I found two explosive shotgun ammo mods on the nexus but neither of them worked. Is there anyone that works or would it be difficult to make one?
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# ¿ Jul 13, 2014 23:26 |
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# ¿ May 2, 2024 02:33 |
Raygereio posted:Wouldn't be difficult at all. Here's an example I cobbled together. You'll probably want to ticker with the damage and range of the explosion though. Throwing booms around at shotgun-range will result in a lot of broken limbs. Thanks. I'll look into it!
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# ¿ Jul 14, 2014 09:43 |
Capn Beeb posted:Speaking of shotguns: That's beautiful.
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# ¿ Jul 15, 2014 00:24 |
I'm really terrible at the whole modding thing. How the hell do I get merchants to sell my item. I managed to get it to their inventory once but not to get it to respawn.
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# ¿ Jul 15, 2014 14:02 |
Raygereio posted:Make a new Leveled Item list and add your item to it. Under count list how many of the item you want the merchant to have in stock. Under level, list at what player level the item needs to start appearing. If you want all of your entries in the leveld list to appear in the merchant's inventor instead of a random selection, have "Use All" selected and don't put anything under "Chance None". That's probably the easiest way to do it but I'd rather not change the original files at all. My main problem is that I never know if the scripts fail or just don't plain run at all.
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# ¿ Jul 15, 2014 15:19 |
Hobo on Fire posted:Signature weapons and armor mods work just fine with 3rd party weapons; they only thing is it might not account for "unique" versions of a weapon. For example, Signature weapons was written to "know" that Maria is a 9mm pistol. It won't know that Millenia's "Really Terrible Shotgun" is meant as a unique version of his Combat Shotgun. Does that mean that if you set a weapon as your signature, it works with unique versions? Also completely unrelated question, is there a mod that makes the big boomer purchasable?
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# ¿ Jul 15, 2014 23:35 |
Now, for some reason this explosive shotgun ammo I'm working on seems to prevent me from using GRA shotgun ammo. Does anyone know what might cause this and how to prevent it?
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# ¿ Jul 16, 2014 01:09 |
Antistar01 posted:If you edited the 12ga ammo formlist to include your new ammo, that will make it override GRA (which does the same thing to add its new 12ga ammo). Well, I did the merged patch thing and it fixed a whole bunch of problems that I had no idea that I had. Not the 12Ga. ammo one though.
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# ¿ Jul 16, 2014 10:53 |
I'm making some good progress on the explosive shotgun ammo, there's just a.... slight problem with the basic 20Ga. one... https://www.youtube.com/watch?v=70p6mzA966M
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# ¿ Jul 18, 2014 16:23 |
It is only shooting one projectile. That's the weird thing. Edit: Well, it's shooting a bunch of them but it is set to only shoot one. watho fucked around with this message at 16:45 on Jul 18, 2014 |
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# ¿ Jul 18, 2014 16:42 |
SplitSoul posted:Now make them Fat Man explosions. https://www.youtube.com/watch?v=DCHKBNW9ZkA
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# ¿ Jul 18, 2014 17:36 |
Agents are GO! posted:Oh god yes. My one regret with dumping TTW is that I didn't bother trying to load the MIRV with tiny tots. I definitely lost all my progress on this mod when trying to upload it. watho fucked around with this message at 19:21 on Jul 18, 2014 |
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# ¿ Jul 18, 2014 19:03 |
I tried installing Onix ENB but it kind of looks like crap. Don't think I set it up properly. Could someone provide a detailed guide with pictures or something because I'm apparently too to figure this out.
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# ¿ Jul 21, 2014 10:47 |
I'm pretty sure that the antialiasing doesn't work for me.
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# ¿ Jul 21, 2014 13:45 |
Is the bounty hunting mod good? I recall it being voice acted and that's a huge red flag for me.
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# ¿ Jul 30, 2014 20:00 |
Mortimer posted:I want a mod that puts the morrowind dialogue box in so I only have to read crappy writing, not listen to even worse dialogue. The fact that these games are switching to 100% voice acted dialogues only makes quest mods that much harder to pull off. I think that ye olden fallouts had a really nice balance of VA and non-VA stuff but my glasses are really tinted with rose.
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# ¿ Jul 30, 2014 20:39 |
I need that skull head thing. How do I get it?
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# ¿ Jul 31, 2014 20:37 |
That skull is amazing!
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# ¿ Aug 9, 2014 21:53 |
I'm thinking about giving the first recon beret bonus to some other headgear since it's way too good and I'm getting tired of seeing it…
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# ¿ Aug 19, 2014 10:19 |
Capn Beeb posted:Yeah I couldn't remember if it was normals or spec maps, I just know I usually lower the overall brightness on the texture files ending with _m Completely unrelated but I now get your avatar and user title and I approve greatly. Also, is realistic wasteland lighting or whatever it's called always insanely dark at night? I like how it looks during the day but I can't see anything during the night.
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# ¿ Aug 23, 2014 11:09 |
OH NO MAN posted:RWL also has an optional esp for brighter nights, although that might make them too bright for your liking. I like to be able to see where I'm going even if it's not completely realistic or immersive, so I don't mind that, but your mileage may vary. I actually think that I'm using that esp… I'll have to look into this when I get my computer back. (I really approve of your av as well!)
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# ¿ Aug 24, 2014 18:13 |
My biggest recommendation is not installing NVR3.
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# ¿ Aug 29, 2014 22:07 |
Is there a mod that makes damage numbers pop into the air when damaging enemies kinda like in Botderlands or would it be hard to make?
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# ¿ Feb 10, 2015 17:21 |
Seashell Salesman posted:I investigated this a while back and I don't think there's any efficient or even accurate way to implement it. The only callbacks you can get in scripts are for people getting hit (only gives attacker and target, not damage) and people getting killed (also only gives attacker and target). I don't care too much about accuracy, just want to see numbers flying everywhere but it does seem like a bit too much work for what it's worth.
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# ¿ Feb 10, 2015 21:58 |
I can't imagine Obsidian wanting to ever work with Bethesda again since Beth almost bankrupted them last time.
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# ¿ Jan 31, 2017 09:58 |
Has any really cool mods happened in the last year? I was out of the country with a garbage laptop, and really busy for all of it so I didn't really check this thread at all.
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# ¿ Jan 31, 2017 17:53 |
Downloaded quick loot, it's pretty neat! I was going to write that I hope all good ideas from 4 gets back ported to NV but there really aren't that many. gently caress, that game was bad. Also, to no-ones surprise, that nv2 leak was a hoax http://kotaku.com/why-a-fake-fallou...dium=Socialflow
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# ¿ Jan 31, 2017 23:00 |
I'm having an issue where FNVedit doesn't seem to get my current active plugin list
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# ¿ Feb 11, 2017 09:42 |
Raygereio posted:Are you using MO? If so, you'll need to boot FNVEdit and pretty much any other tool through MO just like the game. I am using mo but whenever I try to add FNVedit to MO nothing happens. I put in all the required info but when I press 'add' nothing happens.
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# ¿ Feb 11, 2017 13:30 |
I partially find it more fun to get the mods running together than actually playing at this point.
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# ¿ May 17, 2017 19:56 |
Bogart posted:Yeah, but Cass can eat my whole rear end. Only companion who cares about my karma. I was stealing from Silver Rush, you dip. What do you care? Have you considered the fact that Cass is the best?
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# ¿ Jun 7, 2017 11:47 |
That sounds like an awful idea but I kinda really hate energy weapons in general
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# ¿ Aug 27, 2017 22:59 |
I once juggled a deathclaw by twirling around with the knock knock twice. The second attack teleported me to where it was landing and I hit it up in the air before it hit the ground.
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# ¿ Aug 30, 2017 11:06 |
Has anyone managed to get supplementary uniques to work? It seems like an enourmous pain to get working but it seems really neat
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# ¿ Sep 13, 2017 11:53 |
Does anybody have the mod and/or the video of the mod that changes Johnny Guitar to Mr. New Vegas turning it off after a few seconds and exclaiming "gently caress Johnny Guitar"?
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# ¿ Oct 9, 2017 23:07 |
Someone make a mod to let you pet ED-E
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# ¿ Jun 10, 2019 14:00 |
the problem with total conversion mods for fallout games is that the people who can write a good and satisfying script for one could do that for a living instead so you’ll end up with fanfic grade dialogue and narratives
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# ¿ Sep 16, 2019 00:45 |
I mean “i don’t want my work to be monetized and there’s currently no way to opt out here” is a very valid reason to make your stuff private until it changes
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# ¿ Oct 10, 2019 11:52 |
I’m reading up on it and apparently it can only grab mods from nexus if you have a premium account which is not great, and the fact that you can’t opt out also isn’t Even if the guy is a whiny pissbaby which might be true I have no idea, the general agreement with mod packs is always do it with permission, never require spending money to get it, and make sure everything works well together sorry if I’m not making any sense dealing with withdrawal from my SSRIs now
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# ¿ Oct 10, 2019 12:52 |
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# ¿ May 2, 2024 02:33 |
Agents are GO! posted:I think the deal is that, no, not everybody agrees to that, and I say that as a mod author. gently caress these whiny little pissbabies, and good loving riddance. I mean “most people agree that you should ask for permission before you use someone else’s stuff” should not make you this mad like whenever I put something out i tend to make it public domain but I still respect that other people generally want you to ask before you use what they’ve made in something else
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# ¿ Oct 10, 2019 18:43 |