loose its transparency and won't blend with the nexus background) anyway thanks for making this, I'm looking forward to the brushgun mod as well and if you're needing help with audio editing or graphics on any other projects just send me a pm.
  13. No probs. Finding a track that isn't copyright protected is harder than I thought, I think you should still use the RZA track i edited and posted a few days ago- just label it clearly as a demo, and put a readme in there going through the legal drama. I honestly doubt that nexus would shut down the page over it, and if they did then you can put it back up with a different song (one of the jingles from New Vegas or something). I'm only pressing the RZA thing because the song works perfectly for the theme and provides the kind of atmosphere and ambient effect that goes a long way to demonstrating to people how they *should* be using music effects in mods and gameplay. Anyways, use the RZA track and people will love it, then if nexus gets mad, you can switch the track to "MUS_Flower_Duet_Lakm_KPM" from the game files and it'll be cool. ;)
  14. I'd say remove the combat trigger altogether if that's the case and just keep the trigger to activate when the weapon is drawn, otherwise everyone's going to get their music playing constantly and overlapping. Here's a "10 seconds of silence .wav" for you http://www.mediafire.com/download.php?11s36974gitm5pe if you're able to make that experiment work. In theory it sounds plausible, but if there's literally no way of stopping the MySoundtrack file playing at all -even if another soundfile is activated in its place- then it could be tricky to do. I noticed that the sound stops when the player brings up the pipboy screen, so maybe there's a way to mimic the code that causes that mute- i don't know how to do that myself but in theory it's doable. In theory :) Although if it's about variables, then you could try setting the maximum time to be something huge like 900 seconds (15 minutes) in order to cover really long songs, then you'd be able to have it reset the activation timer. That'd fix any potential overlapping issues, and it'd force the song to play less frequently. I meant to say, have two separate versions of the same mod- one of them which plays the sound for every weapon the player draws, and then a second mod which only plays the song when a unique katana is drawn. The 900 second countdown time would be a nice addition for people who'd be using the "play sound for every weapon" version, so the song would ultimately play the first time they draw a weapon, but they wouldn't have it playing again in a short space of time if they finish combat quickly and take out another weapon. My fear about having it constantly playing is that it'd just end up getting really repetitive- hence the reason i'd only want the sound activating with a unique weapon. Well I would love the sound triggers to be attached to a unique (unique in that it doesn't play for every katana in the game) katana for the reasons above. If you're able to make graphics maybe you could mimic the Kill Bill katana (if that's insanely hard to do or too time consuming, a regular katana works just as well), that way we could still have the mod be vaguely marketed to Kill Bill / Samurai fans. That would be a huge bonus. http://www.swordsofmight.com/product_images/i/933/Masahiro_Handmade_Kill_Bill_Sword__27328_zoom.jpg I actually downloaded the brushgun mod a while ago and forgot about it because I don't use a brushgun at all :) the concept is a good one but I thought at the time it would be really hard to make it display every weapon, since there's so many mods and DLC content, but assuming you're making it for vanilla weapons only there'd eventually be an issue of having multiple weapons of the same type displaying. A potential fix to that future problem would be to have multiple type weapons (which would be in the same body slot) only openly display the weapon with the highest damage level (so if you've got a 9mm and a .45, then only the .45 will display on the spare hip), that could be a doable work around for it (the .22 pistol should never show up though, that's spoil it's ability to be a stealth weapon right ;) ). Actually if you kept it only to pistols and guns in general (excluding tiny knives and crowbars) then the concept would work absolutely beautifully. I'll scout around and try and find a decent non-copyright track for the demo in the meantime. Good luck with this!
  15. also here's a 45 sec cutdown version of RZA's White Lighting track from the movie, which should serve as a perfect demo tune for MyFirstSoundtrack http://www.mediafire.com/download.php?b55aierpe98wkgs
  16. Nice work! I took it for a playtest and noticed some problems with the scripts though- the song will play over itself if combat starts and finishes before it's ended, which is going to happen for longer songs. If you remove the combat check in the script this shouldn't happen, and the song will just play itself out after the weapon's been drawn and that'll negate the looping side-effect entirely. That, and it's more cinematic to draw the weapon and have the music kick in as you sneak up pre-combat.. like this song, which i used to test :) For the triggers to end the song playing: There should definitely be one. If you know how to do it, have the script check for the end of combat, and then only stop the song if it passes the check and then when the player puts the weapon away. I'm thinking that'd be the easiest way to do it because nobody would want their song ending abruptly if they switch weapons mid-fight. Also it might be a good idea to release this mod in two versions/optional files. 1) as it is, with the song playing for every weapon the player has, and 2) for the triggers to only fire when a unique weapon is drawn like the wanderers gun. I'll leave the choice of the unique weapon to you.. but a slightly more powerful black hilt Katana would be so very awesome ;)
  17. Absolutely! I think people would get a lot of use out of it when they figure out how to make the most out of the music. I could edit up a handful of "ambient" music to suit the moment if you can figure out how to make the idea work- i've got a huge collection of movie and videogame music and ambient stuff ... as well as Santa Esmeralda ... i think some of the RZA tracks from Kill Bill would work nicely too. Thanks :)
  18. You might try requesting this on the *site not allowed* (l-o-v-erslab) forums, I noticed a lot of clothing projects going on over there. I'm thinking it'd work as a recolor of the bright brotherhood robes, or maybe the robes with a mix n' match of the wasteland settler. good luck ;)
  19. This is *kind of a repost*, of the original (see below) mod request, but it's revised - I'm still requesting the katana, but this idea is different, and I think it'll appeal to everybody if any one out there knows how to script it - i sure don't NEW CONCEPT! Is it possible to create a device (stored in the players inventory) which assigns a trigger to play a specific (mp3) track when the player draws his weapon (whether it's a vanilla shotgun or a custom built plasma cannon) and then when the player takes a certain amount of damage the song stops playing? I'm assuming the trigger would be attached to when the player draws his/her weapon, then the song plays out until the life bar hits a percentage which is defined by the player from the inventory device. And the mp3 playing would be completely up to the players discretion by dragging and dropping a certain track into the /newvegas/data folder. If Santa Esmeralda isn't their thing ;) I know this kind of mod is possible with other similar games, but I have no scripting experience with the GECK whatsoever to try it out. Thanks!
  20. Hi, new member here from the UK. So, I was sitting back watching Kill Bill for the first time in years, and I was really absorbing the cinematography behind the combat scenes. You know the bit where The Bride draws her weapon, and emotionally charged music starts playing? That's basic cinematography obiviously. But then I got to thinking that a lot of people would have seen that film, and loved the scenes and in all likeihood if they really loved the film when they saw it, then when they hear the song playing when they're out somewhere, it'll remind them of the scene, and give them what the medical professionals refer to as "good vibes". Then I got to thinking.. How about a Katana Weapon Mod. Player character draws the sword, and this song plays. (using the triggers of the musical gun already in Vegas) And then when the characters health hits 90%, the song stops. I think it'd represent a "mad dash" of murder, for those players whose sole weapon is a Katana. And a girl. So what the professional mod designers think about this idea? Anyone have the sand to make my weed induced musings into a reality? ;)
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