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SignedName

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  1. Would it be possible to script DT modifiers to simulate armor damage? Maybe even taking armors' max condition into account, though if that variable isn't found in GECK, a more straightforward formula could be used? Like for every 100 damage blocked, DT goes down by 1, up to a maximum of the DT provided by the armor being worn.

  2. Hopefully this isn't too hard to do for someone who knows how to script, but I'd like to request an armor degradation system that works more logically- the damage to the armor being a function of damage blocked by armor DT (so, ignoring non-armor DT bonuses) divided by the DT of the armor, allowing for a max condition damage of 1 per shot, plus a small base amount of damage (0.1?), so clothes and other such 0 DT armors also degrade). This would make it so you could actually wear down heavily-armored enemies even if your individual shots don't break through DT, but attack damage would still matter (shooting away at a Power-Armored opponent with a BB gun would take quite a long time to break their armor).

     

    Additional requests, if possible- critical hits deal a much higher amount of armor damage (x10?), Miss Fortune will deal catastrophic armor damage, armor-piercing (anything that has -DT) and explosive rounds deal more condition damage, hollow point (DT multiplier) rounds do less, and pulse/EMP rounds/weapons do major damage to Power Armor condition, rather than extra damage to the wearer.

  3. Currently the Hematophage perk in TTW only boosts the HP healed from Blood Packs. I think it'd be thematic to allow you to drink the blood of people who are knocked out or sleeping as well by pressing the use button while crouched (fade to black for a couple of seconds while playing the drinking sound effect). An additional perk to drain people's blood using a syringe+surgical tubing to obtain Blood Packs would also be nice. Each time draining blood/feeding would drain 25% of a target's health (~a pint of blood).

     

    I know there are other vampire mods with similar features, but they're standalone non-TTW versions that work differently from what I'm describing here, and add a bunch of other stuff I don't want.

  4. The rate at which sleep increases is not within the scope of the mod. The point is that realistically a human cannot keep awake to the point where they die through natural means. The only cases where people have died from insomnia appear to be a fatal prion disease for which sleep deprivation is only one symptom among many. And the point of the mod isn't to make sleep into something you don't need to do, it's to make it so you're punished for it in a more sensible way (losing items/caps, getting attacked while you're vulnerable).

  5. In vanilla, reaching the final level of sleep deprivation kills you. Rather than that, I want it to be changed so that it knocks you out so you collapse where you're standing and lose a few hours (and restore the appropriate sleep value). Appreciated but not necessary would be random events during your sleep, such as being looted and losing caps/nonessential items, or being attacked by wild animals/ghouls (chance of these events influenced by Luck?).

  6. Basically what I'm requesting is night vision similar to that found in Amnesia: The Dark Descent for use with mods that make nights darker. Basically, a weak night vision effect that fades in the longer one is away from an active light source, and which weakens the longer one is near a light source, so that pitch black nights will mean bad things if you're stepping out of a brightly-lit room into the wastes, but will be less of a problem if you take a few minutes to attenuate yourself to the darkness.

  7. I always found it kind of funny how firing a gun right next to someone's face in New Vegas didn't prompt much of a reaction from NPCs. I would like it if anyone were willing to make a mod that makes Cowardly NPCs flee when they hear gunshots. If it's possible, make it so NPCs that aren't Foolhardy also briefly take cover and draw weapons when hearing a gunshot from an undetected source (Foolhardy NPCs simply drawing weapons). And finally, a flinch animation if you fire a gun right next to a non-hostile NPC (perhaps with Foolhardy NPCs being immune once again).

  8. There are many mods that get rid of the healing effects of food, but with that it makes food seem somewhat superfluous outside of not dying from hunger. It'd be nice if having a full stomach would confer a weak regeneration effect (i.e.1 HP/10 seconds, similar to the Monocyte Breeder), which would get stronger/weaker the depending on hunger levels (suffering from Minor Starvation or above causing no health regen at all*). It would also be nice if non-crippled limbs were also healed at a slower rate as well. Additionally, the Fast Metabolism perk should logically increase the rate of healing as well.

     

    *suffering from dehydration and sleep deprivation should also stop health regen

  9. The idea is simple- some actions are so vile that they will permanently change your karma no matter how many raiders you kill to atone for them. I'm thinking of big decisions where you kill hundreds or thousands of people like deciding to nuke NCR or Legion, or in TTW, blowing up Megaton. I'm assuming the simplest way to do this is by adding perks after doing each associated action. Perhaps -500 max karma per perk?

  10. So I'm a total noob at scripting, but I want to script an effect so that a piece of armor (CassHair) will be equipped/unequipped along with another piece of armor (CassHat). How do I go about this? This is what I tried, but the script doesn't save. What am I doing wrong here?

    scn CassHatScript
    
    Begin OnEquip RoseofSharonCassidy
    	RoseofSharonCassidy.EquipItem CassHair
    end
    
    Begin OnUnequip RoseofSharonCassidy
    	RoseofSharonCassidy.UnequipItem CassHair
    end

    Edit: Okay, so I found out the problem (had to stick REF at the end of Cassidy), but the CassHair doesn't unequip when I take her hat away. Any ideas as to that?

  11. ED-E is a robot, so him dying permanently in hardcore seems a little off, especially since to get him in the first place you have to repair him. But at the same time, making him essential feels like a bit of a cheat. Hence- how about a mod that lets you repair him after he's killed, restoring health based on your repair skill. Also, maybe have it so ED-E doesn't use stimpaks, but has to be healed via repairs instead (maybe using scrap electronics/scrap metal to repair him).

  12. So there are a few Legion overhaul/quest mods, but I'm actually surprised that this idea hasn't come up yet- the implementation of the planned Van Buren faction, Daughters of Hecate, in New Vegas. Caesar's Legion, despite being generally horrible, seems to suffer from few domestic problems in the base game. What if this wasn't the case? What if some tribals didn't just accept slavery and entered into open resistance to his regime?

     

    It's a pretty ambitious mod idea, so I'm not really expecting much to come out of it. It would be cool if Hecate herself could be implemented into the game, at least.

  13. So, editing characters in GECK, occasionally some characters don't show up on a full preview, even though I can preview their face. They still show up in-game fine, but can anyone tell me why they show up as a big "M" in the GECK?

    4LcUG7R.png

     

    EDIT: Okay, I figured it out- it's because the ActorBase was a leveled NPC. Setting it to something else lets me preview the NPC just fine.

  14. No, that would mean you have to swap between two hair images: with, and without, the hat. And have "hair with hats" for each of the different types of hats. But to the best of my recollection there aren't any animations for "taking off hats" anyway. You have to change headgear in the Pipboy Inventory window, so you really only see the results afterwards anyway. (Though I have a vague recollection of some mod that let you shoot a hat off an actor, I can't locate it now.)

     

    You might want to check out the mod "Project Hair And Hats" by Milata to see how they handle it.

     

    -Dubious-

    If I knew how to get hat hair to work, I would have done that instead. But alas, I can't seem to get it to work. Megaton Hairs even comes prepackaged with the hat/nohat meshes, but no luck on trying to get them to switch when wearing a hat.

     

     

    As for the mod you linked, from what I can tell it just changes the headwear to not use the "hair" slot, which doesn't help with clipping.

  15. So I wanted to give Cass an alternate hairstyle, but unfortunately this doesn't play nicely with her hat (the hair clips through). I tried to add the hair to the hat manually by combining the nifs and getting rid of the clipping vertices with Blender, but the hair doesn't actually appear on the character model when testing it in the GECK, despite being able to see it in the model preview in the armor tab. Can anyone give an explanation for why this might happen, and how to solve this problem?

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