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Gyshall posted:what about no bark Please please please. No Bark Noonan is one of the only people in Primm I don't habitually murder.
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# ? Dec 18, 2012 21:58 |
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# ? May 27, 2024 23:02 |
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OneThousandMonkeys posted:Please please please. No Bark Noonan is one of the only people in Primm I don't habitually murder. That's especially surprising considering he lives in Novac.
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# ? Dec 18, 2012 22:22 |
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That's why he doesn't get habitually murdered! He's out of OneThousandMonkeys' jurisdiction.
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# ? Dec 18, 2012 22:24 |
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ahaha jesus that helmet with a party hat, I'm dying.
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# ? Dec 18, 2012 22:26 |
fentan posted:I just learned there is apparently already a Yes Man companion mod. No idea how good it is but I'll probably try it on the same playthrough as Ulysses. Let us know what you think of that mod, if you end up using it. I feel like that mod and the Ulysses Companion mod might help even out the "Companions" section of the OP.
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# ? Dec 18, 2012 22:27 |
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Cream-of-Plenty posted:Let us know what you think of that mod, if you end up using it. I feel like that mod and the Ulysses Companion mod might help even out the "Companions" section of the OP. Post holiday season I'll take a crack at it. I've been meaning to revamp my mod collection but I'm probably going to wait for a SSD to actually motivate myself to do it.
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# ? Dec 18, 2012 22:36 |
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quote:no bark
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# ? Dec 18, 2012 23:22 |
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This is perfectly acceptable. In related news, STALKER blue-screened earlier today in a fashion that caused windows to commit honorable seppuku. Since I don't have a recovery CD (because I'm a loving idiot), it looks like I might be playing FNV with a new mod suite sooner rather than later. (Ditto Skyrim and basically everything else). Hopefully this go round I'll be able to cut down on the number of mods I'm using, so I'm asking for any recommendations/testimonials on basically anything. I've tried most things in the OP at one point or another I think but hopefully someone can point me to some good armor/guns packs that I haven't tried yet. Probably going to be using NMC's Large Texture pack Some/all of Ojo Beuno Nevada Skies (not sure if UWRL/other version) Director's Chair/suite Project Nevada Basically all of Gopher's mods because he makes the best things CCO and JSawyer WMX. WRT + Aeronvalis' other spectacularly pretty guns (PS make a FAL)
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# ? Dec 19, 2012 00:30 |
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Cream-of-Plenty posted:Let us know what you think of that mod, if you end up using it. I feel like that mod and the Ulysses Companion mod might help even out the "Companions" section of the OP. The best companion mod I've seen is Wendy Gilbert (the NCR hostage from Boulder City). Good hotkeys and menus, understands nonstandard ammo and weapons, gains skills from doing things or mags, and comes with a decent player home with crap autosorting too (e.g. a workbench that takes your items and the NPCs, lets you make stuff, and easily dump it to a box once you're done). If your character sucks at lockpick or hacking, and you don't have Project Nevada explosive entry, you could make Gilbert do lockpicking for you instead.
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# ? Dec 19, 2012 00:42 |
Chronojam posted:The best companion mod I've seen is Wendy Gilbert (the NCR hostage from Boulder City). Good hotkeys and menus, understands nonstandard ammo and weapons, gains skills from doing things or mags, and comes with a decent player home with crap autosorting too (e.g. a workbench that takes your items and the NPCs, lets you make stuff, and easily dump it to a box once you're done). If your character sucks at lockpick or hacking, and you don't have Project Nevada explosive entry, you could make Gilbert do lockpicking for you instead. This is literally the first time I've heard of this companion. Interesting.
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# ? Dec 19, 2012 00:53 |
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Cream-of-Plenty posted:This is literally the first time I've heard of this companion. Interesting. It's fully featured with none of the usual "Nexus " baggage or feature creep. Last time I started a game the recruit quest didn't trigger, but somebody made an alternate start with Deputy Beagle in Primm so I used that and it went OK (I had bypassed Primm).
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# ? Dec 19, 2012 01:04 |
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SpookyLizard posted:This is perfectly acceptable. Only armor pack I use is JaySuS Rogue Ranger Coats and am not disappointed by it.
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# ? Dec 19, 2012 01:22 |
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Chronojam posted:It's fully featured with none of the usual "Nexus " baggage or feature creep. Last time I started a game the recruit quest didn't trigger, but somebody made an alternate start with Deputy Beagle in Primm so I used that and it went OK (I had bypassed Primm). Do you have a link to the mod? I tried to look it up on the nexus but, couldn't access it because it had "Adult Content."
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# ? Dec 19, 2012 01:23 |
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RickDaedalus posted:Do you have a link to the mod? I tried to look it up on the nexus but, couldn't access it because it had "Adult Content." http://newvegas.nexusmods.com/mods/43247 It's worth reading the long, long features page so things make sense... I had no idea what "deadly in sight" in the menus meant for example, it's an option to highlight Gilbert's combat target in orange. There's like a billion options for handling the guns or taking off hats too.
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# ? Dec 19, 2012 01:37 |
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CJacobs posted:That's why he doesn't get habitually murdered! He's out of OneThousandMonkeys' jurisdiction. Anyway I am a psychopath in New Vegas and only respect other psychopaths.
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# ? Dec 19, 2012 03:11 |
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SpookyLizard posted:PS make a FAL) Haha, it is on my bucket list so I'll get to it sooner or later. Making the Fallout 3 combat shotgun (entirely from scratch), still needs work on the texture.
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# ? Dec 19, 2012 08:06 |
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Seen a few people asking that I make the Ulysses Companion mod compatible with this mod, which apparently gives Ulysses an actual face with lips that can move. Looking at the screenshots, it doesn't look too bad, but I haven't seen it in action. Have any of you tried this mod before? If so, how is it?
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# ? Dec 19, 2012 09:35 |
Arenovalis posted:Haha, it is on my bucket list so I'll get to it sooner or later. Neat! will there be attachments and all that fluff with it?
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# ? Dec 19, 2012 11:44 |
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Arenovalis posted:Haha, it is on my bucket list so I'll get to it sooner or later. Did obsidian actually make it so that Uylsses didn't have a moving face?
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# ? Dec 19, 2012 11:49 |
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SpookyLizard posted:Did obsidian actually make it so that Uylsses didn't have a moving face? To quote the Fallout wiki page on Ulysses, "His face is a unique model linked to his unique breathing mask and differing greatly from other human character models (i.e. he doesn't blink, he has a unique hairstyle, and his texture is more detailed). It is explained that the unique face is actually a mask worn by Ulysses which is unobtainable." So no, Ulysses' face literally does not move, because it isn't actually a face. This is why he never blinks. It's also why he always has the mask on - his lips can't move either. Engine-wise, it's the same as wearing a hat - static and unanimated. E: Here's a little more info, from the Cutting Room Floor wiki. Cirosan fucked around with this message at 12:32 on Dec 19, 2012 |
# ? Dec 19, 2012 12:25 |
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TECHNICALLY there is a way to make those types of meshes lipsync, but it's a hacky mess that only one person really got working for Fallout 3/NV. apparently it worked okay in Oblivion though!
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# ? Dec 19, 2012 12:52 |
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Colon Semicolon posted:TECHNICALLY there is a way to make those types of meshes lipsync, but it's a hacky mess that only one person really got working for Fallout 3/NV. apparently it worked okay in Oblivion though! Whoever did the Better Burned Man mod did a really good job, although that's a totally different kind of mask. I love that mod.
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# ? Dec 19, 2012 13:04 |
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Chronojam posted:http://newvegas.nexusmods.com/mods/43247 This looks pretty slick. I'm going to check it out. @Cirosan, your proposal (I hope!) for that No Bark companion would be so awesome. He doesn't even need to do any combat - but if he offered a perk or two and just ran around being a liability - that would make for some really interesting gameplay.
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# ? Dec 19, 2012 20:02 |
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Edit: Nevermind, i put this on the wrong Fallout thread. I'm an idiot.
MustardMaster fucked around with this message at 20:38 on Dec 19, 2012 |
# ? Dec 19, 2012 20:26 |
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Arenovalis posted:Haha, it is on my bucket list so I'll get to it sooner or later. Ugh, everytime I used this gun in FO3 or NV via PN's equipment, I am reminded at how nonsensical it is. Why is the magazine so far forward? This gives it a stupidly short barrel but without the advantage of being compact, and the ejection port is a foot behind the magazine...
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# ? Dec 19, 2012 20:38 |
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Gyshall posted:@Cirosan, your proposal (I hope!) for that No Bark companion would be so awesome. He doesn't even need to do any combat - but if he offered a perk or two and just ran around being a liability - that would make for some really interesting gameplay. If I did end up making No-Bark Noonan a companion, he would basically be the Pariah Dog of New Vegas.
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# ? Dec 19, 2012 20:47 |
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Endymion FRS MK1 posted:Ugh, everytime I used this gun in FO3 or NV via PN's equipment, I am reminded at how nonsensical it is. Why is the magazine so far forward? This gives it a stupidly short barrel but without the advantage of being compact, and the ejection port is a foot behind the magazine... The drum magazine feeds shells into a conventional tube magazine underneath the barrel, which is then fed upwards into the chamber, so actually it's a full length barrel
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# ? Dec 19, 2012 20:55 |
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Does anyone know if you can set up recipes so that they're only available under a certain range? I know you can set bare minimums, eg, if your repair is above 50, you have the recipe. But can you set it up so you only have a repair above 30 but below fifty?
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# ? Dec 19, 2012 22:42 |
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Bilal posted:The drum magazine feeds shells into a conventional tube magazine underneath the barrel, which is then fed upwards into the chamber, so actually it's a full length barrel Oh seriously? I'll be, wasn't expecting there to be an actual explanation.
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# ? Dec 19, 2012 22:53 |
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SpookyLizard posted:Does anyone know if you can set up recipes so that they're only available under a certain range? I know you can set bare minimums, eg, if your repair is above 50, you have the recipe. But can you set it up so you only have a repair above 30 but below fifty? Edit: There may be a workaround though. What you could try is setting up your recipe to require a hidden perk A. Then have a script running in the background that checks the player's skill and when it reaches 30 to add perk A and then when the skill goes above 50 to remove perk A. Raygereio fucked around with this message at 23:44 on Dec 19, 2012 |
# ? Dec 19, 2012 23:06 |
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You can set objects to execute some behavior when picked up right? Couldn't that work as a way to undo the craft?
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# ? Dec 19, 2012 23:08 |
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Raygereio posted:Nope. All you can is set the minimum skill required. I suppose that could work. I'd be worried about that script eating up too many resources, though. But I thought it'd be nice to have the player have access to recipes thta alter as they get better at any given skill. You'd lose increasing amounts of resources basd on how under-levelled you were compared to the skill. EG, if the recipe required 50 repair, it'd become available at thirty repair, and for every X below the skill (I was thinking 10) it would cost you an additional Y% of stuff, representing your less-than-skilled hands costing you material.
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# ? Dec 19, 2012 23:50 |
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SpookyLizard posted:I suppose that could work. I'd be worried about that script eating up too many resources, though. But a simple script like that shouldn't have any noticable effect on performance. Raygereio fucked around with this message at 00:08 on Dec 20, 2012 |
# ? Dec 20, 2012 00:05 |
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Hey, so I downloaded the Remington sawed-off from Millenia and crew, and I used it through Honest Hearts and other places but after checking out some other modded-in shotguns and playing for a while I kinda feel like it's a bit overpowered. It's shooting ten pellets instead of the usual 7, does something like 11.0 damage per pellet at my current skill level which is quite high, has lower strength and skill requirements than the Hunting Shotgun, and weighs only 4. I want to tone it down a bit, honestly. Probably the thing I'm most interested in is the number of pellets, bringing it in line with the rest of the shotguns in New Vegas would be good and it would also preserve one of the unique properties of coin shot, which is that it uses eight projectiles instead. I've poked around a couple of weapon entries in the GECK, would that be what I need to look at?
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# ? Dec 20, 2012 00:13 |
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StandardVC10 posted:I want to tone it down a bit, honestly. Probably the thing I'm most interested in is the number of pellets <snip> I've poked around a couple of weapon entries in the GECK, would that be what I need to look at? Open up the edit menu of the weapon you want to edit. Under the "Game Data" you should see "#Projectiles". Change that entry. It may be simpler to use FNVEdit for this. That way you don't have to worry about potential dirty edits.
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# ? Dec 20, 2012 00:22 |
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Raygereio posted:If you're worried about that, you could try having the script run only while the player is using the levelup menu (Begin MenuMode 1027), instead of constantly (Begin GameMode). I was thinking there'd be a single script that ran a series of checks to award the player a series of 'invisible' (if I can figure out how that works as well) perks. And I'd prefer to have it run as little as often.
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# ? Dec 20, 2012 00:39 |
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Cirosan posted:You could recruit No-Bark, but he wouldn't actually fight in combat. He would instead scream about how clouds are part of an alien conspiracy while he cowered behind the nearest rock. If he ever used a weapon, it would be by accident. His special companion perk would let you know which people in the Mojave are really aliens in disguise. It would work only once, at the battle of Hoover Dam, where it would turn out Lanius was an alien behind the mask the whole time. And then, at the climax of the entire game, No-Bark Noonan would finally be vindicated. You could do a thing like Boone or Rex's perks, where certain things are highlighted, except with No-Bark he'd point out which NPCs are actually mole-men. Upon completion of his companion sidequest you can learn spells from cave rats also.
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# ? Dec 20, 2012 02:30 |
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Hm. Stepping away from No-Bark for a minute, I have a question. We clearly have quite a few talented modelers in the thread. Would anyone be willing to make an actual, unique facegen race for Ulysses? There's this mod, which I mentioned earlier, but it doesn't sit right with me for a few reasons. First, while a good effort, it doesn't look much like the original concept art for Ulysses. The Ulysses in that mod looks like a young man; the Ulysses in the concept art comes across as a grizzled veteran. Second, the author is very territorial about their mod (requires express permission, must link back to original page, etc.), and that kind of attitude towards modding just rubs me raw. I understand wanting to be given credit for your work; that's reasonable, but to ask for written permission and an ouroboros of link-backs in one big circlejerk is ludicrous. In short, I think we can do better. I've seen the screenshots some of you toss up on occasion - you're goddamn artists. Don't sell yourself short - you know who you are, and you know the quality of what you make. Between us, we could make Ulysses exactly as he was intended to be from the start.
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# ? Dec 20, 2012 10:13 |
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I'm sure this has been mentioned in this thread already, but the Oven Cooking mod is pretty awesome- http://newvegas.nexusmods.com/mods/35334 There's also a simpler version where all you need is a stove and a pilot light (which I'm using now and kind of prefer)- http://newvegas.nexusmods.com/mods/35397 edit: ignoooooooore WAY TO GO WAMPA!! fucked around with this message at 16:35 on Dec 20, 2012 |
# ? Dec 20, 2012 15:51 |
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# ? May 27, 2024 23:02 |
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I lvoe the attitude that people have about their mods like they actually own them. (instead of bethesda, who actually does)
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# ? Dec 20, 2012 18:23 |