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(A19) bdubyah's modlets


bdubyah

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The legendary weapons are unable to accept any other mods then what comes with the gun already? Is there any way to adjust that for like better sights or even better mag sizes? Or any way to increase the damage output on them since you increase damage on all the other guns with mods.

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Most of them are inspired by a weapon from other games, mostly Fallouts. So the way they are is how they were in those games, mostly. 

 

They are high enough damage that they should still hang with pretty much anything else. I might take a look at the damage values to compare them to some high end, fully modded vanilla ones. But the mods will stay how they are. 

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The Wasteland
Updated to 2.3, for A19.5
Download at Git  or Nexus

 

-----FIXED/CHANGED-----
-Added: Atom Car
-Added: Old Semi
-Added: Old Pickup
-Added: Incinerator mods
-Added: New T4 POI
-Changed: Metal box no longer uses loot list that destroys on close
-Changed: Reverted the NPCs AI so hopefully the ranged ones will attack more consistently
-Changed: Old Ambulance loot changed to more appropriate one (will take effect on new worlds only I think, maybe unvisited chunks)
-Fixed: Vault 101 small sleeper error
-Fixed: Nuka Factory Rad Ghoul sleeper issue
-Fixed: Scale issue on Rad B Gone and Rad Z drop meshes


On Git, the launcher and Nexus now.

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I've tinkered with the idea of them. I don't think I ever found an acceptable 3d asset of them though. I could probably model them myself as they aren't very complicated. Just need to make sure I can make them look good in first and third person. 

 

I haven't looked into the power armor perks as of yet. Was trying to finish up what I had planned for that update first. Lost that t4 POI and had to remake it again, so that cost me some time. Got some time off coming up so I'll try and work through those issues then if I haven't already. Then it might be time to hold off till a20 as I don't fancy having to do the same work twice in the event stuff changes. 

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1 hour ago, bdubyah said:

I've tinkered with the idea of them. I don't think I ever found an acceptable 3d asset of them though. I could probably model them myself as they aren't very complicated. Just need to make sure I can make them look good in first and third person. 

 

I haven't looked into the power armor perks as of yet. Was trying to finish up what I had planned for that update first. Lost that t4 POI and had to remake it again, so that cost me some time. Got some time off coming up so I'll try and work through those issues then if I haven't already. Then it might be time to hold off till a20 as I don't fancy having to do the same work twice in the event stuff changes. 

sounds good man. realy love this mod and how it works, and curious if theres anything i can do to help out other then playtest and report back issues. 

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Nah, that's more than enough. Feedback on balance and stuff is something I never get. Not sure if that means it's good or if people are just lazy. Lol. 

 

That's why I threw up my test server to play on myself. Me and Arramus put a good amount of time into a couple play throughs and I made several tweaks and changes from that. I had planned on starting it up again but I may wait till a20. 

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thats fair bud. il keep on talking about the feedback and such. il take a firm stance on the mod situation, but i dont think your budgeing on that. 😛 

 

that said, if your taking requests? i duno how you would do it, but adding a radio to the game with fallout 3/new vegas tracks would be neat. give the home a more freindly vibe. 

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Ideas are always welcome. I have a text document I keep around loaded with ideas. So there's a chance I may already be looking at it. 

 

I have thought about some type of radio. I have a pip boy I wanted to add. Snufkin, who made the power armor, also made one that acts like a watch with character stats and stuff. So something like that is also an option. But I thought about making the pip boy more of just a portable radio you could equip. I'm just not sure how easily it would be to control it. 

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Awesome mod and thank you for continued updates and improvements. Quick question - assume latest version 2.3 will require new game as using nitrogen RGW and can see you added new POI which obviously will not be in my existing save game. 

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To get that POI, yeah, you'd need a new game. But I wouldn't say it's worth statting over just for that. 

 

And I think I fixed the Bull Rush perk. Just need to see if you can reread the book after the fix to get the ability back. Otherwise it'll need a new game or to use the console to give yourself the buff back. Need to make sure it isn't an issue for any of the other perk books as well. 

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I'm having fun playing with great mods. I have a question. I installed Vehicles All in One on the server in May and am having fun with a lot of players. Will there be a problem installing the latest version on the server and client for an ongoing game?

 

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It's never a guarantee. Usually adding a mod is fine, removing is where you have problems. But just updating an existing mod shouldn't really hurt anything as long as it isn't an overhaul with a major update or something.

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Thank you again and again.
It is said that there is a problem with deleting, but is it okay to delete the old version from the MODS holder and put the new version in the MODS holder? 
 

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15 minutes ago, chikuwa said:

Thank you again and again.
It is said that there is a problem with deleting, but is it okay to delete the old version from the MODS holder and put the new version in the MODS holder? 
 

If the old version of a mod and a new version of a mod make updates that do not change any items, then there are not usually any deleting problems because all of the items should have the same ID as before. If a mod adds a new item or removes an old item, there can sometimes be a problem with player inventory. For example, it may change the item to something different because the item ID numbers have changed. Sometimes these cannot be deleted from player inventory. However, these items can often be placed in a storage box and then the storage box can be destroyed. It is much safer to delete the old version and add the new version if the items are identical and it has code updates.

 

Removing a mod while the items are still in the player's inventory is not good.
Replacing an old mod to a new mod is usually no problem at all.

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So I'm trying to have The wasteland added to a new Random gen world over Intrado. I've copied all files clientside, and it works fine solo. I've also downloaded (seemingly) everything correctly to the mod folder in nitrado, however I get kicked while load screen says "loading and receiving configs" for quite a bit. I am asking if the kinggen and nitrogen prefabs list need to be utilized by those programs (they are in modinfo.xml/config/uiatlas level folder and haven't used any programs but copy and paste to files in nitrado). Am I missing something? Thanks. 

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