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Roman posted:http://www.newvegasnexus.com/downloads/file.php?id=36771
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# ¿ Jan 3, 2011 07:39 |
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# ¿ May 3, 2024 12:25 |
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dog kisser posted:I'm fooling around with perks to try to make a shoving perk - sneak up behind someone, activate and choose Shove, and you'll push them over. Sucker. Anyhow, I've gotten so far as the activation, but the question is how to determine what the target reference is and from there how to send them flying. Entry Point - Activation under perks uses a different kind of scripting from other stuff, and I was wondering if anyone her has played around with it at all?
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# ¿ Jan 8, 2011 00:19 |
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Zenzirouj posted:I also didn't know that his mod was basically exactly how they ended up implementing the system in New Vegas. Again, modders deserve a ton of credit for their work, but there are differences to how we implemented things. rope kid fucked around with this message at 09:10 on Jan 17, 2011 |
# ¿ Jan 17, 2011 09:08 |
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A Lamer posted:Out of curiosity, why did you go this route instead of a weapon bone that the silencers/scopes/whatever could be positioned correctly to? As another guy said earlier, new mods have to have all iterations generated because of the separate nif files for each. Seems like a lot of work for both the modders and your artists. The "one .nif per combination, no more than three mods" plan balanced a tried-and-true process (basic .nif generation) with a low maximum number of mods per weapon.
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# ¿ Jan 17, 2011 23:32 |
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Syrant posted:I know it will looks better but I have so little experience using the SMG. Am I the only person who has never seen a 22 smg but once? I never saw one but for one time at the gun-runners, I think. I have a shitload of 22 ammo and the mod for it so I want it but, drat, that thing is rare on my game. I guess I'll go pick one up where it is stashed in a duffle bag.
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# ¿ Jan 21, 2011 19:23 |
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Capn Beeb posted:Not pictured: Me swishing a frag through an open part of the barn wall. Not even tfc 1 will let you capture a grenade in your hand as you throw it:
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# ¿ Jan 23, 2011 06:06 |
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StartCombat Player
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# ¿ Feb 3, 2011 17:11 |
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.22 LR and .223 Rem. are both considered varmint rounds, though the former is used against smaller critters (e.g. gophers) while the latter is used against markedly larger ones (e.g. coyotes) and at longer distances due to .223 Rem's flatter trajectory. If the Varmint Rifle were semi-auto and fired quickly enough, I probably would have left it as a .22 LR rifle. But because it was a bolt-action, the low DAM of .22 LR (assuming I kept it in the ballpark of other .22 LR guns) made it really unattractive. As soon as I bumped it up into the rough DAM range of other 5.56mm weapons, people liked using it. Flaky posted:You all already know this, but I thought I'd mention again just how good A World Of Pain is. It all integrates seamlessly with the normal game, and many areas are themed to finish off where Obsidian got lazy. rope kid fucked around with this message at 10:26 on Feb 21, 2011 |
# ¿ Feb 21, 2011 10:23 |
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Flaky posted:I just hope Obsidian have 'resources' to spare for 'content' in 'future titles' I guess. We try to generate as much content as we can given a fixed amount of time, and usually it's our attempt to generate more content that gets us into trouble. With factions like the Jackals and Vipers, they were present as named raiders so they could fit into the existing fiction of the universe and also so their general gear and appearance could be identifiable by the player. Though I can certainly see questlines for those gangs working in F:NV, they were never scheduled to be anything more than the lower-level fringe raiders outside of Vegas. rope kid fucked around with this message at 11:23 on Feb 21, 2011 |
# ¿ Feb 21, 2011 11:19 |
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Terpfen posted:Jeez… really? Given that there are, including Dead Money weapons, close to 175 weapon forms in F:NV and over 100 perk forms, some of which rely on formlists to determine what they affect, making sure that every "i" is dotted/"t" is crossed is time consuming. The engine also doesn't have any implicit understanding about our arbitrary designations of what "kind" of weapon something is, which is why formlists are used. "Revolver" isn't a piece of data in the engine. "Plasma Weapon" isn't a piece of data in the engine. So when it comes to information like that, that is more arbitrary, it really is about learning and remembering all of the various perks that use formlists to determine what they affect. Then a designer has to write a game script to manually insert each weapon into the appropriate formlists and... you get the picture. Not an excuse, but that's why.
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# ¿ Feb 23, 2011 08:50 |
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The supporting hand in the 2HR stance is very far forward. You can see the potential problem:
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# ¿ Feb 26, 2011 09:07 |
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King Doom posted:Hey Naky, quick question about the P90. Why exactly did you decide to make it a two hander? it was always my go to gun in Fallout 2 and I remember it being a one hander in that. Sorry if you already explained this and I missed it.
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# ¿ Feb 28, 2011 16:12 |
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The Automatic Rifle has such a huge DAM and DPS that its accuracy has to be relatively low. Given that it's an automatic weapon firing .308 at a pretty decent rate, the two main drawbacks are spread and mag size. Ammo availability/cost may also be an issue, depending on where you are in the game and how much you hoard.
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# ¿ Mar 1, 2011 04:57 |
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Yes.
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# ¿ Mar 5, 2011 02:26 |
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Cream-of-Plenty posted:(such as the Plasma Defender / ammo availability fix)
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# ¿ Mar 13, 2011 21:00 |
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Naky posted:rope kid, seriously, for what's left of my sanity since I work with the guy on The Armory - please have your guys fix this.
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# ¿ Mar 14, 2011 07:48 |
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Sole.Sushi posted:I did not. That just leaves me with two questions then: Most of what people know of Latin in popular culture uses Ecclesiastical/Italianate pronunciation, i.e. Latin as used by the Catholic Church. Classical pronunciation supposes that by looking at languages that were forced to adopt the Roman alphabet (e.g. Old Irish) and languages that took Latin words (e.g. "Kaiser" in German), we can develop a better understanding of what sounds Romans associated with the letters in Latin. There are also certain fundamental things about Classical Latin to remember, such as the lack of a "U" character as distinct from "V" and "I" as distinct from "J". We also know that certain sounds did not exist in Classic Latin natively and required loan letters when pronouncing words from other languages. Most notably, "Y" for /y/ (which is actually called "i greca"/"i grec" in Italian/French).
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# ¿ Mar 30, 2011 16:53 |
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http://www.youtube.com/watch?v=f8Ne9sRcSrM
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# ¿ Apr 10, 2011 09:24 |
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That's pretty much what the Lightweight Metal Armor (pre-order item) is. http://fallout.wikia.com/wiki/Lightweight_metal_armor
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# ¿ May 6, 2011 09:15 |
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Chinaman7000 posted:Also the model for the Survivalist's Rifle has misaligned iron sights, but I can't tell if that's on purpose or not.
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# ¿ May 18, 2011 22:12 |
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King Doom posted:especially since he's the only way to obtain the new weapon mods.
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# ¿ May 19, 2011 16:13 |
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I don't think I ever mentioned this, but the spread = wobble ammo modifier bug was fixed in the last patch. Your un-modded shotgun slugs should be quite a bit more accurate now.
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# ¿ Jun 6, 2011 02:13 |
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Kin posted:I'm guessing that these kinds of mods were available for fallout 3 too and if so, did the devs take any inspirations from the mod community to put into NV? Before i restarded with the mods the game just felt identical to F3, but with an orange colour scheme. scamtank posted:The weapon modification kits were taken nearly as-is Hardcore Mode was inspired by Primary Needs and STALKER: Call of Pripyat, among other things.
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# ¿ Jun 19, 2011 02:32 |
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Naky posted:Out of curiosity rope kid is there a reason mod removal wasn't implemented or was it a performance or engine limitation? I assume if it were a simple matter of time it could have been added with DLC.
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# ¿ Jun 19, 2011 03:15 |
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Cubemario posted:About The Armory, the companion gun problem solved itself after I enabled the optional esp. Thing is, I never found the briefcase at goodsprings and it just worked. I still can't get Tabitha to use any new weapon however, even vanilla ones. So I really don't know what the exact problem could be, but I should probably just let it go and be glad everyone else uses weapons I give them now
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# ¿ Jun 29, 2011 01:51 |
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BTW, this is why Lily initially could not use weapons like Mercy or Oh, Baby! We patched in the updated formlist to allow those. N.B.: Super Mutants have very limited animation sets, so most weapons are excluded by default for a very good reason.
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# ¿ Jun 29, 2011 02:08 |
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lilspooky posted:Question about the Armory. I know you guys said not all the weapons made it into the leveled lists or for sale. Roughly what percentage of them did though?
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# ¿ Jun 30, 2011 00:50 |
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Capn Beeb posted:More like: MY IRL COWBOY REPEATER rope kid fucked around with this message at 01:52 on Jun 30, 2011 |
# ¿ Jun 30, 2011 01:50 |
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A blend of the Hunting Rifle and This Machine's reload would be ideal, since you have the bolt opening/closing and (could) have a stripper clip of 8mm Mauser take the place of This Machine's en bloc. You actually might want to check our Hunting Rifle model. We may have even slipped a stripper clip into the stock for an animation experiment we never followed up on. .308 and 8mm Mauser aren't that close, but it might be a good starting point.
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# ¿ Jul 1, 2011 20:54 |
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Anime Schoolgirl posted:what
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# ¿ Jul 6, 2011 20:48 |
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Rirse posted:When did you get this avatar (and what exactly is it from)? Also rope kid, do you approve of the Fallout 3/New Vegas merging mod?
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# ¿ Jul 6, 2011 20:56 |
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Mr.Hotkeys posted:I think they patched this in, because I seem to recall it just listing the weight of one item in the stack when I played at launch.
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# ¿ Jul 15, 2011 02:34 |
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Granted, our New Vegas exists after an apocalypse, but *~irl~* Las Vegas generates so much light pollution you can be camping in Red Rock Canyon and never see the stars above.
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# ¿ Jul 15, 2011 07:46 |
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potaties posted:Operation Fixed Terrain: http://www.newvegasnexus.com/downloads/file.php?id=41094 There's virtually no peak on the interior of Zion Valley that can't be scaled. The invisible walls really are there to prevent problems on the way down.
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# ¿ Jul 20, 2011 15:22 |
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Cream-of-Plenty posted:Man, every time we get on the subject of DR, I wish they could have left it in. Too complicated for bros, I guess.
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# ¿ Jul 26, 2011 08:53 |
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counterfeitsaint posted:Has there ever been any talk about a mod adding Craps to the casinos? Searching the Nexus found nothing. Craps is by far my favorite casino game, and I doubt I'm the only video gamer nerd who feels that way. There are tables in the Lucky 38, so I think they were planning to include it and ran out of time.
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# ¿ Jul 31, 2011 20:50 |
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Early on, a lot of enemies have higher DT than you, so it should make the game harder. Later in the game, when you're the one with high DT, it will make many enemies essentially irrelevant unless they're packing AMRs, Brush Guns, Gauss Rifles or heavy explosives.
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# ¿ Aug 30, 2011 20:29 |
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Smol posted:My guess is he isn't a big fan of DR alone (like in FO3), as it effectively is just a hit point multiplier. But DR combined with DT can lead to some interesting mechanics. Here's the mod, if anyone's interested: http://diogenes-lamp.info/jsawyer_fnv_mod.zip Full change list is in a readme file in the .zip.
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# ¿ Dec 29, 2011 08:50 |
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To be honest, I wish we had made some smaller high-end EWs. The Flamer is a great weapon but it weighs a ton. The Plasma Defender and Alien Blaster are the only two 1-H high-end EWs in the core game, which is unfortunate. Your other options are humongous: Plasma Caster, Tesla Cannon, and Gatling Laser. The Sonic Emitters address this somewhat. I think a 1H or even 2HR Flamer (like that "tactical" one) with a smaller ammo capacity and a longer reload time (the Flamer's is hilariously short) would be appealing to a lot of players. Gyshall posted:ps do this for alpha protocol too
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# ¿ Dec 29, 2011 22:23 |
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# ¿ May 3, 2024 12:25 |
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It looks like I probably zipped up a two month-old .esp with my mod, so if you downloaded it earlier today, please re-download it. http://diogenes-lamp.info/jsawyer_fnv_mod.zip
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# ¿ Dec 30, 2011 04:52 |