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Roman posted:Yeah, but it's a skill 0 full auto weapon you can get at the start of the game, so if anything I was afraid it would be overpowered. With Repair 25 (which you don't even have to keep) you can get the 9mm SMG right off the bat, which does 121 damage per second (11 x 11ROF). My suggestion would bring the Chinese Assault Rifle up to 128 damage per second (16 x 8ROF), which is close enough, and gives a reason for the player to keep it until they get the next logical steps up (Marksman Carbine or Light Machine Gun.) Due to the DT system, base damage matters more (which is why the Assault Carbine is horribly underpowered in comparison to the Laser RCW, which requires 25 less skill in its class.) Not to mention most people starting the game have up to a 50% damage penalty to all weapons due to not having spent any points on weapons skills. And having insufficient skill for a skill 25 weapon is negligible, as it only adds like 2 inches worth of sway, which is sufficiently negated by ironsights. The Mercenary Grenade Rifle and Weathered 10mm pistol, for example, have skill 0 and the Weathered 10mm has a damage bonus over the base 10mm pistol while the base weapons have 25. It's better to err on the side of overpowered for these sort of things, as the official DLC packs did. Anime Schoolgirl fucked around with this message at 23:31 on Jan 8, 2011 |
# ? Jan 8, 2011 23:22 |
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# ? May 27, 2024 03:31 |
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Anime Schoolgirl posted:With Repair 25 (which you don't even have to keep) you can get the 9mm SMG right off the bat, which does 121 damage per second (11 x 11ROF). My suggestion would bring the Chinese Assault Rifle up to 128 damage per second (16 x 8ROF), which is close enough, and gives a reason for the player to keep it until they get the next logical steps up (Marksman Carbine or Light Machine Gun.) Due to the DT system, base damage matters more (which is why the Assault Carbine is horribly underpowered in comparison to the Laser RCW, which requires 25 less skill in its class.) Not to mention most people starting the game have up to a 50% damage penalty to all weapons due to not having spent any points on weapons skills. Anybody who doesn't tag at least one weapon skill deserves those penalties, btw.
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# ? Jan 8, 2011 23:32 |
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Dickeye posted:Anybody who doesn't tag at least one weapon skill deserves those penalties, btw.
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# ? Jan 8, 2011 23:33 |
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Dickeye posted:Anybody who doesn't tag at least one weapon skill deserves those penalties, btw. This. It is an RPG after all. I've used a bullet-time mod and all that, and play it fast and loose like an FPS sometimes, but it's still an RPG.
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# ? Jan 8, 2011 23:39 |
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Capn Beeb posted:Nifty. I looked in the OP but didn't see a guide on porting FO3 mods. I don't suppose you could port this over as well, could you? Someone could if the link worked
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# ? Jan 8, 2011 23:54 |
Naky posted:Someone could if the link worked Strange. The link worked when I clicked on it 30 minutes ago. It was for the 1903 Springfield Rifle. The link no longer works, though.
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# ? Jan 8, 2011 23:58 |
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What the hell I can upload the zip if one of you wants to take a stab at it. The model is in the game and console adding it works just fine, but the sounds didn't carry. This gets me every time I try to add or change a sound effect on a weapon
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# ? Jan 9, 2011 00:09 |
Capn Beeb posted:What the hell I can upload the zip if one of you wants to take a stab at it. The model is in the game and console adding it works just fine, but the sounds didn't carry. This gets me every time I try to add or change a sound effect on a weapon Same here. I still haven't figured out how to carry over custom sounds with a mod. Even if you package them nice-and-neat with the mod (just like meshes and textures) the settings don't always seem to keep. There must be a trick we're missing. By the way... gently caress YES. Somebody just released a mod that allows you to craft a number of junk weapons, including this fully-kitted pipe rifle with milk bottle optic and some sort of silencer. There's also a zip gun, some sort of energy pistol, and a dynamite charge. Cream-of-Plenty fucked around with this message at 00:37 on Jan 9, 2011 |
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# ? Jan 9, 2011 00:30 |
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hahaha holy poo poo that owns Also yeah I swear there's trickery involved with sounds. By sheer luck I got it to work on the first try with a 1911 Gtab and myself pieced together. Or was it his magic that got it working... I don't remember. Annoying
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# ? Jan 9, 2011 01:12 |
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Dickeye posted:Finally doing a real run with Steam so that I can get achievements, and it's hard not being able to console in 3000 rounds for a handcannon. You still can, just save/quit/restart afterward.
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# ? Jan 9, 2011 01:51 |
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Or use the debugmegapistol and cheat your way to the achievements.
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# ? Jan 9, 2011 01:54 |
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So, I started a new game and quicksave works, but I started using the CASM quicksave key. I tried changing it to F5 because that's automatically where my hand goes to, so I went into keyboard settings, changed Quicksave - F5 to Numpad 0, then tried binding CASM quicksave hotkey to F5. Now neither F4 nor F5 work, how do I reset my CASM hotkey or get into the options to change it?
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# ? Jan 9, 2011 02:06 |
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Cream-of-Plenty posted:Same here. I still haven't figured out how to carry over custom sounds with a mod. Even if you package them nice-and-neat with the mod (just like meshes and textures) the settings don't always seem to keep. There must be a trick we're missing. I got them working. It seems that if you edit a default sound file in geck to make it create a new formID, then edit the new formID entry, it'll take.
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# ? Jan 9, 2011 03:26 |
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Anime Schoolgirl posted:Even if you do you have about 40% less damage than what is defined in the GECK. Still, tag a drat weapon, unless you're going to not kill anyone the whole game. e: ALso, re: achievements: It's not that I can't console poo poo in, it's that I have to reload and do it the hard way anyway, which is why I have two files that are for cheating and one for doing it the right way. And you can't get the debug megapistol without the console anyway so.
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# ? Jan 9, 2011 03:30 |
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Crap I need some mod help, I'm not even sure how to know what's wrong. I've manually installed mods up to this point which hasn't been a problem, but just trimmed them all out and got what I wanted this time around, and it played fine up until I went to Mojave to talk to Knight, and no matter what I did when I entered the office building it would crash, black screen music still playing. Could enter barracks fine, thought it was just a problem with that building so I moved Knight to me to just continue the quest. Fast forward to Primm, now I get the same thing trying to enter Nash's place to get ED-E. I don't mind moving him outside I guess but I don't want this to be a constant issue, so I got BOSS and it ordered my mods for me, and got FNVedit and it didn't detect any issues. I didn't have them ordered before and FNVedit threw an error, but now even after it can load I still have the same problem. Help? Here's BOSS output, I don't see any issues since I don't have FOOK and I don't know what BASH:NpcFaces is but I guess it's not an issue since FNVEdit didn't have an issue. BOSS posted:Recognised And Re-ordered Mod Files
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# ? Jan 9, 2011 03:32 |
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Cream-of-Plenty posted:
That junk pipe rifle is pretty amazing. Wish there was more stuff like that and the junk laser pistol.
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# ? Jan 9, 2011 03:34 |
Demerzel posted:Crap I need some mod help, I'm not even sure how to know what's wrong. I've manually installed mods up to this point which hasn't been a problem, but just trimmed them all out and got what I wanted this time around, and it played fine up until I went to Mojave to talk to Knight, and no matter what I did when I entered the office building it would crash, black screen music still playing. Could enter barracks fine, thought it was just a problem with that building so I moved Knight to me to just continue the quest. You have the Fallout New Vegas Redesigned.esm (master) but you don't have the esp (LORE.esp). That is probably the issue. Horns posted:I can't thank you enough for this, it was one of my top 3 favorite mod weapons from FO3. I made a couple more attempts at doing it myself today (before I got online and saw you had already done all the work for me) and failed miserably. Thanks! Hey, no problem. It gave me good practice. Just let me know if there are any significant issues with it.
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# ? Jan 9, 2011 03:49 |
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Well never mind, it seems to have fixed itself. By the way, that list plus Type 3 bodies and 4Aces RegRes is not only an incredibly beautiful non-orange non-ugly NPC game, but oddly enough it runs smooth as silk on my laptop vs. the unmodded version.
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# ? Jan 9, 2011 03:57 |
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Cream-of-Plenty posted:Hey, no problem. It gave me good practice. Just let me know if there are any significant issues with it.
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# ? Jan 9, 2011 04:35 |
Horns posted:It wasn't showing up in the Gun Runner vendor list so I consoled it in and it gives me the big red !. Tried reactivating it multiple times and it's at the bottom of my load order so I don't know what the deal is. I hosed up. The meshes need to be one directory deeper. The file is currently: data \ meshes \ 2handrifle It needs to be: data \ meshes \ weapons \ 2handrifle Sorry, just caught that. Fixing and reuploading it now. EDIT: Okay, I fixed the directory structure. It's easy enough to fix if you already downloaded and installed the mod, but otherwise this should be a clean, fixed version. DOWNLOAD Cream-of-Plenty fucked around with this message at 06:25 on Jan 9, 2011 |
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# ? Jan 9, 2011 06:20 |
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I did a thing. DOWNLOAD
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# ? Jan 9, 2011 07:32 |
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Cream-of-Plenty posted:I hosed up. The meshes need to be one directory deeper. - Doesn't recognize anything but standard .308 ammo. It just won't use anything else, all other kinds of .308 ammo is grayed out in my inventory. This might be because I'm using Classic Fallout Weapons, which alters the ammo crafting list a little, but CFW only adds new ammo types and it's never given me a problem before with any other mods that only add one gun. - Something's wrong with the scope textures, or at least the gun isn't using the scope textures in its data folder. I just get a red ! when trying to zoom in. - Gun has no firing noise at all. I know it's supposed to be a silenced weapon, but the only noise it gives off when firing is the bullet impact noise if I'm standing really close to whatever I'm shooting. If I'm firing into the sky or at something more then 10 yards away, the gun makes no noise whatsoever. Reload sounds are working fine, though. I'm really sorry that this is quickly turning into a much bigger pain in the rear end than I thought it would be.
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# ? Jan 9, 2011 07:44 |
Horns posted:Thanks, but I've come across a bunch of other issues: Hah, man I must be really terrible at this. The funny thing is, the sounds I gave it were all stock sounds (it used the silenced .22 smg firing sounds, and sniper sounds for reloading, plus generic pick-up/put-down noises) so I'm not sure why it is suddenly deciding those are no good. I'll take a poke at the copy I've got and see where things might have gone wrong, since this is still a learning process for me. In the meantime, the mod was bundled with scope textures, so my best advice is to open the .esp up in GECK and redirect all of the files on your side.
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# ? Jan 9, 2011 08:02 |
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tehfata posted:Taking a shot in the dark here, but I can't seem to get a decent answer, so why not. I'm working on a mod at the moment, and as I'm trying to create my new world space, every time I try to use the height mapping tool, it craps out on me, and I get a CTD out of the GECK. Does anyone know if there's a fix for this, or even a work around? Someone on the nexus forums pointed me towards a file for a premade island, but that's not really what I need for this mod. Thanks Yeah, the height map and LOD generating portions of GECK are bugged to hell and back so if you want to do a new outdoor worldspace you're pretty limited in how you go about it. The best tutorial summary about it I've found is here: http://www.theengineeringguild.co.uk/fallout-3-creating-worldspaces-the-easy-way
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# ? Jan 9, 2011 08:37 |
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Amstrad posted:I did a thing. This is excellent. Goodbye, authority glasses, there's somebody new in town. Is a prolapse gun next?
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# ? Jan 9, 2011 08:42 |
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Jet Jaguar posted:This is excellent. Goodbye, authority glasses, there's somebody new in town. I was trying to think of how exactly to represent that in game terms. At it's weakest setting the gun would just cause some wobbly knees which would be tough to do without custom animations. I suppose it could just have it KO people like a ranged boxing gloves. Oh, I was also going to look into reskinning that one set of Powder Ganger clothes with Spider's tats. Amstrad fucked around with this message at 08:51 on Jan 9, 2011 |
# ? Jan 9, 2011 08:47 |
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Cream-of-Plenty posted:Hah, man I must be really terrible at this. The funny thing is, the sounds I gave it were all stock sounds (it used the silenced .22 smg firing sounds, and sniper sounds for reloading, plus generic pick-up/put-down noises) so I'm not sure why it is suddenly deciding those are no good. Ammo was set to Ammo308, changed it to AmmoList308. All .308 ammo is usable now. Not sure why the sound wasn't working. I switched it to a different sound for all three firing options and then picked the same silenced .22 sounds it was pointed at to begin with, and now it's working. I'd prefer a firing sound that's a little more... substantial is the word I'm looking for I guess, but it'll do until I can find a custom silenced sound I like (and figure out how to use it). Moved the scope .nif that was with the original mod into my data/meshes folder and then chose it under the scope target .nif in the art and sound tab. Tested it out and then came to the realization that this wasn't such a hot idea after all because the original's positioning felt a little wonky, so I switched to using the scope texture from this SVD mod. It's a little rough looking, but at least the center of the scope is right now. 100% working after all that. It's no longer in the level lists because I replaced the .esp, but that's not a huge deal. I wouldn't have been able to do any of this without you getting the ball rolling, so thank you again.
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# ? Jan 9, 2011 09:27 |
Horns posted:Well holy poo poo, I think I may have fixed it. Took a bit of fumbling and trial & error, but everything seems to be working. Good, glad it worked out for you. Let me know if you ever figure out what the problem was (I can't find a cause.) It'd be helpful for future references!
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# ? Jan 9, 2011 10:31 |
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Amstrad posted:I did a thing. Thanks, this loving owns.
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# ? Jan 9, 2011 15:47 |
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Dickeye posted:Finally doing a real run with Steam so that I can get achievements, and it's hard not being able to console in 3000 rounds for a handcannon. You can just use the console, save, quit NV completely then restart NV and load your game then you'll be able to get achievements. Using the console only stops achievements that session - you'll still get them in that game if you save, quit then come back into NV.
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# ? Jan 9, 2011 15:52 |
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Danger - Octopus! posted:You can just use the console, save, quit NV completely then restart NV and load your game then you'll be able to get achievements. Using the console only stops achievements that session - you'll still get them in that game if you save, quit then come back into NV. Hello Debug Megapistol and 10k rounds of ammunition. How are you today?
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# ? Jan 9, 2011 16:08 |
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Released the 10mm SMG. http://www.newvegasnexus.com/downloads/file.php?id=39471 I'm also updating the pack release with this and the Assault Carbine, should be up with those in 5 mins.. E: they're up Arenovalis fucked around with this message at 17:32 on Jan 9, 2011 |
# ? Jan 9, 2011 17:21 |
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Hi, mod thread, please help my stupid rear end out. I just installed a load of stuff from the OP, but I'm getting some weird conflicts and crashes. Some of my inventory pictures are coming up as magenta squares, I've got the red diamonds in game sometimes, a couple characters have some truly weird-rear end texture errors, and I get a crash every time I try to open a computer terminal. None of these problems were present previously, so I'm trying to pin down which mod or mods are causing the problem. Have a load order. FalloutNV.esm FOOK - New Vegas.ESM Weapon Mod Expansion.esm Primary Needs HUD.esm ELECTRO-CITY - CompletedWorkorders.esp ELECTRO-CITY - Highways and Byways.esp ELECTRO-CITY - Darker Nights.esp R.A.C.E. Station.esp CONELRAD 640-1240.esp Fellout.esp friendofnightforfellout.esp IncreasedLegion.esp BlackMountainRadioEverywhere.esp GtabImprovedAmmo.esp BetterGamePerformanceV3.esp FactionIDCards.esp w44Satchels.esp Realistic_Repair_NV.esp SecretStash80.esp T51b-Manual.esp noautoaim.esp NewVegasBounties.esp WME - that gun 223.esp Classic energy weapons.esp old vaquero includes that gun.esp that gun holdout.esp add that gun to cowboy perk.esp WME - Named & Sorted.esp FOOK - New Vegas.esp Weapon Mod Expansion.esp WME - FOOK.esp Total active plugins: 31 Total plugins: 48 And while I'm here, is there a simple way to change which font DarnifiedUI calls up? I really want to use the thing, but that typeface is screamingly ugly.
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# ? Jan 9, 2011 17:24 |
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Arenovalis posted:I'm also updating the pack release with this and the Assault Carbine, should be up with those in 5 mins.. Thanks for doing a large pack, I had been wanting to use your textures but too lazy to download them one by one. Maybe you mentioned it before but I didn't see it until now.
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# ? Jan 9, 2011 17:46 |
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PaybackJack posted:Thanks for doing a large pack, I had been wanting to use your textures but too lazy to download them one by one. Maybe you mentioned it before but I didn't see it until now. It's in the first post of ths thread :P
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# ? Jan 9, 2011 17:52 |
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Arenovalis posted:It's in the first post of ths thread :P I assumed that just linked to your profile on Nexus. I know a lot of people here complain about large packs of changes when all they want is one thing so I thought I'd thank you for a large pack.
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# ? Jan 9, 2011 17:59 |
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Arenovalis posted:Released the 10mm SMG. Speaking of SMGs, are there any mod out there making them two handed like this one for F3? http://www.fallout3nexus.com/downloads/file.php?id=4573
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# ? Jan 9, 2011 18:13 |
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You just have to open them in the GECK and set them to 2handrifle animations, instead of 1handpistol.
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# ? Jan 9, 2011 18:23 |
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Desty posted:Hi, mod thread, please help my stupid rear end out. I just installed a load of stuff from the OP, but I'm getting some weird conflicts and crashes. Some of my inventory pictures are coming up as magenta squares, I've got the red diamonds in game sometimes, a couple characters have some truly weird-rear end texture errors, and I get a crash every time I try to open a computer terminal. None of these problems were present previously, so I'm trying to pin down which mod or mods are causing the problem. Have a load order. It sounds like you don't have archive invalidation correctly applied, that would account for all of the texture and icon errors. This wouldn't be responsible for any of your crashes but your load order for all of your WME plugins is wrong as well. I'm not sure what mod is causing the terminal crash, you're better off installing mods one at a time and checking as you go so you can pinpoint poo poo like this.
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# ? Jan 9, 2011 18:28 |
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# ? May 27, 2024 03:31 |
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Arenovalis posted:Released the 10mm SMG.
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# ? Jan 9, 2011 20:27 |