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CaptainTyro

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Everything posted by CaptainTyro

  1. I'm looking for someone who is decent at scripting to guide me in creating a launch animation for a missile from lonesome road, with all the sounds included as though it is launching from a silo. I will provide more details in private.
  2. I want to create a missile delivery system that deploys a GECK from a vault to a random location on the map, In this silo I have set up 2 levers, one to open the blast door, and the other for the missile. Anyone have any links to scripts that I can use to play the opening animations.
  3. how do I manually remove the master file? is that in FNVEdit or GECK or something else?
  4. As I mentioned a while back I'm making a mod at the gun runner's which adds a expanded Bunker filled with loot, a garage for car mods with vertibird mod landing pad, and a side story about an army squad resupplying a Bank when the bombs fell. I've managed to make the mod stable after a redesign, and now Its functioning in game. The issue is that there's several mods listed as needed masters; such as MoonQuest.esm (from boom to the moon quest mod, as I wanted to look at a watercooler script) and speedyresources.esm ( a GECK asset expansion I ultimately didn't need as vanilla assets worked better). I can see these mod's assets from static objects to scripts, but what I want to know is, how do I work out what is needed for my mod, I imagine there's a way to see what's in use, but I don't know how. Hope one of you guys can help.
  5. That mod was created in 2009, Its outdated and likely a risk to your save file. As interesting as It may be porting that mod to TTW is far too dangerous. As for applying scripts that'll require permission from the original creators of the car mods such as XRE, or the frontier mod team. It might be doable but you'll have to ask them personally if they'd be cool with you doing it.
  6. I have been creating a mod for the area surrounding Gun Runner's to add more pre war buildings and a garage built around the same time as McCarran Airport's Fortifications, I even including a new Bank teller's 9mm Pistol retexture, and silver bars. However in game I keep crashing due to the buggy nature of my creation, I suspect it has something to do with my navmesh which is all kinds of screwed. I'm basically looking for someone who can test my mod, and repair the navmesh for me. Also please note there is some modded dependencies in this mod, namely AWOP as I had to remove clutter it added, and Weapons of the new millennium's store bot which I had to move off of the repaired road. If you can get it stable I'd very much appreciate it. Contact me here on nexus if you would help. Cheers fellas
  7. Do not install ENBs, they are outdated and will corrupt you game, otherwise try the Just Add Mods assortment to add sprinting, weapon wheel, hit markers and bullet time.
  8. Only thing I can recommend is buying the guns you want before installing if possible, lame answer I know but it seems the mod might just override the vender menu for gun runners. Have you any other mods that add new weapons that might also be a factor?
  9. I'm new to these forums here, but I'm looking for someone who could take a mod and change some things around for my own personal use. In this case it is the SUPERHOT mod by Xilandro linked here https://www.nexusmods.com/newvegas/mods/61914 . I simply want to remove the SUPERHOT banner and disintegration effects, but my lacking in understanding of the GECK means Id just break everything, so someone who could find all the scripts and quests and whatever else to make it still work just without those 2 aspects is what I'm looking for. If you can do that feel free to reply or contact me, Thanks. P.S. Its obviously not a paid job as Bethesda have banned that.
  10. Hey there, i'm interested in bringing back some of the former W.I.P. Commonwealth Republic mods, actually putting it together properly as a passion project beyond anything else. I've see how these kind of mods usually are abandoned and i want to try and get the ball rolling again, with a team that is able to work on it in these trying times, As i have like no coding abilities beyond basic google searches i mainly would be the story guy of this project. Don't get me wrong i fully understand the challenge of a large idea like this, but mods are getting better and better so i feel it is possible now. Here's the initial ideas i came up with, these likely will change over time: 1). The mod begins after Old Guns when you arrive at the Castle, a new figure has arrived named Henry Denrik, and he explains his story; a former Enclave recruit that defected after Project Purity was reactivated, this humanitarian idealist want the world to be like it was and seeing the brotherhood's impact he joins their ranks. A scientist and data expert he helps in the preparations for the Prydwen, [even ranting about how terrible it was to work on it] but Henry left when the brotherhood forcibly removed Rivet City's nuclear fusion reactor and executed Chief Harkness, leading to the settlement's collapse as raiders defeated the security team [The stolen reactor is a canon thing, but i'm extrapolating the civil unrest and carnage], Henry went to find the institute but gave up after seeing university point and settled into a simpler farming lifestyle. When the minuteman are restored he comes to you and makes a proposition to rebuild the nation again. and he knows where to start. 2). You get Henry as a companion and must travel to the ruins of university point, you must dig up a briefcase Henry brought with him, it contains enclave and BoS data on nation building, and it outlines the key steps to making a nation, this then becomes a multi part quest line to get everything needed to form a working Commonwealth Republic: Food: This quest involves travelling to each major settlement you use for farming and establish expensive but invaluable industrial food units, these are in effect massive farmhouses that generate large amounts of crops and domestication, you need about 1000-2000 food to complete the milestone and each industrial unit gets you about 500 food, one at Abernathy farm would supply all linked settlements. Another at sunshine trading coop could support diamond city, another at Kingsport lighthouse can supply bunker hill, you get the idea. Water: This quest would have you find and use the project purity plans from the Brotherhood at a new cell, an old treatment centre near to taffington boathouse, that would produce 5000 water, ample supplies for everybody (just know you likely will put Sheng outta business so enjoy his services while you can) This unlocks build-able aqua-pura barrels and bottles into level lists, even drop off points for convoys. Scrap: to fulfil this milestone you will have to go to bunker hill and meet a local tradesman named Bill Hunt, he must be recruited to make Bill's Derelict Management System, a major crafting workshop that generates a ton of scrap per day, Bill can deploy cleanup crews that will sometimes come with you into ruins to gather junk to recycle. Essentially its like spamming 20 settlers into recycling stations to make so many goddamn pepper-mills, and with the amount of people with loose screws in the commonwealth, we're gonna need em. Lumber: heading to the south of the map beyond Quincy Henry will explain a contact he once knew from a scout mission in the Brotherhood has arrived, where you head down and meet none other than Yew from the tree-minders, now 18 and a branch-tender, she explains that Harold still lives and has received the liniment ending, his growth is better than ever and he has helped to feed and rebuild much of the northern capital wasteland, as he spreads north the lumber is harvested for fuel and wooden buildings.This is a problem however for the tree minders, although they have grown and gained support and local protection, their plans of northern expansion to Boston are stopped by the gunners who have gained a major control of the ruins of New York and its surround areas, permitting large taxes on travel [if you want to explore New York, Check out Operation Manhattan cause its a really fun little mod https://www.nexusmods.com/fallout4/mods/24216 ] to make it worth the trip each harvest season you must pay a one time 50000 cap gunner bribe or build a task force that can defend the caravans, Yew then travels to Jamaica Plains and deposits wood every week or so. Production: This quest has you re-clear and claim Corvega Assembly Plant with minuteman assistance, then this facility can begin to produce Trucks and APCs for the new nation, this can likely be expanded using other factories for power armour, weapons, manufacturing systems via the DLCS, even realistic vehicles like those in the drive-able Humvee mod [https://www.nexusmods.com/fallout4/mods/38393], perhaps as replacements for brahim or patrols. The sky is the limit, and that's not even true as Vertibird production and air-power can be achieved at some point. Mining: This milestone requires an attack and claim on Dunwhich Borers and Thicket Excavations, plus mining outposts at settlements that gather ore, at least 3 must be made and the sites claimed for the CPG. Military: This final milestone is important, all your settlement must have a new security centre building, with a manned desk, radio, jail cell and armoury all in one of three buildings (industrial, rural and military models) They give out 30 defense by themselves, but if needed you can keep making towers and turrets. The centres may provide the chance to assign patrols using invisible idle mats,and APC/vertibird defences as you progress down the questline. After All milestones are complete stage 2 begins, where you must recruit settlements to join the CPG, to do this you have to find new characters in Diamond City, Goodneighbour, Bunker Hill, Vault 81, Atom Cats and depending on the endings the BoS and Institute (they cannot coexist with the BoS, so keep that in mind). Each settlement wants different things and quickly you will see four major ideals come up, Democracy, Dictatorship, communism and Anarchism. settlements lean in one way or the other, eg. DC is democratic, Goodneighbour is anarchist, etc. Once everyone is in you go to Salem, build the Commonwealth Senate and Must choose one of these options to go down, this impacts the certain variables of the system, communism increases food and mining production but military and production suffer, anarchism has reduced food output but great Scrap production, Democracy has high production but weaker mining and Dictatorships have strong Military and food but poor production and scrap. After the establishment you can make settlers Senators for your settlement, generating happiness and creating a new position at the table in the Salem Senate. a new quest will appear where you attend a senate meeting and must decide on laws, like synth rights and military spending, establishing larger schools or hospitals, etc etc. This mini-game has certain results based on your choices, if you play the dictatorship card you as head of the minutemen get far greater power in the voting system, or if you aren't brave enough for politics you can just relax as the senators make the choices. As you can lose the vote if you try to go against the senate parties may form, they lean to one of the four option and must be played, for better or for worse it is up to the player as a key player in the now reborn Commonwealth Republic!!! So that's my idea, very over the top but with mods like Fourville, Miami, London and a bigger New York mod making (or about to make) waves in the modding community, a mod like this could fill a large gap in the market. So get chatting in the comments and we'll see if this pipe dream ever becomes a reality!!
  11. Fives years later and im tryna work out how to do this in an interior cell, as part of a mod im gonna take one of the unused areas and restore it, but the weird effect has to go.
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