Fallout New Vegas
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mc_tammer

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user826

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39 comments

  1. DEATHSHOCK
    DEATHSHOCK
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    I wonder if you could make it so their voices get more high pitched as they shrink.
    1. user826
      user826
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      I wanted that so badly, but I can't think of any way to do it in vanilla GECK without having to pitch shift a whole bunch of voice lines and upload them as new conversation topics that only play on shrunken actors.
    2. Omny
      Omny
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      Well, I know that certain helmets modify NPCs voices to sound different (I.E. Power Armor helmets that make their voices sound more like they're coming from a speaker). Maybe that could lead you in the right direction?
    3. user826
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      As far as I know, it's a hardcoded system so even if it could be modified, I don't know how. It might have to be done in-engine if it's even possible at all, and I don't know how to make changes to the engine.
  2. xen0b0rg
    xen0b0rg
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    Is there any way you could make a version of this mod where the weapons is carried by certain NPC's, who attempt to use it on the player? I LOVE unique enemies and the challenges they bring to the game, and I feel like having the occasional mad scientist, or raider kid with a shrink ray could present a unique, and honestly thrilling challenge. 

    To offset the difficulty this would present, you could have these unique shrink-happy enemies also carry a chem that resets the player's size when taken. That way, they can shrink you, making it more difficult to fight them. But when/if you're able to win the fight, you could loot the 'antidote' from their corpse! 

    I just think it would be an awesome and unique way to implement the weapon into the game, along with creating a new type of enemy, and a uniquely fun challenge that nobody has ever done before! I'd try to do it myself, but I'm not very experienced with GECK/FNVedit.
    1. xen0b0rg
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      Additional thought: I wouldn't know how to get NPC's to favor the shrink ray, since it seems like NPC's tend to try their best to use whatever weapon that does the most damage. I've tried giving shrink weapons/spells to NPC'S (Enemies AND companions) on Fallout 4 and Skyrim, and they always seem to grab another weapon at their earliest opportunity, or just fight unarmed, I assume because of the preference for damaging weapons. 

      If you have no interest in adding enemies that shrink the player, I'd at least appreciate some advice on how I could maybe do it, myself. I wouldn't upload it anywhere if I did it myself, it would just be for my own game. Thanks for any help you can provide! Or at least, thanks for reading my comments! You did GREAT on this mod either way, and it's super impressive and fun to play with. 
    2. user826
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      You could try using the EquipItem function to force the actor to use that gun, but if you do that, I don't know if you'll be able to loot the gun off the body afterwards.

      ref MySelf

      begin OnAdd
      set MySelf to GetSelf
      if (MySelf != Player)
      MySelf.EquipItem aaaWEAPShrinkRay 1 0
      endif
      end
  3. MPFernando
    MPFernando
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    would this cause save bloat?
    1. user826
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      It shouldn't, unless you leave a lot of shrunken (but not dead) enemies running around. Enemies that are shrunk all the way get disabled and marked for deletion.
  4. ZxAsriel
    ZxAsriel
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    if this is on leveled lists; REMOVE this from level lists, raiders will have it if it's added to LL.
    1. user826
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      First off, where the f*#@ do you get off giving me orders? Who do you think you are?

      Second, where does it say this weapon is integrated into the leveled lists? The description page clearly says there is only one instance of the weapon in the game.
    2. BlLLthecat
      BlLLthecat
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      Another instance of someone not reading the description page (or looking at the esp) and/or telling the mod author what to do lol.
      Edit: didn't see your post first user826
      There is only a single instance of the weapon in the game.
    3. user826
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      Having to deal with people like this is what sucks all the fun out of the hobby...
    4. BlLLthecat
      BlLLthecat
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      Most of us respect and appreciate your work, especially how active you are (in the posts too.) Hope that makes up for some.
    5. user826
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      It does. Cheers, my friend!
  5. gogutier
    gogutier
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    Can't wait for the next version of NIF-Bashed Weapons Mega-Pack.
    1. user826
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      Just to temper your expectations, it could still be a couple weeks to a month yet. I'm in the process of trying to find a voice actor for the new vendor I'm adding. Once that's done, the pack can be released.
    2. Duskill
      Duskill
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      Good stuff is worth waiting for ; )
  6. Psydeffexclone
    Psydeffexclone
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    okay admit it you stole ant man's Tech didn't you?
    1. user826
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      Uh, no, Ant-Man's shrinking effect is bluish white. Mine is green. Totally different, just like "Under Pressure" and "Ice Ice Baby".
    2. Psydeffexclone
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      Hmm...Casually pulls out the infinity Sock.

      jokes aside is it possible if you shrink your target, their stats goes down as well. for example you shoot a Super Mutant or Deathclaw with it and their hp goes down from 100 to 10 or 5. so you can one hit them with any weapon you got and as an added bonus since they are the size of a regular bug, if you hit them they explode into a bloody mess. 
    3. user826
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      Hmm... maybe? I wonder if it would be as simple as multiplying their health by their scale. I'll have to experiment.
  7. Shade969
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    You should make  it so that once the enemy is shrunk small enough they will automatically run away from you and longer be hostile towards anything. Think about it, if you were nothing more than a Freeside thug, armed with nothing, and were were suddenly shrunk down to half an inch tall, would you still fight a power armored Courier with a plasma gun and a massive Deathclaw companion?
    1. user826
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      That's a fair point. I've never had much luck with implementing Flee packages, though. For whatever reason, whenever I try calling the Flee package by script on an actor, he just ignores it and keeps doing whatever he was doing to being with.

      EDIT: I just tried it again and no joy. I even used the base game's own Terrifying Presence spell, which if anything should work, it should be that, right? But no :(
  8. Darglabstrap2288
    Darglabstrap2288
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    This weapon does not blows the enemy to pieces or reduces them to some red  paste, but even so... It feels so much worse than ending their lives with bullets or blades. Just imagine you are shrinking more and more and then you are so small and insignificant, lost in a familiar world but now entirely unknown to you. Maybe an ant that seemed like nothing before, now will chase you and devour you; maybe you wander alone for hours in a few meters of ground, and rain starts pouring and you drown in a puddle of a few drops of irradiated water. Even worse is the true end in which you are shrinked to nothing, no remains or clothes or anything... Just inexistance. Sad mod bro, mah soul and mah heart ached as I imagined the sad end of the victims in the video. Someone once said "There is no victory without sacrifice.", but how much of ourselves will we leave on our way?... how the tales of the Great Hero  will be told when the truth is so dark and painful... Anyways, I'm derailing a bit, good mod D: *sad noises*
    1. user826
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      If it's any consolation, you'd eventually shrink down to a point where oxygen molecules are too large to be absorbed by your blood and you'd asphyxiate. You would not be sentenced to live out the remainder of your life, like twenty or thirty years, as a tiny, insignificant speck. Death would be relatively quick.
  9. Noswald95
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    Does the damage that the shrunk actors do less? or does this just make them a smaller target?
    1. user826
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      I'm not sure. During testing, I would occasionally take hits from shrunk actors and my character would play the pain sound and my screen would shake, but I'm not sure how much damage I took. I know that lStewieAl's tweaks has a setting that *disables* damage scaling based on an actor's size, so that would imply the base game reduces their damage?
  10. Demorome
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    Some info from lStewieAl about the issue you encountered:
    "The 'engine bug' is because the downscaled actors are counted as children".

    Perhaps Killable Children NVSE could be used to get around this, but I understand if you don't wanna add that as a requirement.
    1. user826
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      Aw, man, seriously? That's some BS... But yeah, I don't want to add any more dependencies than absolutely necessary to get it to work, and the solution I found is fine for my purposes. Good to know, though! Thanks!
    2. BlLLthecat
      BlLLthecat
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      I thought the game sees children identified by agerace. Didn't think it was scale. Is it both? 
      I recently encountered the "children can't use this" bug and I fixed it by player.agerace 1
      I tried player.setscale 1.0, but it didn't fix my issue where the game suddenly saw my character as a child for some reason..
      Pardon my rambling if it doesn't add anything here...
    3. user826
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      It doesn't work on actors who are set to be larger than 1.0 either. For my Syringer Pistol mod, I wanted to simulate extreme swelling by increasing the actor's scale before calling KillActor to gib them, but that didn't work either. :(
    4. Pizderkincity
      Pizderkincity
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      Perhaps the game considers people larger than 1.0 minorities and would feel that'd be discriminating?
    5. Demorome
      Demorome
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      Weirdly enough, I tested this out in-game by setting the actor's scale to 0.1, and another to 1.5, and both of them could be killed, all without Killable Children installed. Perhaps one of the other NVSE plugin fixes it.