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teknofil

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Everything posted by teknofil

  1. In response to post #24593024. #24593174, #24593264, #24593554, #24593789, #24593874, #24594259, #24594264, #24595134 are all replies on the same post. While I am currently unable to do so, I have sent money, on more than one occasion, to the Nexus to help them continue the work that they are doing. I am appalled by the lack of understanding shown by some of these posts. How has the effort you spent installing a mod benefited the creator of that mod? Sure you may have made helpful suggestions or told them their mod was not compatible with mod X. But does that little bit of effort compare to the effort made by the mod creator? Not really. And while you are financially stable and able to donate to all those victims of whatever, including homeless beggars, there are people who aren't as financially stable for one reason or another. Take myself as an example, I am disabled and unable to drive and as a result I spend way too much time sitting in front of a computer playing games. I used to mod but i gave it up when I started trying to figure out a way to make money from home, which never quite panned out, to supplement my pitiful disability income. In addition to other people like me there are probably a lot of "Stay-At-Home" parents who supplement their income working from home who could dedicate more time to modding if they had an income from it. So let's be really honest, there are more reasons this can help the community than there are those that this hurts the community. Nobody is forcing you to use the mods being sold by Steam. If just one mod creator puts a quality mod on there that helps them support their family in some way then it has been a good thing. Whether you support it or not isn't going to change the fact that it now exists. You can complain or you can look at the bright side of it. Someone may be helped out of a bad situation by this.
  2. Running Windows 8.1 ran 0.50.2 update and answered no on both occasions. Install worked fine and all mods are listed properly as to what was installed before update. Also ran the Chrome fix and it is working properly. I am able to use the Download With Manager button on Fallout, Fallout New Vegas, Skyrim and Darksouls 2 so far without issue. Thank you for this tool, it has made my gaming experience much better over the years and is much appreciated.
  3. In response to post #9160045. #9162092, #9162352, #9164413, #9165803, #9166413, #9167007, #9167131, #9177780, #9182846, #9189858, #9190136 are all replies on the same post. I disagree. I for one am quite happy with NMM and look forward to the new version. I don't need BOSS to set up my load order, in fact I don't want BOSS messing up the load order I carefully set up. As for a lot of your other demands, they wouldn't be appreciated either. NMM does exactly what I expect a mod manager to do already, and I think the addition of profiling will improve on an already great product. To Dark0ne and the rest of the staff, thank you for a great site and a great mod manager. As a programmer I understand the effort you have put into this and greatly appreciate it.
  4. Most of it looks great, but you are right about the burrito. It doesn't quite look right. The fries could be loose too, instead of in a box since the box would be hard to come by in the game. A loose pile of fries that was a little smaller in diameter than a plate would be perfect. It would look great for screenshots and add to the realism of the game. I may have to make some of the schematics for kitchen equiptment require Lonesome Road. I found an Arc Welder in there as a weapon and might require that one of those be in your possession in order to make the grinder from several piles of spare parts and a few other things. So far I have scripting done which allows the following items to be used to access crafting menus or picked up and put in inventory as well as placeholder world models and schemtatics for the items which didn't exist in the world before. Cutting boards allow access to the cutting board recipes. Hot plates allow access to the campfire recipes. Grinders allow access to the grinder recipes using the wood chipper model for now. Oil Press allows access to the oil press recipes using the steam guage assembly model for now. Cask allows access to cask recipes uses wooden barrel model. Cutting Board Recipes. Cutlets - made from meat (gecko, brahmin, coyote, etc...). One pound of meat renders 4 quarter lb cutlettes which only require 15 survival to cook. Stew meat - made from meat. One pound of meat renders 4 quarter lb servings of stew meat. Strips - made from many meats. One pound renders 4 quarter lb servings of strips, which will be used for tacos, stir fries etc... This will allow players to use more sources of meat at low levels. I plan on adding more recipes which require more skill to cut and cook like perhaps Filet Minbrah (New Vegas version of Filet Mignon) I just have to come up with what will be special about it. Grinder Recipes Ground Meats (Gecko, Brahmin etc...) allows the player to make Burgers, Chili, Sausage, ect... Ground Honey Mesquite Flour (I looked up the potential uses for the plants in NV and Honey Mesquite Pods are actually ground into flour) Ground maize to make corn meal. Grinding dried banana yucca wafers (made by cooking banana yucca fruit) into Wasteland Sugar (the American Indians actually dried and ground banana yucca fruit to use as a sweetner). And any other grinder recipes I come up with. Oil Press Recipes. Buffalo Gourd Seeds can be pressed to get oil (actually done irl). Corn Germ can be press to get corn oil. Corn germ is recieved during the process of making corn meal and corn flour , masa. Agave plant can be pressed to recieve Agave Nectar (which can be used as a liquid sweetener). The oil press can also be used to get more water from cactus than is achieved normally. Normally you need 2 prickly pear fruits and a bottle, for the press recipe you need 3 fruits and 2 bottles since the press is more efficient at extracting moisture from the fruits. Cask Recipes Malt Vinegar - made with purified water and beer. Wine Vinegar - made with purified water and wine. Hotsauce - made with Jalapenos, purified water and malt vinegar. Howling Hotsauce - made with lots of jalapenos, purified water and malt vinegar. Campfire recipes Refried Beans - made with pinto beans and one of the two oils. Corn tortillas - made with masa (corn flour) and an oil. Flour tortillas - made with honey mesquite flour and an oil. Tortilla chips - made with masa, corn meal, and an oil. Chili - made from ground meat, hot sauce, beans, maize, and barrel cactus fruit (in place of tomatoes). Salsa - made from jalapenos, malt vinegar, banana yucca fruit, barrel cactus fruit, and honey mesquite pods. Tacos - made from meat strips, tortillas, and salsa. burritos - made from tortillas and refried beans. And that is just a few of the things I am working on.
  5. @G33k3dGam3r: I take it you don't do textures? For some of it I might be able to figure something out, but I am not very good at that part either. The ice cream maker and butter churn would be mostly wood textures with a little bit of metal texture in there on the ice cream maker handle and lid. The meat grinder would be mostly metal with a tiny bit of wood on the handle. What I am doing is adding scripts to items like the cutting board which open custom crafting menus for that item ( cutting board opens cutting board recipes which allow you to cut larger pieces of meat into smaller pieces of meat which are easier to cook properly, ie they only require 15 survival to cook ) The grinder will be given grinder recipes that can be used to grind meats or other items ( like honey mesquite pods being ground into flour ) for use in other recipes.
  6. I am working on a new cooking mod and need some equiptment and food models. For the equiptment right now I need an old fashion hand crank meat grinder, ice cream maker, and a butter churn. On the food side I need world models for soft taco, burrito, omlette (without claw), burgers, fries and potentially other items. Any help with this would be greatly appreciated. teknofil
  7. I recently uploaded my first mod, MegatonMaid. I looked at the options when I set it up and it said that people would be able to comment and endorse the file. However, after I uploaded the file and went to look at the page, it says that I blocked endorsements and when I tried to post a comment it says that I disallowed comments. Did I do something wrong or is it restricted because of some other reason?
  8. Ah, thank you very much. I read the FOSE command documents but saw the base object at the front of those commands and missed the inventory object at the tail end. I do have a few questions about using the inventory object to set those variables. Will every instance of the inventory object share the improved accuracy? I wouldn't want to make the NPCs better at shooting the player with a perk for the player. Also, am I right that the following code should reset the stats of a weapon when it is unequipped? It appears to be working, I just wanted to see if I was missing something else. float fIDOriginalSpread float fIDOriginalMinSpread ref rWeaponEquipped ref rWeaponUnequipped Begin GameMode if (player.HasPerk InertialDampener) set rWeaponEquipped to player.GetEquippedObject 5 if rWeaponEquipped != rWeaponUnequipped SetWeaponSpread fIDOriginalSpread rWeaponUnequipped SetWeaponMinSpread fIDOriginalMinSpread rWeaponUnequipped set rWeaponUnequipped to rWeaponEquipped set fIDOriginalSpread to GetWeaponSpread rWeaponEquipped set fIDOriginalMinSpread to GetWeaponMinSpread rWeaponEquipped endif if (GetWeaponNumProjectiles rWeaponEquipped == 1) if GetWeaponSpread rWeaponEquipped > .25 SetWeaponSpread 0.25 rWeaponEquipped endif SetWeaponMinSpread 0 rWeaponEquipped endif endif End
  9. I tried that and it doesn't seem to be working. ref rWeapon Begin GameMode set rWeapon to player.GetEquippedObject 5 if rWeapon.GetWeaponNumProjectiles == 1 if rWeapon.GetWeaponSpread > .5 rWeapon.SetWeaponSpread .5 endif rWeapon.SetWeaponMinSpread 0 endif End That was the basics of the script I tried. The goal was to minimize the spread on all firearms except the shotguns.
  10. I am trying to do a perk that reduces spread for certain weapons. I made it work by attaching a script to each weapon, however this means that mod introduced weapons won't be able to benefit from this perk. I was hoping there was some way to get the reference for the equipped weapon in a quest script.
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