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Anime Schoolgirl
Nov 28, 2002

http://newvegasnexus.com/downloads/file.php?id=39140

I'm sorry.

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Anime Schoolgirl
Nov 28, 2002

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. :ohdear:

Anime Schoolgirl
Nov 28, 2002

Arenovalis posted:

http://www.newvegasnexus.com/downloads/file.php?id=35429

Here's a great weapon sound mod I'm using. Might want to add it to the first post.. Up to you, of course :p
holy poo poo a sound mod that doesn't sound like it's been ripped from bad hollywood movies

Anime Schoolgirl
Nov 28, 2002

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

Anime Schoolgirl
Nov 28, 2002

Roman posted:

http://www.newvegasnexus.com/downloads/file.php?id=39441

Just finished my first mod - a Talon Company themed "Pre-Order Bonus Pack" that works just like the official DLC packs. I think I balanced it pretty well for starting players. Feedback would be much appreciated.


(FYI I used no Fallout 3 assets in this - everything is modified NV files)


I'd put the Chinese Rifle's damage to 16 at the least. 11 is only one more damage than the silenced .22 SMG and the other preorder weapons have significant damage bonuses compared to their ingame counterparts.

Anime Schoolgirl
Nov 28, 2002

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

Anime Schoolgirl
Nov 28, 2002

Dickeye posted:

Anybody who doesn't tag at least one weapon skill deserves those penalties, btw.
Even if you do you have about 40% less damage than what is defined in the GECK. :v:

Anime Schoolgirl
Nov 28, 2002

Might want to put this in the OP:

http://newvegasnexus.com/downloads/file.php?id=37311

Anime Schoolgirl
Nov 28, 2002

:ohdear:

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.

Anime Schoolgirl
Nov 28, 2002

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 :smugdog:

Anime Schoolgirl
Nov 28, 2002

SheepNameKiller posted:

Which level of extra spawns are you using?
High spawns ie the only way to play

Anime Schoolgirl
Nov 28, 2002

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.
It is incredibly good if you like killing a lot of things.

Anime Schoolgirl
Nov 28, 2002

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.
Use the missile launcher

Anime Schoolgirl
Nov 28, 2002

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

Anime Schoolgirl
Nov 28, 2002

Arenovalis posted:

I'm gonna do a Beretta M93R for FOOK eventually, just wait :razz:
burst fire effect please :madmax:

Anime Schoolgirl
Nov 28, 2002

Lockback posted:

Classic Fallout Weapons - New Vegas is pretty good. It's not overpowered and adds some variety.
I'm not quite sure how a BAR that does the same damage as a laughably lovely assault carbine is balanced.

But it's not overpowered :buddy:

Anime Schoolgirl
Nov 28, 2002

Cream-of-Plenty posted:

There is this, which apparently modifies a lot of dialogue to create some humorous situations in the game.





Unfortunately, it doesn't seem to create custom responses, which would make the mod about ten times better.

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.
That's my job. Eventually :ninja:

Anime Schoolgirl
Nov 28, 2002

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).

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.
Is it possible to have the "related perk" thing work in such a way that the weapon has the perk effects linked from it as opposed to having to have a fixed formlist that has to be appended to through patches or unofficial patches?

offtopic:
Is the ammo property spread-actually-modifying-sway fixed with this patch? I'm going to test it first thing in the morning.

Anime Schoolgirl
Nov 28, 2002

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?

Anime Schoolgirl
Nov 28, 2002

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.
I am waiting until you release the pack; since nearly every mod out there edits leveled lists and I'd rather put out an independent esp to make it easier for people to merge lists through FNVEdit.

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.

Anime Schoolgirl
Nov 28, 2002

Naky posted:

That's odd, I don't have that in my master version :psyduck: 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.

Anime Schoolgirl
Nov 28, 2002

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

Anime Schoolgirl
Nov 28, 2002

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?
Considering the game shits money and valuables the moment you step inside Vegas, I didn't bother to take anything other than power as consideration for weapon prices.

Anime Schoolgirl
Nov 28, 2002

http://www.mediafire.com/?i28u3t2wuvl6us2 - Fixed: Some NCR soldiers were spawning the wrong ammo with the AK74.

Anime Schoolgirl
Nov 28, 2002

change barter sell multipliers and base to low levels to solve the player cap overstock problem

Anime Schoolgirl
Nov 28, 2002

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.

If this is the case, it will all be fixed for the official release and many thanks for catching it.
which itself was done to fix a different bug to all actual scope-scopes that's PNV-related, namely one that causes your FOV to be positive something huge if you set increased zoom to 0 :psyduck:

Anime Schoolgirl
Nov 28, 2002

nexus mods who can't take a joke well i never

white quilt posted:

Naky - Is the Sig Sauer P226 supposed to shoot two bullets at once?
edit: wow i hosed this up once already http://www.mediafire.com/?qyyjqdnnm02lpg8

my eyes are already bloodshot from spreadsheets oh god

Anime Schoolgirl fucked around with this message at 15:41 on Mar 12, 2011

Anime Schoolgirl
Nov 28, 2002

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.

Anime Schoolgirl
Nov 28, 2002

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.
Dude if the Gamebryo engine actually handled more than 10 NPCs competently I'd have a ball with that many targets

Anime Schoolgirl
Nov 28, 2002

rope kid posted:

That's fixed for the next patch BTW. :c00l:

is the perk sway modifier actually modifying weapon spread/ammo spread modifier actually modifying sway thing going to be fixed next patch

Anime Schoolgirl
Nov 28, 2002

Working on the new version of AAS.


http://www.youtube.com/watch?v=lYyi4n3KXxk

Anime Schoolgirl
Nov 28, 2002

I want ridable cazador jousting

Anime Schoolgirl
Nov 28, 2002

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
this apparently includes flat-textured plastic bb gun replica mac11s :iceburn:

Anime Schoolgirl
Nov 28, 2002

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)

Sneaking and everything stealth related is hosed in this engine anyways. Yesterday I picked off a camp (with my trusty nazi gun, the Gewehr 43) of seven Fiends without stealth gear and a stealth skill of about 30. They never noticed what was happening and none of them fired a single shot. I'm not sure anymore if it actually was that way, but in FO3 the enemies just came running for you if you gave off one shot, no matter if you where sneaking or not. This wasn't perfect but it was better than what I saw yesterday, enemies running around in circles like chickens to their fallen comrades, no idea what was happening. It felt like I was out of their AI range or something, which was odd because I was even in VATS range. I'd rather have them come for me, so they at least have some chance, this was just too little effort.
In Fallout 3, 5% stealth field effectively halved the range of detection of high PER enemies. In NV the same effect doesn't seem to be as noticeable since everyone has a much higher detection range and angle (for the most part).

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 :negative:

Anime Schoolgirl fucked around with this message at 22:07 on Mar 17, 2011

Anime Schoolgirl
Nov 28, 2002

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.
I was talking about how Project Nevada just speeds up the sway and increases it according to weapon skill. It's something that happens as a result of someone trying to compensate for recoil in real life as opposed to a fixed vertical kickback. You feel more like you're wrestling with the gun in PNV's system, as opposed to having to predictably look downwards as in the FO3 recoil mod/CoD/etc.

Anime Schoolgirl
Nov 28, 2002

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.

Anime Schoolgirl
Nov 28, 2002

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. :argh: If you have suggestions though, my god please do.

By the way, there IS a crossbow in the pack and it comes with new arrows, explosive arrows, and even recipes in which to make them with at workbenches.
the flame effect is just firing the incinerator projectile 30 times/second with dynamic lighting turned off for both projectile and mini-incinerator explosion to keep it from dipping to 10FPS

http://www.youtube.com/watch?v=7uqwyKXOE0w

but yeah with the damage upgrade it became kickass

Anime Schoolgirl
Nov 28, 2002

Gyshall posted:

This is the best thing ever. Is this in The Arsenal?
Need a different model for it, it's currently one of the test concept weapons I hacked up to make settings for more unusual Armory guns.

Anime Schoolgirl
Nov 28, 2002

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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Anime Schoolgirl
Nov 28, 2002

The Lone Badger posted:

I know I've posted this before, but just in case:

If there are sniper rifles in the Armory they probably shouldn't have a x5 crit multiplier - vanilla sniper rifles used to have this as so most sniper rifle mods used a x5 crit too. Sniper rifles were later patched down to a x1 multiplier so they're no longer the most broken thing in the game, so if the Armory sniper rifles have the old x5 crit they'd be overpowered compared to vanilla content.
At most, sniper rifles that aren't the AWM or Mick & Ralph's only uniques have a 2x critical hit modifier in the current 1.5 release.

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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