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Shatterproof

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  1. I've seen it done before. Hell, in FO3 all faction to armor association was done with G.E.C.K mods. I just don't get how to do it. If I want to make wearing a helmet add the player to a specific faction, how do I do it in G.E.C.K? ... and I mean a faction OUTSIDE the range of Legion, NCR, and Powder Gang. Thanks in advance!
  2. Figured this one out based on the above info too for my first mod I just threw together. Worked FLAWLESSLY for me. Still, use at own risk and what have you... Download FNVEdit (nexus). Use it to open ONLY your mod from the list (uncheck the other ones). Under your mod, find your headgear. Click it. The right side window displays a ton of info for that item. Scroll down until you see Male Bipedal Model. Under it MODD - FaceGen Flag might be grayed out. Right click directly to the right of MODD - FaceGen Flag and select edit. Change all the zeroes to a single 1. That will force flag it as head gear and make it wearable. The word 'head' should appear twice next to MODD - FaceGen Flag. You may have to repeat the process under Female Bipedal Model. Next, (this worked for me) highlight all the other entries in Armor your mod ISN'T meant to effect, right click, and delete. Do the same in the Armor Addons. Save it. WHY? ... Seems like modding new headgear in G.E.C.K forces entries to be unflagged and updating facegen data turns all headgear that was flagged to unflagged and that which is unflagged to flagged. FLAG FLAG FLAG (lol). By removing all the other armor entires from your .esp in FNVEdit, you stop your mod from pointing to ALL headgear and make it the FLAGGING issue only effect the item you MEANT to affect. Your force you headgear on your head and leave the rest alone haha.
  3. Thanks! Looks promising. I'm downloading it now. As I am a n00b attempting to gain some form of modding self enlightenment, got any advice on how to actually make this change I need so I don't go off randomly in the wrong direction?? Again, thanks very much!
  4. In an effort to not be inept, I'm going to attempt to do a mod fix myself. I have a helmet, its sideways when I equip it. That's the issue. Apparently I simply need to rotate a model in NifSkope. TO BE CLEAR: I'm not asking for an impossible to read instruction manual, just simple-to-understand instructions on rotating a model by a few degrees... Something like a 6 step 'click here then click there' Microsoft help article lol? Everything else is working so far. HELP! Thanks in advance for your time / consideration
  5. One of the most helpful individuals I have ever come across. Honestly, Red_Mage21 sets the standard for community members in my humble opinion.
  6. See, thats the thing.. you can shave your head with anything that has a fine enough edge and there's something to use to lessen the friction (Vin Disel uses engine grease and a sharpened shrapnel shank in Pitch Black). One would a buzz cut would be the impossible look. How do you get your hair to be that short and uniform all over your head without an shaver and a trim guard? Same with the various fine beards / mustaches. Honestly, bald makes way more sense than a lot of the hairstyles in the creator (do to the absence of product or proper hair cutting tools). Besides, its way more functional with hats and helmets haha.
  7. It sometimes amazes me that you can get a 'balding' hairstyle (for char's that SHOULD shave their head) and a 'buzzcut' but, the option of having no hair at all on your Char's head is left out. Happened in Fallout 3 too! Thankfully mods like this one were around to save the day: http://www.fallout3nexus.com/downloads/file.php?id=4620 Can it be modified for NV?? I searched around before posting this so, if its on the Nexus already or up in the form, I couldn't find it. So ya, plain and simple: NO hair on the head. Thanks ever so much for the consideration!
  8. I get the idea behind not porting over game content from a separate game entity (i.e porting Obivion gear / npcs / cities / mobs) as its a significant reuse of Bethesda property out of context. In this case however, lets be real: New Vegas directly ports over a great deal of content from Fallout 3 already. I know that New Vegas isn't a sequel cannon wise but, it ports in FO3 AND FO2 creative elements on its own. I really doubt that if you replaced the NV plasma pistol texture with the FO3 plasma pistol texture (if theres even a minor difference) Bethesda would roll out the legal team lol :) If theres already a reference to the AntAgonizer in the FO:NV G.E.C.K (even if its just a partial texture re-use on a different set of gear) then isn't that already setting an inclusion precedent specifically in this case? Adding the AntAgonizer gear would only finishing a partial process already undertaken by Bethesda (especially considering its only two pieces of gear and not being claimed as original work). I figured it'd just be a matter of extracting the FO3 textures / meshes, putting them into a FO:NV directory as a gear mod, and placing them in the starting gear selection. If you can convert F03 mods without issue, if the game ports content on its own already, and if even a partial texture is referenced already in NV G.E.C.K it doesn't seem like a huge policy breach. I still really appreciate the consideration and exploration. If I knew how I'd do it myself but, I've litterally got no clue. lol Still hopeful though. Thanks!! :)
  9. So basically I loved played through FO3 as the AntAgonizer. As Fallout: New Vegas is here I'm hoping someone in this fantastic community will indulge me.... 1.) Porting over the Antagonizer gear (armor and helmet) 2.) Port over this mod (which upgrades the armor, adds a perk, and has the helmet make the player part of the ant faction... its only a 3kb mod) - http://www.fallout3nexus.com/downloads/file.php?id=4285 3.) Make the gear part of the initial gear given (like the pre-order packs) along with a small note from Hubris Comics to 'the employee' slatted to wear the AntAgonizer armor at a promotional event for the launch of the 'Rise of The AntAgonizer Corps!' (little nod to DC Blackest Night haha) comic. I know for anyone who can mod it'd be really simple. I can't. I have no clue how, can't wrap my head around G.E.C.K, I work, and I'm finishing a B.A as a full time student. I have no aptitude or time. So as a lowly gaming mortal I beseech one of you modding gods of the all mighty nexus to help me with my humble request. Thanks in advance! Read this bit only if your curious about the logic of AntAgonizer gear in FO:NV - Basically, the promotional events never happen due to the war and the promo armor (like everything else) is just salvage. It works for realism, explains how there could be sets in Vegas and Washington (promo events at different shops / cons, etc.) and also solves the mystery of how the OG AntAgonizer managed to make the costume when she was living in a hovel eating people: she looted promo armor from where she sent her letter - Hubris Comics. Finally, as The Courier, the player is shot and left for dead in the dirt. Being patched up and sent out with super hero / villain gear to solve the crime and avenge you 'murder' is pretty standard comic book vendetta stuff :) ...
  10. Personally I'd really like a MALE & FEMALE Antagonizer armor set from Fallout 3. Its all leather and ant exoskeleton segments so its plausible (especially in a game with giant spiders already). Make it a rogue/ranger armor. If you added a Giant Ant pet summon it'd be perfect lol. http://images4.wikia.nocookie.net/fallout/images/thumb/b/b8/Ant.jpg/800px-Ant.jpg http://s273.photobucket.com/albums/jj232/john_t_carlson/?action=view&current=ScreenShot2.jpg
  11. That's how I played through FO3 with the most amusement. Its basically a leather armor set made with exoskeleton ant pieces anyway so, its not implausible. I know you can't directly port it, I just meant that it already exists as so from a design stand point. I'm not thinking of a design that's too crazy either like the Collector armor from Mass Effect 2 for example. As Ants are foragers / soldiers and work in together what would really be cool is a ranger summon. I mean, the armor is already in an 'animal theme' (though being an insect). Instead of summoning a wolf or bear pet, why not summon a giant ant? As there are spells to morph in giant spiders its not a stretch either. Again, nothing crazy with no special abilities or anything. Just a durable Ant pet (as its armored) that will charge and bite. Once again the perfect model exists in FO3.
  12. Basically I've noticed its easy to stealth in black rubber in FO3 (even in broad daylight) but, there are few other options. This gear, set up for male & female versions, not only would look bad ass but would also be a cool edition for anyone playing a character with good karma.... http://www.cine-collector.com/catalog/imag...ss-diamonds.jpg http://www.mooncostumes.com/image/17519 Thanks for your time!
  13. With First Flight, Blackest Night, and a 2011 Green Lantern movie on the horizon why not a Fallout 3 mod? Surprisingly, there are already mods that prove a GL mod is very viable. HARD LIGHT CONSTRUCTS - The hardest concept is hard light constructs but, as proven xzax's pipboy mod, converting something to glowing green transparent version is very possible (check the pics!): http://www.fallout3nexus.com/downloads/file.php?id=1225 Instead of a pipboy, the same technique applied to a Super Sledge with its weight modified to 0 would produce an equip-able hard light construct. Theoretically, stand alone versions of most weapons would fit nicely. A plasma pistol, incinerator, or sniper rifle with unlimited ammo / 0 weight for example... GL POWER ARMOR / RING - The next step is to create a uniform that makes sense to a Wasteland survivor. As a nod to the original GL heritage, I was inspired by the Kingdom Come ver. of Allen Scott who wears armor that looks like modified Brotherhood armor. The Hal Jordan / Allen Scott domino mask seals the deal: http://www.billandwalts.com/images/comics/...irect/23802.jpg Ashara's AMAZING Batman mod shows the potential for utilizing highly detailed armor, a viable cape, eye effects, and even limited flight. If the Kingdom Come armor had the traditional GL symbol on its chest it would be perfect. The addition of a glowing green 'pipboy button' on the armor's ring finger takes care of the GL ring itself. http://www.fallout3nexus.com/downloads/file.php?id=10334 Hell, technically (since the GL ring talks and the Medic Prototype armor does too) the augmented GL power armor could talk when equipped if you want to be that specific (mind you, a port over of the medic armor might give the ring a bit of an 'aggressive' personality lol). IMMERSION - This would have been a bigger problem without Mothership Zeta but, now its a matter of proper logic. Consider if the GL version of one of the Zeta aliens was on earth during the Fallout nuclear bombardment trying to hold back it's people (and their death rays) and stop the war. While it survived, its lantern is destroyed and it is mortally wounded. Unable to properly heal in the toxic environment and being sustained by severely weakened ring, the GL realizes it can't leave Earth. It forms a plan to act for the greater good. It finds a place to hide and begins work augmenting a salvaged suit of human power armor with a salvaged alien power source. The GL then wills the ring to fuse with the power armor (changing the armors appearance :)). The ring converts the excess power from the power armor as a extremely minimal recharge of itself allowing its continued use at minimal levels. The GL dies and the weakened ring (stationary as part of the armor) begins to transmit a signal to what it detects as a worthy inheritor. When the player finds the hiding place, they find an explanatory note with the GL oath at the end on the Alien's remains. They also find the adapted power armor that allows using ring abilities at less than 5% standard output for limited flight (gliding), night vision (hard light 'contacts'), rad resist / unwater breathing, and limited hard light weaponry. The hard light weaponry makes sense as the constructs are formed from the bearer's imagination. If the player is very familiar with a weapon, a construct is natural. As rings transmit and seek out new Lanterns, having the player pick up an 'odd radio signal' like that with every other expansion makes sense. By using a 'storyline' like this, your left with a FO3 specific new Green Lantern that isn't incredibly OP, is unique, and who fits into the FO3 universe well.
  14. Okay so, click this bad boy to get the right starting point: http://us.blizzard.com/diablo3/media/movies/monk.xml NOW, with that in mind, consider the 'wanderer' aspect of FO3. Consider the karma meter, the unarmed skill, the melee skill, perks that increase resistances, and the available technology in FO3. Tell me that a Steam-Monk type Character wouldn't be awesome. All the unarmed weapons work perfectly (especially a good power fist! :D) and some of the Melee ones are pretty close. A nice weighted staff (mace-like ends) made from available materials (junk) would be pretty cool but, mostly we're just missing some clothing / armor. The Tribal Garb doesn't really do it justice. Here's 2 ideas: 1) I was thinking of something more like the monk garb from the link but, modified with some FO3 flavor.. like a belt with various pouches (like the one on the wasteland doc or surgeon gear), maybe the boots / gloves could have more of the patchwork leather armor look. What could be REALLY rad for integration is to make the robe part out of some Vault 101 uniforms. So think merging the Diablo 3 gear with the Armored Vault Suit. Instead of saffron robes, think light blue with the 101 label. Maybe a colored hood to match and a pair of goggles (as wandering a desert may require eye protection). It makes sense that the Vault Dweller would use extra uniforms to fashion his traveling gear. 2) Another idea is modified power armor. Maybe a brotherhood set you can get when your offered a chance to join the Lyons Pride. Something that has the chest of recon armor and the right arm / legs of Brotherhood T45-b. The 101 robes over the chest and a bare left arm leading to the pipboy and a glove. Top with the hood / goggles. As the power armor moves 'for you' if your in tune with it, it makes sense that someone that jogs all over Washington would invest in a set. The armored right arm pair with a power fist gives a nice fusion of 'martial arts meets mech'. The robes, hood & goggles stick to the Wandering Monk theme and bare arm / lighter chest piece add that feel of personal exposure. No monk wears armor that covers the entire body. What do you think?
  15. I think it'd be great. I had another thought... why not spruce up the old AntAgonizer's Lair? Take out all the crap, rubble, and skeletons. Have the so called 'throne' have a terminal that activates a sliding wall in the back which leads to a shelter with a main 'batcave'-esque room, a lab room on the left and a bedroom on the right. Have the main terminal add map markers to optional places of interest, a 'mission statement' from the original AntAgonizer, and the ability to activate turrets in the metal corridors. The roof entrance is opened by key but, if someone tries to break in the front, they have to run the guantlet just to get to 'throne' room. This way Tanya could 'inherit' the AntAgonizer gimmick as described above but, lack the no-how to REALLY take advantage of it. I set of Power Armor would be sufficient form 'heavy combat' missions. A stand-alone steal suit would be rad. No invisibility but, bonuses to stealth and perception. Give it an assassin feel. The original suit is okay as starter armor with your improvements (I think I'm running your mod) but, is sorta like the classic batsuit. It belongs on display. A 'Mk II' suit that replaces the brown sections with something that looks more like the a brown chinese stealth suit would be awesome.. Kinda like how Batman Begins has a great home-made bat suit but, in the second, he updates to a more functional modern looking suit. With all the tech in F03 lying around, it isn't a stretch. What would really rock is to get Gajune's permission to have a special mod of the Skewer (two handed Shish) and name it the 'Save The Queen' lol :).
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