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Looking for input to improve Monster Wars NV


Ironman5000

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While this is not absolutely essential I would love to improve Monster Wars in a few ways to make it even more enjoyable but sometimes I just run into walls with some areas because sadly I don't know every aspect of modding (at least not yet), so if anyone wants to throw their hat in the ring with any of these ideas then feel free to respond.


- I would like to add projectile nodes for some creatures, for instance when making F1D0 I wanted his perk to be that he can fire a sonic blasts as a 'bark' that has a chance to knock down or EMP damage. I would have also liked the option to allow my glowing radscorpion to a kind of centaur spit from it's tail, spiders to do similar but I would make a web effect like in skyrim, prime droids to fire head lasers...

- ...and speaking of Prime Droids I have been trying to wrap my head around how to force them into a 'walk only' but can only find how to make them run as an AIpackage

- I am working on an 'Invasions' plugin that adds attack groups advancing to populated areas to add a bit of extra threat to you game an it would be great to have a group of bandits patrol towards Camp McCarren, kill the guards, then continue it to try and overthrow them - by this I mean I want them to use door markers but I can't see how to force that, at least in a typical patrol route.

- There is a unique alien enemy in the game called Mysterious Visitor who I think would make a great perk to work the same as Mysterious Stranger but I don't see an option to make one that replaces the Stranger NPC, like it's hard-coded or something.


There are a few other things i've been thinking about so I will post again when I can remember them, but if anyone would like to help me out with these I would appreciate it. :happy:

Edited by Ironman5000
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Yeah I didn't explain that too well, I'd make a lousy teacher. Say a creature has a walk.kf and a run.kf, remove the run.kf, copy the walk.kf somewhere and rename that copy to run.kf and then put it back. Now when the game plays the run animation it will actually be playing the renamed walk animation instead.
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If you gave them unique names and only had your creature use them I wouldn't imagine there would be a problem. Why I thought of maybe trying this way is because I wanted to make the Liberty Prime companion walk only and I couldn't for the life of me figure out a way of doing it in the GECK.

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It's assigning it though isn't it? You can view the animations files that are present in the same path that make it work but there isn't an option to choose different ones. The only way I can imagine this would work would be to make a new folder (like CIBHumanoids in MW) with all the anims and skeleton in and replace the run with walk but I don't want to take up that much file space.

 

Why would you want to make the liberty prime companion walk only anyway, he would lag behind all time wouldn't he?

Edited by Ironman5000
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I'm sure I remember in EVE900 (it seems to have disappeared now) there were terminator race NPCs that were made to walk only, if that can be tracked down it might have the answer? I know the terminators were in Momod but dunno if dogtown decided to keep the walk only thing. FYI I tried encumbering the prime droids with a non-playable item but didn't make any difference.

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