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Giveth

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  1. Not sure what the rules are for answering your own request, but I did it! It's pretty neato and I learned alot. Check it out here: https://www.nexusmods.com/newvegas/mods/73656
  2. I've been playing New Vegas for over 10 years now, and messing around with mods for about that long- and along the way I've found some seriously cool (but outdated) mods that have the potential to be outstanding. I will list a few of them, along with my ideas on how to improve or integrate a fix for them. 1. Improved GreaseMonkey Greasemonkey is a perk from the mod More Perks that adds additional perks for the player to choose from, some are relatively mundane like adding additional movespeed, or bonuses for certain weapons in VATS. There are some, however that add very cool roleplaying possibilities. One such perk is GreaseMonkey: allowing you to fabricate robots into deployable kits via the workbench. The problem is, many of the robots you can make are kind of underwhelming- they are easily killed, the ammo they use is specifically made to be underpowered compared to basegame robots, and they look identical to other robots in the game, causing many friendly fire issues, at least for me. What I am left with then is a corpse with - oh look at that 20 energy cells.. great. My idea: Give the bots the same ammo and weapons as their basegame counterparts, which adds compatibility with many combat enhancement mods, give the bots a unique texture (something like the textures used in Courier 6 PA ) and on death add a "Salvageable <insert bot> Parts" that on pick up deletes the corpse and allows you to more easily recraft that robut Some of the changes I've suggested (specifically the ammo/weapon changes) can be seen in this video. 2. Improved Hatchery Egg Hatchery is one of those mods that despite its flaws remains in my load order even 5+ years later. Last updated in 2012, the mod focuses on giving more useful applications for the various 'Egg' items found in game. With an 'Egg Incubator' an egg and a bit of Survival knowledge, you can create rudimentary companion creatures. Problem is, that's all they are- fodder. A stray buckshot and your little mantis hatchling is toast, which is fine- but since that's all they are, losing them isn't impactful. An optional version of the mod exists, setting the crafting recipes as a reward for the Thorn's Egg Quests: a great idea, as it makes sense that you would learn much from Red Lucy about raising deadly creatures. My idea: Rooting around in the noggin' of one of my favorite mods: A Cazador's Life gave me an idea on how this mod could be improved. A script in ACL causes your pet Cazador to grow over time, going from a pathetic hatchling to an extremely formidable and deadly creature. Were a modified version of this script to be added to hatchlings from hatchery, you could watch the impact of your parental guidance as the creature(s) grow alongside you. This has a likely side effect of the player being more emotionally invested in its life... and eventual death. That's all for now; I will update this as ideas come to me. Thank you for coming to my TED talk.
  3. I've just got my toes in the water as far as modding FNV and I've made some improvements to mods that I use (just changing damage and DT values, or very minor scripting) What I want to do is modify the robots from the greasemonkey perk in MorePerks to drop a "Salvageable [Robot_Name] Parts" item when they die, so that the player can then reconstruct the robot. I want the corpse to vanish after taking that item, however. And I'm almost positive that there's something in the base game that does that but I can't remember where. I also assume that I'll have to make 2 different salvaged parts for each robot, one being a dummy item that is removed from the player when they pick it up, and another that is given- so that the script doesn't just delete whatever box you put the salvaged parts in later. Any help would be appreciated. Okay so I think I might have a lead, using the Violet's head script since it activates on taking her head and affects the corpse.
  4. What I'm trying to do is as the title says, create a new spotter perk with different shader effects so that I can apply it to an armor with a script. I've got all of that figured out, its just changing the color of the spotter effect that I can't figure out. The red shader for when Boone spots a target is there. I found that easy enough, but it isn't referenced by anything- which leads me to believe that maybe its hardcoded? I don't want to change the color of Boones effect, I want to make a new one in a different color, is this possible?
  5. I'm trying to FCO-ify some of the quest mods I like to play with so that all of the faces are consistent. But every time I try, the body textures and face textures won't match up. I know about the potential fix of editing the faces in the creation kit and then converting the esp to an esm, but when I do that the content vanishes. What I'm unsure about is- can I convert it back into an esp and match the face and body textures? Does it need to remain an esm? And if so is there a different way to patch added NPC's so that they use the custom races?
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