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nnyftw

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Everything posted by nnyftw

  1. If everything was done correctly otherwise and this is just a bug/glitch/god being mean you could always add them to the game world. You could even make them float somewhere, you'd just have to shoot it down lol.
  2. Make a variable (how you manipulate that variable is up you, you could have a switch whatever), have a script attached to an object in the cell (preferably a something that stands out in the editor, a floating box?) read that variable and enable/disable a light (may have to make a unique one).
  3. Is it that you can't SEE the buckshot? Would you like to? Cause i could whip that up i think. EDIT: Whipped up and ready, if i interpreted what you wanted right. No pics yet, forgive me. http://newvegasnexus.com/downloads/file.php?id=43584
  4. I'm not sure I understand. What do you mean incorrect conventions established by the mass media? According to convention a silencer completely silences a firearm, often replacing the crack/bang with a little click or *snik* sound. When in reality the gunshot is still fairly loud, as is the sound of the firing mechanism and the sonic boom from bullet itself. Some firearms are very nearly silent when using sub-sonic ammunition, but these are few and far between.
  5. Yeah that is what a flash suppressor does. A sound suppressor, often just "suppressor", however is the accepted term used for silencers these days in an effort to supplant the incorrect conventions established by the mass media in relation to these devices. I know i probably sound snooty here but it's not my intention.
  6. Try using a hunting rifle, you missing is most likely an issue that carried over from fallout 3. The sniper rifles animation causes the rifle to recoil BEFORE the bullet is fired. This makes it hit high and right, but is usually corrected by auto-aim, though auto-aim has a maximum degree of correction (3 degrees) and a maximum distance. If this is the case then you should try switching to the hunting rifle if you're okay with it's lack of silencer since it uses different firing animations. Now if Obsidian fixed this issue or you're actually talking about a weapon that doesn't use the sniper rifles' animation then i'm not sure what to tell you. Sway isn't a per weapon modifiable stat. It's impacted by things like strength requirements and skill level, not the kind of weapon used. I'll look into it anyway though, can't hurt.
  7. Weapon mod options list both "suppressor" and "silence" as options. I searched about and found no reference to a disparity or even an acknowledgement to "suppressor". So i attempted to compare the two: Made a "suppressor" mod for the 12.7mm smg alongside the vanilla "silence" mod Modded two smg's in-game, one of each Kill spree in Goodsprings, alternating between the two I found little difference between them, what i did notice is somewhat confusing: While using the suppressed variant on one of the lone farmers, completely hidden, no one around save for a few bighorners, it decreased my reputation to vilified and caused the bighorners to flee, but the town remained friendly overall. Afterward i went to the saloon, when i picked off a patron at the bar while hidden, Sunny Smiles in the pool room went hostile momentarily, but did not move. Once she was friendly again (took only a few seconds) i shot and killed her dog while hidden five feet away. She didn't respond in any manner. Could it be a slightly less affective silencer option? Does it only affect the weapon and not the projectile? "It is currently untested whether or not this applies to... ...the weapon itself or from the weapon and the projectile." -geck.bethsoft. If so it could work perfectly in conjunction with a subsonic ammo type to help balance silencers in the game. Has anyone else experimented with this?
  8. "Rex bite" is a weapon, though. Not sure if it's what he uses however, don't want to check right now.
  9. I'm not sure exactly how the geck decides what is and isn't a weapon/unarmed/melee. Many of the creature weapons, such as bloatflies' stinger launcher and whatnot, are set to use the BARTER skill for calculations.
  10. And so i was made a fool! One thousand times, thank you.
  11. It's erked me ever so for some time the way weapon skills are divided. What your weapon is made of means more than the action involved in it's operation. Being good with a traditional rifle makes you good at using handguns, but not an energy rifle? I understand the reasoning for this in terms of gameplay and conventions, but i'd like to modify skill names and reallocate the weapons appropriately into Handguns, Long Guns, and Thrown as well change Explosives recipes to be dependent on Repair. As for heavy weapons suggestions are welcome as to what in the hell to do with them as using a flamethrower has more to do with courageous stupidity than aiming skill, etc. What is needed is a programmer who can aid in changing the names displayed in-game, as they seem to be hard-coded. I was unable to find an appropriate setting in the G.E.C.K. so i must assume this to be the case. Any help would be great. tl;dr: Programmer needed to change some hard-coded display names.
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