|
Bloodnose posted:These look too dark to see anything. I see you installed the same interior lighting mods I did. Weird thing is, you don't seem to mind. He's a skeleton. That's exactly the right amount of dark he needs.
|
# ? Aug 7, 2014 07:41 |
|
|
# ? Apr 29, 2024 14:37 |
massecurr posted:Oh it is? I still have yet touch any of the DLC because I always get distracted and start playing something else before getting to them Dude, you need to fix that problem right now.
|
|
# ? Aug 7, 2014 13:59 |
|
chitoryu12 posted:Dude, you need to fix that problem right now. Seriously. Old World Blues is probably one of my favorite add-on's of all time, JUST from the presentation alone.
|
# ? Aug 7, 2014 18:05 |
NOW IT'S HOLDING UP AN ARRAY OF FULLY-ERECT HAND PENISES
|
|
# ? Aug 7, 2014 18:41 |
|
OWB is great since it is basically DickJokes.esm, and is hilarious.
|
# ? Aug 7, 2014 18:58 |
|
chitoryu12 posted:NOW IT'S HOLDING UP AN ARRAY OF FULLY-ERECT HAND PENISES COLD, UNFEELING, INTRUSIVE METALLIC PENISES. HUSH LOBOTOMITE, ONLY DREAMS NOW.
|
# ? Aug 7, 2014 20:07 |
Metallic penis jokes are why we invented modding.
|
|
# ? Aug 7, 2014 22:06 |
|
Ever since I saw the lobotomite mask for the first time I've wanted to do a Scarecrow playthrough, except that instead of fear gas I'd use copious amounts of fire or plasma. It's almost the same thing, right?
|
# ? Aug 7, 2014 22:10 |
OH NO MAN posted:Ever since I saw the lobotomite mask for the first time I've wanted to do a Scarecrow playthrough, except that instead of fear gas I'd use copious amounts of fire or plasma. It's almost the same thing, right? We need to mod in gas sprayers and grenades that release a Frenzy gas.
|
|
# ? Aug 7, 2014 22:26 |
|
Apparently, Dr. Mobius' glove frenzies enemies on every critical hit and has a really high crit multiplier as well. Hmmmm... I think I know what I'm doing on my next playthrough. edit: Dr. Jonathan Crane has come to Goodsprings to do SCIENCE. I wanted to give him an old style western look kinda like in The New Batman Adventures, but unfortunately you can't wear any other headgear with the lobotomite mask. At least it was easy to make a half-decent approximation of the Cillian Murphy Scarecrow from Batman Begins. DMorbid fucked around with this message at 00:01 on Aug 8, 2014 |
# ? Aug 7, 2014 22:40 |
There may be a way to wear headgear with it if you change which slot(s) the mask takes up. I know there's one for the Valence thing that changes it to the mask slot or an unused extra slot so you can wear hats or hats AND masks (respectively) with it while keeping your hair.
|
|
# ? Aug 8, 2014 00:13 |
|
Yeah, I could probably screw around with GECK and try to change the slot. That said, playing as a mild-mannered prettyboy (as pretty as Gamebryo allows, anyway) scientist who throws on a creepy mask and sweet dreams little powderganger
|
# ? Aug 8, 2014 00:49 |
|
HEY NERDS So a billion years ago, I talked about doing a new Ammo remaster because Gtab has a big confusing name and would be awkward to work with further. So I made my own from the ground up. This is version 1 point something: GET IT WHILE IT'S HOT code:
|
# ? Aug 8, 2014 02:34 |
|
SpookyLizard posted:HEY NERDS Whoa cool.
|
# ? Aug 8, 2014 03:07 |
|
SpookyLizard posted:HEY NERDS I don't understand what this means or does help edit: I guess you can somehow bust apart shell casings into metal then reforge them with this?
|
# ? Aug 8, 2014 04:41 |
|
I believe that it lets you turn one kind of ammo to another kind of ammo. Also I think currently the limit on doing that is 100 which is plenty for a sane person. But this mod is for movers and possibly thinkers.
|
# ? Aug 8, 2014 04:48 |
|
Mortimer posted:I guess you can somehow bust apart shell casings into metal then reforge them with this? SolidSnakesBandana posted:I believe that it lets you turn one kind of ammo to another kind of ammo. Also I think currently the limit on doing that is 100 which is plenty for a sane person. But this mod is for movers and possibly thinkers. Yes, if it follows how the modified Gtabs ammo mod functioned. Ammo can be broken down to lead/powder/cases, cases can be further broken down into brass. Brass can be made into new cases. The crafting system only allows for a recipe to function 100 at a time, but there is no limit on how many objects are created or consumed; this means you can copy an existing recipe and multiply the number of items used/spit out by a hundred for bulk crafting. For example, lets say you have been saving up gecko meat for the entire game, and now have thousands of pieces of gecko meat sitting somewhere waiting to be crafted into gecko steaks. Normally, you could only cook 100 gecko meats into gecko steaks at a time, so you would have to repeat the recipe multiple times to process it all. With a bulk recipe, you perform the bulk action first (100 gecko meats become 100 gecko steaks, up to a hundred times in a single action) with the bulk recipe. Once you have less than the minimum required materials for the bulk recipe, you can use the old normal one to finish out whatever is left. Obviously the above example isn't likely, but when you can collect any ammo you come across, break it down, and form it into ammo for the weapons you actually use, you could quickly find yourself spending crazy amounts of time sitting at the reloading bench. If you have enough material to make 200+ rounds, the bulk recipe saves a lot of time. edit: Mortimer posted:Isn't that a little cheap? I'm somehow melting down and reforging the brass, so anything I find can now be turned into whatever rare ammo I want? Hobo on Fire fucked around with this message at 05:50 on Aug 8, 2014 |
# ? Aug 8, 2014 05:27 |
|
Isn't that a little cheap? I'm somehow melting down and reforging the brass, so anything I find can now be turned into whatever rare ammo I want? I thought the only balance the anti-material rifle had was its rare ammunition.
|
# ? Aug 8, 2014 05:34 |
|
OH NO MAN posted:edit: Dr. Jonathan Crane has come to Goodsprings to do SCIENCE. This rules keep going
|
# ? Aug 8, 2014 05:56 |
|
Thanks Hobo, you're good people. Yeah. You lose anywhere from 10-25% of your materials when you break ammos down. it was present in the original and has been applied to this stuff as well. The Brass/Plastic recipes don't, they're current 1:1 in the vague notion that you're flat out melting down the brass. Also because I'm lazy and didn't feel like reducing things at the time. Upcoming releases will be include additional, calibers, additional variants, and then those things being placed into leveled lists. Once that's sorted, I'll make a compatibility patch for Weapons of the New Millenia, and make all of the guns in that use logical/normal things.
|
# ? Aug 8, 2014 06:40 |
|
Just remember for whatever guns you change the caliber on for WNM, you may have to rebalance it as they were balanced with that caliber in mind ~~~
|
# ? Aug 8, 2014 06:57 |
|
Naky posted:Just remember for whatever guns you change the caliber on for WNM, you may have to rebalance it as they were balanced with that caliber in mind ~~~ We'll worry about that for Version 2.0 or 1.2 or version whatever, I'm not exacting with my version numbers.
|
# ? Aug 8, 2014 08:12 |
|
"why isn't ak using .308 its the same diameter" "WHY ISN'T THE VSS USING GENUINE 9x39mmR IT DOES NOT FIRE A .357 MAGNUM CARTRIDGE DESPITE TERMINAL BALLISTIC FORCE SIMILARITY (actually .357 magnum is better in most cases)" gently caress it, really.
|
# ? Aug 8, 2014 08:42 |
|
Actually, since you're here Naky; I don't know who exactly has been doing the sounds for Millenia's weapon releases, but I noticed that some of the weapon-fire sfx don't have mono wav files for the 'Shoot 3D' sounds. This means that if an NPC fires one of those weapons, it doesn't matter if they're over the next hill, it will sound like they're firing that gun off right next to your head. I'm only using some of the individual weapons rather than WNM itself so I don't know how many of them have this problem, but I did notice it for the USP and the Ithaca M37. Anyway, it's pretty easy to fix in (say) Audacity; just open the stereo wav file you've got, use Tracks -> Stereo Track to Mono, then export it as a ~44100Hz, 16-bit wav file and you've got your 'Shoot 3D' sound file. I also just noticed this problem with all the weapons in the AKs and AR15s mod, actually (and fixed it on my end). I guess I should let Heffy know too.
|
# ? Aug 8, 2014 11:58 |
|
Antistar01 posted:Actually, since you're here Naky; I don't know who exactly has been doing the sounds for Millenia's weapon releases, but I noticed that some of the weapon-fire sfx don't have mono wav files for the 'Shoot 3D' sounds. This means that if an NPC fires one of those weapons, it doesn't matter if they're over the next hill, it will sound like they're firing that gun off right next to your head. All of the sounds were fixed for Weapons of the New Millenia (and a lot of the individual releases) a very long time ago. We just don't go back and update the individual releases because seriously, gently caress managing 50 different popular mods at once.
|
# ? Aug 8, 2014 23:38 |
|
Naky posted:All of the sounds were fixed for Weapons of the New Millenia (and a lot of the individual releases) a very long time ago. We just don't go back and update the individual releases because seriously, gently caress managing 50 different popular mods at once. That's good then. Well, maybe not so good for the individual ones that aren't fixed, but understandable if there's a lot of them.
|
# ? Aug 9, 2014 01:22 |
|
49 of Millenia's, several from MTindle, a couple for Rafael de Jongh, one for Edgestylez, and 2 for me, heh. So yeah, lots! :P
|
# ? Aug 9, 2014 04:34 |
|
So I saw this a few pages back but I can't remember, which mod lets you be an exact double of Doc Mitchell? I'm talking stealing his skin, voice and all. Otherwise I don't think it'll be sexy enough!
|
# ? Aug 9, 2014 10:34 |
|
There any decent Punisher mods out there? The ones on the Nexus seem a bit awful, although the skull on the Punisher hideout mod is hilarious. http://www.nexusmods.com/newvegas/mods/35778/
|
# ? Aug 9, 2014 11:41 |
|
BigDes posted:There any decent Punisher mods out there? The ones on the Nexus seem a bit awful, although the skull on the Punisher hideout mod is hilarious. Some of the posts on the mod's comment section: quote:VERY bad skull quote:the skull on the shirt looks silly quote:I like the new outfit but the skull needs bit of work quote:the paint work of the skull needs some improvement The skull:
|
# ? Aug 9, 2014 21:05 |
The spoopiest of too spoopy.
|
|
# ? Aug 9, 2014 21:19 |
|
Gonna use that armor and roleplay as a bad Cosplayer out for revenge after being left for dead in Goodsprings
|
# ? Aug 9, 2014 21:48 |
That skull is amazing!
|
|
# ? Aug 9, 2014 21:53 |
|
I'm playing through The Inheritance right now, and it's advisable to turn off IWS during the whole questline. Infinitely spawning enemies and 1-3 additional enemies per spawn isn't making this very fun. It's getting to the point where it's easier and more efficient to just turn on tgm and throw grenades at my feet.
|
# ? Aug 10, 2014 18:06 |
|
Yeah, I thought for sure something had bugged out in that feral ghoul bunker mission until the boss spawned in. Didn't help that I was doing an 'only what I find' run in regards to meds and stuff so I didn't have many antirads.
|
# ? Aug 10, 2014 22:27 |
|
Simsmagic posted:I'm playing through The Inheritance right now, and it's advisable to turn off IWS during the whole questline. Infinitely spawning enemies and 1-3 additional enemies per spawn isn't making this very fun. It's getting to the point where it's easier and more efficient to just turn on tgm and throw grenades at my feet. Do you have Active Spawns on? I had this issue where if I was near the REPCONN HQ with active spawns on, dozens upon dozens of ghouls would spawn every time I reloaded.
|
# ? Aug 10, 2014 22:31 |
|
Does the version of Lombard Station in the OP still have that issue where some of your shotgun shells disappear every time you stock your ammo shelves?
|
# ? Aug 11, 2014 02:43 |
|
moot the hopple posted:Does the version of Lombard Station in the OP still have that issue where some of your shotgun shells disappear every time you stock your ammo shelves? Possibly. I have the patched version on my computer. I'll post it when I get home, if nobody does in the meantime.
|
# ? Aug 11, 2014 18:07 |
|
Paul Revere 3000 posted:I'm getting to the end of my current playthrough, but I keep crashing to the desktop whenever I try to get into Lombard Station. I've had no problems with it until now and I have no idea what the problem could be. Anybody have any ideas? Just had this happen again on a second playthrough, so I'm just going to go ahead and say that Lombard Station is a buggy piece of poo poo.
|
# ? Aug 11, 2014 22:36 |
|
|
# ? Apr 29, 2024 14:37 |
|
This looks pretty cool: http://www.nexusmods.com/newvegas/mods/56676/ Configurable, hotkeyed camera settings for you screenshot fiends.
|
# ? Aug 11, 2014 22:49 |