New Vegas Nexus launched

Post » Wed Sep 01, 2010 9:02 pm

:confused: Please elaborate.


I think he's talking about the fact that it is illegal to use anything that comes from FO3 and, it's DLC's in a mod that is made for FNV. It's ok it was reused in FNV but, if not then it's bad. :brokencomputer:

Good example is that you can't use assets from TES in other games.

cev
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Kelsey Anna Farley
 
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Post » Wed Sep 01, 2010 11:43 am

Damage threshold allows bleedthrough even if you're attacking with a weapon that's too weak to penetrate. Enemies have the same benefit, leading to the whole Fallout 3 esque "shooting power-armored soldier to death with a BB gun" crap.

Fortunately, this is controlled by a single variable in the GECK, so sayeth Sawyer. My mod will change that variable to 0.


Want.

Seriously, I might do this for my game on the first day if it's not too difficult (then again, never modded anything before, so we'll see).
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oliver klosoff
 
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Post » Wed Sep 01, 2010 6:40 pm

I'll be doing that mod (or using it if already available).

A good design might not set everything to zero though... PA should never be damaged by anything without a serious punch to it... but leather armor should be damaged by most things (even pellets somewhat).

I wonder if it may be possible to alter that variable on the fly via script?


Your method would be better, but I certainly don't want to spend a lot of time in the GECK before I've sliced off Caesar's head and handed it to the NCR president, and your method will most likely involve heavy scripting work which I'm crap at.

My method's quick and dirty and will be a good stopgap until someone makes a mod to add back varying kinds of DR and DT, modifies DT so it doesn't bleedthrough on hard armors, and generally makes the game as close to Fallout 1 and 2 as possible.

I'll probably upload it to the Nexus once I've verified it and made sure it works as it should.
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Jason King
 
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Post » Wed Sep 01, 2010 10:05 am

Ditto with wanting the armor DT/DR mod.

Since xp needs for levels are count the same way as in F3, a mod to slow that down a bit would be nice too. I don't know anything about modding or how things work there, but on paper it only requires changing one constant (or whatever the word for the unchanging number in the formula).

(On a side note: Personally I find it incredibly sad, that I'm already thinking what mods the game probably needs)
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Latino HeaT
 
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Post » Wed Sep 01, 2010 12:31 pm

Awesome. I'll try to keep my first playthrough as vanilla as possible. But there will be exceptions (like that armor penetration thing).
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Tiffany Holmes
 
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Post » Wed Sep 01, 2010 10:54 am

Nice addition looks great :celebration:
Also congrats on the almost 2.5 million member mark........gotta add I'm proud to be a premium member, I encourage others to become premium members as well, or donate a cap or two. We NEED Nexus it's a vital part of the modding community, no matter if you make mods or play mods.
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Tracy Byworth
 
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Post » Wed Sep 01, 2010 3:06 pm

yay!

now the developers must just limit the action of mods and putting all kind of censorship and control that will render most useful mods unavailable to use.

Surely you jest good sir!

User made mods add and customizes ones experience.
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Charlotte Buckley
 
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Post » Thu Sep 02, 2010 2:42 am

bookmark away!
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Niisha
 
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Post » Wed Sep 01, 2010 10:15 pm

Damage threshold allows bleedthrough even if you're attacking with a weapon that's too weak to penetrate. Enemies have the same benefit, leading to the whole Fallout 3 esque "shooting power-armored soldier to death with a BB gun" crap.

Fortunately, this is controlled by a single variable in the GECK, so sayeth Sawyer. My mod will change that variable to 0.

Later, I'll probably reintroduce DR to various armors in hopes of getting closer to that Fallout style, since DR is still a field in the GECK.

Okay, didn't know that. I'll be downloading your mod.

yay!

now the developers must just limit the action of mods and putting all kind of censorship and control that will render most useful mods unavailable to use.

You do realize that we are talking about PC mods, right? These are mods for the console versions that would have to go through all that crap if they were possible or available.

Mods will never get censored for PC. Its kind of the point. The Nexus isn't owned or affiliated with Bethesda, and lets people post or download whatever mods they wish. If the mods are advlt in nature, they just get put in an advlt section.

The things you stated are what Mircosoft and Sony would have to do if they allowed mods on the console versions, and it is why mods are not available for the console versions.
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Matt Bee
 
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Post » Wed Sep 01, 2010 7:59 pm

I think he's talking about the fact that it is illegal to use anything that comes from FO3 and, it's DLC's in a mod that is made for FNV. It's ok it was reused in FNV but, if not then it's bad. :brokencomputer:

Good example is that you can't use assets from TES in other games.

cev
Well that makes sense. i can't give him high marks for clarity though. :shrug:

Am I correct in assuming that some mods are allowed to be ported over as long as they don't use assets from FO3 that aren't already in New Vegas? it seems that I read something similar to that not too long ago.
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Anne marie
 
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Post » Wed Sep 01, 2010 1:07 pm

Congratulations on getting the site up, that's excellent news, really looking forward to more excellent mods from the Nexus community.
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R.I.p MOmmy
 
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Post » Wed Sep 01, 2010 7:53 pm

Also as far as Mods go, If someone manages to get the Fallout3 Re-Animation mod over to New vegas then I'll be a happy wasteland explorer.
Mostly because I prefer the way you walk, stand still and run with a pistol and assault rifle with that mod. Looks more authentic.
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meghan lock
 
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Post » Wed Sep 01, 2010 4:52 pm

I found the site yesterday when i was looking for the new nexus. Unfortunately since their all linked i'm still stuck with my ancient username. I've already made a list of several of my mods i plan to remake i just need to do some minor checking in game beforehand to see where the primary stores are located and if my planned changes have been implimented or not.
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Glu Glu
 
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Post » Wed Sep 01, 2010 10:17 pm

Well that makes sense. i can't give him high marks for clarity though. :shrug:

Am I correct in assuming that some mods are allowed to be ported over as long as they don't use assets from FO3 that aren't already in New Vegas? it seems that I read something similar to that not too long ago.


That is my understanding but, as of yet I can't really see them removing anything from the BSA's, just adding to them. There were a lot of things in the BSA's that never made it into game.

This is before my time but, I'm told one of the reasons MorOblivian was shut down was because of using assets from both games. (I could be wrong but, it's better to be safe than sorry!)

I was also thinking he was wanting stuff like ripped armor from other games like Halo, or Mass Effect but, was only guessing. :twirl: (which is most definitely illegal)
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Jennifer May
 
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Post » Wed Sep 01, 2010 12:41 pm

Also as far as Mods go, If someone manages to get the Fallout3 Re-Animation mod over to New vegas then I'll be a happy wasteland explorer.
Mostly because I prefer the way you walk, stand still and run with a pistol and assault rifle with that mod. Looks more authentic.

The NIF file format and animation skeletons were left unchanged, so any animation mods should be plug and play immediately. I would wait and check out what Obsidian has done though, as I hear they redid and cleaned up a lot of the animations. Their new limping animation looks particularly nice.
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Claire Lynham
 
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Post » Wed Sep 01, 2010 10:59 pm

How hard would it be to add a subtle speedbased headbobbing?
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Nancy RIP
 
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Post » Wed Sep 01, 2010 1:03 pm

How hard would it be to add a subtle speedbased headbobbing?

Heck if I know. I presume you could just add some kind of animation or bob to the camera node linked to the movement of the feet, but I have no idea how to implement something like that.

My info on animations and NIF files is just repeating what one of the programmers said on the board after modders had questions and Sawyer got him to post. The only two things that are different is that they are using some kind of updated collision models to make use of an update to Havoc, and weapons have a new node that must be lined up parallel to the sights on the weapon to give the camera something to point at when using Ironsights. The programmer said not to worry about the updated collision models, as old collision models would be updated at runtime. He said doing it that way would consume a little more memory, but it shouldn't be an issue for people playing on PC.
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Ian White
 
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Post » Wed Sep 01, 2010 5:49 pm

The NIF file format and animation skeletons were left unchanged, so any animation mods should be plug and play immediately. I would wait and check out what Obsidian has done though, as I hear they redid and cleaned up a lot of the animations. Their new limping animation looks particularly nice.
Indeed, It is mainly the way you originally held a pistol, down by the hip even while running, and the idle way you held a assault rifle that irked me in Fallout 3.
But I will probably wait a little until I either know it's okay to add those files or the mod creator makes the same thing for New Vegas.
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John Moore
 
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Post » Wed Sep 01, 2010 1:49 pm

Heck if I know. I presume you could just add some kind of animation or bob to the camera node linked to the movement of the feet, but I have no idea how to implement something like that.


Ah, well. Had to ask, since I wanted a mod like that for Fallout 3 already.
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Tracy Byworth
 
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Post » Wed Sep 01, 2010 7:17 pm

How hard would it be to add a subtle speedbased headbobbing?


It has been done on FO3.
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Sarah Evason
 
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Post » Wed Sep 01, 2010 10:48 am

Nice and congrats! :foodndrink:
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Sarah Bishop
 
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Post » Wed Sep 01, 2010 11:14 pm

It has been done on FO3.


Oh, ok. I never found it. So now I'm just waiting for another to be made for NV.
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Elisabete Gaspar
 
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Post » Wed Sep 01, 2010 4:31 pm

Congrats on the release! I'm going to be getting lots of mods... :celebration: :fallout: :celebration:
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Clea Jamerson
 
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Post » Thu Sep 02, 2010 1:30 am

I love mods, it is the only reason that I play on a pc
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Jessica Phoenix
 
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Post » Wed Sep 01, 2010 10:07 am

Awesome
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lolly13
 
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