bdubyah Posted April 8, 2019 Author Share Posted April 8, 2019 When I added the Topless version, I didn't change the place code, so it would still place the normal version. Haha. Link to comment Share on other sites More sharing options...
bdubyah Posted May 28, 2019 Author Share Posted May 28, 2019 Alright, updated all my vehicles to fix an ID error in the sounds.xml. Also added a mod that contains all of my vehicles in one. Link to comment Share on other sites More sharing options...
Gamida Posted May 28, 2019 Share Posted May 28, 2019 Just saw this. Am imagining the banjo making a "banjo noise" when you hit a zombie. If it doesn't please don't tell me. Would break my heart Link to comment Share on other sites More sharing options...
bdubyah Posted May 29, 2019 Author Share Posted May 29, 2019 I actually tried to do that back when I made it, but I couldn't figure it out. I could get it to play the sound I had, but it also still made the normal smacking sound, which kind of ruined it. Maybe I should look into it again sometime. Link to comment Share on other sites More sharing options...
bdubyah Posted May 29, 2019 Author Share Posted May 29, 2019 (edited) Updated the Op with the Nuka Colas mod, along with the Nuka Factory prefabs! Edited June 1, 2019 by bdubyah (see edit history) Link to comment Share on other sites More sharing options...
Gamida Posted May 29, 2019 Share Posted May 29, 2019 Just saw this. Am imagining the banjo making a "banjo noise" when you hit a zombie. If it doesn't please don't tell me. Would break my heart I actually tried to do that back when I made it, but I couldn't figure it out. I could get it to play the sound I had, but it also still made the normal smacking sound, which kind of ruined it. Maybe I should look into it again sometime. Yeah, as soon as I saw it the image of hitting a zombie with it popped into my head along with a cartoon sound of a character hitting someone over the head with a banjo. Cartoons of my youth were pretty violent lol. Link to comment Share on other sites More sharing options...
bdubyah Posted June 1, 2019 Author Share Posted June 1, 2019 Working an a Nuka Nade. Link to comment Share on other sites More sharing options...
bdubyah Posted June 3, 2019 Author Share Posted June 3, 2019 All my modlets and both Nuka Factory prefabs are now on Sphereii's Mod Launcher! Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted June 3, 2019 Share Posted June 3, 2019 All my modlets and both Nuka Factory prefabs are now on Sphereii's Mod Launcher! About time too Great job on the Nuka project ... Link to comment Share on other sites More sharing options...
bdubyah Posted June 11, 2019 Author Share Posted June 11, 2019 About time too Great job on the Nuka project ... Appreciate it! And finally some progress on the next step of it. I've seen multiple people want some guns that can be crafted early, similar to the blunderbuss, and I figured the pipe guns would be a good fit. Cheap, fairly weak, and unreliable. Not entirely sure on how I'll set them up in game, but that'll be the easy part. Lol. First up is the pipe pistol. Still working on some rifle variations, along with some potential mods for them. Link to comment Share on other sites More sharing options...
bdubyah Posted June 21, 2019 Author Share Posted June 21, 2019 (edited) Almost ready to release the Pipe Guns mod! Have a pipe pistol and pipe rifle currently. Has 3 weapon mods: Oil Filter Suppressor - Can be wrenched from cars. Works on any gun the normal suppressor does. Big though, and limits ADS use. Slight loss of range and damage and also adds a small increase to degradation of the weapon. Extended Mag - Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns. Long Barrel - Only for the pipe rifle, this adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation. The guns can be crafted from Day 1, like the blunderbuss. Uses 9mm ammo. Doesn't accept any other vanilla weapon mods at the moment, except for the flashlight and laser sight, though their positioning is still off. Might allow dye at some point. Fairly weak and has a low durability. Currently still has tiers, but stats/mod slots are the same no matter what. Will break once it degrades!!! Edited June 21, 2019 by bdubyah (see edit history) Link to comment Share on other sites More sharing options...
bdubyah Posted June 22, 2019 Author Share Posted June 22, 2019 (edited) Alright, it's available on the mod launcher and Git. Nexus Never took a screenshot, but I also pushed an update to the Rebar Club that changes the textures. Edited June 22, 2019 by bdubyah (see edit history) Link to comment Share on other sites More sharing options...
mr.devolver Posted June 22, 2019 Share Posted June 22, 2019 Thanks for pipe guns! You're my hero! Link to comment Share on other sites More sharing options...
bdubyah Posted June 22, 2019 Author Share Posted June 22, 2019 Haha. Hope you enjoy them! I'm trying to decide what to do next. There's a few other Fallout guns I'd like to try my hand at, but I also wanna do a few more prefabs as well. I know Darkstar really wants the Super Duper Mart. And it seems like it'd be fun to do. Link to comment Share on other sites More sharing options...
bdubyah Posted July 7, 2019 Author Share Posted July 7, 2019 The Pipe Guns mod is now the Wasteland Weapons mod! Added this beauty: Git has been updated so you can get it there and it should be on the launcher. Nexus will probably be later tonight or tomorrow. Link to comment Share on other sites More sharing options...
bdubyah Posted July 17, 2019 Author Share Posted July 17, 2019 Alright, just updated git to include this: It is available in just the MRAP mod, or as part of Bdub's Vehicles. Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again:))! Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol. Link to comment Share on other sites More sharing options...
bdubyah Posted July 17, 2019 Author Share Posted July 17, 2019 Just saw this. Am imagining the banjo making a "banjo noise" when you hit a zombie. If it doesn't please don't tell me. Would break my heart Also, updated the Banjo mod to add in a sound effect when you hit something with a power attack. Link to comment Share on other sites More sharing options...
TARCH26 Posted July 17, 2019 Share Posted July 17, 2019 Alright, just updated git to include this: It is available in just the MRAP mod, or as part of Bdub's Vehicles. Also updated EVERY mod to include localization! Each mod now comes with mr.devolver's script to add localization for you(Thanks again:))! Nexus has not been updated yet, I will be working on getting them sorted either tonight or tomorrow. My upload speeds suck. Lol. And what does he give? Link to comment Share on other sites More sharing options...
bdubyah Posted July 21, 2019 Author Share Posted July 21, 2019 (edited) It gives you a sweet ride. Also, pushed an updated out for the Box Truck and Golf Cart. Had an error in the items.xml so if you were getting NRE's when trying to place the vehicle, this should fix it! Edited July 21, 2019 by bdubyah (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted July 21, 2019 Share Posted July 21, 2019 Nice work as usual bdubyah on the MRAP Link to comment Share on other sites More sharing options...
TARCH26 Posted July 22, 2019 Share Posted July 22, 2019 It gives you a sweet ride. He barely crawls. 10 headlights, and shines weakly. Beautiful, very expensive, but useless toy. Link to comment Share on other sites More sharing options...
bdubyah Posted July 23, 2019 Author Share Posted July 23, 2019 You mean it's slow? It's supposed to be. It has quite a bit more durability than other vehicles. Although hitting garbage and stuff still can take chunks out of it. But I'm not entirely sure how to fix that, if it's even possible. I can look at the headlights for it. I set them the same as most other vehicles, but I might can come up with something to make it better. Link to comment Share on other sites More sharing options...
bdubyah Posted July 23, 2019 Author Share Posted July 23, 2019 Alright, pushed an update for the MRAP. See if it's any better to you TARCH26. I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended. Link to comment Share on other sites More sharing options...
TARCH26 Posted July 25, 2019 Share Posted July 25, 2019 Alright, pushed an update for the MRAP. See if it's any better to you TARCH26. I think I had missed upping the intensity for the headlights, so that may be why they were so weak. I went ahead and increased that, as well as range and angle for the lights. Slightly tweaked some physics and torque stuff. So maybe it's a bit better now. Still not gonna be very fast though, as intended. Now it is better Lost the light of the rear lights, but it is not critical. Add acceleration by key SHIFT. Link to comment Share on other sites More sharing options...
bdubyah Posted July 25, 2019 Author Share Posted July 25, 2019 I usually don't do that. I just set both speeds to what I want it to be so people don't have to wear out their fingers. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now