Hey!!!, i feel very worried that i may have found you a little too late, but i would like to talk to you about a mod i have been working on for a few months now and you seem to have the right talent, skillset and imagination to help me build this project, would you be interested to hear my proposal, the story will knock your socks off, promise
I've been playing with an older version of this mod. I agree with the thought of a version without game play changes, It's the one thing keeping me from downloading the latest version.
this looks to be a promising mod. I miss my em vision from project nevada tnx for trying to bring it back. hopefully this wont interfere with beantown interiors.
Is there a possibility that you will make a weapons only version of this? Very interesting nifskoped meshes, would really like to have some of the Mojave Wasteland in my game, haha
For some reason, the stimpak is just healing at a base of 140 instead of as a percentage. Is there any way to fix this? Also, is there a way to keep from having two different types of doctor bags when using the mod Wasteland Imports?
There is also an enemy that has some kind of energy weapon that one hits anyone he shoots so you should atleast name him as a boss or something lol.
Another great and highly ambitious mod but I wish you would reorganize your pages and make use of standards like VIS/AWKCR and Weaponsmith so your mod can better integrate with other mods.
How about a 60 to 80mm mortar function for the fat Man? Actually, I may be able to do this myself by using the missile ammo mesh in place of the mini nuke.
Well I tried and failed. For some reason, it won't show the missile in the right spot on the launcher, nor will it actually fire the custom projectile I rigged up. If you're interested in what I've got so far then PM me. If not, I'd still like some advice on how to make it work if you don't mind.
So I installed your mod and played around with it for a while and I'm not seeing any new mods or enemies aside from ghouls such as "hateful animation". doctor bags were added but stimpacks still heal limbs like before making it useless. is this something to do with on my end?
there's a few mods that might conflict but I don't think they should. enemies related could be war of the commonwealth and vertical spawns. weapons related could be cross plasrail.
My mod works just fine, all the resources it uses are vanilla assets that are modified to use their own unique leveled lists so the weapons will be seen on the enemies added. As far as doctors bags goes, it must be something on your end because stimpacks do not heal limbs at all on my end. I didn't add my enemies to leveled spawns because there's enough enemy spawns as it is with war of the commonwealth, rather they have their own outposts and areas where they will appear. Look around you will find them. I'll re check to make sure I disabled healing from stimpacks but I'm very certain I did, it's just a matter of removing the "heal head,torso,arms, and legs" arguement from the stimpack function
EDIT: I just downloaded the file from the nexus, opened it with the creation kit, and checked the stimpack function. it does have the torso, limbs, head, and arms heal removed but when I tried it in game, it did still restore some health to crippled limbs. I'm uploading the fixed version right now, I simply changed it to a food heal instead of a stimpack heal, like the way nuka cola does but without the rads.
EDIT: I just downloaded the mod from here just to make sure, I opened it in the CE and it did have the heal limbs arguement removed, however, it still healed limbs a tad when I experimented in game. So, I switched the heal type from RestoreHealthStimpack to RestoreHealthFood and it seemed to do the trick. So I'm going to upload a fix right now.
Glad I could help and after checking a few things it turns out 40mm ammo was added but I couldn't find what they were for. Do you know of a way to spawn items from this mod to makes sure they were added? a few locations where new NPC's would spawn or markers were added would also help test the new stuff as well.
EDIT: forgot to mention that craftable items at the chem workbench do work. I've even seen throwing knives in explosive boxes as drops.
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There is also an enemy that has some kind of energy weapon that one hits anyone he shoots so you should atleast name him as a boss or something lol.
there's a few mods that might conflict but I don't think they should. enemies related could be war of the commonwealth and vertical spawns. weapons related could be cross plasrail.
EDIT: I just downloaded the file from the nexus, opened it with the creation kit, and checked the stimpack function. it does have the torso, limbs, head, and arms heal removed but when I tried it in game, it did still restore some health to crippled limbs. I'm uploading the fixed version right now, I simply changed it to a food heal instead of a stimpack heal, like the way nuka cola does but without the rads.
EDIT: forgot to mention that craftable items at the chem workbench do work. I've even seen throwing knives in explosive boxes as drops.