Jump to content

TonyaSolovyov

Members
  • Posts

    43
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

About TonyaSolovyov

Profile Fields

  • Country
    None
  1. Hmm, I believe it'd be simple enough to script. You could make it so that every time the 'effect' plays, it removes the respective shell or cell from your inventory. I'm not sure how you could make it not play the effect if you don't have it. I'd personally have to experiment. I know of two options that'd work right off that bat. One is to make a script that'd unequip the weapon if you didn't have the respective ammo. And another is to make a script that would 'replace' the weapon with a drained version. For example, it would turn the ballistic fist into a power fist, maybe a little weaker, your call, and make the cattle prod basically a lead pipe without the effect.
  2. This is an old topic that probably didn't need to be bumped, but since you already bumped it and I JUST released a mod that sort of does what you're asking for, I'd figure I'd throw my two cents in. http://www.newvegasnexus.com/downloads/file.php?id=41457
  3. I know the mod is already ported over to New Vegas, but not in it's entirety. I changed it up a bit and removed the requirement to need the mod kit, and instead made it that when you push 'P', a menu will pop up. If you have a silencer equipped on an 18inch barrel, and you equip a 14inch barrel, the silencer will still be able be equipped. The modifications are: Barrels: 10inch - Shoots fast, low damage (30 round mag) 14inch - Shoots medium, medium damage (30 round mag) 18inch - Semi-shot, high damage (10 round mag) LMG - Shoots fast, high damage, high inaccuracy (100 round mag) Scopes: Ironsights - VERY small zoom ACOG - Small zoom, almost the ironsight zoom of other guns Sniper - Sniper Rifle Zoom Silencer: Attach and remove. All it does is silence the weapon and it's most likely going to stay that way unless the majority really wants to be penalized. You can't silence the LMG kit. Camo: I haven't done this yet as I basically have to do the work over again 15 times, although it'll be easier as it's just copying and pasting lol. The camos will be: Black - default Urban Urban Digital Urban Blue Urban Blue Digital Urban Red Urban Red Digital Desert Desert Digital Woodland Woodland Digital Woodland Fall Woodland Fall Digital Arctic Arctic Digital If my opinion matters, they are all very high quality too! Everything is done besides the camo. They are already made, I just have to implement them into the game which should take me about a day at the most. There may be a few bugs that are easy to fix, but I'm pretty much knocking them out as I go. http://img850.imageshack.us/slideshow/webplayer.php?id=falloutnv20110421125110.jpg So what do you guys think? Should I release this soon separately now? I'm basically making an all-out war mod, and this will be the weapon of the 'allied' forces. So should I just wait and release as part of that, or make it a bit more modular or what? Also, I'm thinking whether or not I want to implement the camo swapping system in the game. It's a neat feature, but I don't know if everyone would use it. Would you be happy with just having the camo textures and swapping them when out of the camo, or would you like the camo swapping weapons in game to, say match the Dragonskin Tactical Outfit mod? Lemme know your thoughts! All done (minus the camo-swapping system)! The camo files are in the BSA. If you want to change the camo on your rifle, for now just extract the BSA using FOMM. Find the camo texture in the textures folder, and replace the ACR texture with the appropriate one. It'll be easier if you actually look at it. :P http://www.newvegasnexus.com/downloads/file.php?id=41457
  4. This it? I have never known of one that did the Legion AND NCR at the same time.
  5. The link's pictures seem to be down, but if they were Army of Two style ballistic masks, there is a FO3 Mod that has them. There are relatively easy to port over if you have basic knowledge of the GECK, and I assume you do judging by your mods. I do plan on releasing a mod with them in a few days, or I could do it tomorrow separate of my mod since the author allows it providing credit is given if you'd like.
  6. Hmm, I did all that BESIDES the radius! I'll give it a shot. Thanks! :D
  7. I believe the mod you are looking for is called New Vegas: Redesigned. The author has pulled it from the nexus I believe, but you can still find it if you Google it.
  8. I've been modding since Fallout 3. I've finished a few mods, released some, but usually took them down because I have a better idea and only want to work on one mod at a time. It's silly, but whatever lol. Anyway, I know how to do most things when it comes to making mods, including quests, scripts, modelling and texturing, and pretty much everything besides... idle markers. I can't figure out how to make them. Currently I found an awesome army fort mod, but it's empty and the author is no longer working on it. I want to edit it around a bit (a lot actually), add some clutter, and some NPCs. Of course I don't want the NPCs just standing there! I know how to tell them to use chairs (I think) and beds, but I can't for the life of me figure out how to get them to do something simple, like lean on a wall, or do push ups outside the barracks. I've tried both guard and sandbox packages with multiple flags/settings selected, linked references, and just so much more, including loading for a different save in-case my current save was dirty, but nada. So, can anyone give me a step-by-step tutorial on idle markers, or link me to one? Not the one on the GECK's website as that didn't really help. Thanks a million... ... Unrelated to the above issue, but does anyone know if you can actually duplicate outside cells? It seems like every time I try, my GECK freezes. I'm not sure if it's actually freezing or if it's loading still, I'm just a little impatient lol. :D Thanks again!!
  9. Are you loading the GECK with FOSE enabled? If not, find your fose_loader (it should be in your Fallout 3 directory) and make a copy of it (it doesn't matter where). Access the properties shortcut (right click > properties), then at the end of the target box, type "-editor" without the quotation marks. It should look like this ("C:\Program Files (x86)\Bethesda Softworks\Fallout 3\fose_loader.exe" -editor). If you're already doing that or that doesn't worry, I wish I could help!
  10. Enclave commander lets you command chimera tanks, vertibirds, and loads of different types of soldiers. They plant mines, open terminals, unlock doors, etc. If you haven't tried it yet, I'd highly recommend it. Plus it's really small, so no harm done if you don't like it.
  11. That's a pretty extensive list. I don't use most of the those mods (at once), but I can still try to help. First, is your computer capable of running all of those? Second, what was the last thing you did before things got sour? Third, are you using BOSS for FO3, it's pretty incredible! And last, a lot of times my game doesn't want to work when I install and then uninstall a mod that messes with the UI. So try reinstalling Darnified UI. Hope this helps! :thumbsup:
  12. Alright, I'll try that and let you know what happens. Thanks, TonyaSolovyov EDIT: I can't attach it to a quest because the only way you can use OnAdd is if you make it an Object Script. I'll try attaching it to the object, but I still want to find an alternate solution.
  13. The Tenpenny Tower fix is super easy, I just have to move the entrance out of the generator room, as you said. The Megaton fix is a little harder, and I'm not sure if I could script it (I'm not really a scripter, although I can edit other people's scripts quite easily). It would be easier if I got rid of the secret entrance into Megaton and just placed the entrance to the tunnel outside. Or I could mention in the 'Bugs section' not to use the entrance. The pop-up menu for the destinations is very possible I would image; it would just have to wait until a later version until I learn how to script better. I do want something a little more unique than just going through another metro, so I'm thinking of making an advanced pipe system where you would go underwater at some points or anything really. I just don't think another plain metro would be good. I plan on changing this from a sniper's hideout to a science type character hideout. The mod will have a couple focus points: - The actually home with tunnels leading to the main cities (no secret entrances though-- too many conflicts); the main cities being Megaton, Tenpenny Tower, Rivet City, Paradise Falls, the Citadel, Little Lamplight, the Republic of Dave, and Canterbury Commons (am I missing any?). - The home will feature all your basic necessities, but also a robot building system (I'll probably try and get permission to merge with buildable bots) and will have compatiblily with Laboratory Expanded and Mr. Lab technician. - A 'weapon system'. The weapon system will focus around the laser rifle for now. When you press a hotkey (M), you'll bring up a menu that will let you exchange your current laser rifle for one of the other three uniques (wazer wifle, tri-beam laser rifle, and metal blaster). I'll also add compatibility for WMK so you can change your rifles with the mods on. Hopefully I'll be able to merge them. - I also want to enhance the rifles with EVE. - Since you can add a scope to the laser rifle with WMK, I want it that you can change the scope retitucle (10 different scopes) anytime you want. - I want it so that you can change the ammo types and that would change the power of the gun. The ammo types would be (from weakest to strongest): energy cell, microfusion cell, electron charge pack, and alien power cell. - Some other things I can't think of right now. (I want to retexture a lab vault uniform to the Outcast colors. I love the colors and I like the look of the vault lab uniform). Best Wishes, Tonya Solovyov
  14. I need to make a new system because if you blow up Megaton and try to enter through to tunnel... crash! I'm thinking about erasing the secret entrances completely and just making 'fast-travel' tunnels, which would work much better. I'm also going to change the whole "sniper" theme to more of a sciency character the mod doesn't conflict with major overhauls like FOOK. So the mod will focus around the four laser rifles (laser rifle, metal blaser, tri-beam laser, and the wazer wifle), and you'll be able to customize it with WMK and it will be compatible with EVE. I just need to work on a swapping system so you don't have to carry all four laser rifles around (You push 'M' and a menu will pop up asking you to exchange your current laser rifle for one of the other three). For the most part, I have it completed, but I want to make it so that when you swap the weapons, the condition of the weapon swaps also. I'll keep everyone informed. Best Wishes, Tonya Solovyov
  15. I can't seem to get the options menu to pop-up when I press the hotkey 'M'. Here's the script: ScriptName LaserRifle short Button float health float timerc ref equip begin GameMode if IsKeyPressed 50 if player.getequipped WeapLaserRifle == 1 || player.getequipped DLC01UniqueWeapLaserRifle == 1 || player.getequipped DLC03LaserShotgun == 1 || player.getequipped WeapUniqueWazerWifle == 1 showMessage LaserRifleMessage elseif player.getequipped DLC03LaserShotgun == 1 || player.getequipped WeapUniqueWazerWifle == 1 showMessage LaserRifleMessage endif endif end begin GameMode set Button to GetButtonPressed set equip to player.GetEquippedObject 5 set health to player.GetEquippedCurrentHealth 5 / 100 if Button == 0 ; Laser Rifle if equip != WeapLaserRifle PlaySound UIRepairWeapon player.RemoveItem equip 1 1 player.AddItemHealthPercent WeapLaserRifle 1 health 1 player.EquipItem WeapLaserRifle 0 1 showMessage LaserRifleChangeMessage endif endif elseif Button == 1 ; Metal Blaster if equip != DLC01UniqueWeapLaserRifle PlaySound UIRepairWeapon player.RemoveItem equip 1 1 player.AddItemHealthPercent DLC01UniqueWeapLaserRifle 1 health 1 player.EquipItem DLC01UniqueWeapLaserRifle 0 1 showMessage LaserRifleChangeMessage endif endif elseif Button == 2 ; Tri-Beam Laser if equip != DLC03LaserShotgun PlaySound UIRepairWeapon player.RemoveItem equip 1 1 player.AddItemHealthPercent DLC03LaserShotgun 1 health 1 player.EquipItem DLC03LaserShotgun 0 1 showMessage LaserRifleChangeMessage endif endif elseif Button == 3 ; Wazer Wifle if equip != WeapUniqueWazerWifle PlaySound UIRepairWeapon player.RemoveItem equip 1 1 player.AddItemHealthPercent WeapUniqueWazerWifle 1 health 1 player.EquipItem WeapUniqueWazerWifle 0 1 showMessage LaserRifleChangeMessage endif endif end I do have all the messages set up and I obviously have FOSE installed. I just can't seem to get the menu to show up. Can anyone give me any suggestions? Thanks, TonyaSolovyov EDIT: Okay, I got the message to show up by attaching the script to the weapons. I didn't want to do this though; I wanted to attach the script to a quest but I'm having a problem. When I go to make the quest, it won't let me select a script (any script). What do I do? EDIT2: I'm still working on adding the script to the quest, but I'm running into another problem. Every time I swap weapons, the new weapon comes back minimal condition (it can fire one shot before it breaks). Any suggestions? EDIT3: I figured out how to attach the script to a quest (I feel like a moron that I couldn't do it before), but I still can't figure why the guns are swapping in minimal condition. I can delete the whole repair-transfer system, but then this mod becomes REALLY unbalanced. I also want to make a system where you have to collect each gun first, but I have NO idea how too. Any suggestions?
×
×
  • Create New...