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Chupacabra31

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  1. The modded in scripted button, that let's you pick up all items in packs in surrounding approximate vicinity laying around outside of containers when you push it? You can see this mechanic in action in all Borderlands games! Instead of aiming at an individual item with cursor to pick it up, you can just hold an "action" button instead of tapping it and everythnig within few meters radius would be picked up at once! I wonder if Fallout engine can handle script like that, or if it's too much? Even with all the advanced scripts extenders and latest tools?...
  2. Hi there! So i was browsing New Vegas' nexus page the other day to find me some interesting mods and decided to check if there is something, that would let me bind several items on the same hot key button by tapping it multiple times! From my knowlegde Hotkey's Expanded is the only mod, that does something even remotely close, but that mod is one giant functional buggy nightmare (at least to my experience!), i have been using it for a while, but had to delete it once i realized how incovenient it really is! I didn't manage to find a plausible alternnatives, that not only would be much less buggy, but also much easier and convenient to use! For example i want to be able to set weapons fitting for the same "category", like all the shotguns would go to "3" slot, all the SMGs to "4" all the rifles to "5" etc...instead of just one specific weapon for one specific hot key! Hotkeys Exapnded is horribly incovnenient, not only i have to hold some additional key, there is also very annoying few seconds delay before weapon switches and sometimes weapon wouldn't even switch at all and beave weird and all bugged out, like ammo type not switching (have to drop the weapon every time and then pick it up again and re-assign on the slot in order to fix it...) I can go on and on! It is riddled with bugs and i honestly just gave up, it's not worth it! So i ask again if anyone planning on making better alternative in case it hadn't been done already?!... ...Btw is that something, that LStewie can implement in one of his LStewie mod updates?...
  3. I found lots of mods here on nexus, which manipulate with training system in this game one way or another (either lessen gold costs for traning, increasing number of times allowed to train up to unlimited, increasing level of masters training from 90 to 100 etc...), but none of them was about removing shared limitation system between each skill in the game for how many times you were allowed to train before leveling up! I'm fine with having to train one particular skill only 5 times per level (in fact on the contrary i would have loved if it was even LESS than 5 times for one skill! like 3 for example, which sounds like fine middle ground for me!) provided, that each of those skills wouldn't share the limitation system for each level of the character! Say i want to level my Smithing 5 times, i'm fine waiting till i level up before i can put more points in Smithing with training, but what i really want is to be able to train other skills by that amount as well until i level up and can train each of them separately again! Does anyone know how to make such a mod? Does engine allow that?... ...The reason i ask for this is because on much higher levels there is bigger requirement in the amount of Xp earned before reaching next level, so if you're like 70+ leveled character training 5 times in each skill would barely move level meter at all! (especially if targeted skills are in their 40's range or even below!)...I want to feel like the training itself would make bigger contribution to leveling on much higher levels, than just barely moving level slider a few inches!...I can't stand waiting for my next training session on Alteration magic feel like forever man... ...Either that or someone should change the formula on how game calculates each skill progression as you level up, so that the more you level up - the more XP you would be rewarded with for that particular skill as you advance it!...In it's current state it's way too unproportionate (the amount of XP to level up versus the amount of XP rewarded for skill usage during that specific level i mean! Either XP to get next level should be lower as a whole, or XP reward for skill usage should get higher! Neither of those is true!) ...But creating a mod with those crazy complicated calculations may prove to be way too challenging for many modders, so removing shared training limitation for all trainers and for all skills before hitting next level should be easier solution (or at least i think so...again i don't know whether engine allows for changes such as that or not...)
  4. So the question is in the topic title! Will my 8 endurance character benefit from wearing one of these two particular items (both of which give an additional boost to Endurance stat +1 each!) in order to obtain the final implant? Or its the same as the situation with an endurance implant itself, which despite being able to bring my Endurance to 9 this way wouldn't give me the benefits of having the final implant? Please i need this clarified as i'm planning ahead by investing my character early, so i need someone, who knows this 100% if wearing one of these two items, that come with OWB dlc would do the trick, which regular END implant from New Vegas Clinic wouldn't! I know that if the answer is negative i can still do it by completing Lonesome Road dlc and picking additional stat boost at the very end, but i want that +1 boost reserved for my Luck stat, rather than Endurance, because i want to max out my critical chance and i already used up all of my Intense Training perks to boost most of my stats (save the quite useless Charisma) to 7 and some of them to 8, so that it would allow me to pick any associated perk available in the game, that is reliable of that specific stat, so i wouldn't miss out on anything this way!
  5. Ok thanks! I'll definitely experiment with this, since it does look like something i can totally do! Thanks for all your valuable help! Its appreciated! I'm familiar with sound editing myself and with audacity in particular, so it doesn't seem like it would be too overly complicated for me to do! again thanks thanks thanks million times!
  6. Sure thing, i get it. Also what if say i just download someone else's music file from Nexus (like that one mod, that adds ambient tracks by finnish composer!) and then replaces those files with my music tracks and name them exactly, like the ones author of that mod did? Will it do the trick then?
  7. Nah seems like i'l pass on this one, i am not THAT motivated...just not worth it! Thought it was just as simple as something like renameing the track and putting it in a corresponding folders and changing a line or two in GECk somewhere for a quick edit, but since it involves scripting - its a huge no from me! Thanks for letting me know and off course i would do it for myself and yes off course i own LEGAL copy of both New Vegas Ultimate Edition (GOG version!) and Resident Evil 2 and 3 remakes from STEAM. I just wanted a cool, but familiar soundtrack for my own is all! Nothing to do with breaking the law or violating it in yny sort of way...thanks regardless!
  8. Here is all the info you want to know! https://fallout.fandom.com/wiki/Fallout:_New_Vegas_items Note: There is not only items info, but you billions of other specific detailed information regarding this game! Its very extensive and highly helpful! From what i can tell by looking at this list - you can't have tons of DT on top of having valueable bonus stats such as crit. chance! You either choose one or another for balancing purposes! But if i'd really have to choose i would always choose anything, that boosts my derived stats rather than mundane things like DT (the most effective way to survive anything i nthis game will always be by having more HP first before anything else! Just because you have 30+ DT instead of 10 or 15 - doesn't mean you will suddenly be able to survive everything! Especially direct hit fro mthe missile, let alone mini-nuke! LOL From my personal experience by having tons of HP even with 15 DT i felt more like a walking living tank, than by having extra 20-25 DT! Thats not to say it doesn't help at all, but its effectiveness is highly exaggerated to say the least!) Anyway the most optimal variant would seem to be 1st recon beret and elite riot gear combo! (without helmet obviously!) This way you only get 10% crit. chance base stat, but you can always boost it by picking finesse perk, built to destroy trait (though as with all traits it comes with its own disadvantage! In this case weapons degrade faster...if its not a big deal for you then...) or/and by maxing out your Luck stat! Personally i pick Ulysses Duster over Elite Riot Gear, since you also benefit from Light Armor specific perk, that boosts your crit. chance even further! Ulysses Duster has only 13 DT though, since 22 DT isn't enough for you, i doubt this will seem plausible option for you then (LOL just my wild guess!) Anyway thats how i play my game, i don't want to impose anything onto anyone! You do you as they say! :wink: If you don't like how things are in vanilla game, you can always use GECK and make edits for yourself! Its embarassingly easy to make edits on stats of items...you just need about 5-10 minute of your time and where to look! Its THAT easy, trust me! LOL
  9. Does anyone know if there is a way to force my own music to play at specific locations in the game? And if so how can i do it? What should i edit and where should i edit it? For example i want my Resident Evil ambient soundtrack to trigger at REPCONN Test Site not just anywhere randomly! How i make my music play at specific location? Is there an easy step-by-step instruction? Or is it something i need to be exprienced with scripting and stuff?...
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