Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
SpookyLizard
Feb 17, 2009

Ariong posted:

OK, I went over to the download page for darnified and got it all fixed up. Now, there's one other problem I'm having. I can't hear the extra songs that I've added to the Mojave Music and Old World Blues stations. The wavelength thing on the radio seems to go along with the music that should be there, but I can't hear it. The strangest thing is that CONELRAD and all of the vanilla stations are coming in just fine, and I have no idea what could be wrong.

Are they in the right format? IIRC, NV Radio Extender won't cause any crashes, but if the songs aren't organized right/formatted right they won't play.

Adbot
ADBOT LOVES YOU

Diabetes Forecast
Aug 13, 2008

Droopy Only
I've been wanting to make a mod for awhile now, but I was never sure what I wanted to make. I've got a decent understanding of how making guns work (thanks to Arenovalis' amazing tutorials) so I was intending to start there. What sort of things would anyone think work best when designing a futuristic weapon in this series? For reference, this is what I have so far:

Diabetes Forecast fucked around with this message at 04:25 on Nov 17, 2012

Cream-of-Plenty
Apr 21, 2010

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

Colon Semicolon posted:

I've been wanting to make a mod for awhile now, but I was never sure what I wanted to make. I've got a decent understanding of how making guns work (thanks to millenia's amazing tutorials) so I was intending to start there. What sort of things would anyone think work best when designing a futuristic weapon in this series? For reference, this is what I have so far:



For the Fallout series, the abundance of anachronisms gives you license to do pretty much whatever the hell you want. I mean, it runs the gamut from iconic Tommy Guns, to Cold War Era FALs and M16s, to modern P90s, to wacky energy weapons. Also, there's the fact that the world exists in some sort of bizarre alternate universe where civilization was incredibly advanced in certain areas, but significantly stunted in others (like microprocessors.)

I think we're talking about energy weapons, so I'd abandon any sense of ergonomics--many of the IP's energy weapons have this rough, "still figuring it out" aesthetic to them. Maybe throw some tubes and dials on the receiver, or a colored light (or two). Prisms or a little fan? That might be interesting. Think about it being a tool more than a gun that was drawn and made in 20 minutes by a single person.

As you're designing it, try to tell a story. Perhaps you can make it look like it wasn't all designed at once. The "main" part of the weapon--where all the action happens--was designed at one point, with certain materials, and then they started to figure out where to put the handle on it, and where to cover parts up to protect them. But then it couldn't hold a large enough charge, so they had to expand the receiver and move some stuff over here...

Also, look at your gun and see if it makes sense. For example, you have a revolving cylinder that doesn't line up with the barrel, itself. And then you've got these strange sights, but there's a big cylinder in the way that would make it impossible to actually use them. That might even be a problem in the game, when you're trying to use the sights and the cylinder starts clipping into the camera.

StandardVC10
Feb 6, 2007

This avatar now 50% more dark mode compliant

Colon Semicolon posted:

I've been wanting to make a mod for awhile now, but I was never sure what I wanted to make. I've got a decent understanding of how making guns work (thanks to Arenovalis' amazing tutorials) so I was intending to start there. What sort of things would anyone think work best when designing a futuristic weapon in this series? For reference, this is what I have so far:



I would go to https://www.polycount.com or some specialist thread on these forums that I haven't found yet for specifics, but I will say that the shapes of your barrel and the shapes of your grip and and revolver cylinder do not yet agree with each other.

Naky
May 30, 2001

Resident Crackhead
You have a projectile based weapon with the bullets in the cylinder (and a barrel that doesn't line up with any of the chambers), but you also have some kind of futuristic cylinder thing on the gun too. Which is it, projectile or energy?

Diabetes Forecast
Aug 13, 2008

Droopy Only
the idea was more that it was a revolver that held energy caplets more than anything. but in the end it really doesn't make a whole lot of sense that way. on that train of thought, I took the time to draw over the render and get a better idea in mind based on what everyone said.


now it's just straight up energy weapon. there's more damaged parts and panels taken off for maintenance, moved the cylinder to face straight back, and had the handle is a replacement for what might have originally been there. also standard microfusion cell instead of trying to have the weird revolver ammo set up.

that a bit better?

Hobo on Fire
Dec 4, 2008

/\/\/\Fallouty as hell.

Question about Lombard Station... I know Omnicarus has moved on, but did the scripting on the GRA plugin he put out for it ever actually work? Everything seems to be working fine for the base game content and the big DLCs, but GRA weapons and ammo aren't being accepted by the ammo sorter or weapon walls. Loading the ESPs in the Geck always crashes it for me, but after changing all the plugins to ESMs I was able to peek in and see that he has everything laid out in a separate cell. It seems like the scripts for the GRA content either aren't functioning or just aren't there.

I just want to find out if it was indeed finished before I rebuild my load order from scratch.

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.
That's like a Laser Desert Eagle.

TexMexFoodbaby
Sep 6, 2011

by LITERALLY AN ADMIN

I'm digging that. My favourite part of it would definitely be the Microfusion chamber. I would totally download that. To my knowledge there don't seem to be that many custom energy weapons that aren't included in some pack already. So this is cool for conveniency's sake.

I like the idea of it being cobbled together, not fully completed, kinda like it was a pet project of some mad cowboy. Weapon design, for me at least, is really important. So I respect the idea of giving a weapon some character.

Magmarashi
May 20, 2009





Colon Semicolon posted:

the idea was more that it was a revolver that held energy caplets more than anything. but in the end it really doesn't make a whole lot of sense that way. on that train of thought, I took the time to draw over the render and get a better idea in mind based on what everyone said.


now it's just straight up energy weapon. there's more damaged parts and panels taken off for maintenance, moved the cylinder to face straight back, and had the handle is a replacement for what might have originally been there. also standard microfusion cell instead of trying to have the weird revolver ammo set up.

that a bit better?

I really like the bolted on, not original handle. Almost makes you wonder if it wasn't originally a tool or part of some larger machine and it got fitted over the years to melt faces.

Arenovalis
Dec 8, 2010

Oh, no, I said, "steamed hams." That's what I call hamburgers.

Colon Semicolon posted:

I've been wanting to make a mod for awhile now, but I was never sure what I wanted to make. I've got a decent understanding of how making guns work (thanks to Arenovalis' amazing tutorials) so I was intending to start there. What sort of things would anyone think work best when designing a futuristic weapon in this series? For reference, this is what I have so far:



Clean model work, I'm poo poo at designing so I won't comment on that :P

Feel free to add me on Skype/MSN/Steam/whatever if you need ask me for advice on anything.

Also,



Naky made me do this:

Davoren
Aug 14, 2003

The devil you say!

Colon Semicolon posted:

the idea was more that it was a revolver that held energy caplets more than anything. but in the end it really doesn't make a whole lot of sense that way. on that train of thought, I took the time to draw over the render and get a better idea in mind based on what everyone said.


now it's just straight up energy weapon. there's more damaged parts and panels taken off for maintenance, moved the cylinder to face straight back, and had the handle is a replacement for what might have originally been there. also standard microfusion cell instead of trying to have the weird revolver ammo set up.

that a bit better?

This looks completely awesome! Please make it an actual laser six-shooter. :)

Naky
May 30, 2001

Resident Crackhead

Arenovalis posted:

Naky made me do this:



Damned straight I did. The most ridiculous magazine ever and as such it is instantly the most awesome.

SpookyLizard
Feb 17, 2009

Hobo on Fire posted:

/\/\/\Fallouty as hell.

Question about Lombard Station... I know Omnicarus has moved on, but did the scripting on the GRA plugin he put out for it ever actually work? Everything seems to be working fine for the base game content and the big DLCs, but GRA weapons and ammo aren't being accepted by the ammo sorter or weapon walls. Loading the ESPs in the Geck always crashes it for me, but after changing all the plugins to ESMs I was able to peek in and see that he has everything laid out in a separate cell. It seems like the scripts for the GRA content either aren't functioning or just aren't there.

I just want to find out if it was indeed finished before I rebuild my load order from scratch.

Yeah, it works perfectly fine for me.

EDIT: Are you sure you've got the most recent version?

Xachariah
Jul 26, 2004

Naky posted:

Damned straight I did. The most ridiculous magazine ever and as such it is instantly the most awesome.

Not far enough, it needs to continue curving and go back over the character into their butt and that's where the ammo comes from.

Acebuckeye13
Nov 2, 2010
Ultra Carp

Arenovalis posted:

Clean model work, I'm poo poo at designing so I won't comment on that :P

Feel free to add me on Skype/MSN/Steam/whatever if you need ask me for advice on anything.

Also,



Naky made me do this:



That looks like the demon spawn of an AK and a Chauchat.

Hobo on Fire
Dec 4, 2008

SpookyLizard posted:

Yeah, it works perfectly fine for me.

EDIT: Are you sure you've got the most recent version?

I'm assuming CoP has the newest version in the OP, and I only picked it up a month or so ago. I tried the links in Omnicarus' most recent posts, but they seem to be dead.

The GRA esp. is coming up with errors in FNVedit, but I can't make enough sense of what its telling me to figure out if its a conflict, and if so, with what. Before anyone asks, I've tried using merged patches and dropping it to the bottom of the load order with no luck. I haven't tried disabling every mod in the list and starting with just Lombard yet, so now that I know it was finished I'll start slogging through that process.

edit: \/\/\/ I have the lombard esps all grouped together, vanilla first, then the DLC plugins in the order they were released, GRA being at the bottom of the list. I do wonder why Omnicarus didn't use an ESM, at least for the base version. I have a feeling that ESPs depending on other ESPs is why I can't load it in the GECK.

Hobo on Fire fucked around with this message at 21:05 on Nov 17, 2012

SpookyLizard
Feb 17, 2009

Hobo on Fire posted:

I'm assuming CoP has the newest version in the OP, and I only picked it up a month or so ago. I tried the links in Omnicarus' most recent posts, but they seem to be dead.

The GRA esp. is coming up with errors in FNVedit, but I can't make enough sense of what its telling me to figure out if its a conflict, and if so, with what. Before anyone asks, I've tried using merged patches and dropping it to the bottom of the load order with no luck. I haven't tried disabling every mod in the list and starting with just Lombard yet, so now that I know it was finished I'll start slogging through that process.

Is Lombard Station.esp placed correctly? BOSS autosort and FOMM sometimes place it below it's dependant ESP's. It won't cause a crash, but it will cause Lombard Station to bug the gently caress out.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Please make this. This gun looks dope as hell and would be reason enough for me to start a new playthrough (again)

Naky
May 30, 2001

Resident Crackhead

Gyshall posted:

Please make this. This gun looks dope as hell and would be reason enough for me to start a new playthrough (again)

Plus there are a few of us here that can give you a hand in areas like rigging, animation, etc.

Davoren
Aug 14, 2003

The devil you say!

Make it an optional weapon mod and everyone's happy! :)

Beeb
Jun 29, 2003
Probation
Can't post for 30 days!

Acebuckeye13 posted:

That looks like the demon spawn of an AK and a Chauchat.

A Chauchat would get off three rounds before seizing up on you at peak condition, 100 repair, 100 guns, and 10 luck. :haw:

Cream-of-Plenty
Apr 21, 2010

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

Capn Beeb posted:

A Chauchat would get off three rounds before seizing up on you at peak condition, 100 repair, 100 guns, and 10 luck. :haw:

It should also take advantage of the little-used "damage confidence" variable. :haw:

Swartz
Jul 28, 2005

by FactsAreUseless
Does anyone know if there is a version of the JSawyer mod floating around that doesn't require all the DLC? I don't have Lonesome Road or Gunrunner's Arsenal (Lonesome Road sounded like poo poo and Gunrunner's Arsenal sounds like a waste of money) so it sucks that it requires them.

If not, is there an easy way I can remove those DLC's requirements with the GECK?

SplitSoul
Dec 31, 2000

Swartz posted:

Does anyone know if there is a version of the JSawyer mod floating around that doesn't require all the DLC? I don't have Lonesome Road or Gunrunner's Arsenal (Lonesome Road sounded like poo poo and Gunrunner's Arsenal sounds like a waste of money) so it sucks that it requires them.

If not, is there an easy way I can remove those DLC's requirements with the GECK?

Get FNVEdit, I'm pretty sure you can look up which parts reference the DLCs and remove them.

SpookyLizard
Feb 17, 2009

SplitSoul posted:

Get FNVEdit, I'm pretty sure you can look up which parts reference the DLCs and remove them.

Can you even open something in FNVEdit without it's parents?

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

Swartz posted:

Does anyone know if there is a version of the JSawyer mod floating around that doesn't require all the DLC? I don't have Lonesome Road or Gunrunner's Arsenal (Lonesome Road sounded like poo poo and Gunrunner's Arsenal sounds like a waste of money) so it sucks that it requires them.

If not, is there an easy way I can remove those DLC's requirements with the GECK?

Lonesome Road is great, you are silly for not getting it. GRA is also a pretty good deal ignoring weapon mods

Cream-of-Plenty
Apr 21, 2010

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

SpookyLizard posted:

Can you even open something in FNVEdit without it's parents?

Pretty sure you can't open it in GECK, but I don't know about FNVEdit. Alternatively, I wonder if you could fake it out by creating dummy .esm files named after the masters you're missing. Hmmm...

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge
I've started off clean with pretty much just the JSawyer mod, and I'm wondering does Jsawyer add any of the GRA weapons to loot lists (so like you can find Battle Rifles on raiders and in stuff for example) or will I still need a mod for that?

SpookyLizard
Feb 17, 2009

Cream-of-Plenty posted:

Pretty sure you can't open it in GECK, but I don't know about FNVEdit. Alternatively, I wonder if you could fake it out by creating dummy .esm files named after the masters you're missing. Hmmm...

All I know is that when I started playing FNV again after my 660ti, I had a CTD on launch, and used FNVEdit to track the problematic plugin because it stops and goes woah the hold poo poo when it hits the issue.

Swartz
Jul 28, 2005

by FactsAreUseless

Improbable Lobster posted:

Lonesome Road is great, you are silly for not getting it. GRA is also a pretty good deal ignoring weapon mods

Sell me on Lonesome Road. Why should I get it? As for GRA, you mentioned the reason I didn't get it: weapon mods, which are free.

I'll see if I can mod it with FNVEdit (thanks for the suggestion), but unfortunately Nexus isn't letting me download it right now (just brings up a blank page when the download should begin).

Davoren
Aug 14, 2003

The devil you say!

Orange Crush Rush posted:

I've started off clean with pretty much just the JSawyer mod, and I'm wondering does Jsawyer add any of the GRA weapons to loot lists (so like you can find Battle Rifles on raiders and in stuff for example) or will I still need a mod for that?

I don't know if jsawyer does but Right To Bear Arms by Puce Moose does, and it also hides the uniques in devious locations should you choose to go looking for them.

SpookyLizard
Feb 17, 2009

Swartz posted:

Sell me on Lonesome Road. Why should I get it? As for GRA, you mentioned the reason I didn't get it: weapon mods, which are free.

I'll see if I can mod it with FNVEdit (thanks for the suggestion), but unfortunately Nexus isn't letting me download it right now (just brings up a blank page when the download should begin).

It's the conclusion to the Courier's story, and deals with this Ulysses dude. It's also a pretty cool environment to fight in, makes ED-E rad as gently caress, and gives you some interesting choices. The worst part is that it is very Lonesome. You won't be meeting a whole lot of friends in the DLC.

GRA is comparetively weak, but it adds a bunch of cool ammos and poo poo. Especially all them kickass shotgun ammos.

TychoCelchuuu
Jan 2, 2012

This space for Rent.

Davoren posted:

I don't know if jsawyer does but Right To Bear Arms by Puce Moose does, and it also hides the uniques in devious locations should you choose to go looking for them.
I've found that this doesn't play super well with other mods that edit inventories for NPCs, even if you make a merged patch (or maybe especially if you make a merged patch). I ended up manually editing a bunch of stuff in my merged patch to revert some of the changes Puce Moose made because otherwise every Freeside thug had like 14 weapons.

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge

Davoren posted:

I don't know if jsawyer does but Right To Bear Arms by Puce Moose does, and it also hides the uniques in devious locations should you choose to go looking for them.

Just noticed that in the OP yeah. I think this and the Jsawyer mod is what I want, it lets me mod any old Laser Pistol or Anti-Material Rifle while still letting me fight raiders with Chainsaws and Battle Rifles.

Raygereio
Nov 12, 2012

Cream-of-Plenty posted:

Alternatively, I wonder if you could fake it out by creating dummy .esm files named after the masters you're missing. Hmmm...
Yes, doing that will allow FNVEdit to load. But you can't just remove the masters from the file header of Jsawyer mod and call it a day. You'll need copy the content that you want into a new mod.

Cream-of-Plenty
Apr 21, 2010

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

Raygereio posted:

Yes, doing that will allow FNVEdit to load. But you can't just remove the masters from the file header of Jsawyer mod and call it a day. You'll need copy the content that you want into a new mod.

So FOMM's TESSnip, then?

Davoren
Aug 14, 2003

The devil you say!

TychoCelchuuu posted:

I've found that this doesn't play super well with other mods that edit inventories for NPCs, even if you make a merged patch (or maybe especially if you make a merged patch). I ended up manually editing a bunch of stuff in my merged patch to revert some of the changes Puce Moose made because otherwise every Freeside thug had like 14 weapons.

Ah, so that's what was causing that. Seems like this isn't the first time I've heard of Puce Mooses mods having a little too much sprawl.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS
Alright, so I'm going to try Jsawyer with PNV and AWOP. Is there anything else you'd recommend? Are their any mods you'd avoid?

Adbot
ADBOT LOVES YOU

Raygereio
Nov 12, 2012

Cream-of-Plenty posted:

So FOMM's TESSnip, then?
No. You don't just need to copy-paste whole records, you'll also need to some editting and TESSnip doesn't allow you to do that as far as I know.
For example JSawyer mod changes the metal armour's agility penatly to a penalty to sneak. It added a new base effect to do this.
If you just copy the metal armor's object effect, its entry will try to refer back to Jsawyer mod for the sneak-penalty base effect. So what you need to do is copy the base effect to your new mod. Then change object effect's entry to refer to your new base effect and then copy it over.

I may be making this sound more complex or difficult then it is. It really is simple to do in FNVEdit, if a bit tedious and time comsuming.

Raygereio fucked around with this message at 00:28 on Nov 18, 2012

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply