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SayinNuthin

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Everything posted by SayinNuthin

  1. Damn, I guess your right. I may have to rethink that whole section then.
  2. I could really use a propane tanks mod-resource for my escaped prisoner ambush at Lerner Airfield (Con Air 1997)
  3. I tried navemeshing the ground - for want of anything better to try, and that works as far as it goes. But the sunken area I'm playing with has the elevator shafts set into the floor, the water is (will be) extremely murky and the whole set as dark as I can make it. If I can the creatures will spawn below you, in the shafts, that the player must swim over.. The shafts are funny things, almost like imposters that the 3rd person camera sees through, which is a shame 'cos bottomless holes disappearing into the darkness are intrinsically scary. And I think Mirelurks can attack in the water... Seem to recall being chased around Rivet City bow section by the brutes. It's just a shame they are too absurd to be very frightening. [Edit] This is for the Umbrella Corporation's Mojave facility from Res Evil Extinction - if anyone's interested :devil:
  4. Short answer no, The Geckos seem happy enough in the water but it looks as if they have no 'attack options' when they aren't touching the ground. They follow you around and they are all over you the minute you step out. So now we know how to prevent Gecko attacks.. Just get in the water... http://oi58.tinypic.com/2rqoak7.jpg
  5. Is this a daft question for a game based on scarcity of water, but is there anything that can attack the player IN the water? Has anyone else seen Geckos swimming... It's a surprisingly nice animation with shades of Aliens 4 escape through the galley going on there. And if there are how do you do navemesh and patrol patterns in water???? The idea is for a submerged and almost light-less) vault/dungeon where you discover too late there are things.. in the water with you. Not that keen on Mirelurks and would really like to use the Gecko anim.
  6. One of there threads recently provoked the memory of a 90s game called Marathon. Of which one of it's earliest mods was a shotgun, which fired live chickens. It was the sound that made it hilarious to use Cluck-Awwwk! Cluck-Awwwk! In case you're looking for ideas...
  7. I loaded Expanded NCR tactical armor to check this and stood by and watched the Legion-NCR encounter north of Wolfhorn Ranch (where the NCR patrol are routinely mullered by a bunch of nutters in skirts) and the NCR in the ADUC T-Shirts [DT 5. Melee +2 Guns +2] and Tactical vests [DT 4] actually won. Just a shame they were promptly swarmed by about 15 Nightstalkers - but they are definitely tougher in the HDT gear.
  8. And there you go, as simple a thing as I can make (simple is gooood). http://static-2.nexusmods.com/15/mods/130/images/57415-1-1415980104.jpg
  9. There are quite a few mods that upgrade ED-E's weapons, defences and make cosmetic changes but to make him into an 'real' Oblivion drone wouldn't be about changing how he looks but how he moves. Because (I think) the thing that made the 'O' drones impressive and intimidating was their standing-still-to-moving-flat-out-then-Stop!... motion. Very machine, very purposeful and dangerous looking... Where as ED-E kind of.. bimbles around the place, the machine 'body language' of a gentle soul.... Not like the 'O' drones at all. It might be possible to change ED-E's appearance and his sounds but it wouldn't be convincing if he continued floating along like a toy balloon. If you see what I'm getting at here. Convincingly changing ED-E from a cute robotic 'innocent' into something that gives the impression that it could efficiently hunt down and destroy every single threat in the wasteland before the player even has left Goodsprings really isn't about how his shell looks. And I have the idea that would be a far far harder (if not impossible) mod to make, though I'd love to be proved wrong - the Oblivion drones were seriously impressive!
  10. This; http://www.nexusmods.com/newvegas/mods/41969/? Is a patch to fit the entire NCR with High Desert Tactical Gear which is first class combat gear. All of the outfits have a Stats boost but perhaps some else can tell us for certain if that works on regular NPCs, but companions equip it as soon as it's in their inventory so I think it may.
  11. My favourite scoped assault rifles are in these, if its any help. Tactical Combat Kit - HK; http://www.nexusmods.com/newvegas/mods/47296/? or USMC Weapons NV; http://www.nexusmods.com/newvegas/mods/45683/?
  12. Thanks Ladez, you dashed that off while I was still working out how to begin to try to explain it :blush: But in luthienanarion's mod's comments he says (back in 2012) he was thinking about an 'Item' renamer. If he can't pull it off it doesn't look good for the rest of us.
  13. Ha, I was way out in the middle of a bare hightmap when I tried it and didn't have two of anything on my character to check. But the Gamebro Console command I read about (in relation to Fo3 or possibly Oblivion) doesn't work after all, but was recycled by those clever buggers at NVSE. Anyway our friend's best option remains creating a new base form in the GECK then place it in the world or use additem... Then in no time at all he'll be putting 'holdout weapon' status on the A-M Rifle and making pistols that fire nuclear teddy bears :laugh: which is all pretty much just ticking boxes in the GECK, no?
  14. Do you want to name a weapon a mod has introduced, one from a DLC or a vanilla weapon? With the vanilla and DLC items creating a new ID (then individual name) is really very easy, and mod ones only sometimes have wrinkles that can make it slightly trickier. There is a console command [setname] but I've never used it and vaguely remember reading it didn't work, might be worth a try though. [Edit] Yea 'SetName' works, just renamed the 9mm Pistol to 1911 and a Mod helmet to 'Iffy' (it's textures are flaky) so there you go no mod needed. Just drop the thing where your character can see it then hit the tilde key. Click on the thing you wish to rename and you will see it's ref ID appear at the top of the screen. Then type SetName then a space and type the word or name you wish to call the item. Press enter and tilde again to close the console and it's done.
  15. There is such a tool, it's called the GECK :laugh: and it lets you name everything, anything you wish, which sort of makes your mod idea redundant, no? Granted you can't change the name while the game is running but you can change everything else.
  16. Rocketeer's map of the NV wasteland is the first decent map of the NV wasteland, ever! So I drew the cell grid onto it and put the address numbers around the border. Which was fiddly as hell but it's good to < 3 pixels inside the game area and I'm pretty sure < 5 out by the edges where there are hardly any landmarks to refer to. Unfortunately the map doesn't go to -64,-64 And I'm not sure my understanding of the LOD blocks is correct. So here's the SW corner of the map (which is too big to show here,) could Kuroitsume, TrickyVein or some other GECK maestro here check the white bands are correct for LOD blocks before I send them to Rocketeer - There is nothing worse than a wrong map! Also Rocketeer's maps are .bmp so can anyone think of any other useful formats for this such as .psd or or converting to vector, or any other data they'd like adding?
  17. No, it's down to some people value their opinions over common civility, the consensus (while the mod was actually being discussed) was that while no one would stop anyone else from making it, no one was very interested in doing it for you. Possibly because the whole terrorist thing is done to death in other games. You want to make the thing, go for it, and salaam alaikum.
  18. Would it help to think of your thread, idea, as putting a loaded gun down in a school and walking away? You might not mean for anyone to get hurt but on the whole, not a good idea.
  19. The topic IS sensitive and one of the things about a game modding forum is it is likely to attract a lot of younger members who are apt to have strong opinions and express them with more enthusiasm than tact, then get offended when they feel their opinions are being challenged. I take part in other forums that attract much older?.. more mature?... users, and 'delicate' topics like this hardly ever devolve into hate-fests and flame wars on forums about linguistics, semiotics or history. :mellow: Then again most of the big news agencies CNN, the BBC etc. have comments forums below their stories where volatile topics are regularly discussed. The Nexus staff can't support people slagging one another off, which might qualify as 'hosting' cyber-bullying so I support with their decision to can it.
  20. Next door to the west? It has a levelled spawn trigger in it. I had a poke about with the shell behind (south) of Mojave Express which only has a safe. Not being a big fan of unnecessary cells I replaced the ruins with OT-building-Destroyed-NV which is (or may be) the M-Express courier bunkhouse and I dropped a mobile home on top. Hanging over at both sides and on the ground below, a pile of stuff that included bits of the Bison's roller-coaster, baulks of timber and cables and chains The backstory I came up with (while I was fiddling about with this) was the courier flop house has seen some wild parties! At the latest and wildest yet, the stoned, drunken couriers decided to hoist six's mobile home onto the roof for a joke. No-one can clearly recall how this was achieved but Courier Nine woke up in the Vegas clinic with both arms in plaster and Courier Three was off work for a month with a slipped disk. The remaining casualties were merely savage hangovers and come-downs that kept many off work for days. And that's why there were barely enough couriers for Victors job and why Six 'discovers' his home when he gets (back to) to Primm. :laugh: Been a courier, It's a dangerous job so couriers party hard.
  21. What would be of a huge help for modding would be easier cell building, basically a Sims style building of walls then selecting a texture and the various windows/signs/whatever. It would turn the 20+ hours of working on a decent sized single cell area that is more than just a empty room into a couple hour project, allowing for much more time/effort put into the rest of a mod. A better method of viewing while building the cell would even be useful for solving the "floating object" problem that plagues modders and the developers themselves (as seen in multiple places in NV). That and much more depending in what school your particular modding interest lies. But being able to resize the dialogue windows such as landscape textures, a history window to show all the changes you've made that session and the ability to go back x number of steps.. This is normal stuff for a modern application which the GECK isn't and which F4's creation kit REALLY needs to be if they want a 'long-term' product. If they fob us off with another patchily updated kludge (again) the mods won't happen and the game will go the way of Marathon (remember that one? Huge in it's day... Gone!)
  22. Someguy2000's NewVegasBounties has DavidRiggs Remington 1858 as the reward. http://www.imfdb.org/images/thumb/5/5c/GBURem58-4.jpg/800px-GBURem58-4.jpg Was that what you meant in the OP.
  23. Some good ideas and points here but... How many people play the base game with only the DLCs? Not many I think, and the reason we are still playing it after almost 5 years is because of the mods and the mods exist because of the GECK. And the GECK is a godawful f**king mess! That anyone manages to produce anything worthwhile with the dogs-breakfast is incredible and that people produce the superb mods that they do is little short of miraculous and a monument to their talent and persistence. Unless the devs want Fallout 4 to be a fire-and-forget game, if they want it to have a similar 'lifespan' as FO3 or NV then do whatever it takes to FIX THE F**KING GECK! Lists of resources by type and sort (not by whatever chronological order they ended up in the game). Stability, moving in and out of Navmesh, Regions, Etc. Just basic stuff like [Ctrl-S] to save for Christs sakes! This is the 21st C and an enterprise that wants to be 'selling units' - for years- is dependent on modders willingness to put up with a kludged together dinosaur. Given what the modders do for the owners of the game the GECK is little short of a studied insult.
  24. Personally I find the Oblivion CK tutorials helpful. The GECK tuts tell you 'how to do' something but the much older CK ones often tell you 'why' it does that and how it works on a much more fundamental level (if that is what you need). But if you don't need that level of understanding for your project... Lucky 'ol you :laugh:
  25. I'm no expert but one way to find out how to do thing like your last question, is to D/L a mod, someone else's mod that does what you wish to do, and open it in the GECK and rummage through it. Sometimes you can work out how they achieved it, other times just messing around in there gives you the clues you need and you are lucky that your interest is guns because there are so very many mods :laugh: And if your messing about with a mod as the active file in the GECK it doesn't matter if you break it because you can just replace the .esp - much better than messing with the FalloutNV.esm
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