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Everything posted by Fatalmasterpiece
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Considering the game isn't out yet, a lot of things are already ruining it for you Broken... >.> You don't even know what the story is. Just relax man and wait and see how it all plays out.
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No save after level up
Fatalmasterpiece replied to csmithsr90's topic in Fallout New Vegas's Mod Troubleshooting
Try it without ANY mods. Still have the problem? Probably not. Then slowly enable each mod until the problem starts again. Ders yer sign. -
I say this again and again, so I'm just going to copy and paste it. The problems are possibly caused by all the mods you are running, since you are posting on a modding forum. It's worthwhile to learn the proper ways to optimize your load order, create merged patches, master update etc and avoid crashes caused by mod conflicts. This sounds especially like a problem with loading textures or mesh files modified or added to the game. Laptops are notorious for having heat problems. I recommend getting a cooling pad with fans to set it on, or placing it on several dvd cases and having a fan blow on it to help move the air. Under no circumstances should a laptop be actually used on your lap... one of the most misleading marketing ploys ever.
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upgrade to windows 7. reinstall FONV?
Fatalmasterpiece replied to onson's topic in Fallout New Vegas's Mod Troubleshooting
The crashes are most likely caused by all the mods you are running, since you are posting on a modding forum. It's worthwhile to learn the proper ways to optimize your load order, create merged patches, master update etc and avoid crashes caused by mod conflicts. -
Elise save file question
Fatalmasterpiece replied to Palandiell's topic in Fallout New Vegas's Discussion
1. project beauty is found on FO3 nexus, not New Vegas 2. Have both Lings and Mikiitios in your load order in the mod manager. I'm not sure which should come first, I suggest experimenting with both. Then create a merged patch with FNVEdit and load your merged patch last. This should allow both to run at the same time. 3. No. Nevada Skies URWLfied is a compatibility patch for using bother Nevada Skies and URWL, which is a different mod all together. It is short for Ultra Realistic Wasteland Lighting. If your having trouble finding it, I believe it's made by Marcurios who should be in my friends list. Just look under his files. -
10 Luck + Luck perks ...
Fatalmasterpiece replied to Amitn1995's topic in Fallout New Vegas's Discussion
Check out the more perks mod, you should be able to find it pretty easily with a search for "perks". There are some cool luck based perks as well as a slew of others. -
Don't get me wrong, I appreciate your input. It just didn't make a lot of sense in this case. I often come across really harshly in text, which is honestly not the case in person. I agree about glass weapons and feel they don't really make much sense, or even look too good... but they are canon. So I think I will try to make a way of having them look like realistic weapons but still be "glass".
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This could be a really cool addition to making alchemy a more useful skill. Acid flasks, Burning potions, "grenades", smoke pots... all those would be cool thrown weapons.
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There already were, Fishyinsom. Probably best to take the two cents and apply it towards premium if it bothers you that much.
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The term "producer" can mean a lot of things depending on the type of industry. It often varies however on the company and the producer. Generally they will lead the project ala getting financial backing by attaching their name and endorsement. They often have a direct role in the general direction of the project, making judgment calls on major overtures such as theme, look, composition and span. Advertising is only a small part of their role in the creation of a product. In general they make sure the project actually happens and does so with cohesion and planning. So in a video game a producer might help sell the idea to financiers who's money is staked on the reputation of the producer, directors, and all around team. He will often be present in the conception of the game's planning and help make the decisions like will it be single or multiplayer, will they get some big name voice actors or unknowns, ok concept art... I mean, the list goes on and on. A producer is like the owner of a store. He doesn't actually do all the work but without him none of it would probably happen. Each departments director is like the managers in the store. Then the designers and coders are like the guys stocking the shelves and checking people out. So when the owner of the store decides they are going to sell discounted clothing and advertise in the local paper, and having the backing of several local business people, that's all the work of the producer. You could call the owner of a store just the guy who makes advertisements for the place, but it wouldn't be very accurate. Of course a producer doesn't normally own the product created in this circumstance. That ownership actually comes down to the financiers, and the company backing the product.
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* I'm not sure if you have played a TES game before. The "glass" they use to make weapons and armor isn't like what is in your windows. It's a magical mixture of rare metals and volcanic glass. It doesn't break easily. You missed the entire point of what I said, but I will repeat it. The damage can't be based on weight because as I pointed out because while the mass of two weapons may differ, it is not this which defines the "damage" or effectiveness of the weapon. It is the material from which is is constructed, the form and the ability to retain an edge. If it was "based off of weight" iron would do more damage than steel. Also, this isn't D&D, it's TES, which is an entirely different thing, despite their similarities (see notation *). This shows why weapon damage cannot be "based off of weight" as you suggested in both of your posts so what are you trying to say? The program you watched with the Katana shows exactly why weapon effectiveness is based on material.
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i hope poisons work more like poisons they do in WOW where they last 30mins or 1 hour, i forget i stopped playing that game a year ago. but they shouldn't proc like in WOW, RNG(random number generator) is stupid. but having poison last 1 hour or 30mins would make they more usefully then just a one time use like in oblivion. Agreed. Since you couldn't effectively quick key poisons, as they were almost all unique, they were incredibly ineffective, unless you liked pausing constantly to reapply them, which is even less realistic. I think poison should be usefull for a given number of strikes, say 5 or 10, before no longer being applied effectively, requiring more poison be used on the weapon.
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I'm not sure who you mean by "they", this thread is about a mod I'm working on. We can only presume Bethesda is continuing a similar tradition of item materials until they announce otherwise. However I will elaborate on the flaws of your logic and why weapon damage based on weight is not a good idea. An iron sword may have the same volume as one constructed primarily of steel, however the iron subject will have a greater mass. While this would lead one to believe the iron sword would be more effective, it is common knowledge the steel sword will be more effective due to the greater precision in it's edge and it's ability to keep such an edge sharper for a longer time. Now, a larger sword made of steel will do more damage than one which is smaller and also made of steel, but that is already taken into account in all Bethesda games with the difference of weapon types ei. dagger, long sword, two handed sword etc. Daggers have always done less damage than a Claymore. This logic however get's tricky when dealing with fictional elements and materials, with details of mass, volume, malleability, and tensile strength often not available or depending on vague factors like magic, craftsmanship and unknown alloys. We can presume that a Mithril sword would be more effective than a steel sword, and have less mass, but we cannot really say this with exact certainty. Furthermore, with such a mod I plan to alter the mass of all weapons to more accurately represent functional weapons in their historical counterparts. For example, a single handed steel sword, realistically may weigh only 3-4 lbs or so depending on the design. To be functional, all weapons, regardless of their primary material of construction, would have to have similar weights, or otherwise be unfit for combat. So, naturally an iron sword and a steel sword would have similar weight, being of the same purpose, but the iron sword would be slightly smaller. This is a possible explanation for why many Bronze and Iron Age weapons were smaller than their Steel counter parts. AND to make matters even more complicated you then need to take into account a weapon's design, function and purpose. Greater mass in a sword meant for stabbing will do little to expand it's effectiveness (and in many cases actually make it worse), while greater mass in a sword meant for chopping will actually improve it's ability. It really starts to get even more complex when you then take into consideration the effectiveness of a material is then dependent on its material's precise characteristics as a function of it's purpose. For example, if I were making a blade for stabbing I would want it to be higher tempered so that it were harder and kept it's point better. If I were making a blade for drawn cuts, I would want it to be harder tempered on the edge but softer on it's spine to absorb blows but keep an edge. If I were making a blade for chopping, a firm but not overly tempered metal would be useful for reducing the reverberations of blows and allowing the blade to be easily honed.
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I've seen all the ads and I feel they really are not that bad. I understand peoples frustration but all this whining is really rude and ungrateful. How shameful to enter someones domain, be offered a free service and then proceed to complain, often obscenely, when a small sacrifice is asked in return. The point on volume control makes sense... but ad creators are most likely unwilling to do something like that, for obvious reasons, and Dark0ne editing the ads or adding the ability to mute/lower volume would probably violate the terms of their agreement. My primary concern is that the ads are scrupulously chosen and rogue scripts are watched for carefully to prevent attacks which can be prevalent with web ads. This has been kept under fairly good control as of late, so for that I commend the site creator and its staff.
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Chrono Trigger had the best game music of all time, hands down.
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Will V be "canned" the way Oblivion was?
Fatalmasterpiece replied to Goodfortitude's topic in Skyrim's Skyrim LE
One of the first mods I would like to see/work on would be one that removes fast travel and ads a caravan/ship owner who will take you to a major city along the route for a fee. -
Morrowind total conversion using creation Kit
Fatalmasterpiece replied to dovahkiin187's topic in Skyrim's Skyrim LE
Fair enough, thanks for that. What if I made a mod for New Vegas which would utilize, but did not contain content from FO3? -
QFT We get the DLC a few months later AND we got a working construction set, where as platformers get none. This whining is really silly.
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Primm works totally backwards
Fatalmasterpiece replied to webster63's topic in Fallout New Vegas's Discussion
Obsidian is notorious for half cocked plot devices. Take for example their hair brained monk-dwarf from NWN2 or how I had to explain to them how the gods of Faerun worked with ranger's in the NWN2 beta. Primm is all sorts of messed up. Why are they bandits and not Powder Gangers like they were supposed to be? Why are so many of the bandits guarding the upstairs of Bison Steve, leaving the downstairs relatively unprotected. Why are all the snipers facing the rear towards the mountains where no one is instead of covering the road and and town proper. Even though the NCR is literally at the gates of the town, no bandits are guarding the main bridge or the rear road. All the town's people are walking around in the V&V with their weapons drawn like they are searching for someone instead of watching the doors and windows like you would if held up by bandits. I could go on and on about other plot holes in other areas of the game. I mean the Powder Gangers just don't make sense at all and they are the first enemies you come across... you think they would get this right. Why are the powder gangers around the Skydiving place hostile but when you take their stuff you lose karma... I mean, wtf? -
Morrowind total conversion using creation Kit
Fatalmasterpiece replied to dovahkiin187's topic in Skyrim's Skyrim LE
Yeah it's a slippery slope and really confusing. To make matters more frustrating, I see files ported from other games all the time, especially STALKER, but porting these seems to go ignored... so I don't really know what is acceptable and what is not. I have a lot of ideas for mods which may or may not break the rules and I don't want to upload something and suddenly find myself banned. -
why should i play FONV
Fatalmasterpiece replied to hoofhearted4's topic in Fallout New Vegas's Discussion
:laugh: now -that's- funny AND true! -
Vehicles would be great but they wouldn't fit the game world very well. The map of New Vegas is actually very small and if you could get around quickly it would make this even more apparent. Not to mention there are invisible walls all over the damn place which would get in the way (though there is a mod to remove them). I would love to see them in game but it would be better suited to a different map/different story line/mod.
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Next Game - No Main Questline!
Fatalmasterpiece replied to Deleted1811414User's topic in Fallout New Vegas's Discussion
See right there is where I have to disagree with you. This is what happened to me the entire game of New Vegas, my thoughts in "quotation"... -Benny shoots you, you have to find where Benny is "Oh, I bet he lives in New Vegas, he sure doesn't look like a wastelander..." -Figure out what the platinum chip is " it's round, silver and important. I bet this is just like Escape from LA and the chip is a little computer disc with important defense system commands on it" -The radio says no one has heard from Nipton in a while "I bet that nasty Legion group I heard about killed everyone there, everyone is probably going to be dead" -Guy runs around raving about winning the lottery "He probably won some kinda drawing to see who lived and died based on all the dead bodies and fires I see..." -No one has seen Mr. House for years and his robots control the area "So he's like President Eden and is going to be a big computer screen or is some kinda cyborg wired into his computer I bet" -The White Glove Society is weird and has some skeletons in their closet "Oh, so they eat people? Big mystery there..." -Beware the plants kill and no one has come back "Ok some crazy plant experiment made living plants that are going to try to kill me?" It was like watching a terrible M. Night Shamilan movie where you can easily guess all the cliche plot twists and every character and detail is transparent, lacking surprise or depth. The game would have been way better without a main questline and their pathetic attempt to rewrite Escape from New Vegas Beyond Thunderdome with a Fist Full of Dollars part Duex, and just focus on interesting characters, vaults, factions and finished creating the game world like Lucky 38s view from the Penthouse. -
That explains why I didn't see it, thanks for the link, looks pretty good. Some of the info Todd explained can be taken so many ways. He sort of makes the game sound like it's leaning more toward the action rpg ala fable rather than what we are used to in Morrowind/Oblivion. Where there are more npcs but less depth to them. I hope that isn't the case.