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irswat

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  1. So I downloaded this sweet mod called Melee Hotkey. It works great and is really useful in game. It supports a lot of melee weapons but I have some 200 mods and would like to be able to use weapons from other third party weapon packs with melee hotkey. I was wondering if anyone could instruct me how to add custom 3rd party melee weapons to the list of those compatible with this mod. I was looking at the .esm in FNVEdit, Geck, and TESsnip and I can't seem to figure out how to add additional melee weapons to those that are compatible with your mod. If someone could help me add one custom weapon, say the Deep Frier from Monster Mod Wasteland Edition, then I could take it from there and release compatibility patches for all the most popular weapons mods. In FNVEdit I see the formid's for categories, and the form id's with the sub class LNAM - FormID's for specific weapons. The EditorID for the Deep Frier is AlphaWeapShishkebab, its FormID is 0200AB7C, and it is a 2HandedMelee weapon. This is what I tried already: The Deep Frier is in the Monster Mod Wasteland Edition mod, so I turned that into an esm, and made it a master to MeleeWeapon in FNVEdit. 1.) I created the FormID V86mhkICONshishkebabuniqueLST [FLST:03002DC5] and added the LNam - FormID AlphaWeapShishkebab "Deep Frier" [WEAP:0200AB7C] 2.) I went into V86mhkEverythingLST and added the FormID AlphaWeapShishkebab "Deep Frier" [WEAP:0200AB7C]. This information I got from MMWE.esm. 3.) I went into V86mhkCAT2handMeleeLST [FLST:03000837] and added the LNam - FormID V86mhkICONshishkebabuniqueLST [FLST:03002DC5] for some reason I still can't get the Melee Hotkey mod to reccognize the Deep Frier weapon. Any suggestions are appreciated, but I think there is an even better approach. This mod was ported by the author from another mod he made called Grenade hotkey. Grenade Hotkey had a very interesting feature: "You can add custom melee weapons from 3rd party mods with the following steps: Equip the melee weapon you wish to add. Still in your pip-boy inventory screen, just tap the melee weapon hotkey." This is what I need help with. I need someone to help me rip this script from the grenade mod to incorporate it into the melee mod. Both mods are by the same author.
  2. So I downloaded this sweet mod called Melee Hotkey. It works great and is really useful in game. It supports alot of melee weapons but I have some 200 mods and would like to be able to use weapons from other third party weapon packs with melee hotkey. I was wondering if anyone could instruct me how to add custom 3rd party melee weapons to the list of those compatible with this mod. I was looking at the .esm in FNVEdit, Geck, and TESsnip and I can't seem to figure out how to add additional melee weapons to those that are compatible with your mod. If someone could help me add one custom weapon, say the Deep Frier from Monster Mod Wasteland Edition, then I could take it from there and release compatibility patches for all the most popular weapons mods. In FNVEdit I see the formid's for categories, and the form id's with the sub class LNAM - FormID's for specific weapons. The EditorID for the Deep Frier is AlphaWeapShishkebab, its FormID is 0200AB7C, and it is a 2HandedMelee weapon. This is what I tried already: The Deep Frier is in the Monster Mod Wasteland Edition mod, so I turned that into an esm, and made it a master to MeleeWeapon in FNVEdit. 1.) I created the FormID V86mhkICONshishkebabuniqueLST [FLST:03002DC5] and added the LNam - FormID AlphaWeapShishkebab "Deep Frier" [WEAP:0200AB7C] 2.) I went into V86mhkEverythingLST and added the FormID AlphaWeapShishkebab "Deep Frier" [WEAP:0200AB7C]. This information I got from MMWE.esm. 3.) I went into V86mhkCAT2handMeleeLST [FLST:03000837] and added the LNam - FormID V86mhkICONshishkebabuniqueLST [FLST:03002DC5] for some reason I still can't get the Melee Hotkey mod to reccognize the Deep Frier weapon. Any suggestions are appreciated, but I think there is an even better approach. This mod was ported by the author from another mod he made called Grenade hotkey. Grenade Hotkey had a very interesting feature: "You can add custom melee weapons from 3rd party mods with the following steps: Equip the melee weapon you wish to add. Still in your pip-boy inventory screen, just tap the melee weapon hotkey." This is what I need help with. I need someone to help me rip this script from the grenade mod to incorporate it into the melee mod. Both mods are by the same author.
  3. I am trying to update the Melee Hotkey mod so that it is compatible with all of the melee weapons from mods that I have. I opened the MeleeHotkey.esm and found the FormID List which is basically the list of all of the weapons the mod is compatible with. The information I need to add to make a weapon compatible seems to be Editor ID, Name, FormID. So I opened up the first mod I wanted to make compatible in GECK: project weaponry. Conveniently the MOD's author has all of the melee weapons separated by class! I'm thinking this will be a simple copy paste job from GECK into a text file, or spreadsheet. So I select all of the melee weapons in GECK and I find there is no copy/paste function, and I can't figure out how to only export the selected information as a text file. Is this possible? Can anyone help me?
  4. I am trying to update the Melee Hotkey mod so that it is compatible with all of the melee weapons from mods that I have. I opened the MeleeHotkey.esm and found the FormID List which is basically the list of all of the weapons the mod is compatible with. The information I need to add to make a weapon compatible seems to be Editor ID, Name, FormID. So I opened up the first mod I wanted to make compatible in GECK: project weaponry. Conveniently the MOD's author has all of the melee weapons separated by class! I'm thinking this will be a simple copy paste job from GECK into a text file, or spreadsheet. So I select all of the melee weapons in GECK and I find there is no copy/paste function, and I can't figure out how to only export the selected information as a text file. Is this possible? Can anyone help me?
  5. can you release this as a universal fix, or is it hard coded in the engine? e.g. does this only work for your merchants or what?
  6. just some ideas for mod authors looking for ideas. Being able to melee with the butt of my gun. Improved fighting moves, kicks, punches, blocks, throws, etc. And sweet finishing moves like in mortal combat. :-D
  7. http://www.youtube.com/watch?v=WrH16kB9sro http://newvegas.nexusmods.com/mods/49042/? :nuke:
  8. Exactly as the title suggests. It would be really cool if the CARS! mod for NV had armored cars (variety of chassis with various attributes like armor, speed, handling, etc). Once this is added maybe we could get a faction of enemies in NV that drive armored cars. Also mechs! Twisted metal style arenas would be awesome, and races ala Mario Cart-new vegas style. just some ideas for ambitious and talented modders looking for inspiration.
  9. http://www.vaultmp.com/ this guy made FO:3/NV multiplayer. Not sure he got his hands on the source files.
  10. If mods are available that can replace the pip boy, and add radio stations I don't understand why this could be possible in theory. There are programs that interface with the Pandora website from in games. Would it be possible to hook the curl library in, open up a socket or tcp connection to connect to the server, etc?
  11. exactly as the thread title implies. This is a request for a function in FNV edit that parses a merged plug-in and removes all files/references derived from an .esp Alternatively/additionally an update function would be useful: to be able to select a merged plugin and merge it with an updated version of one of its component .esp files. It would only delete/update the files in the merged plugin that it detects are older.
  12. exactly as the thread title implies. This is a request for a function in FNV edit that parses a merged plug-in and removes all files/references derived from an .esp Alternatively/additionally an update function would be useful: to be able to select a merged plugin and merge it with an updated version of one of its component .esp files. It would only delete/update the files in the merged plugin that it detects are older. is this the right place for this request?
  13. Request: a zombie mod like CoD nazi zombies.
  14. Request: a mod that interfaces with pandora radio from fallout new vegas. waddya think? possible?
  15. This may be a nice addition to WD: http://newvegas.nexusmods.com/mods/39058/?
  16. I enjoyed WD except for the instability of it. Two things I was disappointed about when I played: 1.)Once I turned raids on, random raids hardly, if ever, happened. I was hoping for more frequent raids. It seemed very unnatural to open a menu, and choose from a small list of enemys to begin a raid. Raiding parties should be composed of random enemies, drawing from all enemies in game, and they should spawn randomly. The frequency of the raids could change based upon players skill level, bases development, etc. 2.)Why can't WD randomly spawn any enemy in the game? I'm unfamiliar with the engine, but perhaps you could create a program that goes along side WD that you run outside of F:NV. This program can go through all your esms and compile a database of enemies, guns, armor, etc. This would make it possible to easily spawn random raiding parties, with diverse attributes (armor, weapons, etc) based on the players skill levels. Depending on the difficulty level you could spawn raiding parties consisting of complimentary enemies (like a couple powerful long range enemies spawning with aggressive enemies with melee weapons). I assume these two changes are not very difficult. I could probably create the progrram mentioned in #2 if you explain to me how raiding parties in WD are created and spawn, and what information is needed to do so. Someone mentioned a Zombies mode. I think what they mean is something like Zombies for Call of Duty. I agree with them that it could be an excellent "Easter egg" for WD. You would need to implement the above first. The gist of Zombies is this: waves of increasingly difficult enemies spawn and attack you from every side. by killing enemies you gain points. the points are nececssary to rebuild barriers (like barred windows and doors) at points where the zombies spawn from. the points also allow you to do things like open doors, activate traps, buy weapons/ammo/armor, etc. A VIDEO: let me know if you are interested in my idea discussed in point #2.
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