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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. 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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# ? Mar 25, 2011 22:56 |
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# ? May 12, 2024 15:06 |
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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. If you have suggestions though, my god please do. http://www.youtube.com/watch?v=7uqwyKXOE0w but yeah with the damage upgrade it became kickass
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# ? Mar 25, 2011 23:02 |
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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 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.
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# ? Mar 25, 2011 23:29 |
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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 This is the best thing ever. Is this in The Arsenal?
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# ? Mar 26, 2011 00:22 |
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@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.
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# ? Mar 26, 2011 00:46 |
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Gyshall posted:This is the best thing ever. Is this in The Arsenal?
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# ? Mar 26, 2011 01:45 |
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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 also I have the perfect use for that flame effect: a dick that pisses fire (Postal 2 owns)
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# ? Mar 26, 2011 02:08 |
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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.
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# ? Mar 26, 2011 02:27 |
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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.
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# ? Mar 26, 2011 02:34 |
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Also I smell my own farts.
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# ? Mar 26, 2011 02:39 |
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-Troika- posted:Add a rocket-propelled chainsaw launcher http://newvegasnexus.com/downloads/file.php?id=38641
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# ? Mar 26, 2011 02:41 |
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Anybody make a mod yet that lets you target in VATS with your fist?
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# ? Mar 26, 2011 02:52 |
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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:
- 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 - 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!
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# ? Mar 26, 2011 03:03 |
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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... Police Automaton fucked around with this message at 04:39 on Mar 26, 2011 |
# ? Mar 26, 2011 03:23 |
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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 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 |
# ? Mar 26, 2011 05:05 |
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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. 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 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 |
# ? Mar 26, 2011 05:25 |
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Work in progress on new flamethrower asset to be used in combination with Anime Schoolgirl's new flame effect and the new bullpup animations.
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# ? Mar 26, 2011 05:47 |
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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.
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# ? Mar 26, 2011 05:53 |
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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
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# ? Mar 26, 2011 08:57 |
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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
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# ? Mar 26, 2011 14:25 |
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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.
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# ? Mar 26, 2011 17:44 |
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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!
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# ? Mar 26, 2011 18:48 |
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.
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# ? Mar 26, 2011 23:01 |
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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...
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# ? Mar 26, 2011 23:12 |
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'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.
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# ? Mar 27, 2011 01:22 |
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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 |
# ? Mar 27, 2011 01:33 |
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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
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# ? Mar 27, 2011 01:37 |
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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. 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.
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# ? Mar 27, 2011 01:41 |
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.
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# ? Mar 27, 2011 01:48 |
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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.
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# ? Mar 27, 2011 02:00 |
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.
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# ? Mar 27, 2011 02:17 |
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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.
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# ? Mar 27, 2011 02:50 |
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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.
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# ? Mar 27, 2011 03:30 |
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quote:FalloutNV.esm 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.
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# ? Mar 27, 2011 04:20 |
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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. 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?
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# ? Mar 27, 2011 04:25 |
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Male Man posted:Did you verify game files via Steam? Verifying the game files fixed my problem, thanks.
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# ? Mar 27, 2011 05:23 |
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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.
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# ? Mar 27, 2011 05:33 |
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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.
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# ? Mar 27, 2011 05:36 |
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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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# ? Mar 27, 2011 07:08 |
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# ? May 12, 2024 15:06 |
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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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# ? Mar 27, 2011 17:34 |