sorry to ask but Could you make the whole Cyberman part of this mod standalone i dont like the things this mod replaces (like the 10mm zhu rong and other stuff) but i do like the alt fire missile launcher and the grenades and the laser stuff anyway thank you for still making mods for a game like fallout 3 in which there are less and less people making mods for
do plan on making power armor as a walking tank as it should be? maybe integrate it with damage threshold like New Vegas did so PA aren't that weak against 32 pistol?!
I do believe I updated all the power armor stats to reflect their level of protection; can't check this at the moment.
When I finish up the next update, I'll have a look into it further when I double-check certain things I added to power armor when I started the mod. Features that need to be replaced or just removed.
Not guaranteeing anything, as I have a lot of things like that to do to make the mod more accessible and compatible with other mods.
If you mean Weapon Mod Kits, then the plugin file will likely be incompatible as they both modify based weapons. You could probably still use it with my own, however, the results may not be great. Not sure if there will be any issues causing the game to crash.
Eve, well at the moment the mod has (old) EVE effects files however they are currently unused for the most part. Again, the real issues is whether Eve just replaces old effects or modifies the weapons to use new effects. If it is the latter, then again there will be issues with weapons. Likely nothing that causes the game to crash but the results will likely not be great depending on load order.
This update comes around 4 years since the last... Sorry if anyone was waiting that long .
> Updated included version of DarnUI hud_main_menu.xml file so that O2 counter appears when under water. > Resolved menu code issues that resulted in the game appearing to get stuck or crash at the menu -- In reality the game was simply still loading, once finished after a long wait, the menu would appear. > Updated the Sprint-O-Matic to use a new sprinting formula; also added new menu options to tweak to liking. > Revised Grenade-O-Matic HUD icons to remove an image artifact visible in all images. > Updated Grenade-O-Matic scripts for better ease of use and function. > Revised workbench crafting script, now there are BASIC, ADVANCED, EXPERT and SPECIAL categories to select from. -- Basic you always have access to from any workbench. -- Advanced requires a schematic for that crafting option to become visible. -- Expert requires inaddition to a schematic, that you have the required skill levels to craft the item. -- Special are quest sensistive crafting options that are usually one off -- currently 1 is available. > Revised what crafting options were required for certain weapons as well as adding in the new weapon types added previously. > Populated new weapon schematic blueprints via world and vendors. > Revised scripting and AI packages of Outcast found outside of Megaton and at Fort Independence. > Expanded (and scripted) Fort Independence Outcast base -- not all complete yet. > Added draft dialogue for Outcast in support of quests. > Added draft scripting for 6 Outcast primary quests. > Modified several locations, duch as Fairfax Utility Tunnels, for these quests. > Linked to world any new world cells (dungeons) introduced by these quests. > Fixed missing Lyon's Pride weapon > Modified Lyons' pride AI so that they would not abondon their superior weapons for inferior ones > Modified GNR radio Brotherhood forces > Tweaked LOD textures used in distance -- crisper and blends better. > Updated ALL raider armor textures. > Updated ALL mercenary armor textures.
Can't do anything with the Outcasts they are immediately hostile. No mod conflicts (no other mods running that effect NPCs). Checked in FO3Edit all good there too.Tried from new game with fresh install and still have this. Soon as I got near Fort Independence I was attacked, and random patrols too. Thoughts? Thanks
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When I finish up the next update, I'll have a look into it further when I double-check certain things I added to power armor when I started the mod. Features that need to be replaced or just removed.
Not guaranteeing anything, as I have a lot of things like that to do to make the mod more accessible and compatible with other mods.
Eve, well at the moment the mod has (old) EVE effects files however they are currently unused for the most part. Again, the real issues is whether Eve just replaces old effects or modifies the weapons to use new effects. If it is the latter, then again there will be issues with weapons. Likely nothing that causes the game to crash but the results will likely not be great depending on load order.
/////////UPDATE 1.4///////////
This update comes around 4 years since the last... Sorry if anyone was waiting that long
> Updated included version of DarnUI hud_main_menu.xml file so that O2 counter appears when under water.
> Resolved menu code issues that resulted in the game appearing to get stuck or crash at the menu
-- In reality the game was simply still loading, once finished after a long wait, the menu would appear.
> Updated the Sprint-O-Matic to use a new sprinting formula; also added new menu options to tweak to liking.
> Revised Grenade-O-Matic HUD icons to remove an image artifact visible in all images.
> Updated Grenade-O-Matic scripts for better ease of use and function.
> Revised workbench crafting script, now there are BASIC, ADVANCED, EXPERT and SPECIAL categories to select from.
-- Basic you always have access to from any workbench.
-- Advanced requires a schematic for that crafting option to become visible.
-- Expert requires inaddition to a schematic, that you have the required skill levels to craft the item.
-- Special are quest sensistive crafting options that are usually one off -- currently 1 is available.
> Revised what crafting options were required for certain weapons as well as adding in the new weapon types added previously.
> Populated new weapon schematic blueprints via world and vendors.
> Revised scripting and AI packages of Outcast found outside of Megaton and at Fort Independence.
> Expanded (and scripted) Fort Independence Outcast base -- not all complete yet.
> Added draft dialogue for Outcast in support of quests.
> Added draft scripting for 6 Outcast primary quests.
> Modified several locations, duch as Fairfax Utility Tunnels, for these quests.
> Linked to world any new world cells (dungeons) introduced by these quests.
> Fixed missing Lyon's Pride weapon
> Modified Lyons' pride AI so that they would not abondon their superior weapons for inferior ones
> Modified GNR radio Brotherhood forces
> Tweaked LOD textures used in distance -- crisper and blends better.
> Updated ALL raider armor textures.
> Updated ALL mercenary armor textures.
Again, I've never tried this myself, may work depending upon load order.
Thoughts?
Thanks