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scripting issues w. new mod


mortiiscovenant

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im building a quite massive mod witch:

adds missing weapons, armor and clothing in game

increase nuke aera's, sligtly...

grenades bounce a little less

player jump and unarmed speed sligtly better

adds different modified weapons in the game (one for each model)

power/combat armors are more powerfull

more followers+essentilal

essential wandering merchants

adds effect to clothing and werables

allows more equipment worn (ex: helmet+glasses+chirugical mask)

a fort near jury street station (vaults and npc's to come)

increase the initial wave of critters when you first load a location

(gotta love ghouls and daves!)

a few more behemoths knoking attack and +500 hp

im also working on the respawns in the game

so encounters in 'hot spots' are in full strenth

 

what i failed to make work:

vertibird encounters (droptroops and starfing run)

cant seem to get the script right from usin bethesdas files

moving movable static or static??? is it possible?

make player move with them?

shoot while sitting?

using armoraddons as objects?

increase creature size (giant behemoth,queen deathclaw)

 

ive seen npc scripting tutorials so i wont need help on these

 

 

future progects

the mod once ready will be caled intranet

overhaul the games computers to add a quest scattered accross the wasteland

connect w. sattelite

faction related advances as quest goes (initialy hostile!)

satcom targeting specific aeras accross the map+ missile anim

access to race/age change laboratory

r.city hydroponics and garden w/repawnig fruits

varied ingestibles (dark beer hmmm...)

powerhelmets and guns w. lights, lazer pointer

more models if helped so (fireaxes,hunting shotgun,hockey suit!)

dividing armor parts like oblivion? may be an option

 

any help and howto's welcome!

for help on the progect directly, need to have a chat before!

may merge progect if deemed close to mine

 

and im from quebec, so if my english is bad, well thats for seeing more trees than peaple...

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