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Little idea for a mod


LtRhapthorn

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Note: I don't own NV for the PC anymore, but I thought of this mod anyway, and thought I'd share it.

 

I have this idea for a mod. Basically, upon starting a new game, you are given a menu with a small selection of weapons. You can then pick one of these weapons, and you get the weapon and appropriate amount of ammo at the start of the game. For instance:

 

Pistols

 

10mm + 72 10mm rounds

12.7mm + 35 12.7mm rounds

Hunting Revolver + 25 45-.70 rounds

Ranger Sequoia + 25 .45-70 rounds

.357 Revolver + 50 .357 rounds

None

 

This would be a great option for those who are roleplaying, such as an NCR Ranger Vet deserter, and need specific weapons to get at the start of the game. You could have similar menus for all the weapon types, e.g. Rifles, Shotguns, Energy Weapons, Explosives etc. The menus would appear on load like the pre-order DLCs do.

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It's been a long time since I was last on here, so thanks for the heads-up. Nevermind then. How much has AWOP grown since, oh, let's say, version 2.0?

 

 

VERSION 3.7 RELEASED!

Version 3.6 was corrupted/broken somehow. 3.7 should resolve any malfunctioning doors.

(V3.6) Small bugfix update - Removes unwanted edits to several vanilla interiors including Primm Sherriff's Shack.

hairylegs222s AWOP Fixes released. Small file that addresses a few error messages that would otherwise appear when loading AWOP in FNVEdit (AWOP sill works without so do not panic).

 

Version 3.5 RELEASED:

-2 New Loactions:

--Reimann Caves [New infested cave on the hills north west of Goodsprings].

--Reimann Bunker [New potential player home with room for many companions].

-Freeside Thug Hangout now has a teleport to Space�s Room to speed run times in the area and help prevent her getting killed.

-Fixed several �Dirty Edits� including restoring a deleted rubble pile.

-Removed all chance of an AntiMaterial Rifle spawning in Goodsprings.

-Levelled lists re-shuffled to prevent Powder Gangers becoming too powerful.

-Antivenom at Frankie�s Store.

 

Version 3.4 RELEASED:

3 New Major locations added bumping the total upto 100!:

-Samson Rock Crushing Plant (now has 2 interiors above ground and 5 below)

-Greenblood Caves (North of Vault 22)

-Hopewell Apartments (next to Westside West Entrance)

 

NEWS

Version 3.3 RELEASED:

-Many script updates improving the timing and quality of DOD (Destruct on Death) animations and loot removals.

-Fixed a perk that showed up in the lists. [both thanks to HarderMan].

-Small expansion to Goodsprings Player House Basement adding a cave with a campfire (no containers have been removed or changed). Also the toilet no longer gives off rads.

-Removed a note that was appearing in lots of wrong locations and added another that nearly got left out.

-Added stashes of reloading bench supplies to several areas.

 

VERSION 3 RELEASED [Major Update]

-Many new fixes and an entire gameplay overhaul courtesy of HarderMan:

--Loot concerns? Have them no longer as about 25% of AWOP enemies now have DOD (Destruct On Death) implants meaning once killed they and any of their tagged possessions are destroyed in a variety of cool ways. Maximum difficulty, minimum loot (Only applies to high power weapons and armor).

--Hoff�s Quest fixed � Wondering where half the dialogue is for the Underground? Now you can go track down that spy and find out.

--Roach�s Quest repaired � Quest markers and objectives now update properly.

--Note Perks fixed � They now add once all the notes have been collected and do not need to be selected. The Underground Ally perk now works as advertised (and Frankie counts and an Underground resident).

[All the above was fixed by HarderMan so drop him a kudos and check out his awesome re-release of HarderThan at http://www.newvegasnexus.com/downloads/file.php?id=43253]

Other stuff:

-Quarry Junction interior areas extended.

-Faction data updates for Novac and Goodsprings NPCs so player will not be attacked if vilified by the NCR.

-Fixed the position and ownership of several notes and removed a test suitcase I forgot about.

-Set a Powder Ganger near Primm to not respawn.

-Expands on some notes and dialogue (Arkus mainly).

-A dangerous new Sniper to defend Sloan.

-Removed The Axe/Metal Armor combo from a controversial Powder Ganger just to be on the safe side (he explodes too).

REUPLOADED (V 3.2) - For better compatablity with MCM (needed for DOD option Menu) and more seamless loot destruction.

 

 

:thumbsup:

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