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AmaccurzerO

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AmaccurzerO

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31 comments

  1. AmaccurzerO
    AmaccurzerO
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    Hello:
    If anyone wants to use this mod to create an alien invasion quest mod or in any other way, you've got my permission. Just remember to credit me as the creator of the original mod and to credit all modders listed in the credit section of the mod, responsibles for repairing the crashed UFO model. Same for my "Alien Walkers" mod.
  2. Only bug is that NPC cant seem to target/hit it. 
  3. deleted150850238
    deleted150850238
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    Came across a UFO fighting a https://www.nexusmods.com/fallout3/mods/25107. Love it!
  4. Rocketpouncer
    Rocketpouncer
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  5. GiovanniBr360
    GiovanniBr360
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    This is just amazing, beautiful by day and scary at night.
  6. BetNimrod
    BetNimrod
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    It's no longer unidentified when it's given an identity as a UFO. It becomes an IFO.
    1. streetyson
      streetyson
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      Wrong. If you identify something as "unidentified" then it's still unidentified. And though the gamer knows these are indeed alien vessels reconoitering for invasion, characters in the game don't know - and even if that became clear they still don't know who/what.
    2. StrigonsAce
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      @streetyson No u
  7. TonyVaro
    TonyVaro
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    do you get any loot from them and if so what kind?
  8. tizerist
    tizerist
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    Wow, I like this....I wonder is it possible to make it so that they dont attack in FO3edit? I like the idea of them just circling round, watching......
    1. xaosbob
      xaosbob
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      A little late for a response, but it should be as easy as editing their aggression level.

      Should be.
  9. herbo343
    herbo343
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    i dont know if your thinking about this but can you port this to new vegas
    1. AmaccurzerO
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      I can't port Fallout 3 content to FONV; is against the TOS, and the model of the UFO is exclusive content of Fallout 3 and its DLC Zeta.
    2. herbo343
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      you do know there is already a UFO model and a repaired model of the UFO in FONV right?
    3. AmaccurzerO
      AmaccurzerO
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      I didnt know it till now. I've got to add that to the sticky comment at top.
    4. herbo343
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      since i cant reply to your sticky post There is also the same projectile you used for this in FONV but someone else made it you can ask them and if that doesn't work use the alien weapon projectiles but lower the damage and make the rate of fire extreme like the f04 version of this mod if you made did you?
    5. AmaccurzerO
      AmaccurzerO
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      Sorry, I did not know that the sticky publication could not be answered. I'm not interested in porting this mod myself because I do not use FONV, that's why I gave my permission to anyone who wants to port it. What files can be used or not without breaking the TOS is the responsibility of who ports this mod. I'm not familiar with FONV.
      I didnt made the mod for FO4 because I dont have FO4. So far I have only made mods for FO3.
    6. fredlaus
      fredlaus
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      FO3 rocks - so do you too, Amaccurzer :)
    7. AmaccurzerO
      AmaccurzerO
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      Thanks, buddy. I am happy to share.
    8. herbo343
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      h
  10. RuzkaTheBear
    RuzkaTheBear
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    too bad the ship can't be looted. =(
    1. JLF65
      JLF65
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      I added that to my copy... and it's a pain! The UFO model is based on the toy, so he sets the base scale to 10... which means if you set the destroyed model to the crashed UFO model, it's 10 times too big! It's like a mothership!! I eventually settled for using robot debris. Then make a death item list and add that to the creature record and you have a lootable UFO. 8)

      If you do this yourself, don't forget to set the condition for any weapons you put in the death item list. I made the condition pretty low - they DID just get blasted out of the sky. :D My list includes some worm food, some epoxy, some power cells, a disintegrator, a couple shock batons, and a really low condition drone cannon.
    2. AmaccurzerO
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      It was meant to be a pain for low and medium level players. Although if you have a high level and a good equipment, you can shoot it down pretty easy.
      BTW, the model is not based on the toy. It is based on the repaired UFO resource which has the scale of the original destroyed UFO. The funny part is that I had to shrink it in Blender to the eyebot scale (since it uses its animations and skeleton), then I had to re-scale it in the GECK to reach the desired scale and fly height. I could do it in a different way, but so far it works as I wanted: as a flying pain in the neck.
      Truly, I never meant to make it lootable. Aliens dont want you to retrieve their technology. Get in the Mothership if you want their technology.
    3. JLF65
      JLF65
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      Ah, so it's been shrunk and then expanded in the creature record... odd, but I imagine that's because the eyebot floats about five feet off the ground, but you want the UFO about fifty. Hmm - I'll have to look at the eyebot and see if there's a better way to handle that. If you can leave the UFO at 1:1, it's be easier to substitute the crashed model, even if you don't give it any loot.
  11. fredlaus
    fredlaus
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    What´s up with the new version ?
    1. AmaccurzerO
      AmaccurzerO
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      I rebalanced a little its damage and make it inmune to knockdown effects (what would be more logical).
    2. fredlaus
      fredlaus
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      Agreed.