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Everything posted by ToxicWhiteout
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The best AK (mod) for FNV
ToxicWhiteout replied to Shidentora's topic in Fallout New Vegas's Discussion
DO NOT get Millenia's AK47. The gun works great, but the audio is horrible. It goes to a lot of the fiends around the wastes, and it is at least 15x louder than the other guns in the game. -
Small update: I've been working on a new faction called the marauders. They'll have a leader who has a lot of unique dialogue, and a few followers ties. I've also been working on a motel that is going to be redesigned as a small follower town, mostly consisting of refugees. I want to make the feel of the area like the followers are really all these people have.
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Um, the mod is only one location which is underground. You should learn to compromise, as something that specific probably doesn't even exist.
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Shogo Heavy Industries found here has two variants of exactly what you're asking for. One is a heavy machine gun and the other is a grenade launcher. They're very useful and while they can't be picked back up, they stay on the ground and defend you until they're destroyed. Hope this helped!
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Definitely. Testing it with other mods is all part of the bug-fixing process, and it's best to get those out of the way before the actual mod gets released. There will always be some sort of compatibility issue, but it would be great to get the big ones out of the way. I'll start the beta when I get closer to the final release.
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I've never beta-tested anything before. What would I need to do? You'd just play through all the quests and explore the new locations looking for bugs. Obviously there might be quite a few of them, as when the mod is released it will be huge so I can't test everything for bugs on my own.
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Scripting Help For Spawning
ToxicWhiteout replied to ToxicWhiteout's topic in Fallout New Vegas's GECK and Modders
Thanks so much! You've been very helpful and I really appreciate it :smile: EDIT: It won't work. No matter where I put the script, it gives me error messages. I think it's a problem with the REF. What exactly is the REF? My object is named 00alexprotectron so the final script is: setobjectivecompleted 00robot 20 1rewardxp 800AddReputation RepNVFollowers 1 3player.AddItem caps001 5000alexprotectronREF.enableplayer.removeitem 00electronicemitter but every time I try to make it work, it just acts as though it saved and then when I check it again, it didn't. -
Sorry I'm making a second topic so soon, but I really need some help with this. I'm making a quest where a paranoid scientist wants you to get him parts for a project he's working on. Then when you get all the materials, a protectron spawns and starts following him around as a guard. I'm not great at scripting so I'm not entirely sure how to do this, but I know it has to do with the REF of the protectron. Can anyone help me?
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Thanks! I'm excited to see how people like it. Would you like to be a beta tester?
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There are currently 5 completed quests, around 30 NPCs, a small new town, and quite a few new locations and named NPCs (most of which are unmarked). I do need help naming the town that's full of refugees, but after I finish working on it I will probably move on to other areas.
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[WIP] Fallout Florida: The Sunshine Wastes
ToxicWhiteout replied to Aluterrian's topic in Fallout New Vegas's Discussion
If you want any help I'd be glad to give some, with whatever time I have. I really hope this mod will be great, as it has a crazy amount of potential. -
Haha I was going to talk to you about it soon. Also to everyone: So far I'm about 40-50% completed with the small town I'm adding near the Bitter Springs Campground. It currently has 4 buildings: The common area, the medical facility and the storage area which are finished, as well as the mess hall/refugee barracks (unfinished). It is very near an NCR/Legion battle from the Factions Reloaded - Legion mod, but I'm not too sure how that will turn out in the long run. It shouldn't be the end of the world, as a small town in that area would be the prime spot for some battles, whether or not they wanted it (similar to boulder city). It currently holds around 20-30 npcs, most of which being guards, refugees, and a few doctors. There are currently 3 quests (two finished), and I plan to add at least one more before moving on to the next location. The plan is to get at least 3 or 4 of these small communities (most will be much smaller than this one) scattered around the wastes before moving ahead to other things like changes to the game, anything in Mormon Fort or freeside, etc. Please let me know what you guys think!
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What I'm looking for is a way to make an npc equip something after you complete a quest. The quest entails going to an armory and getting lots of reinforced leather armor and various weapons (some lever actions shotguns, service rifles, etc.) and bringing them back to the head guard. I want to make it so when you complete the quest, all of the guards in the town's armor is upgraded from leather armor to reinforced leather armor and their weapons are upgraded as well. Any help would be appreciated. Side note: There are about 10 guards in the town, and if I have to make a new script for every one of them I'd be fine with just upgrading the guards at the front gate or something.
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Actually, a much easier method would be to use SetCellOwnership on the cell after the rocket launch. A single line edit in a quest stage result script should do it. Thank you so much! That does help a lot. I'm still very new to scripting.
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You had me worried for a second. I'll see what I can do, but I'll have to add a script to every single item in there. I can always do the faster route and make it 'available without karma loss' in the first place, or at least make certain items like that, but I'll try my best.
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Culin I'd be glad to let you beta test and take screenshots/videos. PM me for more details if you want, or I'll just send you the file when it gets close to release date. Remember that it probably won't be for a while though. @maybenexttime, that's the point. The followers are supposed to be everywhere and yet they really have no presence whatsoever in the Mojave. EDIT: Finished reply.
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Thanks! I've been putting a lot of time into them, as I really feel that a lot of the factions were done really poorly and not many mods address this.
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Factions Reloaded - Followers of the Apocalypse is out! Check it out: http://newvegas.nexusmods.com/mods/53041/? So I just wanted to let everyone know that Factions Reloaded - Followers of the Apocalypse is in full production. It will include a new town, lots of new quests, characters, npcs, battles, etc. and will aim to make the 'Followers of the Apocalypse' a real faction instead of just some people you can help out by giving a bunch of stimpaks to. I need voice actors, but that won't be until later on in the future. I also need beta testers and people who can take high-quality screenshots. This mod will be a much higher-quality mod than the others, as during those two I was pretty inexperienced. Don't expect it for a while though, as school and work are both colliding and making the modding process very difficult. Any suggestions or ideas would be greatly appreciated. Also if you want to collaborate please let me know. Completion progress: ~99% completed. I will be putting some screenshots up to show the progress, but as the rest of them they won't be very high quality. Once again if you can run Fallout on high settings, please let me know. I need some screen-shotters and if you want to be a beta tester please comment here and let me know. VOICE ACTORS NEEDED: (NEW)Susan Age 30ish "There isn't really a 'perfect' area to help. No matter where you go there will always be people in need, and we're trying our best." (NEW)Edward Age 25ish Accent: Somewhat southern, but mostly hidden. "I'm Edward. Originally I was from California, but I moved out here to help others. It's really nice to actually be able to see the difference." "It's like my mama always said. You can't help everyone, but you might as well try." Mike: (Done) Jacob: (Done) Liz: (Done) Alex: (Done) Dr. Hernandez: A doctor who believes that life is the most important thing there is Age: late 40s, early 50s Voice type: Soft, calming "I'm doctor Hernandez. I feel that everyone should have a chance to survive, no matter what they've done. I hope you feel the same way." "My parents always taught me to help everyone. Helping others is what I do best, and the refugees here need all the help they can get." Chase: The cook for the refugees in New Dayglow. Age: 30s Voice type: Normal "I'm Chase. I'm supposedly the chef here, although I don't really do much other than hand out old boxes of dandy apples and 200 year old steak." Josiah: (Done) 10/8/13 Update: Liz is completely done. Voiced, lip synched, etc. Most character's dialogue is completed, but none of the other ones are voiced yet. Please let me know if you want to be a voice actor for this mod! Most locations are completed. I just need to add a little bit to the marauder's camp, and make it a little bit more completed looking. 10/2/13 Update: I'll be starting Alpha testing soon. Please comment here if you want to join! Working on a new faction, the Marauders. They'll have about 15 members and their leader is very interested in everything that happened before the war. They'll be tied into at least one or two quests. Adding a motel that is being converted into a massive refugee camp with a LOT of new interiors. Working on a small outpost in freeside. The followers already have a big presence in freeside, so I want other people's opinions on what to do in that area. 9/24/13 Update: So far I'm about 40-50% completed with the small town I'm adding near the Bitter Springs Campground. It currently has 4 buildings: The common area, the medical facility and the storage area which are finished, as well as the mess hall/refugee barracks (unfinished). It is very near an NCR/Legion battle from the Factions Reloaded - Legion mod, but I'm not too sure how that will turn out in the long run. It shouldn't be the end of the world, as a small town in that area would be the prime spot for some battles, whether or not they wanted it (similar to boulder city). It currently holds around 20-30 npcs, most of which being guards, refugees, and a few doctors. There are currently 3 quests (two finished), and I plan to add at least one more before moving on to the next location. The plan is to get at least 3 or 4 of these small communities (most will be much smaller than this one) scattered around the wastes before moving ahead to other things like changes to the game, anything in Mormon Fort or freeside, etc.
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mod sugestion: a acult church
ToxicWhiteout replied to nicolaec99's topic in Fallout New Vegas's Mod Ideas
Are you asking for them to be hostile or more like the Children of Atom church from Fallout 3? As I remember that church didn't have any quests or anything, unfortunately. -
Guys please stop asking for retextures and new models. It's like the one thing I CAN NOT do. I might try to learn how in the future, but for now I don't know how to do it at all.
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Unfortunately this requires modelling experience which I don't have. I'd suggest putting that request here: http://forums.nexusmods.com/index.php?/topic/273308-new-vegas-mod-detectives/ as I'm sure it's been made before. If not, good luck to you. I'd suggest asking a modeller to help you or something like that. I am considering working on my own weapons, armor etc. in the future, but at the moment I want to get more familiar with other things like navmeshing and scripts before I do something like that.
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Help with NPC Sandboxing
ToxicWhiteout replied to SovietSailor's topic in Fallout New Vegas's Mod Troubleshooting
Just increase the wander distance and make sure the "stay in cell" (or whatever it says) box is unchecked so they can wander into other cells, and take the packages from the Primm Residents. They go in and outside of their homes. Packages can be a bit tricky, but you can actually set it so that they'll go different places at different times. For example, you can make it so the residents go inside their houses at certain times, and come back out at others. If you need any more help I can take a look at editing the mod for you, or you can contact me on skype at aoddanielaod where I can share screens and help you step by step. -
Hey all, many of you may have seen me around here. Before I learned to use the geck I was hanging out here a lot, but I felt that not enough was getting done so I want to offer my help. I am still learning and I'm far from "experienced", but I feel like I've put at least some quality content out there. If you've never seen any of my mods before, I made Factions Reloaded - Legion and Factions Reloaded - Raiders which you may have seen on the hot files lately. I was going to move on to the Followers of the Apocalypse or the Boomers, but my brain is turning to mush from only working on this stuff. Anyways feel free to check out my past work if you're interested. Or not, I really don't mind either way. Anyways I've been looking at the stuff people have been asking for, and I know lots of people are itching to get their mod created but there aren't many people on this side of the forums helping out. I can NOT make new meshes, textures, etc. and I will only navmesh if I absolutely have to, as I hate it. I can do quests, dialogue, bases, encounters, basic scripts and a lot more, but my skills are somewhat limited as I've only been modding for a couple months. I'm not really sure if this is the best place to put this, but it's the only place I could think of. Please let me know if you have any sort of mod you want to see happen.
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