Fallout New Vegas
Dynamic modding system - video preview

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Xilandro

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18 comments

  1. Xilandro
    Xilandro
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    Sticky
    Thank you guys! I'm glad you like it, and I hope you will enjoy it when it's out)
  2. nkorea
    nkorea
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    would this conflict with Pelinor's Weapon Mod Menu? I ask because some mods seem to have a dependancy on it.
  3. starfis
    starfis
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    When do you plan to release it? It all looks so tempting. Please say it is your Christmas present to all of us .
  4. AdayDr1en
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    I've always wanted such a feature like this in New Vegas, remembering when I played Rainbow 6 Vegas and Crysis. Since you mentioned Crysis, the menu is brought up by hot-key ? I just have a suggestion. You think you could maybe show the quantities of applicable attachments in that same menu ? Maybe aside/above/below or below their icon windows ?

    A lot of to read here, but..

    To put the idea in a working example, a mod adding weapons should have one item-mod entry for a specific attachment that can be used on many guns of the same class/type that would each have a weapon entry in the GECK. Say, a 5.56(or assault) silencer. Or, an Eotech sight, which would go on most firearms with a suitable rail system. Think for any other attachment type you can think of. A lot of modders don't think about this when they're porting, so we get M4A1 silencer, UMP45 silencer, Beretta Silencer, etc. All these excessive entries in the GECK, then all these item mods in-game. We should really only have Rifle-assault silencer, Rifle-sniper silencer, Pistol(just pistol because NV is limited on ammo types), SMG silencer, Shotgun.. Etc. You get it. Throw in your DMS mod, then think of having the number of those specific, available attachments displayed alongside their icon windows. Not only do you not need to pull up the inventory to apply those mods, but you'll also know how many of them are available if you also want to mod a few or more guns at a time. Then think of what I said about many weapon types(their GECK entries) sharing the same item-mod entry in the GECK. Totally(maybe, maybe not) eliminates the need to even navigate the inventory when using weapon attachments at all when playing. That's only, though, if modders are actually doing something like that in their plugins(which they should be, ffs), because it just makes more sense(much less repetitious) and means filling those plugins with less crap(and I mean reference data).
    1. Xilandro
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      Yep, menu works by holding a hotkey. I'm thinking about adding simple animation, crysis-like stuff yknow, but still will re-equip the weapon, game just won't update the model without re-equipping =\

      Yeah, I can add mods quantity number.

      Well, modders don't really care about using vanilla mods references, so they're adding their own refs. From their point of view - it's easier and faster. For overall gameplay it means lots of various mods scattered across the wasteland and you, player, searching for it. One silencer for all rifles - yes please. It will make life a bit easier, but not that challenging.
      Anyway, it's too late for changes, lots of modders are missing in skyrim, they don't care about one-type-mod-per-caliber\rail thing, and even if they do - it will take years for most of grand weapon mods get updated.
      And I don't want to spend few months fixing their esps, releasing patches as well haha)

      Anyway, DMS will work no matter what (except weapons with scripted mods, with that dropdown menu working when you equip the weapon)
    2. AdayDr1en
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      Oh, man ! I didn't mean to sound like I was saying YOU should update their plugins. The idea of using shared item-mod entries for certain weapons is actually one that I've took to building my mods around. I've even gone in and given them specific prefix characters so that they are somewhat sorted in the inventory. Kind of like what can be seen with the Inventory Sorter mod, even though I wasn't inspired by it and actually found it after I thought up the idea for how it works.

      And I didn't mean they should use vanilla item-mod references. I mean, just their own, but that they should more generic like I said. Not so unique.

      For the numbers, I'm thinking upper, right corner of(and inside) the boxes.

      And did you make those icons yourself ?
    3. Xilandro
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      No-no, don't worry, I know you didn't mean "hey xil make all the mods sorted and generic" =) It's just me thinking about your idea)

      Yep, upper right corner is ok I think. Will test it with as many mods as I can to make sure icons don't cover the numbers.
      No, icons are not mine, and I don't even need them, DMS is designed to use already existing icons, and it doesn't matter - from vanilla or mods. For example - you can install Mills weapons and all his attachments icons will work with DMS. Just like in the picture.
      First I thought about creating my own icons, but then I found a funny thing - all attachments (vanilla ones) already have their own icons. Quite a surprise I must say, haha)
  5. choochoo1
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    Cool, will it work with WMM installed?
    1. Xilandro
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      Yep)
  6. pwinkle
    pwinkle
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    Seriously amazing man. How do you figure this stuff out?
    Endorsed, treasured, loved and all that good stuff :p
    1. Xilandro
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      No idea. It just bugged me as hell, and I'm a crysis funboy a bit =D
  7. KamSolastor
    KamSolastor
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    Cool! Would this work alongside WMX/WME? Possibly just list the weapon mods name and description in the window?
    1. Xilandro
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      It works with everything, even using custom icons from those mods (script based, no extra files)
  8. Mikaal
    Mikaal
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    That's really COOL!!!
  9. cormell
    cormell
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    Always amazing. Again something this game should have had from the beginning. Good job.
  10. 693grendel
    693grendel
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    Skynet? Is that where this rifle or recticle from?
  11. jmw104
    jmw104
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    This is cool