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Everything posted by ToxicWhiteout
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So far I'm using NCR Rearmament and Caesar's new Regime with no problems at all. This mod isn't changing default NCR troopers or any of the default legionaries, so it shouldn't conflict. Good question though :)
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NCR Troopers in Freeside
ToxicWhiteout replied to sgtKraigO's topic in Fallout New Vegas's Mod Ideas
That could be. It's a result script for when you finish the quest, so it should work when the quest is completed. -
Do you want them to be named the same thing? Also, do you want only a single armor like this, or all of them in the game to be like this?
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NCR Troopers in Freeside
ToxicWhiteout replied to sgtKraigO's topic in Fallout New Vegas's Mod Ideas
Okay, so there are three ways to activate the troopers in Freeside now. 1. Killing Pacer and everyone knows the NCR did it 2. The NCR wipes out the Kings 3. You assist the NCR in wiping out the Kings If you fail the quest or complete it a different way, the troopers will not spawn. http://www.filedropper.com/ncrtroopersinfreeside -
NCR Troopers in Freeside
ToxicWhiteout replied to sgtKraigO's topic in Fallout New Vegas's Mod Ideas
Alright, I'll have it done in a couple hours. The actual GECK part won't take long, I just need to go through the quest to make sure it works. -
UPDATE: Currently Working On (Battle Version):Battle For Ranger Station Charlie (They won't go in the buildings, so that way it doesn't ruin any quests. I just added some more rangers and a massive Legion force.)Battle For Ranger Station Echo (More of a skirmish, the station may be able to hold).Battle for the Legion Raid Camp (It will include 4 troopers and a lot of legionaries. The troopers will lose 100% of the time without help, but along with the caravan battle on the road it could inflict some damage to the camp).Skirmish at Nelson (Just 4 or 5 troopers. The NCR doesn't have the resources for a full-frontal attack).Battle for Ranger Station Delta (Attack from three sides. You may have to put some effort into helping the ranger station if you want them to survive)Skirmish at Camp Forlorn Hope. (Attack from two sides, but one side is much more powerful than the other)Adds some legionaries to protect Cato Hostillus, as he often dies which ruins his mission. I may put this in the main mod later on.And more! I'll be updating here often
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NCR Troopers in Freeside
ToxicWhiteout replied to sgtKraigO's topic in Fallout New Vegas's Mod Ideas
If I recall correctly, the idea was to wipe out the King's main base and their leadership. The people of Freeside still hated the troopers and the NCR doesn't have the manpower to hold the area. I can still make a quick mod to replace them if you'd like? Should I do it like 'after you wipe out the kings the troopers come in' or just add troopers to freeside? -
EDIT: Title wasn't finished, it was supposed to say "IS THIS FALLOUT 4?" Here's the link to the site: http://thesurvivor2299.com/ The noise is morse code. When put in audacity and put in translate, this is what happened: https://dl.dropboxusercontent.com/u/11024403/Morse.jpg (The time is in Europe, that's why it's 11-12-13 instead of 12-11-13 but it matches the timer on the website.) According to GI: This could be it! We heard back from Bethesda regarding TheSurvivor2299.com. The publisher declined to comment on this rumor as per policy I think this is it guys. I think it's Fallout 4! EDIT2: Fallout style font! http://i.imgur.com/emj1eIE.png Bethesda's youtube channel is linked in the code: https://pbs.twimg.com/media/BZENBhPCIAAnxsw.jpg:large New stuff added to the page source, looks like a planned slider. <!--- Slider --> <!--- <img src="http://prepareforthefuture.com/static/00_posters/04_poster_pinch.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_apo.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_battlesh_cov.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_river.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_bst01.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_bst02.png"> <img src="http://prepareforthefuture.com/static/00_posters/04_poster_bk_wads_atheneum.png"> -->Bethesda hasn't denied that this was Fallout 4 like they have in the past to other claims, so it is very possible that we may be seeing Fallout 4 in the future. I am super hyped right now. How about you guys?
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I plan to get it out by early December, but that could change. I haven't had much time to work on it lately, but I can spend a couple hours on it today as well as this weekend. We'll see what happens! :)
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UPDATE: Unfortunately after a few hours of trying, expanding the fort is just too damn tedious. The main problem with expanding areas like this is that I have to make sure it looks like the fort is actually there when you're inside of the expanded area, and it doesn't just look like a fenced in blank area. Also, navmeshing is a total pain when you're on the side of a hill and I'm new to changing the way terrain looks. Not to mention actually placing all the objects and NPCs, adding clutter, packages, invisible walls to prevent the player from getting out, etc. It will have to be saved for the future.
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I'll see if I can do something with the Fort. The best scenario would be if I could contact him and use what he has in this one, but if that isn't possible then I'll have to find another way to expand.
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I was thinking about that, but it seems that this mod: http://newvegas.nexusmods.com/mods/43653//? does a pretty good job of it. However, if I get some more suggestions I may work on the Fort a bit. Any other areas that you think I should work on? I wanted to flesh out areas like the 188, but it seems that some other mods already do that.
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Yet another mod order help request
ToxicWhiteout replied to EvilMidnightLurker's topic in Fallout New Vegas's Discussion
Here's how I fix things in the load order. First, try loading Fallout New Vegas and the DLCs alone to make sure they're working. Then activate only the .esms and the files associated with them. If that doesn't work, try deselecting each .esm along with the .esps that go along with them one at a time until your game works. If the .esms aren't the problem, activate the .esp files by fives. That way you can see what exactly is the problem, and you won't have to post here for future problems. -
Beta testers for Necropolis addon
ToxicWhiteout replied to nonplusultra's topic in Fallout New Vegas's Discussion
I'd just like to bring this thread back if that's okay. So far the beta of this mod has been unlike anything I've ever played. It is on par with DEIMOS, Beyond Boulder Dome, The Inheritance, etc. It feels like a brand new game. I honestly can't describe it. I'm going through it very slowly just so I can see every detail that's been put in here (there are a LOT) and it seems like hundreds and hundreds of hours have been put into making this masterpiece. I can't even describe how much fun I'm having with it so far. -
Redoing everything took a lot less time than I thought it would. I'm now at about 90% of where I was before, but I have most things done and I'm once again open to suggestions. This mod is in full development, and I don't want to let you guys down.
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This. How are you supposed to know what mods improve the game if you never played it in the first place? I'd actually say that you should do at least one playthrough with only AWOP (A world of pain) because that mod doesn't change anything, it only adds things. I wouldn't suggest any ENBs, weather mods, overhauls, etc. to anyone who doesn't know much about the game. If you don't listen, I understand. If you ever do decide to go all out with mods, I have a list of great ones here: http://www.reddit.com/r/fnv/comments/1prr74/planning_on_replaying_fnv_what_are_some_of_the/ my comment is the first one on there with 13 upvotes. My username there is TheScout201 too. Hope this helps!
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Novac Public Library (wip) update
ToxicWhiteout replied to greggorypeccary's topic in Fallout New Vegas's Discussion
Don't you think a re-upload would be better? That way people could see it. -
I don't plan to expand the actual map, but I am expanding camps and bases. This may change as the mod progresses, but for now I am just trying to catch up to my previous progress from before.
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Yeah, it will definitely be useful. I'm starting work on the mod again, and I've found that there are certain ways to get some of the interiors from the old mod into this one. Unfortunately I need to recreate all of the NPCs from before as well as everything I did outside (which was like 85% of the mod) along with leveled lists, faction changes, AI packages, etc. but getting the interiors is a good start and saves me a lot of hours.
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Nuka Break- Season two. Any news?
ToxicWhiteout replied to 3rdtryguy's topic in Fallout New Vegas's Discussion
Actually, the whole season is out. Check the description of this video: http://www.youtube.com/watch?v=b-2HT6DVUFI -
The signature link didn't work for me, but I found and downloaded the file on the New Vegas nexus. Thanks so much for making this! It may save me in the future. And to Androyddd: Thanks! People supporting a mod you make is the biggest motivator to keep working on it. I really appreciate the kind words, they really do mean a lot. :)
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I've officially decided to start from scratch. I feel like breaking down after losing weeks of work, but now I know that I can do a better job than I did in the first place and I need to keep positive. Also, since my corrupted file still works in GECK I can use it to see what the interiors should look like or what I can improve on. Please don't be disappointed if you were excited for this mod, it will just be delayed. I'll try my hardest to make this mod great, and every minute I spend moping about losing progress is a minute lost. Thanks for the continued support everyone. I might not be here for the next couple days, but I will definitely start work on this mod soon.
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