|
Cream-of-Plenty posted:
All right, I have to concede. What am I missing, here?
|
# ? Mar 5, 2011 20:18 |
|
|
# ? May 11, 2024 14:18 |
Pwnstar posted:I edited ED-E's perk in the Geck so now instead of showing dudes 10 miles away now he gives me the Concentrated Fire perk. (Advanced Targeting Sensors is my justification I suppose) He can't show me invisible dudes on the map anymore either but that doesn't come up too often. It's a small price to pay to only have to worry about seeing people on my compass that I might actually deal with. Well think of it this way: Boone is overpowered. Switching ED-E's perk to something less obnoxious isn't. Although I would have said this was especially true in the beginning, when ED-E was absolutely useless in combat. Syrant posted:All right, I have to concede. What am I missing, here? Since when were there three statues at the Mojave Outpost? One is the player
|
|
# ? Mar 5, 2011 20:25 |
|
Wierre posted:Oh goodie where are those goggles from? From here: http://www.newvegasnexus.com/downloads/file.php?id=36333 They're the "Steel" ones
|
# ? Mar 5, 2011 20:38 |
|
FadedReality posted:It's the Brotherhood Scribe skirt from Tailor Maid This would be a pretty easy, but monotonous, script to make. I've never used underground hideout so the specific mechanics will likely vary, but assuming you just want to use whatever weapon you have equipped as the one to place on the shelf or whatever (also given the number of weapons in the game with the mod you might have to break it up into several parts to get passed the character limit) you could do by having something like this, pre:Begin OnActivate If (Player.GetEquipped weaponID000) && (weapon000OnWallRef.GetDisabled) Player.UnEquip weaponID000 Player.RemoveItem weaponID000 1 1 weapon000OnWallRef.Enable ElseIf (Player.GetEquipped weaponID001) & (weapon001OnWallRef.GetDisabled) ... EndIf There would be better ways to do it but that's probably the simplest. Carecat posted:Gentlemen, we have reached the next level BOOOOOOBS But no really it's depressing the amount of effort goes into getting poo poo like this in the game instead of something cool.
|
# ? Mar 5, 2011 23:41 |
|
Mr. Crow posted:This would be a pretty easy, but monotonous, script to make. I've never used underground hideout so the specific mechanics will likely vary, but assuming you just want to use whatever weapon you have equipped as the one to place on the shelf or whatever (also given the number of weapons in the game with the mod you might have to break it up into several parts to get passed the character limit) you could do by having something like this, Out of curiousity, would you be willing to help us in that regard of his mod? Faded has done quite a lot of work to his mod already, but he's still got his hands full and even with me giving him a hand on the cluttering side of things, it's going to be a while before this thing will be out. It would be handy to have someone on board that could handle at least that part of the scripting and it'll get out that much faster.
|
# ? Mar 6, 2011 00:06 |
|
Are there any mods out there to make companions less powerful in combat?
|
# ? Mar 6, 2011 00:07 |
|
FadedReality posted:It's the Brotherhood Scribe skirt from Tailor Maid I think the way Underground Hideout does it is simply have preset spots for all the weapons, so it automatically pops them up into certain locations and just treats the display wall as a container. Of course you have to configure it per weapon for that.
|
# ? Mar 6, 2011 00:57 |
|
-Troika- posted:I think the way Underground Hideout does it is simply have preset spots for all the weapons, so it automatically pops them up into certain locations and just treats the display wall as a container. Of course you have to configure it per weapon for that. We looked at how UH did it but we're leaning towards not just ripping out his script simply because it really doesn't seem efficient - especially when we're talking at 180+ new weapons, not to mention if we decide to throw in the stock ones too. If someone feels pretty confident in their scripting and is up to the task though, it'd be mighty, mighty appreciated if you could lend a hand in this area. The end result is a superior mod for everyone.
|
# ? Mar 6, 2011 01:02 |
|
I can read scripting language somewhat, so I can kind of wrap my ahead around how UH does it. The way it works is this: The walls have the weapons on them already, disabled, and organized by type. When you activate a switch hidden inside the weapon wall, you get a menu that can add all compatible weapons to that weapon wall or open a hidden container that you can add whatever to. A script runs on close of the container that checks for specific item names and if they are >= 1 in the container, activate the reference on the wall. It's not that complicated now that I've looked at everything, but if I were to ape his design I'd be adding to it a little at a time while I work on everything else. Mainly because the tedium of adding a reference of every gun to the editor, positioning every weapon in place on the wall and then building all the scripts. I can do it if you guys want it, but that would definitely take twice as long as the lazier method I posted about earlier. Here's a screenshot from GECK of what lurks behind the walls in the UH armory: Click here for the full 784x706 image. As it stands I've got the entire layout of the lead up to the factory and the factory itself completed, which just leaves cluttering, NPCs, traps and things, navmesh, lighting, scripting, the quest, and optimizing. FadedReality fucked around with this message at 02:25 on Mar 6, 2011 |
# ? Mar 6, 2011 02:21 |
|
Naky posted:Out of curiousity, would you be willing to help us in that regard of his mod? Faded has done quite a lot of work to his mod already, but he's still got his hands full and even with me giving him a hand on the cluttering side of things, it's going to be a while before this thing will be out. It would be handy to have someone on board that could handle at least that part of the scripting and it'll get out that much faster. I don't really have the time to help out a ton atm but I can help you with the scripting. If you use FOSE you should be able to do all of it like this (e.g. just copy and paste this script, changing the name to whatever is convenient), just make the wall an activator and attaching this script to it. code:
Then the most important part, you need to make sure the two formlists are in the same order. So if a Desert Eagle or something is the 58th item in the WeaponList then the activator for it needs to be the 58th item in the WeaponWallList. Sorting them will be kind of a drag at first but not as bad as doing the brute force method for scripts (not to mention likely hitting the character limit and having to break it into several scripts), and once you've done it you'll never have to touch them again and it will be fairly painless to add new weapons. And then you can just attach this script to each of the activators (weapons "framed" on the wall) to remove them from the wall and add them back to your inventory. code:
FadedReality posted:As it stands I've got the entire layout of the lead up to the factory and the factory itself completed, which just leaves cluttering, NPCs, traps and things, navmesh, lighting, scripting, the quest, and optimizing. From my own experience, making the (good) quest/NPCs that lead to and let you acquire the house is by a very wide margin the most time consuming thing and while I'm usually pretty anal about wanting houses that are immersive and aren't just "fully furnished extravagant house out in the middle of no where ready and waiting for you!" if I ever make a house mod again I likely won't bother. So basically do everything else first, then add the quest/NPCs if you want to (also dialog is terrible to learn since there is hardly any documentation). I'd go Lighting -> Cluttering -> whatever traps and things is -> Optimizing -> NavMeshing (learn the hotkeys and its easy poo poo) -> everything else. Also I forgot to think of weapon condition so this method will give you free full condition items, you can slightly modify it to use a container to get around it if you care (will also let you add/remove items to it in-bulk), but it's more effort and honestly for a gun wall everything will be sitting there for looks anyway. Mr. Crow fucked around with this message at 03:25 on Mar 6, 2011 |
# ? Mar 6, 2011 03:09 |
|
Mr. Crow posted:This is way better than the method used for UH and looks incredibly easy to do as well. Thanks! I found a three part tutorial on how to make quests the way New Vegas does them, so that should help out a lot. Do you have any suggestions for how to make a script that will do x when any one of three switches is flipped, y when two are flipped, and z when all three are flipped?
|
# ? Mar 6, 2011 03:38 |
|
That's some useful information to start with anyway. If we run into problems, we'll just ask ya I guess Also, the newest build of The Armory is done and up. It features: - all weapons added to their appropriate perks and other associated form lists - MP5, MP5K, Vltor, LR300, the FN FALs, the Kimber II, and the 1911 Custom all have new mods added to them to round them out - two new guns to play with: a Mossberg 500, and an M134 minigun... with a pretty fun named variant - fixes for the VP80, MPL, the 1911 Custom's IS, a mesh issue with the MK22, and the sawn off handgrip And last but not least the first official release to the leveled lists integration. Big, big shoutout to Anime Schoolgirl for doing the poo poo work on this enormously tedious thing. Get it here. Remember, you need the full v1.1 first. - Install v1.1 - Install v1.5, over write everything - Activate The.Armory.esm, followed by the optional realism and/or leveled lists esps. Do NOT use the old Armory.esp file. And as I said, this is the last time before the official release to request any mods you'd like to see on existing weapons. Once I'm finally done this thing, it'll be done for a while.
|
# ? Mar 6, 2011 03:40 |
|
Awesome Naky. If I were at home I'd grab this and start playing through the game again. Any info on exactly how the leveled list is handled? Unlike most of you losers the next time I play through this it's gonna be epic. I need to find the mods that will give women absolutely massive tits. Edit: Somebody needs to mod in Charlie Sheen, either to play as him, or have him be a companion or other NPC. lilspooky fucked around with this message at 05:41 on Mar 6, 2011 |
# ? Mar 6, 2011 05:38 |
|
lilspooky posted:Any info on exactly how the leveled list is handled? I'll leave that to Anime Schoolgirl to explain. I believe he tried to go for a mixture of stock game rebalance, authenticity, and fun. Also, the shotgun minigun rules. It just loving rules.
|
# ? Mar 6, 2011 05:51 |
|
FadedReality posted:This is way better than the method used for UH and looks incredibly easy to do as well. Thanks! I found a three part tutorial on how to make quests the way New Vegas does them, so that should help out a lot. There are several approaches you can take, code:
Also don't hesitate to use the official forums they are actually very helpful, will probably be able to respond faster, give different/better viewpoints on a problem/solution, and are not the cesspool you would imagine from TESNexus and/or other official forums (Bioware). Not that you can't ask me.
|
# ? Mar 6, 2011 06:02 |
|
NCR equipment is stuff one would find as service firearms (AKM/AK74, M16A4/M4A1, Beretta M9) and Ranger equipment has marksman-issue and high-caliber sniper rifles added. Heavies were simply given the machine guns. Legion equipment is usually hunting and sports weaponry with a couple SMGs here and there, also some overrated stuff right-wing gun nuts really like. There's a HUGE exception at a certain point of the game, though. Fiends share most of the mid-tier equipment with Legion. Mercenaries have more expensive/specialty equipment, for example the Vltor SBR and XM8. Followers guards have the PPSh-43 predominantly. Jackals/Vipers/Convicts have random low-quality SMGs added to their arsenal. The weapons are also tiered by skill requirement. How I put the weapons in specifically was tedious amounts of dragging-and-dropping withammo and condition entries to a number of leveled and vendor lists, half of which I found out to be unused EXCEPT for mods like AWOP and IWS. This took all of a better part of a day and I celebrated by jerking off to gay porn. Anime Schoolgirl fucked around with this message at 06:09 on Mar 6, 2011 |
# ? Mar 6, 2011 06:04 |
|
Naky posted:HK VP70? If so, one of those valid bug reports was the texture on its silenced versions being missing. She's a fixed, good sir. Sorry, I went and found it again. It was the HK M.23/12.7. The trigger texture does not display for me. Sorry again for the confusion.
|
# ? Mar 6, 2011 06:09 |
|
Flaky posted:Sorry, I went and found it again. It was the HK M.23/12.7. The trigger texture does not display for me. Good eye, and thankfully was only on the black texture variant. Fixed, will be included in the next (hopefully last) build.
|
# ? Mar 6, 2011 06:19 |
|
Mr. Crow posted:Also don't hesitate to use the official forums they are actually very helpful, will probably be able to respond faster, give different/better viewpoints on a problem/solution, and are not the cesspool you would imagine from TESNexus and/or other official forums (Bioware). Not that you can't ask me. I think he hesitates to use the official forums lest they get curious what he's working on and the ensuing drama/witch hunt begins. edit: well that was a failure of using the quote/edit buttons.
|
# ? Mar 6, 2011 06:24 |
|
I swear there is a console command to slow down the camera movement speed in TFC mode but I cannot for the life of me find it. Does anyone know this or did I dream it?
|
# ? Mar 6, 2011 06:39 |
|
Naky posted:I think he hesitates to use the official forums lest they get curious what he's working on and the ensuing drama/witch hunt begins. It's partly that and part that when looking through threads when I first started trying to make a switch that activated several things, I waded through pages of bad advice, lovely no content "lol dunno how u do that bro mebbe sum1 else will help" posts and overly complicated scripts. I know not everyone over there is useless, but I'm trying to hold off as long as I can.
|
# ? Mar 6, 2011 06:46 |
|
Internet Friend posted:I swear there is a console command to slow down the camera movement speed in TFC mode but I cannot for the life of me find it. Does anyone know this or did I dream it? I think you just hold the walk button/turn off always run. Though I may be wrong on this.
|
# ? Mar 6, 2011 06:57 |
|
The game was rigged from the start. Naky you are a crazy man adding this "special" minigun. It rules. FadedReality fucked around with this message at 07:48 on Mar 6, 2011 |
# ? Mar 6, 2011 07:25 |
|
Cream-of-Plenty posted:Since when were there three statues at the Mojave Outpost? I was over thinking it, I guess I expected something less obvious. Also holy poo poo just what I always wanted Pokemon for New Vegas! if it hasn't been shown.
|
# ? Mar 6, 2011 08:40 |
|
The pokemon mod looks terrible but I feel like the guy who made it loving loves pokemon. He throws a pokeball and a brown and grey mirelurk appears and he whispers to himself "i choose you, kabutops..." And he's so happy. Good on that guy, he rules
|
# ? Mar 6, 2011 09:37 |
white quilt posted:The pokemon mod looks terrible but I feel like the guy who made it loving loves pokemon. He throws a pokeball and a brown and grey mirelurk appears and he whispers to himself "i choose you, kabutops..." And he's so happy. The funny thing is that all of these creatures are just retextured models that are already in the game...except the Kangaskhan, which looks like an aborted turd.
|
|
# ? Mar 6, 2011 10:10 |
|
Anime Schoolgirl posted:NCR equipment is stuff one would find as service firearms (AKM/AK74, M16A4/M4A1, Beretta M9) and Ranger equipment has marksman-issue and high-caliber sniper rifles added. Heavies were simply given the machine guns. Hats off to you, I was working on this the last few days, I made the somewhat more hackish approach to override FalloutNV.esm entries via FNVedit, which went quicker but made some weapon choices a little bizarre. This here is much better. Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?
|
# ? Mar 6, 2011 10:30 |
|
I've been using a lot of weapon and armor mods, too many. I've lost track of where all the containers for these items are. So I'm trying to cook up a simple container mod that would place all of the modded items in one central location. I have a rudimentary knowledge of the toolset at best, though, and have hit a little bit of a snag. Here's what I've done, if someone wouldn't mind telling me where I'm screwing this up: To start, I loaded up FalloutNV and classicenergyweapons.esp in the geck, with no active file selected. Then I opened one of the containers (AntEggClutchCont01, for instance), changing the id to 'mycontainer1' and the name to 'classic weapons'. Afterwards, I drag the weapons from the object window to the item list, hit 'ok', and say yes when prompted to create a new form. Drop the container in Goodsprings, and save it all as a new .esp. When I boot up the game, the container is where I placed it. None of the energy weapons are showing up in the container, however. There's always one item there, that matches the name of the container (in this case, an item called 'classic weapons'). Changing the load order doesn't make a difference, either. I'm just not sure why this isn't working, but I'm probably missing something very basic here.
|
# ? Mar 6, 2011 11:01 |
|
Police Automaton posted:Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?
|
# ? Mar 6, 2011 12:13 |
|
Syrant posted:I was over thinking it, I guess I expected something less obvious.
|
# ? Mar 6, 2011 13:05 |
|
http://www.mediafire.com/?i28u3t2wuvl6us2 - Fixed: Some NCR soldiers were spawning the wrong ammo with the AK74.
|
# ? Mar 6, 2011 13:22 |
|
Police Automaton posted:Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps? It would be pretty trivial to make a version of the leveled lists with lowered prices across the board through FNVEdit if it bothers you. If you do it, throw it up for anyone else who might want it to - why not?
|
# ? Mar 6, 2011 16:49 |
|
I just got to Boulder City and on the dead Great Khan I found an item called Courier's Hat. It gives Barter +7 and Agility +4 and it makes a big red exclamation mark show up, I guess it doesnt have mesh/texture or whatever. Anyone have any idea which mod put this in?
|
# ? Mar 6, 2011 17:13 |
|
Pwnstar posted:I just got to Boulder City and on the dead Great Khan I found an item called Courier's Hat. It gives Barter +7 and Agility +4 and it makes a big red exclamation mark show up, I guess it doesnt have mesh/texture or whatever. Looks like Plausible Starting Outfit adds it.
|
# ? Mar 6, 2011 20:53 |
|
FadedReality posted:Looks like Plausible Starting Outfit adds it. Ah yes.. clearly this mod to make the game more sensible badly needed a ridiculously overpowered magic hat. What the hell is wrong with these people?
|
# ? Mar 6, 2011 21:10 |
|
So I've got a question - I read through the OP and about 10 or 12 pages of the thread to see if there were any other people having the same problem I'm experiencing, but I didn't see anything. Anyway, my problem is that game performance seems to really suffer when more than 3 or 4 NPCs are on screen at any given time. I didn't have this problem playing FO3, but on several occasions here it almost makes the game unplayable, and I've been hesitating on installing several mods (population, weather, lighting, etc) because I didn't want to make everything even worse. I checked for 'better game performance' mods, but none of them seem to describe exactly what I'm experiencing, so I was wondering if anyone else has been having a similar problem or knew any mods or other fixes for this problem?
|
# ? Mar 6, 2011 23:46 |
curiouspost posted:So I've got a question - I read through the OP and about 10 or 12 pages of the thread to see if there were any other people having the same problem I'm experiencing, but I didn't see anything. Do you have your game patched? The original release had an issue with NPC expressions and crippled framerates that sounds a lot like your problem. In other news, the 1.08 Community Compilation Patch has been released, along with a plugin for Dead Money.
|
|
# ? Mar 7, 2011 06:47 |
|
Pwnstar posted:Ah yes.. clearly this mod to make the game more sensible badly needed a ridiculously overpowered magic hat. What the hell is wrong with these people? On the subject: I've sifted through my mods and it turns out New Vegas Restoration, the stated aim of which is to clean up and improve The Strip, also adds a crate to Jacobstown.
|
# ? Mar 7, 2011 08:04 |
|
Naky posted:It would be pretty trivial to make a version of the leveled lists with lowered prices across the board through FNVEdit if it bothers you. If you do it, throw it up for anyone else who might want it to - why not? I actually finally played a little yesterday with your great mod and you're right, the game throws so much money at you it hardly matters. I'll just leave it as it is and I impose the houserule on myself to not loot and sell non-vanilla weapons. Kinda helps with the too much money thing too. Even with vanilla loot it's kinda silly how much loot NPCs and some locations have stashed. Did never ever someone just take an calculator, walked through it and say "Ok, this npc has X health which will take X worth of ammo to kill, he has the sum of X bucks worth of loot, making a net gain of X" ... it just all looks a little random without much thought put in it. myname_isdoug posted:On the subject: I've sifted through my mods and it turns out New Vegas Restoration, the stated aim of which is to clean up and improve The Strip, also adds a crate to Jacobstown. God I hate mods who do this, or change completly random things like eyecolor of preset races etc... I started to make a bashed patch with wyre flash and then go through it with FNVEdit to check what it all changes and delete things that make no sense when necessary, it saves a lot of these headaches.
|
# ? Mar 7, 2011 12:39 |
|
|
# ? May 11, 2024 14:18 |
|
Police Automaton posted:I actually finally played a little yesterday with your great mod and you're right, the game throws so much money at you it hardly matters. I'll just leave it as it is and I impose the houserule on myself to not loot and sell non-vanilla weapons. Kinda helps with the too much money thing too. Even with vanilla loot it's kinda silly how much loot NPCs and some locations have stashed. Did never ever someone just take an calculator, walked through it and say "Ok, this npc has X health which will take X worth of ammo to kill, he has the sum of X bucks worth of loot, making a net gain of X" ... it just all looks a little random without much thought put in it. Now on my second playthrough though I would love a mod that went through by hand and just reduced loots by 1/3 or 1/2 or whatever. But economy mods are usually just blanket price modifiers and its like 20 caps for one maize.
|
# ? Mar 7, 2011 17:02 |