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Monster Wars - New Vegas Edition


Ironman5000

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With the arrival of the Midwest BoS comes a whole new arsenal of high-tech weaponry! There is more gear to come in MoWars but this stuff will be exclusively equipped by the MWBoS NPCs, however the player will have the opportunity to purchase some weapons from vendors. Like most of the content in the mod the weapons generated will be determined by the player's level - there is a good chance you won't find many at all right away from a new game start but as you progress they will start appearing in merchants inventories, improving in quality as you progress. Some of the weapons even use their own (new) ammo which will be added to the game in the same fashion.

 

These weapons were created by DaiShiHUN who has kindly allowed me to use his work for this project, check out his pages to get a better idea of what is to come :thumbsup:

 

http://i1135.photobucket.com/albums/m631/wastelandscourge/weapflampist1_zps56d633cf.jpghttp://i1135.photobucket.com/albums/m631/wastelandscourge/weapgausmimi_zps23daf238.jpghttp://i1135.photobucket.com/albums/m631/wastelandscourge/weapgausrifl_zpsf446ae78.jpghttp://i1135.photobucket.com/albums/m631/wastelandscourge/weapmimigun1_zps4b218aee.jpghttp://i1135.photobucket.com/albums/m631/wastelandscourge/weaprif_zpsbeeadb13.jpg

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This post was for ghoul mask help which I was going to add but I am not now, the mesh causes way too much clipping that cannot be solved.

 

 

Well I am working on the next stage which is to add several new ghoul variants to the mod, along with a Ghoul Mask which I want to operate the same way as FO3.

 

Obviously NV doesn't have this feature so i'm trying to work out how make this work - NV has a 'faction disguise' system for NCR, CL etc. and I am looking into making a new one for the feral ghouls on equipping the mask. So far I have had a go at making quest/scripts based on the vanilla ones but so far not been successful :unsure:

 

Can anyone with scripting/quest knowledge help me out at? My skills in this field are very limited and I am practically shooting in the dark atm and could use some assitance. If it you lend a hand and it works you go in the credits :smile:

 

Edited by Ironman5000
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A couple more new guys added,

http://img820.imageshack.us/img820/2706/abom1.jpg

These are 'Alien Bio-Weapons' based on Abominations - In MZ the aliens were experimenting on human/alien hybrids who you fought in the dlc, these are the product of super mutant/alien experiments where which were more successful perhaps with the gene-boosting properties of the mutant DNA.

 

http://img341.imageshack.us/img341/4021/fevhorror1.jpg

FEV Horrors - More hideously mutated Centaurs, stronger and faster than other but not overpowered.

 

http://img803.imageshack.us/img803/200/smcomm1.jpg

Super Mutant Commander - Mutants versed in combat with the enclave, steal the armour and weapons and train themselves to use them. Only the strongest get to use these who are better trained in combat so be cautious when you came across them.

 

(Again forgive the image quality I am currently running the game on medium graphics settings to run a LOT of mods)

 

More coming! :biggrin:

Edited by Ironman5000
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Can anyone with scripting/quest knowledge help me out at? My skills in this field are very limited and I am practically shooting in the dark atm and could use some assitance.

 

Sure, Ironman. What exactly do you need it to do, make ferals non-hostile when worn? If that's the case, the following should work:

 

scn GhoulMaskOS

short doOnce

begin onequip player

if(player.isincombat)
	clearfactionplayerenemyflag FeralGhoulFaction
endif
setally playerFaction FeralGhoulFaction 1 1

end ; onequip player

begin onunequip player

setenemy playerFaction FeralGhoulFaction

end ; onunequip player

 

You can probably get rid of clipping issues by creating an EGM file for your mask mesh. I can help with that.

Edited by luthienanarion
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You can probably get rid of clipping issues by creating an EGM file for your mask mesh. I can help with that.

That would be awesome, the resource is from Ghoul Mask Modders Resource and I did notice that RJHelms said the same thing about EGM but I have no idea how to do fix that or why it would cause a problem, but the author hasn't done anything about that apparently.

 

I have removed it from the mod for now but if you can fix the mesh I will add it again and I will try this script out with it :thumbsup:

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Here's two different EGMs for that mask: http://www.mediafire.com/?vmlbn867t8a4kq1 There were two mask NIFs, one translated to 0, so I did them both.

 

Just put the EGM with the NIF and make sure they have the same filename. I also noticed that the textures had absolute paths, but I'm sure you've done enough retexturing to fix that.

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OK I tried both of the EGMs but nothing changed for me,

There were two mask NIFs
the 'GhoulMask_gnd.nif' is the world space model if that's what you mean? It can't be rigged.

 

How males look...

http://img824.imageshack.us/img824/5351/screenshot150d.jpg

 

How females look... (the ears are from the Moonshadow Elf Race FYI, vanilla races effected the same)

http://img7.imageshack.us/img7/3797/screenshot149xv.jpg

 

I read up somewhere about FNVEdit fixing some headgear problems by adding a facegen flag but that tended to be for headgear that was sideways on the head, I don't know much about this utility but tried it anyway to see if it would fix anything, don't know if I did it 100% correctly but didn't fix anything.

 

If it helps at all I can upload the wip esp for you to have a look at?

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I was re-downloading FNV from Steam after it and I had a dispute, or I would have tested that myself before uploading it.

 

Ick, it looks like the only way to make this work will be adding a fake face and eyes behind the mask and having it use the Head slot. I'm pretty sure that's how the FO3 one was made. Not much of the character's face is showing behind the mask (and you can set the FaceGen shader flag to match skin tones), but there's no way to show the character's real eyes that way.

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Here you go ironman5000, i have just pulled the ghoul mask through 3ds max for you, and it should work and look correctly now, it was merely a question of scaling it up a bit,

and Luthienanarion, i took the liberty of stealing that ghoul faction script you posted here, for my own mod, since i was looking to do the exact same thing to some armorpieces

and you just saved me a couple of hours work trying to figure that one out :)

Edited by quacko
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