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Your GECK projects? | |
Author | Message |
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Eetterinakki
Posts : 785 Join date : 2014-07-30 Location : Winland
Character sheet Name: Character Faction: Level:
| Subject: Your GECK projects? Sat Aug 23, 2014 11:48 pm | |
| So, pretty much everyone who has the GECK most likely has made some little plugin file of their own. Be it a small change to trowing knife damage or a new worldspace, post yours here Mine include... >weapon damage tweaks >making unplayable items playable >implementing unused items into the game >messing around with NPC's and adding some of my own >adding my own boss fights, often some psychopath raider with special outfit/weapon >a variety of general player homes and other domicile related tweaks >building random shit (like a springboard on Hoover Dam for dives) >making rooftops accessible for some sweet sniping >making a weird weapon from a vanilla one and naming it some terrible sexual innuendo >making primitive mute companions and giving them horrible "humorous" names >ambitious projects like new worldspaces and such that I never finish due to my lacking skills in scripting. These include an entire Mall with planned quests and bosses So, what are yours?
Last edited by Eetterinakki on Sun Aug 24, 2014 1:41 pm; edited 1 time in total |
| | | SuperDemonBoy15
Posts : 389 Join date : 2014-07-25 Age : 25 Location : Lansing, MI
Character sheet Name: Crowder Faction: FOJ Level: 7812
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 3:54 am | |
| Im, converting mods for TTW, and doing realism mods. _________________
Try out my other Realism overhaul for New Vegas!
FNV-PROJECT REALISM |
| | | noodles1976
Posts : 447 Join date : 2014-07-24 Age : 48 Location : South Carolina
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 4:12 am | |
| Currently tinkering with:
Weapon damage modifier - All weapons start at a base damage of 100, then increase the damage based on caliber. The example being .22 = 100, .223/.556 = 150, 12 gauge = 200, .308 = 250 and so on. The idea of guns that do 10 damage and it takes 20 shots to the head to take out a bad guy is ludicrous. Since it applies to your weapons and theirs, it makes combat shorter and riskier.
Ellie Companion - Using Dragbody's race mod for Ellie to make a companion for a 'Last of Us' playthrough with the Joel race.
Editing existing mods to use with TTW, and swapping meshes/making mesh mash-up replacers for them. - Most mods as released are fantastic, but I enjoy puttering around with them and making them look how I want them to.
N~dles _________________ “Ignorance is curable, stupid is forever.” - Robert A. Heinlein |
| | | Sklone
Posts : 253 Join date : 2014-06-23 Age : 28 Location : in the wastes
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 4:19 am | |
| My project at the moment learning how to actually use it most i can do is make a companion that is mute
_________________ - My Achievements:
I used to be a field Scribe, a Deathclaw snapping my femur in half like a twig put an end to that. |
| | | Chaosyn
Posts : 218 Join date : 2014-08-16 Age : 52 Location : The Pitt
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 5:29 am | |
| I used it once,messed it up so bad it crashed on startup every time.... don't ask how, I don't know. Just recently re-installed it,not sure if I want to try doing anything though,not looking for a repeat performance...lol.
I might...MIGHT just stick to attempting re-coloring existing armors....Mostly personal,unless I do something I feel needs to be shared (and can get the ok to do it)... But if I DO use the Geck, I have some weapon ideas (energy,not NEARLY enough of those),and I have some ideas for some companions...Usually I'm just the idea guy, not at all skilled with actually making mods. Who knows? Maybe I'll surprise myself.... |
| | | Eetterinakki
Posts : 785 Join date : 2014-07-30 Location : Winland
Character sheet Name: Character Faction: Level:
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 1:37 pm | |
| - Chaosyn wrote:
- I used it once,messed it up so bad it crashed on startup every time.... don't ask how, I don't know.
Just recently re-installed it,not sure if I want to try doing anything though,not looking for a repeat performance...lol.
I might...MIGHT just stick to attempting re-coloring existing armors....Mostly personal,unless I do something I feel needs to be shared (and can get the ok to do it)... But if I DO use the Geck, I have some weapon ideas (energy,not NEARLY enough of those),and I have some ideas for some companions...Usually I'm just the idea guy, not at all skilled with actually making mods. Who knows? Maybe I'll surprise myself.... You probably accidentally loaded several files while making your plugin. Doing that makes your plugin dependant on those files, meaning that if you load your plugin you must load all those other files too or it will crash. If you use FOMM it shows them in the description when you click on your .esp Also to the guy above, forgot the mute companions |
| | | bft90679
Posts : 209 Join date : 2014-02-28 Age : 36 Location : Taiwan
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 5:15 pm | |
| Well, I got a lot of M&T from some mods, but some of them are too big so I only take what I want. Then adding them into the game along with custom sounds. There is one mod I named it "Weapons Pack" because many of the cases above are eventually being add into this mod. And some of the weapons, I change projectiles' visible rate of traces to... well, you always can see them. And I can also change their colors(NifSkope is required), and even make new types of ammo like 9mm AP rounds |
| | | Mercy
Posts : 3664 Join date : 2014-08-06 Age : 30
Character sheet Name: Slan Faction: Futadroids Level: ∞
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 7:30 pm | |
| I made some custom companions in the GECK as practice to see what I could pull of haha. I made a yao guai with a top hat and a deathclaw with a suit and monocle. Other than that simply adding armor and clothing effects such as increased medicine, science ect... The GECK is fun once you get the swing of things |
| | | Eetterinakki
Posts : 785 Join date : 2014-07-30 Location : Winland
Character sheet Name: Character Faction: Level:
| Subject: Re: Your GECK projects? Sun Aug 24, 2014 8:56 pm | |
| - DiamondDogVS wrote:
- I made some custom companions in the GECK as practice to see what I could pull of haha. I made a yao guai with a top hat and a deathclaw with a suit and monocle. Other than that simply adding armor and clothing effects such as increased medicine, science ect... The GECK is fun once you get the swing of things
Hell yeah it is, if only i knew how to make dialogue and scripting so I could get to quest modding |
| | | FoVet20
Posts : 3924 Join date : 2014-08-18 Age : 30 Location : Dublin, Ireland
Character sheet Name: Cain Reaver Faction: none Level: 167
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:03 am | |
| im currently teaching myself scripting a made a mod that gave 50 caps every 24 hours and another one that gives 500 im currently working on one that allows nail grenades to be made using an explosions that fires shotgun projectiles in all directions |
| | | ArgusMercenary
Posts : 250 Join date : 2014-02-24
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:06 am | |
| My projects consist of things that involve scripting, one of them includes resurrecting an old mod back from the dead.
What I have done just recently was to make an efficient way of distributing things through leveled lists, did one for form lists too, it involved looping, arrays and extraction of data from those arrays. Not something really complex but it is efficient. |
| | | FoVet20
Posts : 3924 Join date : 2014-08-18 Age : 30 Location : Dublin, Ireland
Character sheet Name: Cain Reaver Faction: none Level: 167
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:11 am | |
| - ArgusMercenary wrote:
- My projects consist of things that involve scripting, one of them includes resurrecting an old mod back from the dead.
What I have done just recently was to make an efficient way of distributing things through leveled lists, did one for form lists too, it involved looping, arrays and extraction of data from those arrays. Not something really complex but it is efficient. scripting can be a really frustrating thing to do but it usually has a huge pay off i wish you good luck pal and im looking forward to seeing your future work |
| | | Undeadsewer
Posts : 488 Join date : 2014-07-19 Location : California, USA
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:13 am | |
| Someone requested me to make a TTW version for the FNVCheatTerminal. Been working for a while and still not half-way finished. _________________ Be My Friend! Earn ACHIEVEMENTS! |
| | | FoVet20
Posts : 3924 Join date : 2014-08-18 Age : 30 Location : Dublin, Ireland
Character sheet Name: Cain Reaver Faction: none Level: 167
| | | | ArgusMercenary
Posts : 250 Join date : 2014-02-24
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:20 am | |
| - falloutveteran20 wrote:
- ArgusMercenary wrote:
- My projects consist of things that involve scripting, one of them includes resurrecting an old mod back from the dead.
What I have done just recently was to make an efficient way of distributing things through leveled lists, did one for form lists too, it involved looping, arrays and extraction of data from those arrays. Not something really complex but it is efficient. scripting can be a really frustrating thing to do but it usually has a huge pay off i wish you good luck pal and im looking forward to seeing your future work Its only frustrating at the start. Then again programming is what I'm going to be doing when I'm out of college. Eventually you start picking up things, but like any skill it requires patience. Unfortunately, what I did recently won't get released, not unless I modify it a lot, because the author of that mod doesn't want me to release it the way I made it. I might change it, but that will have to happen later, that mod is going to be getting a big update so it is likely to have a lot of things changed, and I'm not quite sure I came out getting anything in return from my work. Not that I was doing all that to get anything (well just to save myself the headaches of having to do a lot of stuff each time something gets updated), I just wanted to help, they said no. The other mod still needs a lot of work, but the core is done, as is what I believe to be the hard part of that mod. |
| | | Emperor Slyther
Posts : 621 Join date : 2014-02-25 Age : 33 Location : New Avalon, SK (Mars)
Character sheet Name: Red Queen Amaryllis Faction: Shadow Inquisition Level: Immortal
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:48 am | |
| At the moment, I am...
-Building landscapes and architecture, new places, player abodes, etc. -Forging combat gear and weapons in 3DS Max... -Making NPCs, guards, traders, hitmen and assassins, adding a functional crime system to my faction that unlike the wasteland, you get greeted as the guards in the ES games, pay the fine, go to jail, etc. And adding story-based NPCs that will be involved in my quest-lines. Fully voiced for most of them. -Adding several quests, not necessarily NCR or Legion related. Side-quests will allow the assassination of both particular NCR and Legion targets. -Adding new vehicles that are not of the 50's sci-fi style. I like my Fallout environment to be properly futurized, and for some places,,, clean.
Doing all that in one ESM, so that I can split off the other places in several ESPs so it saves me the trouble adding all of that again in a single ESP within the GECK. _________________ "Some men just want to watch the world burn." -Alfred Pennyworth**Screenshot story-arcs on hiatus until further notice** |
| | | Eetterinakki
Posts : 785 Join date : 2014-07-30 Location : Winland
Character sheet Name: Character Faction: Level:
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 1:33 pm | |
| - Admiral Slyther wrote:
- At the moment, I am...
-Building landscapes and architecture, new places, player abodes, etc. -Forging combat gear and weapons in 3DS Max... -Making NPCs, guards, traders, hitmen and assassins, adding a functional crime system to my faction that unlike the wasteland, you get greeted as the guards in the ES games, pay the fine, go to jail, etc. And adding story-based NPCs that will be involved in my quest-lines. Fully voiced for most of them. -Adding several quests, not necessarily NCR or Legion related. Side-quests will allow the assassination of both particular NCR and Legion targets. -Adding new vehicles that are not of the 50's sci-fi style. I like my Fallout environment to be properly futurized, and for some places,,, clean.
Doing all that in one ESM, so that I can split off the other places in several ESPs so it saves me the trouble adding all of that again in a single ESP within the GECK. That sounds really interesting, are you planning on releasing it, and what will it be called? So it's basically gameplay elements,quests and NPC overhauls in one mod. Also, are the vehicles you're talking about player homes like the RV mod, or are they a plugin for XRE cars? |
| | | kuromuts
Posts : 131 Join date : 2014-06-10 Location : Novac, Mojave Wasteland
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 1:53 pm | |
| I'm hopeless with anything involves scripting so I'm clear with making quests. The best I could do is to place some note-based self-inflicted delusional side-quests, and to make a home that's custom to me and lore-friendly enough for my character. Really hope to get involve in some mod projects though, really felt like a lot of quest could use a little dialogue tweak to make it more lively, may try to do voice-acting in the future as well... |
| | | Eetterinakki
Posts : 785 Join date : 2014-07-30 Location : Winland
Character sheet Name: Character Faction: Level:
| Subject: Re: Your GECK projects? Mon Aug 25, 2014 2:56 pm | |
| - kuromuts wrote:
- I'm hopeless with anything involves scripting so I'm clear with making quests. The best I could do is to place some note-based self-inflicted delusional side-quests, and to make a home that's custom to me and lore-friendly enough for my character.
Really hope to get involve in some mod projects though, really felt like a lot of quest could use a little dialogue tweak to make it more lively, may try to do voice-acting in the future as well... I feel you. I'm a passionate GECK architecht, I love making huge detailed buildings, interiors included and thinking up entire questlines and encounters for them. Then I never finish them because I can't script events |
| | | Shadowthief
Posts : 177 Join date : 2014-09-18 Age : 28 Location : Amata's House.
| Subject: Re: Your GECK projects? Thu Sep 25, 2014 12:33 am | |
| I made a new nuka cola, im pretty proud of myself. I mean it doesn't have costume textures or anything but i used the GECK without breaking my game, so im proud. ( : |
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