Fallout New Vegas: BRBu Community Mod(s) - Printable Version +- Be Right Back, Uninstalling (https://www.brbuninstalling.com) +-- Forum: Games (https://www.brbuninstalling.com/forumdisplay.php?fid=50) +--- Forum: Big Boys (https://www.brbuninstalling.com/forumdisplay.php?fid=67) +--- Thread: Fallout New Vegas: BRBu Community Mod(s) (/showthread.php?tid=12092) |
Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 10-28-2010 (10-28-2010, 04:23 PM)Maxon link Wrote: Yeah I don't expect something that'll make me invulnerable to Radiation, just a way to make stuff that is supposed to protect you from radiation, do it to a point where it makes sense your getting radiation. I should be able to wear to wear the space suit or rad suit and be able to walk through a small puddle of radiation or at the least get through areas of Searchlight without it destroying me almost worse than Vault 34. Which I don't get really. All I figured from that place was that some radioactive canisters were opened by Legion and now the entire town is a nuclear hazard that can't be fixed in anyway? Currently my idea is some kind of life-support system -x Rads and +y Health per second while worn or something... This way you could walk though at the least a +1 Rads area without taking radiation Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 10-29-2010 BUMP Version One Released: Re: Fallout New Vegas: BRBu Community Mod(s) - Vandamguy - 10-30-2010 (10-29-2010, 06:14 PM)Ekarus Ryndren link Wrote: BUMPCould you tell us what changes you've put into this? like patch notes Re: Fallout New Vegas: BRBu Community Mod(s) - beep beep diglett - 10-30-2010 where in the eff do i find models, i want to make a mod for the marksman rifle to give it an extended mag mod, but i cant find the model for the extended mags Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 10-30-2010 (10-30-2010, 08:41 AM)Vandamguy link Wrote: [quote author=Ekarus Ryndren link=topic=5093.msg180991#msg180991 date=1288394078]Could you tell us what changes you've put into this? like patch notes [/quote] When I release the next version, sure, as of right now here's what's in it. - In hardcore mode Jet gives a 'stimulant' effect - There are two "Talking Deathclaws" but they have nothing important to say - Explosive ammo explodes when shot - All scoped weapons have automatic Night vision similar to the add-on for the Varmint Rifle - Two NPCs both that don't seem nearly as capable as they were in Fallout 3 as well as each one carrying two unique weapons. - A "Life Support" suit that heals very slowly as well as slowly removes radiation. (Works great) (Don't depend on the suit to save your ass from damage.) (10-30-2010, 03:15 PM)diglett link Wrote: where in the eff do i find models, i want to make a mod for the marksman rifle to give it an extended mag mod, but i cant find the model for the extended magsYou have to extract them from the BSA (Not sure off the top of my head which one) If yah want I can make a Unique marksman rifle with an extended clip o.=.o Also, throwing in a free little 'contest' of sorts. First person to report bugs (That aren't listed) gets an NPC (Subject to if I bloody well feel like it) - Ekarus Ryndren NPC walks to the door of the Tops Casino and just stands there (Dunno what's causing this.) - Viktor Deathclaw walks into the gas tank near the Gas Station (Don't know what's causing this.) - All the mines around Ekarus' Hideout detonate in a chain reaction. (I'm aware of this but not sure if I want to remove it yet ) Re: Fallout New Vegas: BRBu Community Mod(s) - at0m - 10-30-2010 this looks like fun, but i should probably play through becrore i install it. CUBA LIBRE Re: Fallout New Vegas: BRBu Community Mod(s) - Maxon - 10-30-2010 (10-30-2010, 08:24 PM)CUBA LIBRE link Wrote: this looks like fun, but i should probably play through becrore i install it. It's always good to do a Vanilla playthrough first usually. Re: Fallout New Vegas: BRBu Community Mod(s) - [SiN] Merc - 10-30-2010 (10-30-2010, 10:07 PM)Maxon link Wrote: [quote author=CUBA LIBRE link=topic=5093.msg181219#msg181219 date=1288488253] It's always good to do a Vanilla playthrough first usually. Unless it's Oblivion, in which case, get something to fix the borked leveling system ASAP. [/quote] fity. Re: Fallout New Vegas: BRBu Community Mod(s) - Hobospartan - 10-31-2010 Quote: Merc link=topic=5093.msg181248#msg181248 date=1288501071] It's always good to do a Vanilla playthrough first usually. Unless it's Oblivion, in which case, get something to fix the borked leveling system ASAP. Just play Morrowind instead [/quote] fity. [/quote] ftfy Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 11-02-2010 My apologize to anyone who tried the ultrajet and got addicted then couldn't go about removing it via a Doctor or Fixer. They changed the way the game handles Addictions, but I've fixed it as well as restored the Chinese Stealth Suit to it's former glory. New version is up. Change Log: Version 1.00 - In hardcore mode Jet gives a 'stimulant' effect - There are two "Talking Deathclaws" but they have nothing important to say - Explosive ammo explodes when shot - All scoped weapons have automatic Night vision similar to the add-on for the Varmint Rifle - Two NPCs both that don't seem nearly as capable as they were in Fallout 3 as well as each one carrying two unique weapons. - A "Life Support" suit that heals very slowly as well as slowly removes radiation. (Works great) (Don't depend on the suit to save your ass from damage.) Version 1.01 - Fixed Ultrajet Addiction bug - Restored Chinese Stealth Suit to use it's abilities similar to those in Operation Anchorage instead of just a fancy set of Recon Armor Lastly, the contest is still on. First person to report bugs (That aren't listed) gets an NPC and unique weapons (Subject to if I bloody well feel like it) - Ekarus Ryndren NPC walks to the door of the Tops Casino and just stands there (Dunno what's causing this.) - Viktor Deathclaw walks into the gas tank near the Gas Station (Don't know what's causing this.) - All the mines around Ekarus' Hideout detonate in a chain reaction. (I'm aware of this but not sure if I want to remove it yet ) To those of you that spent loads of money trying to remove the bugged addiction, here's a modder's trick. [code=Adding Caps]player.additem f <NUMBER OF CAPS HERE>[/code] [code=Removing Ultrajet Addiction]player.removespell c9fc5[/code] Re: Fallout New Vegas: BRBu Community Mod(s) - beep beep diglett - 11-02-2010 request: fire gecko companion, breathes fire and jsut hangs out and is a cool gecko dude. Re: Fallout New Vegas: BRBu Community Mod(s) - beep beep diglett - 11-02-2010 whoa!!!! http://newvegasnexus.com/downloads/file.php?id=34880 i suggest a full array of fauna companion mods. bighorner bud, deathclaw dude, mirelurk mate Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 11-11-2010 Few new planned features for the mod: "Master" Specialization Perks Reaching Level 100 in any skill opens a "specialization" dialog, which once a specialization is picked it adds a perk that will do different things depending on the specialization Re-Adding Craftable weapons For some reason, craftable gear (Railway rifle, Deathclaw Gauntlet, etc) were removed, gonna re-add them. Home-Made Casings, Primers, and Powder Conversion With a Repair of 100 you can craft Primers and Casings as well as convert powders Street Chemist Mixes More fun Chems to play with (With less fucked up addiction bugs) Possibility of "Cold Turkey" addiction cure And more! Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 11-15-2010 Is anyone even intrested in this anymore? Or should I just throw it at the Nexus and hope for the best? Belive it or not I am still working on it, should I post in-dev screenshots? Re: Fallout New Vegas: BRBu Community Mod(s) - CaffeinePowered - 11-15-2010 (11-15-2010, 11:14 AM)Ekarus Ryndren link Wrote: Is anyone even intrested in this anymore? Or should I just throw it at the Nexus and hope for the best? I'm mostly interested in balanced mods that fix gameplay issues :\ Anyway you can add in FO1/2 style item descriptions? Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 11-15-2010 (11-15-2010, 11:33 AM)Caffeine link Wrote: [quote author=Ekarus Ryndren link=topic=5093.msg183724#msg183724 date=1289837668] I'm mostly interested in balanced mods that fix gameplay issues :\ Anyway you can add in FO1/2 style item descriptions? [/quote] If you post bugs I can look into fixing them, as for the item descriptions... I could replace the picture displayed for the weapon but I can't think of anything else in the way of that... Also, many thanks for the feedback Re: Fallout New Vegas: BRBu Community Mod(s) - CaffeinePowered - 11-15-2010 (11-15-2010, 11:55 AM)Ekarus Ryndren link Wrote: [quote author=Caffeine link=topic=5093.msg183729#msg183729 date=1289838836] I'm mostly interested in balanced mods that fix gameplay issues :\ Anyway you can add in FO1/2 style item descriptions? [/quote] If you post bugs I can look into fixing them, as for the item descriptions... I could replace the picture displayed for the weapon but I can't think of anything else in the way of that... Also, many thanks for the feedback [/quote] I think what I have on right now is water bottling and explosive recipes, it would be nice to be able to craft weapon mods, there was one mod for this but the recipes are really unbalanced. Like 0 repair skill for all of them Scope - 1x Scrap Metal Should be more like Scope - Repair - 30 Science - 30 Eye Glasses x1 Shot Glass x2 Scrap Metal x2 Or something like that Re: Fallout New Vegas: BRBu Community Mod(s) - DragonEkarus - 11-15-2010 (11-15-2010, 11:59 AM)Caffeine link Wrote: [quote author=Ekarus Ryndren link=topic=5093.msg183731#msg183731 date=1289840101] I'm mostly interested in balanced mods that fix gameplay issues :\ Anyway you can add in FO1/2 style item descriptions? [/quote] If you post bugs I can look into fixing them, as for the item descriptions... I could replace the picture displayed for the weapon but I can't think of anything else in the way of that... Also, many thanks for the feedback [/quote] I think what I have on right now is water bottling and explosive recipes, it would be nice to be able to craft weapon mods, there was one mod for this but the recipes are really unbalanced. Like 0 repair skill for all of them Scope - 1x Scrap Metal Should be more like Scope - Repair - 30 Science - 30 Eye Glasses x1 Shot Glass x2 Scrap Metal x2 Or something like that [/quote] The way the system handles it ATM there is no way to use two skills for one object without a crazy work-around.... might be able to make it so you can craft the note revealing the recipe or something though Re: Fallout New Vegas: BRBu Community Mod(s) - CaffeinePowered - 11-15-2010 (11-15-2010, 03:26 PM)Ekarus Ryndren link Wrote: The way the system handles it ATM there is no way to use two skills for one object without a crazy work-around.... might be able to make it so you can craft the note revealing the recipe or something though Well guns I would say repair, science for energy weapons, you could always play it by ear I think it something that would go over well both here and on NV:Nexus Re: Fallout New Vegas: BRBu Community Mod(s) - at0m - 11-15-2010 Can you require a craftable item to craft something else? Because then you could use one skill to assemble one part of a mod, and another skill to add the last parts to that first part. Convoluted, but doable perhaps? |