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Everything posted by ecksile
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The animations are hardcoded in the sense new ones can only be added by replacing/overwriting an original, You can go through FOSE but that's more effort then i have time for. That's why i was saying there was gonna be animation problems with this mod. I'm still gonna finish the model if not just for fun, but that might be all im gonna have time for...I may have to adapt the model to a set of existing's though as I dont have the time to make a new animation set. Whether or not it catches on isn't my concern its just a request fulfillment for SoMBIE I liked the idea so i decided to add some input. if anyone else likes it they can enjoy it as well if not its no biggie.
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Well for the upgrades i was thinking of replacing the pump handle with an air hose backpack...and then the final would be replacing the canister with a full on backpack canister like the flamer or something to that extent..and also 3 strengths of poison as well. which are the ammo types. The only problems i forsee right now is animation as there arent any that will go with the way the weapon works.
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So I still haven't left but i think im gonna expand upon your idea some. So here's my expansion, Im thinking it will be a 3 stage upgradeable weapon. With the Final Stage a backpack. And it will be a universal bug killer. With 3 ammo types. It mostly only work on bugs with the exception of the largest ammo type. Ammo types go as Small, Medium, Large. Small for pests like Baby Scorpions/Mantis/Bot Flys but will be weak against anything larger. Medium for things like Bigger Mantis/Medium scorpions/Baby Cazador's and work really well on smaller bugs. And Large for the Big Cazador's/Giant Scorpions while being extremely lethal on medium and small. But will be the hardest to make? So youll want to save for the big guys. Ammo Names Small = ? Medium = ? Large = Cazadorian Concoction/Cocktail? Just some words you can use for naming I thought of....Concoction/Cocktail/Brew Im outie PZ!
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Detail update. Got off work early =] had some spare time before going with the female. http://i115.photobucket.com/albums/n298/outlaw_027/ZOMG%20MODS/TheBugSpray3.png idk what to do with the handle and i can do more details if i had a better screen shot you wouldn't happen to have a bigger one would you? I forsee animation problems in your future...
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I through this together for you in like 10 mins, Think it took me longer to make the screenie then the model LOLOL xD. http://i115.photobucket.com/albums/n298/outlaw_027/ZOMG%20MODS/TheBugSpray.png we'll see where it goes gotta sleep now though...
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That is pretty EPIC. Kudos.
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Texturing Anomalies.
ecksile replied to Weeman0000's topic in Fallout New Vegas's Mod Troubleshooting
Check your faces those dark ones are probably facing inwards instead of outwards. -
http://www.newvegasnexus.com/imageshare/images/616981-1288426961.png
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Help porting over a custom race from FO3
ecksile replied to krishane143's topic in Fallout New Vegas's Mod Ideas
Here you go sir or mam. http://geck.bethsoft.com/index.php/Race And if you have custom hair and/or eyes. http://geck.bethsoft.com/index.php/Hair http://geck.bethsoft.com/index.php/Eyes Im assuming its for player not NPC if its NPC http://geck.bethsoft.com/index.php/Category:Character -
Fallout New Vegas Graphics Redone
ecksile replied to Diegog5's topic in Fallout New Vegas's Discussion
Glad to see you back in action its been a while. -
Normally when an obviously amazing mod hasn't been made its because its to much hassle to pull off or isn't possible with the assets given to us =/
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Interesting idea
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Any Plug-in Change Causes Crash
ecksile replied to TheNexxusOne's topic in Fallout New Vegas's Discussion
Sounds like save corruption? -
Trog Race. Got it ingame, No sound.
ecksile replied to ObLars's topic in Fallout New Vegas's Discussion
Sometimes the sound cues aren't specified only in the GECK and are also specified in the animations as well. So if you cant seem to get some sounds to work you'll have to check them in the animations as well. I had to do this for a custom creature for FO3 a while back but I dont remember the details to much....I'm not even sure how to explain it... I guess you could say inside the animation is a block that reads into the corresponding ESP/ESM that adds the creature in game, It looks for the sound file for the creature and It is then told to play that sound file within a certain timing during the animation play. So for example when a creature runs...the animations are set up in seconds as loops so lets say the animation is 4 seconds long at seconds 2 and 3 the animation will call the sound for the feet hitting the ground does that make sense? -
Trust me its not simple. Its rarely ever simple.
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You could always make a script and overlay that when the player goes first person view they are blind partially/fully, but when in third person you can see. Or you could add an overlay of some kind (like heat vision, or a Chronicles of riddick effect, something to that effect) to stimulate a sort of "viewing with your third eye". Or some kind of mix of the 2?
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they are both 900rpm weapons. and neither has burst.
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they both have selective fire, full auto and single, neither has burst afaik.
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Penetration is still weaker then a standard round. Now that I think about it all variations of the 9x39 used for that weapon are subsonic whether AP or Standard. Idk how much realism your going for though so it prolly doesn't matter.
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To cheat, or not to cheat?
ecksile replied to JohannesGunn's topic in Fallout New Vegas's Discussion
Yea definitely when your bored and in need of some amusement, but not for actual real playthrough... -
Sub sonic rounds are for suppressed weapons so there isn't a ballistic crack. They would actually be less effective not more as they aren't packed with as much powder. They are meant to be quieter then standard munition and to do so they dont achieve as high a velocity as standard or AP munitions.
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from what i've been told it is, but to much work...it requires a re working of in game collision. and would take a year + min...that's just statics idk about NPCs
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Theres a reason it hasnt been done theres way more that needs to be done then listed by whitefang scripting, many nif and engine issues to get around, and not to mention you will have to give up another weapons MAIN animations not just firing animations but the run, jump, strafe, all those will have to be REPLACED not just added because you cant just add, you will have to give up an entire animation group..he barely scratched the surface of the requirements.