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TheTalkieToaster

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Posts posted by TheTalkieToaster

  1. You can do shields like that, by just making them armour that adds DT- there's an F3 mod the name of which escapes me that adds shields made from roadsigns. That's definitely a viable solution, just not a particularly interesting one to implement.
  2. I'd think thematics trump dreary realism.

     

    This is a good idea, and conveniently I was already working on a shield mod for melee characters- where the shield would be used as a weapon, and take damage for you when hit. The new mesh I was using was a tad unreliable so I never actually implemented it properly, but it should be possible to use a car door.

  3. If I press escape twice (go to menu, and then go back), the hand shows up:

    http://i825.photobucket.com/albums/zz180/mGlushed/ScreenShot46s.jpg

    Looks like it works fine when the menus get reloaded then. You could try calling the function ToggleMenus twice using the NVSE command con_ToggleMenus, to see if it reloads them.
  4. No. It's an engine bug.

    E: It's not just the missile launcher- grenade launchers and any other non-hitscan weapon with a 'Missile'-type projectile (e.g. bullets, fired grenades, basically anything that isn't a laser and doesn't bounce) with attached explosion deal no projectile damage when fired out of VATS.

  5. By starting off point I meant 'Give us at least the tiniest bit of information', your post could've been about a modder's resource off Nexus or a 3ds resource pack off some other site.

     

    Since they've already in the correct format there really is no need to ask any questions. Open the GECK, poke around, it's all obvious. If you want to add them as for example statics, browse to the statics and poke around. If you don't know what a static is, browse to the statics and look at them.

  6. Weeeeell, it *might* work as scripts address variables by index (so 'set ScriptedVar.mod1 to 1' is actually 'Set the Nth variable on ScriptedVar to 1') and if both compilations have the same script text the variables might have the same indexes, but that's the kind of stuff that generally should be avoided as it's very liable to break. NVSE has mod inter-operability features for the same reason it has weapon damage alteration, and keypress watching; because people needed them and they weren't in the default game.
  7. Well, and also atomic warfare tends to put a damper on things like..social trends. So the Fallout universe hit its version of the 50s and then stopped because everyone was dead or hiding out underground.

    What? That doesn't make any sense. The Fallout universe hit the 50s, then... continued being 1950s-styled for the next 110 years. The nuclear apocalypse didn't happen until 2070...
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