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Naky
May 30, 2001

Resident Crackhead

Amstrad posted:

Wait what's this? Do you mean the Piston Launcher? You guys made it into a flamer?

Yeah, we're kind of stretching to find a weapon to use his (loving) awesome new effect. I can't find ANYTHING suitable. :argh: If you have suggestions though, my god please do.

By the way, there IS a crossbow in the pack and it comes with new arrows, explosive arrows, and even recipes in which to make them with at workbenches.

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Anime Schoolgirl
Nov 28, 2002

Naky posted:

Yeah, we're kind of stretching to find a weapon to use his (loving) awesome new effect. I can't find ANYTHING suitable. :argh: If you have suggestions though, my god please do.

By the way, there IS a crossbow in the pack and it comes with new arrows, explosive arrows, and even recipes in which to make them with at workbenches.
the flame effect is just firing the incinerator projectile 30 times/second with dynamic lighting turned off for both projectile and mini-incinerator explosion to keep it from dipping to 10FPS

http://www.youtube.com/watch?v=7uqwyKXOE0w

but yeah with the damage upgrade it became kickass

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.

Anime Schoolgirl posted:

the flame effect is just firing the incinerator projectile 30 times/second with dynamic lighting turned off for both projectile and mini-incinerator explosion to keep it from dipping to 10FPS

http://www.youtube.com/watch?v=7uqwyKXOE0w

but yeah with the damage upgrade it became kickass

Holy crap that looks spot on for a napalm type flamethrower, that's awesome.

Give me a bit and let me see if I can't pull something together that's better than the piston launcher, I'm not 100% satisfied with the work I did on that that.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Anime Schoolgirl posted:

the flame effect is just firing the incinerator projectile 30 times/second with dynamic lighting turned off for both projectile and mini-incinerator explosion to keep it from dipping to 10FPS

http://www.youtube.com/watch?v=7uqwyKXOE0w

but yeah with the damage upgrade it became kickass

This is the best thing ever. Is this in The Arsenal?

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
@Naky
I could probably help out with a script for the FOMOD next week, just tell me what you want to have in it. I guess it uses C# als language, like the programm itself does.

Anime Schoolgirl
Nov 28, 2002

Gyshall posted:

This is the best thing ever. Is this in The Arsenal?
Need a different model for it, it's currently one of the test concept weapons I hacked up to make settings for more unusual Armory guns.

ugh its Troika
May 2, 2009

by FactsAreUseless

Naky posted:

Okay, Armory fans, I'm sending out another call for weapons you'd like to see added to the pack. I'm getting close to the 200 benchmark and I've got a few added I still need maybe a dozen more. Melee, energy, projectile, thrown, from another pack that you like to use but it isn't in The Armory - suggest it and I'll consider it.

Add a rocket-propelled chainsaw launcher :colbert:

also I have the perfect use for that flame effect: a dick that pisses fire :smug:

(Postal 2 owns)

Mr. Crow
May 22, 2008

Snap City mayor for life

Naky posted:

edit: I'm not a programmer at all, and I was wondering if someone wouldn't mind looking at or helping me re-write The Armory's FOMOD installation script. Mine is about as basic as it gets and I've been getting reports that it's not working for some people and I have no clue why :( Probably due to not having the right FOMM version, etc, but I couldn't begin to code checks like that. Plus I'd like to make it a bit more modular and modern, heh. It can be written in C or XML, I think.

I'm not sure how FOMOD scripts work (never bothered) but post the code and I'll see if I or anyone else can decipher anything.

mudcrabs
Dec 30, 2010

by Ozmaugh

Captain McStabbin posted:

I would volunteer to make the schoolgirl geckos, but I only know how to use maya, which to my understanding, makes files that are a bitch to import for use in Fallout.
Also, I suck at 3d modelling. :negative:
I would volunteer to donate millions of dollars to cure cancer, but alas, I do not own millions of dollars, let alone a job! Aha!

mudcrabs
Dec 30, 2010

by Ozmaugh
Also I smell my own farts.

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.

-Troika- posted:

Add a rocket-propelled chainsaw launcher :colbert:

http://newvegasnexus.com/downloads/file.php?id=38641

Cousin Todd
Jul 3, 2007
Grimey Drawer
Anybody make a mod yet that lets you target in VATS with your fist?

Naky
May 30, 2001

Resident Crackhead

Mr. Crow posted:

I'm not sure how FOMOD scripts work (never bothered) but post the code and I'll see if I or anyone else can decipher anything.

Here you and Police (and anyone else) go:

code:
using System;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
using fomm.Scripting;
 
class Script : FalloutNewVegasBaseScript {
    public static bool install;
    public static Form InstallForm;
    public static Panel InstallPanel;
    public static PictureBox BackgroundPicture;
    public static Button InstallButton;
    public static Button CancelInstallButton;
    public static Panel OptionsPanel;
    public static CheckBox InstallTALeveledListCheckBox;
    public static Label InstallTALeveledListAddonLabel;
    public static CheckBox InstallTARealismTweaksCheckBox;
    public static Label InstallTARealismTweaksAddonLabel;
    public static CheckBox InstallTAPKBCheckBox;
    public static Label InstallTAPKBAddonLabel;
    public static RadioButton SP1RadioButton;
    public static Label SP1Label;
    public static RadioButton SP2RadioButton;
    public static Label SP2Label;
    public static RadioButton SP3RadioButton;
    public static Label SP3Label;
    public static RadioButton SP4RadioButton;
    public static Label SP4Label;
    public static RadioButton SP5RadioButton;
    public static Label SP5Label;
    public static RadioButton SP6RadioButton;
    public static Label SP6Label;
    
    public static Image GetImageFromFomod(string filename)
    {
        byte[] data = GetFileFromFomod(filename);
        MemoryStream s = new MemoryStream(data);
        Image img = Image.FromStream(s);
        s.Close();
        return img;
    }    
    public static void CreateInstallForm()
    {
        InstallForm = CreateCustomForm();
 
        // customize install form
        InstallForm.FormBorderStyle = FormBorderStyle.Fixed3D;
        InstallForm.StartPosition = FormStartPosition.CenterScreen;
        InstallForm.Size = new Size(510, 600);
        // place background picture box
        BackgroundPicture = new PictureBox();
        BackgroundPicture.Location = new Point(0, 0);
        BackgroundPicture.Size = new Size(500, 600);
        // load picture file from .fomod and stream into picture box
        BackgroundPicture.Image = GetImageFromFomod("fomod/background.png");
        // add BackgroundPicture to list of controls
        InstallForm.Controls.Add(BackgroundPicture);
        // install button
        InstallButton = new Button();
        InstallButton.Text = "Install";
        InstallButton.BackColor = Color.WhiteSmoke;
        InstallButton.Location = new Point(5, 540);
        InstallButton.Size = new Size(100, 23);
        // cancel button
        CancelInstallButton = new Button();
        CancelInstallButton.Text = "Cancel";
        CancelInstallButton.BackColor = Color.WhiteSmoke;
        CancelInstallButton.Location = new Point(390, 540);
        CancelInstallButton.Size = new Size(100, 23);
        // options panel
        OptionsPanel = new Panel();
        OptionsPanel.Location = new Point(125, 275);//1st pixel loc from left, 2nd pixel loc from top
        OptionsPanel.Size = new Size(250, 280);
        OptionsPanel.BackColor = Color.WhiteSmoke;
        OptionsPanel.BorderStyle = BorderStyle.FixedSingle;
        // The Armory Leveled List esp
        InstallTALeveledListCheckBox = new CheckBox();
        InstallTALeveledListCheckBox.Checked = false;
        InstallTALeveledListCheckBox.Location = new Point(5, 5);
        InstallTALeveledListCheckBox.Size = new Size(20, 20);
        InstallTALeveledListAddonLabel = new Label();
        InstallTALeveledListAddonLabel.Text = "Install Leveled Lists";
        InstallTALeveledListAddonLabel.Location = new Point(27, 8);
        InstallTALeveledListAddonLabel.AutoSize = true;
        // The Armory Realism Tweaks esp
        InstallTARealismTweaksCheckBox = new CheckBox();
        InstallTARealismTweaksCheckBox.Checked = false;
        InstallTARealismTweaksCheckBox.Location = new Point(5, 38);
        InstallTARealismTweaksCheckBox.Size = new Size(20, 20);
        InstallTARealismTweaksAddonLabel = new Label();
        InstallTARealismTweaksAddonLabel.Text = "Install Realism Tweaks";
        InstallTARealismTweaksAddonLabel.Location = new Point(27, 41);
        InstallTARealismTweaksAddonLabel.AutoSize = true;
        // The Armory Performance Killing Ballistics esp
        InstallTAPKBCheckBox = new CheckBox();
        InstallTAPKBCheckBox.Checked = false;
        InstallTAPKBCheckBox.Location = new Point(5, 71);
        InstallTAPKBCheckBox.Size = new Size(20, 20);
        InstallTAPKBAddonLabel = new Label();
        InstallTAPKBAddonLabel.Text = "Install Performance Killing Ballistics";
        InstallTAPKBAddonLabel.Location = new Point(27, 74);
        InstallTAPKBAddonLabel.AutoSize = true;
        // Starter Pack radiobutton menu
        SP1RadioButton = new RadioButton();
        SP1RadioButton.Checked = false;
        SP1RadioButton.Location = new Point(5, 104);
        SP1RadioButton.Size = new Size(20, 20);
        SP1Label = new Label();
        SP1Label.Text = "Crysis Pack";
        SP1Label.Location = new Point(27, 107);
        SP1Label.AutoSize = true;
        SP2RadioButton = new RadioButton();
        SP2RadioButton.Checked = false;
        SP2RadioButton.Location = new Point(5, 137);
        SP2RadioButton.Size = new Size(20, 20);
        SP2Label = new Label();
        SP2Label.Text = "Mysterious Stranger Pack";
        SP2Label.Location = new Point(27, 140);
        SP2Label.AutoSize = true;
        SP3RadioButton = new RadioButton();
        SP3RadioButton.Checked = false;
        SP3RadioButton.Location = new Point(5, 167);
        SP3RadioButton.Size = new Size(20, 20);
        SP3Label = new Label();
        SP3Label.Text = "Ninja Pack";
        SP3Label.Location = new Point(27, 170);
        SP3Label.AutoSize = true;
        SP4RadioButton = new RadioButton();
        SP4RadioButton.Checked = false;
        SP4RadioButton.Location = new Point(5, 197);
        SP4RadioButton.Size = new Size(20, 20);
        SP4Label = new Label();
        SP4Label.Text = "Rambo Pack";
        SP4Label.Location = new Point(27, 200);
        SP4Label.AutoSize = true;
        SP5RadioButton = new RadioButton();
        SP5RadioButton.Checked = false;
        SP5RadioButton.Location = new Point(5, 227);
        SP5RadioButton.Size = new Size(20, 20);
        SP5Label = new Label();
        SP5Label.Text = "Stalker Pack";
        SP5Label.Location = new Point(27, 230);
        SP5Label.AutoSize = true;
        SP6RadioButton = new RadioButton();
        SP6RadioButton.Checked = false;
        SP6RadioButton.Location = new Point(5, 257);
        SP6RadioButton.Size = new Size(20, 20);
        SP6Label = new Label();
        SP6Label.Text = "Terminator Pack";
        SP6Label.Location = new Point(27, 260);
        SP6Label.AutoSize = true;
         
        // build form
        BackgroundPicture.Controls.Add(InstallButton);
        BackgroundPicture.Controls.Add(CancelInstallButton);
        BackgroundPicture.Controls.Add(OptionsPanel);
        OptionsPanel.Controls.Add(InstallTALeveledListCheckBox);
        OptionsPanel.Controls.Add(InstallTALeveledListAddonLabel);
        OptionsPanel.Controls.Add(InstallTARealismTweaksCheckBox);
        OptionsPanel.Controls.Add(InstallTARealismTweaksAddonLabel);
        OptionsPanel.Controls.Add(InstallTAPKBCheckBox);
        OptionsPanel.Controls.Add(InstallTAPKBAddonLabel);
        OptionsPanel.Controls.Add(SP1RadioButton);
        OptionsPanel.Controls.Add(SP1Label);
        OptionsPanel.Controls.Add(SP2RadioButton);
        OptionsPanel.Controls.Add(SP2Label);
        OptionsPanel.Controls.Add(SP3RadioButton);
        OptionsPanel.Controls.Add(SP3Label);
        OptionsPanel.Controls.Add(SP4RadioButton);
        OptionsPanel.Controls.Add(SP4Label);
        OptionsPanel.Controls.Add(SP5RadioButton);
        OptionsPanel.Controls.Add(SP5Label);
        OptionsPanel.Controls.Add(SP6RadioButton);
        OptionsPanel.Controls.Add(SP6Label);
        AttachHandlers();
    }
    public static void AttachHandlers()
    {
        //Attach a handler that will fire when the appropriate button is clicked
        InstallButton.Click += delegate(object sender, EventArgs args)
        {
            install = true;
            InstallForm.Close();
        };
        CancelInstallButton.Click += delegate(object sender, EventArgs args)
        {
            install = false;
            InstallForm.Close();
        };
    }
    public static void PerformCustomInstall()
    {
    if(SP1RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Crysis.Pack.esp");
            SetPluginActivation("The.Armory.Crysis.Pack.esp", true);
        }
        else if(SP2RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Mysterious.Stranger.Pack.esp");
            SetPluginActivation("The.Armory.Mysterious.Stranger.Pack.esp", true);
        }
        else if(SP3RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Ninja.Pack.esp");
            SetPluginActivation("The.Armory.Ninja.Pack.esp", true);
        }
        else if(SP4RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Rambo.Pack.esp");
            SetPluginActivation("The.Armory.Rambo.Pack.esp", true);
        }
        else if(SP5RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Stalker.Pack.esp");
            SetPluginActivation("The.Armory.Stalker.Pack.esp", true);
        }
        else if(SP6RadioButton.Checked)
        {
            InstallFileFromFomod("The.Armory.Terminator.Pack.esp");
            SetPluginActivation("The.Armory.Terminator.Pack.esp", true);
        }
        if(InstallTALeveledListCheckBox.Checked)
        {
            InstallFileFromFomod("The.Armory.Leveled.List.esp");
            SetPluginActivation("The.Armory.Leveled.List.esp", true);
        }
        if(InstallTARealismTweaksCheckBox.Checked)
        {
            InstallFileFromFomod("The.Armory.Realism.Tweak.esp");
            SetPluginActivation("The.Armory.Realism.Tweak.esp", true);
        }
        if(InstallTAPKBCheckBox.Checked)
        {
            InstallFileFromFomod("The.Armory.Performance.Killing.Ballistics.esp");
            SetPluginActivation("The.Armory.Performance.Killing.Ballistics.esp", true);
        }
    }
    public static bool OnActivate()
    {
        CreateInstallForm();
        InstallForm.ShowDialog();
        if(install)
        {
        	//Install Master ESM
			InstallFileFromFomod("The.Armory.esm");
			SetPluginActivation("The.Armory.esm", true);
        
			//Install Readmes
			InstallFileFromFomod("The.Armory.v1.5.Readme.txt");
			InstallFileFromFomod("The.Armory.Changelog.txt");
		
			//Install BSA
			InstallFileFromFomod("The.Armory.bsa");
			
            PerformCustomInstall();
        }
        return install;
    }
}
Some notes:

- I don't really want to install the mod using a BSA file to store the textures and meshes but that was the only way I could actually get the script to copy. Every command I used to CopyFromFolder or similar simply didn't work and broke the entire installer without any warnings, i.e. you think it installed fine but all it really did was just copy over the ESM file and nothing else.

- I couldn't even figure out how to type regular text in the window, so that's why I did everything in the background picture, but I'd rather not do it this way...

- Ideally, I'd like to have every optional portion of the mod on its own page, i.e. gameplay esps on one page with proper descriptions of each, starter packs on another, etc.

- As you can see, there is literally zero error/version checking, etc :saddowns:

- This was the best I could do after 12 hours of trial and error and trying to learn from other existing FOMOD scripts as an example so feel free to mock and humiliate me :( But I'm a commenting wizard! :sigh:

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
Yes, that's C#, importing specialized functions from fomm. I'm not at home this weekend and can't even play NV (only thing I have here is Sims: Medieval, which is btw. pretty good and its scripting is even the same language!) but I'll see if I can whip something up, shouldn't be terribly hard with all the functions seemingly already provided by FOMM, and the GUI stuff is pretty standard anyways. Nothing you want it to do is impossible.

EDIT: Not today anymore though, I really need to sleep. Must... stop... playing... barbie simulator: virtual fantasy dressup The Sims: Medieval

:negative:

Police Automaton fucked around with this message at 04:39 on Mar 26, 2011

Mr. Crow
May 22, 2008

Snap City mayor for life
Ffffff, I need to go to bed and I keep messing around creating pseudocode for the script, but I'm just going to stop for tonight but you might check out http://zumbs.wordpress.com/2009/11/08/fomm-and-fomods-for-dummies-4/ seems like it would be useful just glazing over it.

Apparently you already read that :suicide: thats what I get for not looking at it. Oh well I can't do it tonight and maybe not this weekened.

Mr. Crow fucked around with this message at 05:08 on Mar 26, 2011

Naky
May 30, 2001

Resident Crackhead

Mr. Crow posted:

Ffffff, I need to go to bed and I keep messing around creating pseudocode for the script, but I'm just going to stop for tonight but you might check out http://zumbs.wordpress.com/2009/11/08/fomm-and-fomods-for-dummies-4/ seems like it would be useful just glazing over it.

Apparently you already read that :suicide: thats what I get for not looking at it. Oh well I can't do it tonight and maybe not this weekened.

Yeah, I pretty much have that site to thank for even having anything remotely working. That being said, the end result is still basic as all hell and STILL required me to trial and error a bunch of poo poo while feeling like a humongous retard the entire time :downsowned:

edit: no rush guys, next version isn't coming out for a little while yet. Despite the massive amount of changes already it's still not all that's planned.

Naky fucked around with this message at 05:30 on Mar 26, 2011

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.
Work in progress on new flamethrower asset to be used in combination with Anime Schoolgirl's new flame effect and the new bullpup animations.

Naky
May 30, 2001

Resident Crackhead

Amstrad posted:

Work in progress on new flamethrower asset to be used in combination with Anime Schoolgirl's new flame effect and the new bullpup animations.



Awesome. If you need a hand to test it in GECK, use handgrip 4 to make use of that foregrip, ReloadR (in conjunction with WAR), and the clip node in the mesh nif file should be named ##Clip to work with the bullpup animations.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


mudcrabs posted:

I would volunteer to donate millions of dollars to cure cancer, but alas, I do not own millions of dollars, let alone a job! Aha!

You can't watch three YouTube videos and suddenly have a million dollars*, but that very same trick actually works for learning 3D modeling!

*if you find some that work link us

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.
Welp, I don't know what the hell is wrong here, but the model is done and textured but causes GECK to crash whenever I try to load it, so I guess everyone can look at it and say how pretty it is, but not get to use it :(

Naky
May 30, 2001

Resident Crackhead

Amstrad posted:

Welp, I don't know what the hell is wrong here, but the model is done and textured but causes GECK to crash whenever I try to load it, so I guess everyone can look at it and say how pretty it is, but not get to use it :(



Hmmm. If it's causing GECK to crash, it's usually due to an incorrectly named animation node (##NakyStupid - it won't know what to do with it), OR a blank node name within the mesh file. Careful with nifskope on the last one, often it will look like it's named but if you go to transform -> edit and double check, it's actually blank.

mudcrabs
Dec 30, 2010

by Ozmaugh

Chronojam posted:

You can't watch three YouTube videos and suddenly have a million dollars*, but that very same trick actually works for learning 3D modeling!

*if you find some that work link us
Maybe I should have used sculpting or something.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Thought I might post this here for anybody who is interested in scrap / home made style guns. Judging by the screenshots, the author seems to have done a pretty solid job. Check it out.

Naky
May 30, 2001

Resident Crackhead

Cream-of-Plenty posted:

Thought I might post this here for anybody who is interested in scrap / home made style guns. Judging by the screenshots, the author seems to have done a pretty solid job. Check it out.

I saw that yesterday and shuddered. The ends of the barrels are bored out bolts and nuts, you've got blocks of wood that make up grips that are held together with the receiver with rusty wire and I swear one of the stocks has a padded support that's taped to it with masking tape...

Cerebulon
Mar 29, 2010

Destroyer of Worlds*
(*No worlds were harmed in the making of this title.)

I posted this on the Bethesda forums but the Fallout 3 GECK section is completely devoid of life these days, at least people answering questions rather than asking.

Cerebulon posted:

Rather than having the player arrive somewhere to find that their ride home has been blown from the sky by the Big Bad Bad Guys I'd quite like for them to actually see it happen.
I have a vague idea of how to link it all up by using triggers and quest stages (Seeing it happen would begin a 'main quest' for the mod I'm making) but am completely unsure how I would have a vertibird appear, fly over the rooftops and explode over a train station terminal. I'm guessing I'd use an animation if one like that exists in Fallout 3 (I know something similar exists in New Vegas for a late quest at the Dam).

My rough understanding would be:
Player enters trigger box, activating the animation object
After a time delay (Is this possible?) the quest is added
Pilot and Vertibird references in town are disabled
Wreckage enabled inside the station terminal
Various dialogue options for NPCs activated via dialogue 'quest' script

So really my questions are:
Does such an animation 'object' exist and if so how do they work?
Are time delays between script effects possible (Not a massive priority)
If such an animation object doesn't exist then is it possible to create one, if so - how? I'd imagine it's a fair bit more complex than just texturing.

I'm completely stumped. Haven't even been able to work out what to do from existing trigger-animations and as far as I can tell there's no kind of guide for anything remotely like this.

Safety Hammer
Sep 14, 2007

Capn Beeb posted:

... Saiga-12 ...

I'd love to see this as well, but maybe I'm just biased because I have one. (And yes, they're as fun in real life as they are in video games.)

Would it be feasible to add in an RPG-7? There's already one added in the STALKER weapons pack but the author doesn't know how to add his weapons to the leveled lists for anything but vendors and I wanna get shot at with these guns, not just shoot them at people. Loving the pack so far; it's like Arsenal for STALKER but for NV and the readme isn't in Russian!

How complicated would it be to integrate this with Xcaliber?

Safety Hammer fucked around with this message at 02:45 on Mar 27, 2011

Beeb
Jun 29, 2003

Safety Hammer posted:

I'd love to see this as well, but maybe I'm just biased because I have one.

That's why I want one in New Vegas :shobon::hf::)

Mr. Crow
May 22, 2008

Snap City mayor for life

Cerebulon posted:

I posted this on the Bethesda forums but the Fallout 3 GECK section is completely devoid of life these days, at least people answering questions rather than asking.


I'm completely stumped. Haven't even been able to work out what to do from existing trigger-animations and as far as I can tell there's no kind of guide for anything remotely like this.

Not sure what you mean, but yes there is a way to call in Vertibirds and junk.
Yes.
More effort/learning then you'd be willing to put in, but yes.

Cerebulon
Mar 29, 2010

Destroyer of Worlds*
(*No worlds were harmed in the making of this title.)

Effectively just having a vertibird come in over some buildings and explode.
If not explode then 'land' behind a facade.
I've already put easily 65 hours or so into this mod in my latest burst of effort alone and I can't even remember how long I spent before that, I think I'm quite willing to learn. It would probably be something I could apply to other 'set-piece' sort stuff later.

Naky
May 30, 2001

Resident Crackhead
No worries, Saiga's been added. I guess I could look at an RPG as well, though so far I've stayed away from rocket launchers. Might as well give them a whirl at some point.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Naky posted:

I saw that yesterday and shuddered. The ends of the barrels are bored out bolts and nuts, you've got blocks of wood that make up grips that are held together with the receiver with rusty wire and I swear one of the stocks has a padded support that's taped to it with masking tape...

I guess I just have an affinity for scrap guns. :colbert:

Safety Hammer
Sep 14, 2007

Naky posted:

No worries, Saiga's been added. I guess I could look at an RPG as well, though so far I've stayed away from rocket launchers. Might as well give them a whirl at some point.

Awesome, thanks. How complicated would it be to integrate this with Xcaliber so everything has the correct ammo? Hell, I'd do it myself if I knew how. The only game I've modded to any extent was STALKER however, and nothing really complicated. If anybody can give me a link to instructions on how to add new caliber ammo to the game with Xcaliber and associate it with the proper firearms I'd be more than willing to do all the 'grunt work' data entry and checking.

Naky
May 30, 2001

Resident Crackhead

Safety Hammer posted:

Awesome, thanks. How complicated would it be to integrate this with Xcaliber so everything has the correct ammo? Hell, I'd do it myself if I knew how. The only game I've modded to any extent was STALKER however, and nothing really complicated. If anybody can give me a link to instructions on how to add new caliber ammo to the game with Xcaliber and associate it with the proper firearms I'd be more than willing to do all the 'grunt work' data entry and checking.

Ugh. XCaliber. I didn't integrate support for it since NV actually has a wide range of calibers already. That and anime schoolgirl changed some calibers due to too many weapons having the same caliber.

ShadowMar
Mar 2, 2010

HERE IS A
GRAVEYARD
OF YOU!


quote:

FalloutNV.esm
DeadMoney.esm
Weapon Mod Expansion.esm
WME - Dead Money.esm
FOOK - New Vegas.esm
FOOK - New Vegas DLCs.esm
ELECTRO-CITY - CompletedWorkorders.esm
Tales from the Burning Sands.esm
ELECTRO-CITY - Highways and Byways.esm
Lings.esm
Project Nevada - Core.esm
AWorldOfPain(Preview).esm
More Perks.esm
More Perks for Companions.esm
More Traits.esm
More Perks for Dead Money.esm
TGsArmorCollectionVegas.esp
Improved Sound FX.esp
Improved Sound FX - Gunshot Distance Tweak.esp
UHNV.esp
UHNV-Dead Money.esp
FOOK - New Vegas.esp
FOOK - New Vegas DLCs.esp
FOOK - Lings.esp
Nevada Skies - URWLified.esp
headgearfix.esp
Weapon Mod Expansion.esp
The.Armory.v1.esp
WME - Dead Money.esp
Project Nevada - Cyberware.esp
DarNifiedUINV.esp
ExtendedNVRadio.esp
More Perks Update.esp
More Traits Update.esp
More Perks for Companions Update.esp
More Perks for Dead Money Update.esp
PerkEveryLevel.esp

Total active plugins: 37
Total plugins: 41

Also:
Weapon Animation Replacers

I'm having a physics problem. Certain guns (the 10mm Pistol confirmed) don't fall after the user is killed or disarmed, but when dropped from my inventory they do. It's not game breaking but it's really annoying having tons of guns floating everywhere. Another note, I played with this mod set-up for a while without any floating guns.



I remember having this same bug in Fallout 3 and FOOK causing it, would FOOK happen to be at fault here too or is there another reason for this problem? Or is it that my load order is hosed? (It probably is whether or not it's causing this). If anyone could help me with this it'd be much appreciated.

Male Man
Aug 16, 2008

Im, too sexy for your teatime
Too sexy for your teatime
That tea that you're just driiinkiing

ShadowMar posted:

I'm having a physics problem. Certain guns (the 10mm Pistol confirmed) don't fall after the user is killed or disarmed, but when dropped from my inventory they do. It's not game breaking but it's really annoying having tons of guns floating everywhere. Another note, I played with this mod set-up for a while without any floating guns.



I remember having this same bug in Fallout 3 and FOOK causing it, would FOOK happen to be at fault here too or is there another reason for this problem? Or is it that my load order is hosed? (It probably is whether or not it's causing this). If anyone could help me with this it'd be much appreciated.

Did you verify game files via Steam?

And if that doesn't work, does interacting with the floating guns with the z key (or whatever you've rebound grab to) work as expected? Do they fall afterwards?

ShadowMar
Mar 2, 2010

HERE IS A
GRAVEYARD
OF YOU!


Male Man posted:

Did you verify game files via Steam?

And if that doesn't work, does interacting with the floating guns with the z key (or whatever you've rebound grab to) work as expected? Do they fall afterwards?

Verifying the game files fixed my problem, thanks.

Old Hanz
Feb 2, 2003

I am skilled in the arts of war and military tactics, sire.
Since I'm using an older machine, I was wondering is there a console command or mod the can set a fog distance? Like how Oblivion had the option to remove the far off landscape.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
Ok this sunday (today for me) I'll start taking a shot at the installation scripts and see what I can whip up. I'll try to keep it in a way where there just has to be some line adding done to put in additional .esps/descriptions/whatever. If somebody else has already started doing this and is already far into finishing it I'd like to ask them to tell me so I won't do it for nothing, haha.

Naky
May 30, 2001

Resident Crackhead

Safety Hammer posted:

Awesome, thanks. How complicated would it be to integrate this with Xcaliber so everything has the correct ammo? Hell, I'd do it myself if I knew how. The only game I've modded to any extent was STALKER however, and nothing really complicated. If anybody can give me a link to instructions on how to add new caliber ammo to the game with Xcaliber and associate it with the proper firearms I'd be more than willing to do all the 'grunt work' data entry and checking.

Also, not to totally piss on your idea of making an xCaliber compatible mod of The Armory, it IS fairly easy to make one. You have to do the ini change to let GECK load multiple master files and load The.Armory.esm, and xCaliber at the same time without making anything active. From there it's a matter of going through all of the guns in GECK and changing their ammolists, projectile types, and shell casing artwork paths. Save it as your own esp and load it afterwards. Done!

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Safety Hammer
Sep 14, 2007

Naky posted:

Also, not to totally piss on your idea of making an xCaliber compatible mod of The Armory, it IS fairly easy to make one. You have to do the ini change to let GECK load multiple master files and load The.Armory.esm, and xCaliber at the same time without making anything active. From there it's a matter of going through all of the guns in GECK and changing their ammolists, projectile types, and shell casing artwork paths. Save it as your own esp and load it afterwards. Done!

I may give it a try at some point. My OCD wants that Russian ammo. Speaking of which, did you throw in a Makarov or a Mosin? I don't remember seeing them on the list.

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