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rope kid
Feb 3, 2001

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Roman posted:

http://www.newvegasnexus.com/downloads/file.php?id=36771

Any way I might be able to apply the Caravan Shotgun retexture to the Sturdy Caravan Shotgun? It looks so much better.
If you open the GECK, load up the core master .esm, the pre-order .esm and the mod, you should be able to just look at the Caravan Shotgun, open the pre-order Caravan Shotgun, and set the .nifs/models to be the same as the mod's settings. Then save it to your own .esp, close GECK, run the launcher, add your .esp to the data, and run the game.

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rope kid
Feb 3, 2001

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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?
Look at the knockdown effects applied through script, e.g. the Victory Rifle knockdown script. You can apply a push in a similar fashion.

rope kid
Feb 3, 2001

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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.
Well... sort of. How we implemented weapon mods isn't like how anyone did it because we coded mods into the a new mod form type, additional weapon form data, and better UI support. What we did do the same way as modders is stick to creating unique .nifs per mod combination. But by keeping the limit to three mods per weapon and modifying the base form instead of creating a new form per mod combination, it makes tracking/management much easier at the cost of a) total number of mods per weapon and b) mod functionality. I.e. F3 modders could potentially do more with each weapon mod because they weren't restricted to the coded mod functionality. They still have the ability to do that in F:NV if they really want to, but the integrated weapon modding covers the majority of what most modders typically create.

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

rope kid
Feb 3, 2001

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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.
It would have required an additional investment of programming time and programming time was our most precious commodity. In addition to the time required to implement, there would have been the time spent debugging and going back and forth with the 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.

rope kid
Feb 3, 2001

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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.
Benny's goons have them when they come to kill you. Fiends also carry them sometimes.

rope kid
Feb 3, 2001

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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:
Use sgtm 0.2 before you do anything finicky like that.

rope kid
Feb 3, 2001

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StartCombat Player

rope kid
Feb 3, 2001

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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.
Given that A World Of Pain probably didn't spring fully formed from the forehead of the mod creator as soon as he thought about it, it stands to reason that the choice to flesh something out or leave it as a background faction has more to do with resources than motivation.

rope kid fucked around with this message at 10:26 on Feb 21, 2011

rope kid
Feb 3, 2001

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Flaky posted:

I just hope Obsidian have 'resources' to spare for 'content' in 'future titles' I guess.
I can't even truthfully say that I'm insulted by this as much as puzzled. I really don't get how you can look at what our team generated in 18 months using technology that literally none of us (excepting Jorge Salgado, who joined the team halfway through) had used before and come away thinking that we were lazy. Uncreative, sloppy, incompetent -- these all make a lot more sense to me than "lazy".

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

rope kid
Feb 3, 2001

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Terpfen posted:

Jeez… really?

rope kid, if you’re out there, could you talk about this? Why are there so many of these bugs? I’m not complaining, just genuinely curious how this stuff falls through the cracks.
I didn't have a whole lot to do with Dead Money, but generally speaking, stuff like this happens due to sheer volume of content and the complexities of separating content packages. For retail releases, managing data between the core .esm and DLC .esms can get tricky. We can't overwrite forms that exist in the core .esm through DLC .esm forms or we get into problematic load order issues where update.esp and the various DLC .esms overwrite changes multiple times (the different platforms all load these assets in different orders). That means that formlists that "should" be updated for DLC content should only be updated through script (just as they should be when modders add weapons).

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.

rope kid
Feb 3, 2001

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The supporting hand in the 2HR stance is very far forward. You can see the potential problem:

Only registered members can see post attachments!

rope kid
Feb 3, 2001

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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.
I'm going to guess the reload he's using is the one used by the 12.7mm SMG, which is a two-handed automatic weapon. Reloads are matched to the stance.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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Yes.

rope kid
Feb 3, 2001

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Cream-of-Plenty posted:

(such as the Plasma Defender / ammo availability fix)
That's fixed for the next patch BTW. :c00l:

rope kid
Feb 3, 2001

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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. :smithicide:
This is a code bug and code's time is primarily taken up with stability/memory problems.

rope kid
Feb 3, 2001

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Sole.Sushi posted:

I did not. :v: That just leaves me with two questions then:
1) Why have we been pronouncing things like "Centurion" as we have instead of the "more in-tune" "Kenturion?"
Language and pronunciation evolve. Many of the words we've (English-speakers) taken from Norman-French are not pronounced as they were then, nor do speakers of modern French pronounce words as they did back in the day.

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).

rope kid
Feb 3, 2001

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:c00l: http://www.youtube.com/watch?v=f8Ne9sRcSrM

rope kid
Feb 3, 2001

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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

rope kid
Feb 3, 2001

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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.
It's on purpose, but if you aim at the right front post's top, that's where it's shooting.

rope kid
Feb 3, 2001

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King Doom posted:

especially since he's the only way to obtain the new weapon mods.
That ammo/those mods will start appearing at Gun Runners after you return.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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.
There are many logistical reasons for why modders are able to do things on the PC post-release that we are not able to do during development. Most importantly: no one on the team had ever used this engine before, we had 18 months to make it, and it had to ship on three platforms with very different resource specifications.

scamtank posted:

The weapon modification kits were taken nearly as-is
No. F:NV's weapon forms have a mod tab where mod items, mod effects, and the combined .nifs are defined. There's also a new item type (mods) that is used to apply the modifications and display their names/effects. The only thing that is the same between F3 weapon mods and F:NV weapon mods is that they both use individual .nifs for each combination of mods.

Hardcore Mode was inspired by Primary Needs and STALKER: Call of Pripyat, among other things.

rope kid
Feb 3, 2001

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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.
Time to implement and test/debug. Sorry.

rope kid
Feb 3, 2001

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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
Super Mutants use a special weapon list of allowed weapons. Look under form lists for something like SuperMutantWeapons or something similar.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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?

As for people talking about Revolver Shotguns. Rossi makes a version called the Circuit Judge for those of you that are curious.

http://www.rossiusa.com/product-list.cfm?category=15
.410... :negative:

rope kid
Feb 3, 2001

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Capn Beeb posted:

More like:

Rossi... :negative:

(Unless you handle a bunch of Rossi in person and manage to find one that isn't a drat lemon then they're somehow magical.)
My Puma 92 owns. :colbert:

MY IRL COWBOY REPEATER

rope kid fucked around with this message at 01:52 on Jun 30, 2011

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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Anime Schoolgirl posted:

what

WHAT
;-*

rope kid
Feb 3, 2001

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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?
http://www.youtube.com/watch?v=ZsvN7Aek_R4#t=6m58s

rope kid
Feb 3, 2001

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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.
Correct.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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potaties posted:

Operation Fixed Terrain: http://www.newvegasnexus.com/downloads/file.php?id=41094
Maybe a bit superfluous, but it might be kind of nice to help make things a little more streamlined in the game world. Some people in the comments were saying their framerate dumped when they hit Novac, though, so I'm a little cautious.
:siren: Warning: the small number of "invisible walls" in Honest Hearts were implemented because testers demonstrated a talent for getting hopelessly jammed between rocks while shimmying down cliffs. :siren:

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.

rope kid
Feb 3, 2001

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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.
It wasn't really that; I just think percentile damage reduction is a bad mechanic. I left the field in because others (obviously) disagree.

rope kid
Feb 3, 2001

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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.
We were never planning on having craps, but for some reason the artists built craps tables, so there you go!

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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.
I dislike it as the primary means of reducing damage because it scales poorly, IMO. For this mod, I decided to give relatively small amounts of DR to Medium and Heavy armors (I think the highest any armor gives is about ~35 DR). It helps mostly with the big hits. If you go buckwild with the PAs and some Med-X, I'm sure you can get some temporary Superman resilience going on.

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.

rope kid
Feb 3, 2001

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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
:pwn:

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rope kid
Feb 3, 2001

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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. :sweatdrop:

http://diogenes-lamp.info/jsawyer_fnv_mod.zip

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