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sjohnson89

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  1. howdy all!! continuing our classicfallout mod.if you can tell me how how to make fire-resistance piercing ammo it'll be great for example setav.fireresist xx changes fireresist but we want it to be effective for the shot fired only. so you fire 1 shot, you ignore 50 fireresist for example, but the enemy shouldnt have -50 fireresist for a duration, it should be just for that shot thx in advance.
  2. mktavish, i think there is a misunderstanding. i was talking about the problems i encounter during my mod projects, not your idea. to be honest, i actually really enjoy the idea of having a glitchy power armor, but its not fitting for a classic fallout overhaul. but if we were doing a mod that featuring an alternative story with custom power armors in a post-apocalyptic setup, that would be pretty fitting. real power armors are only used by rich/powerful individiuals and the rest have to depend on salvaged power armors (like the one from fo4). this is actually a fun idea, who knows, maybe in the future i'll work on it, i know i'm never gonna stop playing fnv.
  3. speaking of which, i have to say i really dislike nifskope. how the hell an editing program doesnt have undo option?! blender is nice, it would be even nicer if i could learn how to import particle or glow effects (like from gannon family tesla armor) to it. when i export the effects back they look like they are frozen in a time loop and they appear like a static object instead of animated effects.
  4. fffs i'm an idiot. when you say "version 2.49" i had a flashback andi immediately realized i confused blender with nifskope. you are right, i have 2.49.
  5. well by perfectionist i mean even the slightest hitch annoys the hell out of me and i dont rest until i fix whatever is causing that issue. this applies both to real life stuff (whether its a drawing, a homework, reaching my soft cap at the gym or a personal project) and whatever i want to do on computer, although the latter is still in a newbie stage. i fully agree with the result being well worth the effort in 3d modelling. it always caught my interest. such a nice thing to do, feels like you are a sculpture artist. i use blender 2.0 alpha btw, i hate the old one's ui.
  6. mktavish, good point. sometime later i'm gonna compare fo2 and nv exp system to see the difference between them. i know that fo2 has superb rewards for killing things, for example deathclaws give 1000-2000 exp depending on their variant. i can include something like this. i dont know which game requires more exp to level but killing stuff should grant more rewards, especially if its a powerful being like a deathclaw. epd, when i wasnt into modding i saw many mods that said "no save game bloating because this mod doesnt use any scripts", "no scripts so no performance hits" etc etc. i understand that it is quite possible to make a script with minimal hit on performance but there is also the fact that i'm a perfectionist. if i see characters hp decreasing slightly after getting hit or other weird interactions like that its a big immersion killer for me. but of course i'm not throwing the towel yet, in the future i have plans to get into advanced scripts and make a power armor model completely from scratch (a very simple looking one).
  7. actually i had similar ideas BUT it was for a salvaged power armor mod. it would be super hard to get a decent working power armor in that mod project but i ditched the idea. i guess i'll end up making it similar to fo2 because in that game with advanced power armor (mk ii)+3 ranks of toughness+implants made you almost invincible. you laughed at multiple deathclaws or enclave patrols. i may increase exp required to level so that getting there takes some time. i dunno
  8. i have a feeling all of these scripts will have too many issues end they will end up ruining the resistance system. plus they have an impact on performance. they are too unstable for my taste. thats the number one reason i want to stay away from scripts. the other one is, well they are too complicated for me. i'm into modding but these are well out of my reach, at least for the moment. i'd like to start with something simpler. hell, even in gym i didnt immediately start heavy lifting even with my strength advantage. i feel like these are too advanced for my current level. kotlecik (author of after war nevada) shares my feelings: Well, since you are not a programmer, I believe that scripting something that ignores DR/DT with critical hits might be out of your reach. Even I currently have no idea how to script it correctly. hopefully in the future, if i'm still playing nv i might try getting into more complicated stuff. for now i have to focus on alternative fixes like i did previously.
  9. i have to pass it to an experienced modder, i have no idea to do with advanced functions like that. if in game console showed me anything i know how to modify dt and dr but i doubt it would do anything here. i use refid forceav.damageresist 0 and forceav.damagethreshold 0. so they have any use here?
  10. unfortunately criticals dont ignore dt, i tested it with hundreds of critical hits against the poor bos paladin. my mod will contain the old slayer and sniper perks so when you choose them every hit will automatically become critical hits. enemies dont have perks in fo2 though...maybe i should add some bad ass perks to unique enemies? i actually really like having the option of being a true tank, but only when it requires a serious planning and setup. to achieve this tankiness in mod one would need the best armor in game (apa mk ii, and power armors will be rare and unobtainable from dead enemies) + proper perks along with the right special stats. as i said, character power comes in two different ways, offense and defense. different play styles may choose to focus on one of them, but since i'm keeping it close to the originals being a juggernaut is a must. even in fo2 where enemies had armor piercing criticals you simply shrugged off most of the damage because 1. they died too quickly 2. they had low crit chance. i guess i'll find an idea, eventually...
  11. hard to tell, but its more than a hundred, for sure. :/ aww that indeed sounds like a lot as an ex counter strike and quake player i tend to get attached to the weapons i use. played those game semi-professionally for years. kept using the same weapons. over and over...after some point the weapons start to grow on you. you enjoy looking at the model, the effects, the textures, everything. i'm also into art and when i see a good design i just want to keep it close. or i'm just obsessed lol for real though, i really like fallouts simplistic yet effective and good looking 50s art style. i guess you can say i have a crush on the weapons (and armors). i'll take my fathers laptop with me in vacation and i'll do the tedious work there. i want your personal opinion about something. the author of awn said it would be op to have fallout 2 resistances (like 90% normal damage resist), and i agree. fo2 had armor piercing criticals so in the end it evens out. what can i do to balance it? i really want to keep that super tanky resistance system. i believe its helpful for the progressive nature of rpgs. that and the feeling of seeing your character getting stronger (more durable) is awesome.
  12. i really like that fnvedit idea. about your question, basically anything that didnt exist in fo2, except unique variants of the regular weapons and "special" weapons, like fatman or chainsaw, weapons that have a special purpose in the game. i really hate most of fnv weapons. you are right about compatibility, basically it'll be a full classic overhaul.
  13. it'll be about the weapons, mostly. the plan is replacing weapons that didnt exist in fo2. say i want to replace laser pistol with plasma pistol. manually i can edit laser pistol and turn it into a clone of plasma pistol. the purpose of this? so that without touching their leveled lists or containers/world places that has laser pistol, i can effectively remove laser pistol from the game and add plasma pistol to its...users? you got what i mean by users. of course, if there is a different way i'd like to hear it.
  14. okay think i calmed him down, also i can confirm the resistances work like i wanted! yey, all while using invisible weapons that doesnt even have a model or texture. there are some things i still wonder though for some reason deathclaw keep dealing double melee damage. i dont think i managed to add crit chance to it, the damage was static you mentioned copying items in geck. i could really, really benefit from it. for my mod project i'm gonna remove and replace some items with the attributes (models, stats, textures, ANYTHING) of other items. do i have to manually do it one by one is there a shortcut? please let me know
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