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About Colin248

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  1. honestly only got one question about the mutants, will they have voice lines from a fallout game? (ex: fallout 3.) i duno how... viable doing somehting like that even is, considering the system your useing. X3
  2. dude! looks amazeing! sorry i aint been touching 7 days as of late. got bored of it but i intent to return. perhaps when the update lands that adds all this new stuff your working on! wont lie, im excited
  3. nah i noticed it! it seams to vear to the left... or right, so taking off is a bit of a issue. 😧 side note! a mr dub, you taken a break from this mod or there a update coming soon? you been a bit quiet over the past couple weeks, making sure your still alive n breathin. 😛
  4. its more the fact a weapon cannot get its true potential because it lacks the ability to have mods put on it. there are very limited selections when it comes to the weapons in game currently, and overly restricting it just makes it worse. good example would be the M60. cant have any scope, already throwing a ton of selection away. i figured as much with that sniper. however, i always played modded new vegas so even the rare variants could have the normal attachments. and every weapon in the game had 3. gota collect them all! a essential mod for that game if you ask me. mostly cos
  5. oh! another thing i wana talk about is how stingent your weapons are with mods. for example, the repeater doesnt want many of the mods that dont even show up on most models. a bipod, a folding stock n so on. same goes for the Arizona campaign rifle. my friend tried putting on a few mods but it wouldn't accept them. like a silencer, stock, ect. i would recommend giving the weapons a look at to allow mods to be put on them. laser sights, flashlights and so on. they don't need to be perfectly functional, or even show on the model, just so the effect from them works. (silancer being the big one fo
  6. yeh i only just found some energy pistol ammo, and that was on my fresh start with your bandit camps. upping the rarity of ammo, but keeping the weapons scarce isnt a bad call.
  7. after playing a bit more, and getting past game stage 100, my freind found a rare variant of a laser rifle as a quest reward! made me super chuffed! HOWEVER< its then i realise we havnt found a single bit of ammo for it.... thus i realised, do the ammo packs/storage units have any chance of having laser/plasma ammo/rare types? otherwise im limited to doing T5 quests and hoping for the best. and on the subject of ammo, we found out you cant craft bulk 10mm ammuniton when having learned all the books. this kinda sucks bud, any chance you can sort that? would make the 10mm series
  8. as i mentioned, started a fresh game with your POI's with bandits in em. il let ya know what day and gamestage we find a rare variant on our main server! curiously tho, whats the repeater class as then? a pistol, a assault rifle? cos it doesn't seam to count as a rifle and thats... wierd to me. X3 i wouldn't tweak it yet, we just got to game stage 100, lets see if they start dropping more commonly, or at all. the idea of super rare loot is realy appealing. a shame to hear about there AI. tho im curious... whats the issue with useing the custom code from the said modde
  9. Hey Bdub! giving some creative mode feedback, not indicitive of actual game play YET. i do plan to play on the world i generated. speaking of, putting the lines into the prefab box worked a charm! got your lovely nuka factory spawning, as well as the bandit POI's. Firstly, the idea of keeping the bandits locked inside these hideouts, only to be disturbed when broken open is actuly a neat idea. means you get to do something intentional to rile them up and assault ya. your idea of wondering hordes being replaced with bandit squads also sounds like fun! (tho if ya can, limit that to
  10. Shoot, couple of questions for ya bud. currently they spawn in the wild right? im gona need to nab a mod that ups the spawn rate in the wilderness then, theres pleanty so thats no issue, was just making sure they can do. are they like... single spawns or spawn as a small group? and the other question is, how hard would it be, to make the trader have quests for these bandit POI's that convert the normal ones INTO bandit ones? (and vise versa. say you get a fetch at a tier 4 poi that can be bandit occupied, and it simply coverts it, depending on the trader mission.) been playing wit
  11. thats fair freind. will need to restart a map and see if the nitrogen profile works, but im eager to give it a go! we been waiting for bandits for yonks now.
  12. hrm... why not make different versions like what fun pimps do with the zombies? with the zeds you got normal, feral and radiated. why not have similar for your bandits? would help ballance them to the game stage! (not sure how you would tweek there appearance to see the differences)
  13. oh @%$# you got bandits now?! in custom modified vanila POI's?well now this may be worth checking out! you say it can also be modified into nitrogen? man it must be christmass! will have to give this a try later however. im still super curious how it plays tho.
  14. you cant rush art freind. and what you do is very much a creative process like that. 😛 take your time, dont rush it. all im saying is, tone it back a bit with the zeds being good at so many things. X3 or if they are, counter ballance it by making them much rarer a sight.
  15. this is good! i am by no means a beginner to this game, ive played for many, many hours. i enjoy the hell out of it. but with many games, theres always a ballance to try and strike. my main draw to your mod was for the new types to turn general gameplay on its head, and it achived that! from the candy girls debuff, to the invisible vultures that would catch me off guard when simply trying to get through a POI. your mod has great potential. but the ballance of it must be taken into account. in the base game, the demolist represents a great threat to any base design, as he can cleav
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