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http://newvegasnexus.com/downloads/file.php?id=39140 I'm sorry.
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# ¿ Dec 29, 2010 19:07 |
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# ¿ May 4, 2024 06:38 |
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Feng Shui is just about the worst thing for my OCD. Veronica, Cass, and Raul cleaned out my nice dinner table at the Lucky 38 in just 6 game days.
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# ¿ Jan 5, 2011 21:54 |
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Arenovalis posted:http://www.newvegasnexus.com/downloads/file.php?id=35429
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# ¿ Jan 7, 2011 21:49 |
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rope kid why is the level limit hardcoded to 50, it stays there regardless of how high you set the max level in the GECK
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# ¿ Jan 8, 2011 11:04 |
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Roman posted:http://www.newvegasnexus.com/downloads/file.php?id=39441
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# ¿ Jan 8, 2011 20:41 |
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Roman posted:Yeah, but it's a skill 0 full auto weapon you can get at the start of the game, so if anything I was afraid it would be overpowered. With Repair 25 (which you don't even have to keep) you can get the 9mm SMG right off the bat, which does 121 damage per second (11 x 11ROF). My suggestion would bring the Chinese Assault Rifle up to 128 damage per second (16 x 8ROF), which is close enough, and gives a reason for the player to keep it until they get the next logical steps up (Marksman Carbine or Light Machine Gun.) Due to the DT system, base damage matters more (which is why the Assault Carbine is horribly underpowered in comparison to the Laser RCW, which requires 25 less skill in its class.) Not to mention most people starting the game have up to a 50% damage penalty to all weapons due to not having spent any points on weapons skills. And having insufficient skill for a skill 25 weapon is negligible, as it only adds like 2 inches worth of sway, which is sufficiently negated by ironsights. The Mercenary Grenade Rifle and Weathered 10mm pistol, for example, have skill 0 and the Weathered 10mm has a damage bonus over the base 10mm pistol while the base weapons have 25. It's better to err on the side of overpowered for these sort of things, as the official DLC packs did. Anime Schoolgirl fucked around with this message at 23:31 on Jan 8, 2011 |
# ¿ Jan 8, 2011 23:22 |
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Dickeye posted:Anybody who doesn't tag at least one weapon skill deserves those penalties, btw.
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# ¿ Jan 8, 2011 23:33 |
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Might want to put this in the OP: http://newvegasnexus.com/downloads/file.php?id=37311
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# ¿ Jan 11, 2011 02:42 |
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Disregarding that, I'm working on the new version of AAS, and making a "no added ammotypes" version (doesn't modify ammo lists so it'd be more compatible with ammo mods, but still modifies ammo types due to necessity) and a "my crazy projectile experiments" version along with the current one. I'm also changing DT scaling/negating again though the principle of it being actor resilience isn't changed.
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# ¿ Jan 11, 2011 02:52 |
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ahahaha IWS has gone such a long way, it turned the Fiend territory into an absolute warzone where no less than 6 NCR soldiers face off against 15+ fiends at any focal point in the area needless to say my missile launcher got a workout
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# ¿ Jan 24, 2011 16:34 |
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SheepNameKiller posted:Which level of extra spawns are you using?
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# ¿ Jan 24, 2011 19:56 |
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SmokinDan posted:I'm sure you guys have already talked about this mod but can anyone give quick rundown of World of Pain and if it's any good. Sounds pretty awesome and it's been downloaded plenty of times.
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# ¿ Jan 27, 2011 08:00 |
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Terpfen posted:IWS definitely turns the tribal village into a deathtrap. Yes, there are cazadores in the tribal village in vanilla NV; there aren’t 20 of them as there are in IWS.
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# ¿ Jan 30, 2011 07:09 |
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Instead of working on one of several things I should be working on, I did this: http://www.newvegasnexus.com/downloads/file.php?id=40038 It makes corpses explode when gibbed/dismembered. have fun
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# ¿ Feb 1, 2011 14:49 |
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Arenovalis posted:I'm gonna do a Beretta M93R for FOOK eventually, just wait
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# ¿ Feb 3, 2011 04:12 |
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Lockback posted:Classic Fallout Weapons - New Vegas is pretty good. It's not overpowered and adds some variety. But it's not overpowered
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# ¿ Feb 7, 2011 05:35 |
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Cream-of-Plenty posted:There is this, which apparently modifies a lot of dialogue to create some humorous situations in the game. This and twobears are the kind of things that should have been in the vanilla game. Amstrad posted:He's not adding the weapons to any leveled or vendors lists, so no.
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# ¿ Feb 13, 2011 02:03 |
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rope kid posted: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). offtopic: Is the ammo property spread-actually-modifying-sway fixed with this patch? I'm going to test it first thing in the morning.
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# ¿ Feb 23, 2011 11:00 |
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I'm trying to make a health bar that expands in width as your HP increases, but I don't quite understand the xml markup for HUD. Is there a newbie's guide to HUD editing?
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# ¿ Feb 24, 2011 07:23 |
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Naky posted:They're all changed/fixed in the current test build. I have 5 guns left to fix for the 30 gun content update, though I don't know what the status is on the leveled lists mod Anime Schoolgirl was making based on that build or if he's waiting until I'm fully done. Oh and soft-editing leveled lists is pure horror if you're going to arm anyone but Fiends! There's a reason why every NCR trooper in F3WR holds both a service rifle and assault rifle.
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# ¿ Feb 26, 2011 20:27 |
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Naky posted:That's odd, I don't have that in my master version Hey AS, did you change it or is this one of those weird save conversion issues we've run into before? I actually changed every icon/animation in the realism ESP to the one in the master; so if there's anything missing from the master file it's actually not on my end.
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# ¿ Mar 5, 2011 04:27 |
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NCR equipment is stuff one would find as service firearms (AKM/AK74, M16A4/M4A1, Beretta M9) and Ranger equipment has marksman-issue and high-caliber sniper rifles added. Heavies were simply given the machine guns. Legion equipment is usually hunting and sports weaponry with a couple SMGs here and there, also some overrated stuff right-wing gun nuts really like. There's a HUGE exception at a certain point of the game, though. Fiends share most of the mid-tier equipment with Legion. Mercenaries have more expensive/specialty equipment, for example the Vltor SBR and XM8. Followers guards have the PPSh-43 predominantly. Jackals/Vipers/Convicts have random low-quality SMGs added to their arsenal. The weapons are also tiered by skill requirement. How I put the weapons in specifically was tedious amounts of dragging-and-dropping withammo and condition entries to a number of leveled and vendor lists, half of which I found out to be unused EXCEPT for mods like AWOP and IWS. This took all of a better part of a day and I celebrated by jerking off to gay porn. Anime Schoolgirl fucked around with this message at 06:09 on Mar 6, 2011 |
# ¿ Mar 6, 2011 06:04 |
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Police Automaton posted:Did the prices get tweaked a little too or are some of the weapons you can loot of enemies still several thousand caps?
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# ¿ Mar 6, 2011 12:13 |
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http://www.mediafire.com/?i28u3t2wuvl6us2 - Fixed: Some NCR soldiers were spawning the wrong ammo with the AK74.
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# ¿ Mar 6, 2011 13:22 |
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change barter sell multipliers and base to low levels to solve the player cap overstock problem
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# ¿ Mar 7, 2011 20:03 |
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Naky posted:No, I think I've found the cause and it may have been an honest mistake on Anime Schoolgirl's part. I'm confirming it right now, but basically weapons with the holotech mod basically don't do anything - they're simply meshes with higher ISes for the holo. I discovered a while back that you can't have the increased zoom function attached to that type of mod (or it needs to be set to 0, I can't remember which), or they don't work. I think AS mentioned a while ago in IRC that he either added it back or changed the numerical value. I just totally forgot that would break the holotech guns.
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# ¿ Mar 11, 2011 04:24 |
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nexus mods who can't take a joke well i neverwhite quilt posted:Naky - Is the Sig Sauer P226 supposed to shoot two bullets at once? my eyes are already bloodshot from spreadsheets oh god Anime Schoolgirl fucked around with this message at 15:41 on Mar 12, 2011 |
# ¿ Mar 12, 2011 15:37 |
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Omnicarus posted:Slugs are bugged in that they decrease the player's spread but still have the spread of a shotgun shell iirc. So rather than hitting like a single solid projectile, they just made the player's reticle smaller. What's also hilarious is that the Fast Shot and Trigger Discipline perks also magically decrease the weapon's spread instead of player sway. Just needs some switching to fix this, of course.
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# ¿ Mar 13, 2011 05:25 |
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Coolio posted:So the legion camp is going to have ten thousand dudes in it? Guess I won't be killing Caesar this time around.
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# ¿ Mar 13, 2011 16:28 |
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rope kid posted:That's fixed for the next patch BTW. is the perk sway modifier actually modifying weapon spread/ammo spread modifier actually modifying sway thing going to be fixed next patch
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# ¿ Mar 14, 2011 05:53 |
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Working on the new version of AAS. http://www.youtube.com/watch?v=lYyi4n3KXxk
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# ¿ Mar 14, 2011 19:21 |
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I want ridable cazador jousting
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# ¿ Mar 15, 2011 18:40 |
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Naky posted:The beauty of the modding scene is that you can do just that and ignore the stuff you don't like. I like having modern weapons in my game
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# ¿ Mar 17, 2011 19:35 |
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Police Automaton posted:To be fair, the stealth field on the stealth suit isn't a perfect one, it just makes you "15% invisible" as opposed to the "100% invisible" the stealth boy does. How this is supposed to work I'm not sure either, but if I recall correctly enemies had still quite a chance to see you in FO3 with wearing it, it was hard to survive with only it in the Supermutant infested DC Area, as soon as they spotted you it was game over. (Well at least with FWE, I don't know how it was vanilla, never bothered with Anchorage on a vanilla install) From the same standpoint you can say that power armor is overpowered because it makes you almost unkillable. (and oh boy was this true in Fallout 1+2 you could murder the world and most people couldn't even hurt you, it was still kinda true in 3, no Idea how it is in NV, didn't have one yet) With regards to "shooting and nobody noticing", Fiends have a comically low PER by default (3) especially in comparison to the average Fallout 3 raider (5), sniping other factions is a lot harder because of it. Fiends also have sandboxing enabled, which makes them more or less single minded in comparison to "autohostiles" that comprise 95% of Fallout 3 NPCs. FWE happens to raise the detection range and player noise to ridiculous levels, so you experience more alert enemies in F3 because of it. (In vanilla, any silenced kill didn't alert at all.) Also my games PC is down until I can find a cooler CPU and a better cooling solution Anime Schoolgirl fucked around with this message at 22:07 on Mar 17, 2011 |
# ¿ Mar 17, 2011 22:01 |
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Coughing Hobo posted:Is this something in an upcoming release? If so, then I can continue being a lazy rear end and just patiently wait for that.
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# ¿ Mar 22, 2011 01:09 |
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I'd rather they make it a perk that refills your AP by 20 each time you kill an enemy in real time, making it a real murdertrain perk instead of an exercise in pressing V over and over again.
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# ¿ Mar 24, 2011 17:58 |
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Naky posted:Yeah, we're kind of stretching to find a weapon to use his (loving) awesome new effect. I can't find ANYTHING suitable. If you have suggestions though, my god please do. http://www.youtube.com/watch?v=7uqwyKXOE0w but yeah with the damage upgrade it became kickass
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# ¿ Mar 25, 2011 23:02 |
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Gyshall posted:This is the best thing ever. Is this in The Arsenal?
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# ¿ Mar 26, 2011 01:45 |
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i'd like to let everyone know that ahztek is such a huge piece of poo poo that he disabled mipmaps for a good half of the textures of his models so naky gets to contemplate suicide while exporting and re-importing those textures so they have them and will thus work in medium/low detail
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# ¿ Mar 30, 2011 03:10 |
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# ¿ May 4, 2024 06:38 |
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The Lone Badger posted:I know I've posted this before, but just in case: The current internal build has everything except the uniques back to 1x with the exception of obviously high DPS weapons such as the minigun, .50 gatling, M60, and MG3 which have no critical hit chance or damage.
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# ¿ Mar 30, 2011 17:07 |