[RELz] EVE - Energy Visuals Enhanced

Post » Sat May 28, 2011 12:34 am

problem with that: the gun will no longer glow or pulse... so he would need to make a UFOP version

ok.. well, I tried
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Sat May 28, 2011 6:12 am

problem with that: the gun will no longer glow or pulse... so he would need to make a UFOP version


Sure thats not a prob. but i never noticed it myself. SCREEN PLEASE! i wanna see the hole. then i'll close the gap :P

*******************************************

EVE is being Re-uploaded!
I guess this means its EVE Beta 0.9.2 because i've added a few things for ya (cuz i care so so much? hehe)

Plasma weapons have "Crit Effects" now! Im not talking about Crit Kills. Plasma weps already gots crit kills chump.
Im talking about Crit Effects TOO! (previously impossible in FO3 due to a "on death" checkbox.
In the words of Weijiesen, "Impossible is nothing. . . Pass me that pineapple beer"
Oh, hehe, we are not just talking about a "crit effect" here. Notice i used plurar before.
Yeah! If you score a "critical hit" on the enemy with a plasma weapon, you WILL see one of TWO different crit effects!
Plasma Crit Hit one = "plasma burn", they take 2 points of damage over 4 seconds while tiny acidic boils rise from their body.
Plasma Crit Hit two = "plasma melt", they take 3 points of damage over 5 seconds while larger bubbles rise from their filthy body.
Laser Crit Hit = "Laser Vision",If hit in the head, while facing the player, and not wearing glasses, the enemy's perception will be diminished "blinding" them.
If the player is hit in the face with a laser, while facing the enemy, and not wearing glasses, your [censored] gonna be blinded! Yes your perception will be knocked down a few secs and your vision blurred :)

I've went ahead and merged all updates and fixes together too. yay me.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Sat May 28, 2011 8:49 am

http://img.photobucket.com/albums/v674/Dante_Lucef/Untitled-1.jpg

There you go
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat May 28, 2011 1:38 am

Giev WMK compatibility! I want to add this to my game so much, I've always been a fan of the energy weapons due to the synergy with my crit-focused playstyle, and I have *such* a case of geek-lust waiting to be able to use this. FWE+WMK+EVE is going to rock my world so damn much!

<3 your work WJ :)
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Sat May 28, 2011 2:52 am

bookmarked,awaiting foip compatible thanks
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Sat May 28, 2011 5:47 am

Sorry if this has been asked before, I was too lazy to go over the whole thread :P.
But I'm a big energy fan myself, but would it be compatible with FOOK?
Maybe you could contact the authors of FOOK and make their energy weapons like this too... that would rock.

-Star
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Fri May 27, 2011 7:14 pm

I think that weijiesen works for FOOK too
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri May 27, 2011 9:49 pm

Giev WMK compatibility! I want to add this to my game so much, I've always been a fan of the energy weapons due to the synergy with my crit-focused playstyle, and I have *such* a case of geek-lust waiting to be able to use this. FWE+WMK+EVE is going to rock my world so damn much!

<3 your work WJ :)

From what I understand, he is creating visuals that can be placed in the existing WMK mod. That means the weapon meshes will already be usable by FWE thanks to the current WMK- FWE FOIP. I don't know if that will include projectile effects, etc. or not :shrug:

As for the EVE - FWE FOIP, I just need to go through EVE's latest release and double check things. So it should be up soon. Well as soon as I can get a hold of Mez. lol. He's been more off than on last few days. Traveling or something I think.

Edit: After looking at what's uploaded on the page currently, I have to say I haven't a clue what's going on with it. Perhaps he's still consolidating stuff and got interrupted in the process. I dunno.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 27, 2011 10:24 pm

From what I understand, he is creating visuals that can be placed in the existing WMK mod. That means the weapon meshes will already be usable by FWE thanks to the current WMK- FWE FOIP. I don't know if that will include projectile effects, etc. or not :shrug:

As for the EVE - FWE FOIP, I just need to go through EVE's latest release and double check things. So it should be up soon. Well as soon as I can get a hold of Mez. lol. He's been more off than on last few days. Traveling or something I think.

Edit: After looking at what's uploaded on the page currently, I have to say I haven't a clue what's going on with it. Perhaps he's still consolidating stuff and got interrupted in the process. I dunno.


EVE has been consolidated with the fixes and updates.
EVE Max has been discontinued due to the extreme likeliness of mod-conflicts. Also due to the fact my stat changes were mostly logic based things such as weight and spread that I did in the GECK in a few minutes. I would rather suggest someone use mods that specifically change weapon stats, than my quick changes. Mods such as T3T, XFO, FWE whatever would be a good bet for the people looking for balance/stat changes ect.

As for WMK, I'm going to stick with adding my weapon mesh changes, to his existing models.
Texture sets are NOT USED in EVE! they are a little pointless. its easier to just have a "go" model that is the world model for the weapon when its dropped. Texture sets mess up certain nif animations, and conflict with any mod that adds a glow map or other bits to the mesh that have their own texture assignment. Texture Sets are great for Armors dont get me wrong, but just too crappy for weapons. Basically to sum things up, i've downloaded WMK, im adding my changes onto his models. The folder structure will be the same for WMK, except in his same folders is where im going to put the gun's "world model" or "go". If you have a diff opinion, or expect it not to work, pls tell me.

EVE Anchorage has not been merged yet. It will soon. And it will included Gore Fest as well. Basically if you get a "critical hit" with Shocksword or Gauss, thats when you will see the bleeding. that way everyone can be happy, and a bit more depth is added :)
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sat May 28, 2011 6:54 am

I'm still waiting patently for EVE pitt. I'm about ready to do the PITT, but I wanna wait until EVE pitt so I can get that auto axe... I wanna paint rooms red when I used it (remember Rorschach's escape from prison in the movie? Same thing *evil grin*)
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sat May 28, 2011 8:13 am

Sorry if this has been asked before, I was too lazy to go over the whole thread :P.
But I'm a big energy fan myself, but would it be compatible with FOOK?
Maybe you could contact the authors of FOOK and make their energy weapons like this too... that would rock.

-Star


Yep I'm a FOOK author

FOOK2 is gonna rock! (some of my DX armors in FOOK2, are in FOOK2 but NOT on the nexus ;) )

Anyway, about EVE, I was distracted today (hehehe, guys, you know what im talkin about), so didnt get to finish EVE-Anchorage

But i'll resume agian tomorrow (resume the MOD i mean!), and Merge EVE-Anchorage with teh updates. I'll upload that so i can continue WMK support and the vanilla uniques.

(after all vanilla uniques are done, back to DLC!!!)
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Fri May 27, 2011 7:34 pm

That's good news about the FWE compatibility. I could never get into fook because a lot of the items added just DESTROYED the lore for me. Why are there katanas in the wasteland? Why are so many current technology weapons included that look like they were in mint condition for the past 300 years etc etc.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Sat May 28, 2011 3:50 am

katanas .. easy to understand I have 4 of them in central PA (2 made in japan and 2 made in USA). So it is easy for me to understand why might be available in the future (oh one of the ones made in Japan is about 200 years old). The ones i obtained from japan are just as 'bright and shinny' as ones i bought here ... life is good in the world of edged weapons.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat May 28, 2011 9:36 am

katanas .. easy to understand I have 4 of them in central PA (2 made in japan and 2 made in USA). So it is easy for me to understand why might be available in the future (oh one of the ones made in Japan is about 200 years old). The ones i obtained from japan are just as 'bright and shinny' as ones i bought here ... life is good in the world of edged weapons.


Somehow I doubt the common occurrence of mint condition forged katanas in a nuclear wasteland which is primarily ruled by firearms. Still, Let's not derail this anymore than we already have.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri May 27, 2011 9:45 pm

What about compatibility with CFW (Classic Fallout Weapons)? Would that also need some adjustments? Cheers, guys! Awesome mod, I'd really love to check it out for myself soon.
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Fri May 27, 2011 6:52 pm

What about compatibility with CFW (Classic Fallout Weapons)? Would that also need some adjustments? Cheers, guys! Awesome mod, I'd really love to check it out for myself soon.

No, as all that does, afaik, is ADD weapons, rather than modify existing ones.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Sat May 28, 2011 2:29 am

I know "EVE" is included with the FOOK2 beta as an optional module. Two questions:
1) is this the latest and full version of EVE?
2) is the EVE Operation Anchorage addon compatible with the FOOK2 version?
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Fri May 27, 2011 9:11 pm

Yep I'm a FOOK author

FOOK2 is gonna rock! (some of my DX armors in FOOK2, are in FOOK2 but NOT on the nexus ;) )

Anyway, about EVE, I was distracted today (hehehe, guys, you know what im talkin about), so didnt get to finish EVE-Anchorage

But i'll resume agian tomorrow (resume the MOD i mean!), and Merge EVE-Anchorage with teh updates. I'll upload that so i can continue WMK support and the vanilla uniques.

(after all vanilla uniques are done, back to DLC!!!)


Great to hear! Thanks for the reply.
Good luck with the mod man.

-Star
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri May 27, 2011 9:12 pm

2) is the EVE Operation Anchorage addon compatible with the FOOK2 version?

Nope. But I expect that when jiesen finishes EVE plugins for all the DLCs, FOOK team will make a "FOOK [DIK] - EVE" plugin.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Fri May 27, 2011 7:44 pm

That's good news about the FWE compatibility. I could never get into fook because a lot of the items added just DESTROYED the lore for me. Why are there katanas in the wasteland? Why are so many current technology weapons included that look like they were in mint condition for the past 300 years etc etc.


Pfftt....you had even wakizashis in Fallout 2...
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri May 27, 2011 6:23 pm

Nope. But I expect that when jiesen finishes EVE plugins for all the DLCs, FOOK team will make a "FOOK [DIK] - EVE" plugin.


You are absolutely correct Oden. Thats exactly what is intended
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Sat May 28, 2011 3:01 am

Firts of all, i really like this mod. But yesterday i experienced a bug with the latest version (0.9.2).
I was wandering through the wasteland and came up on a Protectron (it could have also been a sentry bot, not sure) and it started shooting at me (with lasers). At first i didn't notice anything unusual but as i got closer i saw that everytime he shot a beam that missed me and hit the ground instead, a yellow and red exclamation mark came up. I then let it shoot some more to see if it would happen again and it did. Everytime his beam hit the ground an exclamation mark popped up and the dissapeared again. I have now reinstalled the mod again and it still happens. Besides this, everything is working correctly.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sat May 28, 2011 6:32 am

Firts of all, i really like this mod. But yesterday i experienced a bug with the latest version (0.9.2).
I was wandering through the wasteland and came up on a Protectron (it could have also been a sentry bot, not sure) and it started shooting at me (with lasers). At first i didn't notice anything unusual but as i got closer i saw that everytime he shot a beam that missed me and hit the ground instead, a yellow and red exclamation mark came up. I then let it shoot some more to see if it would happen again and it did. Everytime his beam hit the ground an exclamation mark popped up and the dissapeared again. I have now reinstalled the mod again and it still happens. Besides this, everything is working correctly.

means you installed it incorrectly and it can't find the meshes...
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Fri May 27, 2011 10:10 pm

means you installed it incorrectly and it can't find the meshes...

or the download was corrupt/incomplete and didnt include all files whend you tried. (download again after clearing the internet's cache mem). Or its mod conflict and something is trying to override the laser impact. If i remember correctly, the file its looking for is the one file inside of data\meshes\originalGatlingEnhanced\effects <-- shoudl just be one file inside of that. the one its trying to find (check to make sure you've got it), and try changing up your load order possibly
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri May 27, 2011 8:10 pm

That was it. The "originalGatlingEnhanced" map was there but there was nothing in it. I guess Windows didn't copy it over properly. Thanks.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

PreviousNext

Return to Fallout 3