Stormfront Studios Presents

Post » Fri Feb 18, 2011 8:22 pm

I was basically wondering if it included any weapons using the Ice/Fire/Cryo spray effects, since they appear on the list of included effects, but not in the weapons mod.
I'd argue it *is* a resource, given you include detailed instructions for how other modders can use it as a resource for their mods- something being a resource doesn't automatically imply it can be redistributed.


:) I kinda miss understood you even though you spoke in clear english ! my bad.

SSP-WE is not really a resource in the sense that I expect people to use that mod directly -> if there are any of the Weapon Effects someone wants to use its better to just Master their ESP to SS Master File.esm as that the file that holds all of the actual data -> SSP-WE is more of an example file of what people can do with my Weapon Effects and whatever Weapon Overhaul mod they are using, its more of giving a direct example of how to properly setup the effects on each weapon -> its also the weapons mod I use as the big overhauls all alter weapons to be either overpowered to the point that the game is boring to play or all of the weapons are so shiny clean that it seems like the entire world got sanitized and none of the weapons fit into the game at all or both.

Most of the Effects that do not have a Weapon are to Weapons that I started designing but have not yet finished or ran into issues finishing the animations the way I wanted them to feel -> case in point the Napalm Thrower the model is done but the way I wanted it to function became impossible because I attached the backpack to the left hand which does not show up in 1st person view and just skinning it to the left hand worked but it also broke all of my buttons and switches when I get the time I will probably just redesign the Backpack to be a normal one attached to the back but have not went back to that model yet.
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pinar
 
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Post » Fri Feb 18, 2011 6:33 pm

I updated the files

I forgot to include every single file required that resides inside of a default Beth Directory namely all of the character anim.kfs and the updated SMG mesh...... I uploaded all of those files plus the updated leveled lists that should fairly drasticly lower the occurance of my weapons on enemies it also alters the weapons that each faction gets for instance
Talon and Regulators will only get the Grenade and Skyfire Flare Guns.
Raiders end up getting alot of the junk weapons wrench, hammer, Throwing Knives and Melee Spears they have a rarer chance at having a flare gun but only the starbursts or grenades.
Super Mutants will get only the Sharpened Rake or Melee Spears

Sorry about that -> kinda weird no one called me on this sooner :)
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Kelvin
 
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Post » Fri Feb 18, 2011 7:26 pm

I respect your work, SS, but I get the feeling you don't respect ours.
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Bones47
 
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Post » Sat Feb 19, 2011 12:35 am

I respect your work, SS, but I get the feeling you don't respect ours.


Not sure what you mean, I generally do not release mods that are heavy conflicters or contain entries that can not be merged -> I also try to avoid modding areas of the game that get touched by alot of other modders.

And the mods I create that do break these rules I do not release and almost never even talk about their existance.

If your reffering to my referencing Overhauls as BORG mods its what most of them are -> they encompass tons of little mods into a gigantic mod -> I did not say it was a bad thing just that I do not want my work included in those types of mods because they require that you give them permission to just copy/paste all of your work into thier files and give them complete control over your work -> not something I am willing to do, I also have secondary reasons for not allowing the assets I own to be distributed by anyone other then myself.

I do allow them to master thier files to mine which gives them access to my work just not the ability to decide what to do with it.
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CArlos BArrera
 
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Post » Sat Feb 19, 2011 3:14 am

Oh, I see.

Sorry about that, I was suffering from lack of sleep and generally was in a crap mood. My Bad, man.
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 4:56 am

http://www.fallout3nexus.com/downloads/file.php?id=9396

ECM
0.6 Beta
1) Lowered ECM Alternate Attacking Timer to 1.

Weapons
1.2
1) Updated the Spear with the 1stPerson Knife Texture.
2) Updated the Combat Spear with the 1stPerson Combat Knife Texture.
3) Updated the Spear (T) with the 1stPerson Knife Texture.
4) Updated the Combat Spear (T) with the 1stPerson Combat Knife Texture.
5) Updated the Knife (T) with the 1stPerson Knife Texture.
6) Updated the Switchblade (T) with the 1stPerson Knife Texture.
7) Updated the Combat Knife (T) with the 1stPerson Combat Knife Texture.
8) Updated the Ammo Recovery scripts so that they will only add items when NPC's are either dead or if they have surivied at least 19 seconds longer then the last time you hit them in which case you ran, they ran or your fighing so many enemies you will not even notice the update.
9) You will now equip your entire stack of Throwing Spears and Bows instead of just 1 when you Alter Ammo/Convert your weapons.
10) The Weapon Changer Script will now also allow you to Choose which Explosive you want to equip allowing all Vanilla Grenades and Mines to be used quicker then Hotkeying each individual one.
Note: I do not own Zeta so for the Cryo Grenade and Mine to function you would have to open the Weapons.esp with Zeta.esm and add them into thier respective FormLists 1SSFLWeaponChangerExplosives (both weapons), 1SSWeaponChangerGrenadeCryo and 1SSWeaponChangerMineCryo, then alter the 1SSBEWeaponChanger Script to un-out-comment those weapons.
11) I have added NPC's that are able to wield my Bows they will show up randomly in mobs of Talons, Regulators, Slavers and Raiders.
11) Updated All of the Bow Animations The HandGrips now Blend better with the 1GTAim Animations, and the Attacks were reduced from 1.5 seconds to 1 second to help allow these weapons to compete with some of the semi Auto's.
14) Changed the Bows and X-Bows Rambo Arrow Type to be in the Explosives skill instead of BigGuns like the other two Bows and X-Bows.
15) Added World Models to the Knife, Combat Knife and Switchblade ammo entries.

Possible Conflicts:
I override the 1HPReloadG animation for my Throwing Knives its the SMG Reload -> and I set the SMG to be a 2HA Weapon, any weapon overhaul mods that do not set thier SMG's to NOT BEING a 1HP weapon will reload funny using my Throwing Knives Reload, I also include a replacement for both the 1st and 3rd person skeleton.nif's.
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Travis
 
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Post » Fri Feb 18, 2011 10:55 pm

Just wondering, but what files would one need to remove to remove the knife reload and grip? I have plenty of weapons that use that set up, as well as ones that are two handed weapons and had the grip issue before I removed your mod fully.

I could care less for throwing knifes if it means my game works the same as it is now, only with more stuff.
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Lauren Denman
 
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Post » Sat Feb 19, 2011 3:25 am

Just wondering, but what files would one need to remove to remove the knife reload and grip? I have plenty of weapons that use that set up, as well as ones that are two handed weapons and had the grip issue before I removed your mod fully.

I could care less for throwing knifes if it means my game works the same as it is now, only with more stuff.


the Animations files for 1HPReloadG and 1HPHandGrip3_Knives in both the _1stperson and _male folders...

What mods are you using that have their SMG's still being a 1HP weapon ?
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Solène We
 
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Post » Fri Feb 18, 2011 6:59 pm

If you would be so kind.

Any chance to make the weapons modular? I like throwing knives and Bow and arrows, plus spears. But would rather tiny modular forms for just those I like to pick and choose.
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Stacey Mason
 
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Post » Sat Feb 19, 2011 8:32 am

I updated the Nexus Page with a new SS Master File.esm that corrects an oversight with the ammo recovery scripts.

If you would be so kind.

Any chance to make the weapons modular? I like throwing knives and Bow and arrows, plus spears. But would rather tiny modular forms for just those I like to pick and choose.


I asked for a few new FOSE functions that would allow me to do this easier and allow me to add my weapons and NPC's into leveled lists in a more dynamic manner -> just have to give them time to respond to the request, so it maybe a while.
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Nice one
 
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Post » Sat Feb 19, 2011 3:57 am

19th and 20th Century Weapons, as far as I know, uses the SMG grip and reload for many of it's stockless weapons. Not all of them, though, use the reload. The Glock 18 is pistol based(since it actually a pistol), but this is less common then the other weapons which have stockless grips.

And it has a LOT of stockless weapons. Many are Para-weapons, where a stock hurts your aim(plus doesn't always fit on a plane). Some have folding stocks(like the Vz82 Skorpion), while others may have extending stocks.

It's a big mod. Bigger then eXcalibr Universe(which was my main gripe before with the throwing knifes, since it swapped a two handed shotgun grip into a single hand knife throwing grip(with the other hand likely acting as a balance).
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Hannah Barnard
 
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Post » Fri Feb 18, 2011 11:28 pm

19th and 20th Century Weapons, as far as I know, uses the SMG grip and reload for many of it's stockless weapons. Not all of them, though, use the reload. The Glock 18 is pistol based(since it actually a pistol), but this is less common then the other weapons which have stockless grips.

And it has a LOT of stockless weapons. Many are Para-weapons, where a stock hurts your aim(plus doesn't always fit on a plane). Some have folding stocks(like the Vz82 Skorpion), while others may have extending stocks.

It's a big mod. Bigger then eXcalibr Universe(which was my main gripe before with the throwing knifes, since it swapped a two handed shotgun grip into a single hand knife throwing grip(with the other hand likely acting as a balance).


I had thought of moving the Knives into the near empty 2HL Animation Set just for compatibility purposes the 3rd person anims do not feel quite right like the 1HP ones do but its not that big of a change and for the most part it only effects NPC's as most players tend to troll around in 1st person.

Give me an hour so I can completely recreate the 3rd person knife anims in that anim set and see if I can make them look half decent.
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 4:58 am

I moved the Throwing Knives into the 2HH Animation set and will be removing the SMG changes and Animations.

Old way only required 9 Animations new way is going to require 17 :/ nearly twice as many I still need to finish 4 of the anims (took longer then I though considering I started with the 2HL weapon set which looked horrid so I abandoned it), I will probably make an update tomorrow if I have the time.
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Lily
 
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Post » Sat Feb 19, 2011 5:22 am

http://www.fallout3nexus.com/downloads/file.php?id=9396

SSP-Weapons
1.3
1) Moved the Throwing Knives into the 2HH Animation Set and completely removed all 1HP animations and SMG changes, 3rd Person anims are not as a nice of a fit as they were in the 1HP set but this will remove all anim issues with other mods that still use the old SMG animations.
2) Included 3 Anims that handle the Throwing Spears no longer being Visable in 3rd Person when Holstered.
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Connie Thomas
 
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Post » Sat Feb 19, 2011 10:33 am

I think this was discussed before but cannot find/remember, but ... how does the creatures (especially the ghouls) work with MMM?

Is there conflicts over editing the same creatures or are they brand new critters that are only added and no edited originals?

Can these mods play together?

thanks
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Kim Kay
 
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Post » Sat Feb 19, 2011 5:25 am

I think this was discussed before but cannot find/remember, but ... how does the creatures (especially the ghouls) work with MMM?

Is there conflicts over editing the same creatures or are they brand new critters that are only added and no edited originals?

Can these mods play together?

thanks


None of my Re-Hashes edit the old entries as that would cause chaos since the changes I made to the Ferals, Brahmin and Mirelurks made them no longer compatible with the default Entries that Mart uses -> basically I altered the Skeleton.nif's most of the animations along with creating several new anims for the FG Standers, Mirelurks and Brahmin and completely animating from scratch the FG Crawlers, I Overhauled the Meshes to allow for the changes I wanted to make and sent the Textures through GIMP a few times to pop out a few Re-Textures.

Biggest differences you will notice in-game is that my Ferals have Eyes that are targetable ! and if you pop those eyes a few times they will go nuts trying to kill anything around them including their own kind also Certain Brahmin and Certain Mirelurks have the ability to use a Flame or Frost based weapons.

Also my Brahmin and Radmantis's exhibit Pack behaviors as in their is a defined leader and all of the others follow that leader some closer then others.

The Radmantis's and the Parasite's have an odd behavior that whenever they kill a group of something they eat that something ! fun to watch unless you are that something.

MMM and SSP-CC run together perfectly the way I add creatures and the way Mart adds them do not clash -> also SSP-CC should never be Bashed/Merged because it directly alters cells and its better for whatever secondary mods that do this as well to take precedence for instance a Home Mod you would want to load after SSP-CC so creatures do not spawn in the home or Interiors that someone altered I can not plan around changes so its better to just load their mod after mine and let theirs alter those cells mine will still apply to every other cell not touched by someone else in your load order.
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Lillian Cawfield
 
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Post » Fri Feb 18, 2011 11:51 pm

MMM and SSP-CC run together perfectly the way I add creatures and the way Mart adds them do not clash -> also SSP-CC should never be Bashed/Merged because it directly alters cells and its better for whatever secondary mods that do this as well to take precedence for instance a Home Mod you would want to load after SSP-CC so creatures do not spawn in the home or Interiors that someone altered I can not plan around changes so its better to just load their mod after mine and let theirs alter those cells mine will still apply to every other cell not touched by someone else in your load order.

OK so couple follow up questions ... When you say should not be bashed or merged - what do you mean? That they should be left deactivated when creating a bashed or merged patch? Does this mean the master file too or just the creatures esm?

I wonder if this concern could be addressed by use of bashed patch tags.

I see that these files have been committed to the http://better-oblivion-sorting-software.googlecode.com/svn/data/boss-fallout/masterlist.txt, but I'm not sure it was you that recommended those placements. considering your concern over bash/merge - do you agree?

At this point I'm going to add in combat maneuvers for sure but want to be sure about the Creatures & MMM. So then how the creatures are added is not to overwrite leveled lists, but to add them via scripts or something. Will the game produce both in certain (or even many) instances? or will it always be either or. Say I have MMM feral Ghoul rampage - is there a chance I would be running into your ghouls as well?

thanks
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Stephani Silva
 
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Post » Fri Feb 18, 2011 7:26 pm

OK so couple follow up questions ... When you say should not be bashed or merged - what do you mean? That they should be left deactivated when creating a bashed or merged patch? Does this mean the master file too or just the creatures esm?

I wonder if this concern could be addressed by use of bashed patch tags.

I see that these files have been committed to the http://better-oblivion-sorting-software.googlecode.com/svn/data/boss-fallout/masterlist.txt, but I'm not sure it was you that recommended those placements. considering your concern over bash/merge - do you agree?


I never looked into how to properly tag my mods but as long as CC.esm is after Master File and any worldediting masters everything should be fine -> DC Interiors for instance edits the DC worlds adding doors and such so it would actually be a good candidate to be loaded after CC.esm or even Merged since it does not add residences merging creature spawners with doors is ok, to be honest you could probably merge CC.esm with most other mods that do world edits and not run into any issues the only mods that will have issues with doing this are new location mods ones that add models into the world where at one time there was nothing, I am not sure how many mods do this so I tend to err on the side of caution saying its better to not merge and load early and know for a fact that things will work then to merge and have issues arise later.

At this point I'm going to add in combat maneuvers for sure but want to be sure about the Creatures & MMM. So then how the creatures are added is not to overwrite leveled lists, but to add them via scripts or something. Will the game produce both in certain (or even many) instances? or will it always be either or.


ECM is safe pretty much anywhere all it does is set a global value so ECM can be activated within my terminal options and link my combat reactions to the vanilla creature Idles which I do not believe I have ever seen another mod alter so that should be a safe change.

Say I have MMM feral Ghoul rampage - is there a chance I would be running into your ghouls as well?


Yes, MMM and CC are two completely independant mods one will do nothing to the other so any of Marts extra plugins you run will only effect the vanilla spawners and my Options will only effect my spawners -> so unless you disable my Ferals they will get spawned.
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Matt Bigelow
 
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Post » Sat Feb 19, 2011 2:03 am

I never looked into how to properly tag my mods but as long as CC.esm is after Master File and any worldediting masters everything should be fine -> DC Interiors for instance edits the DC worlds adding doors and such so it would actually be a good candidate to be loaded after CC.esm or even Merged since it does not add residences merging creature spawners with doors is ok, to be honest you could probably merge CC.esm with most other mods that do world edits and not run into any issues the only mods that will have issues with doing this are new location mods ones that add models into the world where at one time there was nothing, I am not sure how many mods do this so I tend to err on the side of caution saying its better to not merge and load early and know for a fact that things will work then to merge and have issues arise later.

Well then I would think that BOSS-F is wrong because if you want other esm to have precedence then it should load prior to them. BOSS-F has it loading dead last for the esm section. It should be higher then.
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Kay O'Hara
 
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Post » Sat Feb 19, 2011 4:35 am

Well then I would think that BOSS-F is wrong because if you want other esm to have precedence then it should load prior to them. BOSS-F has it loading dead last for the esm section. It should be higher then.


Its safer the higher it is in your load order so that all mods with those types of edits take precedence -> a few missing spawners in not going to alter your game experience but load order broken mods make life difficult. :)
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Marguerite Dabrin
 
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Post » Fri Feb 18, 2011 8:18 pm

Saiden, might wanna watch what ya name your stuff.

This wast the first thing that jumped out in my mind when i read the title:
http://en.wikipedia.org/wiki/Stormfront_(website)

Thankfully this has nothing to do with it but still...
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Richus Dude
 
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Post » Fri Feb 18, 2011 7:23 pm

Saiden, might wanna watch what ya name your stuff.

This wast the first thing that jumped out in my mind when i read the title:
http://en.wikipedia.org/wiki/Stormfront_(website)

Thankfully this has nothing to do with it but still...


http://en.wikipedia.org/wiki/Stormfront_Studios

I was unaware of both of these when I choose this name but since the Game Studio is defunct and I do not give a damn about the other morons, I am not about to alter my presence to acquiesce their brand of stupidity.
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Krista Belle Davis
 
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Post » Fri Feb 18, 2011 7:06 pm

So... can I be a goulified member of the Waffen SS in this mod? I really like the idea of goulified nazis rising from their graves to try to take over the wasteland, it sounds awesome-OH WAIT. You need to change the name of your modding outfit, I thought you were a National Socialist. =/
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Markie Mark
 
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