Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
Has anyone tried the Tale of Two Wastelands? I never got around to playing the Fallout 3 DLC, then got hooked on New Vegas. Is the mod a good way to go back and play the Fallout 3 stuff?
[QUOTE=arvarkdb;46370457]Has anyone tried the Tale of Two Wastelands? I never got around to playing the Fallout 3 DLC, then got hooked on New Vegas. Is the mod a good way to go back and play the Fallout 3 stuff?[/QUOTE]
thats pretty much its intention so yeah
[QUOTE=arvarkdb;46370457]Has anyone tried the Tale of Two Wastelands? I never got around to playing the Fallout 3 DLC, then got hooked on New Vegas. Is the mod a good way to go back and play the Fallout 3 stuff?[/QUOTE]
Pretty much yeah, you can play the entirety of Fallout 3 and it's DLC's inside New Vegas, it's badass as hell
Awesome. Thanks!
[t]http://i.imgur.com/f0777N2.png[/t]
for reference:
[video=youtube;xibpFzUREGI]http://www.youtube.com/watch?v=xibpFzUREGI[/video]
[QUOTE=Agent 47;46370668][t]http://i.imgur.com/f0777N2.png[/t]
for reference:
[video=youtube;xibpFzUREGI]http://www.youtube.com/watch?v=xibpFzUREGI[/video][/QUOTE]
that first reload animation is waaay too flashy tbh
Warning: Strip Spoilers
[sp]Does the gas attack on the strip actually ever happen, or does it just fade into obscurity and never get mentioned again after you finish How Little We Know?[/sp]
well it happens during the battle of hoover dam so you just dont see it
Is it mentioned in the ending at all?
[QUOTE=cdr248;46370749]that first reload animation is waaay too flashy tbh[/QUOTE]
Have you seen the default animations in STALKER? That mod is a godsend that everyone wants.
[QUOTE=ClarkWasHere;46368349]what the fuck the combat shotgun is bugged in the video.[/QUOTE]
That's actually Charon's combat shotgun. For some strange reason it uses the BB gun animations. It also ejects rifle casings.
I remeber I once made a mod for Fo3 that fixed a bunch of these little oddities, but I don't think I still have it.
So I don't want to derail any conversations here but I figure I should ask a community to get some perspective.
I'm still working on the big ol' weapon pack (nothing to show right now, I have been busy, sorry.) and I'm starting to run up on a slight issue.
I want to maintain compatibility with every mod possible, and this has been incredibly easy to be frank, but I'm starting to run into an issue, I want to introduce custom ammo types, for the sake of weapon balance or for unique features, like a revolver that uses both pistol and shotgun ammo.
I'm debating if I should integrate with Caliber/CaliberX, as they require DLC and I rather not make players require DLC just for a few guns.
So I feel like I'm left with a handful of options, either I don't add these custom ammo types, I bite the bullet and use Caliber; thus losing non-DLC support, or I bite the bullet and just make my own custom ammos and apologize for anyone expecting other guns to use them. (But I would definitely make a good handful of guns use that new ammo type, to make up for it)
[QUOTE=doommarine23;46376825]So I don't want to derail any conversations here but I figure I should ask a community to get some perspective.
I'm still working on the big ol' weapon pack (nothing to show right now, I have been busy, sorry.) and I'm starting to run up on a slight issue.
I want to maintain compatibility with every mod possible, and this has been incredibly easy to be frank, but I'm starting to run into an issue, I want to introduce custom ammo types, for the sake of weapon balance or for unique features, like a revolver that uses both pistol and shotgun ammo.
I'm debating if I should integrate with Caliber/CaliberX, as they require DLC and I rather not make players require DLC just for a few guns.
So I feel like I'm left with a handful of options, either I don't add these custom ammo types, I bite the bullet and use Caliber; thus losing non-DLC support, or I bite the bullet and just make my own custom ammos and apologize for anyone expecting other guns to use them. (But I would definitely make a good handful of guns use that new ammo type, to make up for it)[/QUOTE]
I'd go with the CaliberX option if i was doing it, but does that raise any other problems like (if they update, you have too.. to?)
From what i have seen of the nexus they love mod compatibility, plus if you make your own ammo, tons of people are going to ask if it can work with their SuPeErAnime1337OP guns.
[QUOTE=_Maverick_;46377169]I'd go with the CaliberX option if i was doing it, but does that raise any other problems like (if they update, you have too.. to?)
From what i have seen of the nexus they love mod compatibility, plus if you make your own ammo, tons of people are going to ask if it can work with their SuPeErAnime1337OP guns.[/QUOTE]
Yeah, the CaliberX version is probably better to use for the compatibility. Most of the community should have the DLC anyway.
I'd say have two versions, a recommended version with CaliberX and another that uses either vanilla ammo or your custom ammo, that way everyone wins.
Yeah, I was thinking about that. We'll see how it works out.
[QUOTE=Agent 47;46364964][video=youtube;_qbtqEZOyv8]http://www.youtube.com/watch?v=_qbtqEZOyv8[/video]
it's terrible[/QUOTE]
I always wondered why the FP animations in FO3 looked like somebody sped them the fuck up
Now i know why.
Some of those anims aren't bad, seems like either they had multiple animators with varying degrees of skill, or their animator just got really lazy with some.
I think it is more that they just can't spend tons of time perfecting these animations when they have an entire game to build, strangely FO:NV's animations are very nice and clean looking compared to Bethseda's. Though FO:NV still shows obvious signs of how rushed it was (terrible "recoil system").
[QUOTE=Starship;46372072]Have you seen the default animations in STALKER? That mod is a godsend that everyone wants.[/QUOTE]
All the other animations look fantastic but its just that one reload animation where he looks down at the bullet while releasing the slide lock.
Just reminds me of hyper flashy animations you find on FPSBanana skins for CSS.
[QUOTE=doommarine23;46376825]So I don't want to derail any conversations here but I figure I should ask a community to get some perspective.
I'm still working on the big ol' weapon pack (nothing to show right now, I have been busy, sorry.) and I'm starting to run up on a slight issue.
I want to maintain compatibility with every mod possible, and this has been incredibly easy to be frank, but I'm starting to run into an issue, I want to introduce custom ammo types, for the sake of weapon balance or for unique features, like a revolver that uses both pistol and shotgun ammo.
I'm debating if I should integrate with Caliber/CaliberX, as they require DLC and I rather not make players require DLC just for a few guns.
So I feel like I'm left with a handful of options, either I don't add these custom ammo types, I bite the bullet and use Caliber; thus losing non-DLC support, or I bite the bullet and just make my own custom ammos and apologize for anyone expecting other guns to use them. (But I would definitely make a good handful of guns use that new ammo type, to make up for it)[/QUOTE]
You can actually make other guns use your custom ammo types. You just have to add them to the ammo list that the weapons use. It will apply to every modded in weapon that uses the same list. Also you can create weapons that use a lot of different types of ammo by creating a custom list. It's not necessary to use Caliber.
[QUOTE=Overwatch17;46378688]You can actually make other guns use your custom ammo types. You just have to add them to the ammo list that the weapons use. It will apply to every modded in weapon that uses the same list. Also you can create weapons that use a lot of different types of ammo by creating a custom list. It's not necessary to use Caliber.[/QUOTE]
Thank you mister man, I'll look into it.
You fuckers better ready for dual ammo revolvers.
Yesterday, I was playing Point Lookout. I got the double barrel shotgun from a drawer, and I was using for a while. I died and was back at the last autosave that was created 15 minutes ago, now I can't reload the shotgun. Upon further examination, the weapon has 0 DPS, which means I can't fire it or reload.
Today, I fired up NV, pulled out the shotgun, and suddenly, I was able to reload and fire. I checked the DPS and it was at 144. I think it is a bug of some sort. Music doesn't play for me either, all I hear is the same 0:04 cricket sound looping.
Also, my jungles are populated, but with trees. I wish I could find banana palms trees so that I could make banana plantations.
[url=http://postimg.org/image/4m8hsbavf/full/][img]http://s17.postimg.org/6e1gn7u8f/Hint.png[/img][/url]
I plan to make a boss fight at the jungle as a random encounter, similar to Jungle Evil, but I'm not sure I could do it though.
Is there someway to modify the Geck so you can get your Sawn-off shotgun to fire dynamite? Would be hilarious
[QUOTE=CrucialSeBBi;46380303]Is there someway to modify the Geck so you can get your Sawn-off shotgun to fire dynamite? Would be hilarious[/QUOTE]
There is in fact, I made the pump action grenade launcher fire bouncing rounds once upon a time when I was messing around, as well as buckshot, bean bags and other random things I felt like dicking around with at the time.
[QUOTE=CrucialSeBBi;46380303]Is there someway to modify the Geck so you can get your Sawn-off shotgun to fire dynamite? Would be hilarious[/QUOTE]
Two words. Rocket Knifes.
Also, setting the Mini Nuke, Tiny Tots to shoot out 300 mini-nukes results in the population Goodsprings being wiped out along with you in a big hellfire storm.
[QUOTE=E3245;46380094]Yesterday, I was playing Point Lookout. I got the double barrel shotgun from a drawer, and I was using for a while. I died and was back at the last autosave that was created 15 minutes ago, now I can't reload the shotgun. Upon further examination, the weapon has 0 DPS, which means I can't fire it or reload.
Today, I fired up NV, pulled out the shotgun, and suddenly, I was able to reload and fire. I checked the DPS and it was at 144. I think it is a bug of some sort. Music doesn't play for me either, all I hear is the same 0:04 cricket sound looping.
Also, my jungles are populated, but with trees. I wish I could find banana palms trees so that I could make banana plantations.
[url=http://postimg.org/image/4m8hsbavf/full/][img]http://s17.postimg.org/6e1gn7u8f/Hint.png[/img][/url]
I plan to make a boss fight at the jungle as a random encounter, similar to Jungle Evil, but I'm not sure I could do it though.[/QUOTE]
I have no idea how you are able to bear the Geck's render menu controls. It feels so awful and clunky. Doing any fine tweaking is nigh impossible.
For the longest time I never realized you could actually go inside those "caves" you see sometimes in random encounters in fallout 1&2. I thought they were just decorative. Like over half the time if you walk all the way into those things you'll be transported to a cave interior there'll be more enemies or things to explore on the inside
How the hell did I only just figure this out now
[QUOTE=hypno-toad;46381815]For the longest time I never realized you could actually go inside those "caves" you see sometimes in random encounters in fallout 1&2. I thought they were just decorative. Like over half the time if you walk all the way into those things you'll be transported to a cave interior there'll be more enemies or things to explore on the inside
How the hell did I only just figure this out now[/QUOTE]
holy shit
A playthrough of Fallout 3 took me roughly about 90 hours, doing as much as I could (side quests, unmarked quests, finding every location and exploring them, etc.), while in Fallout: New Vegas, it took me about 140 hours doing the same things
hmmmm, I wonder who put more effort into their game
[QUOTE=hypno-toad;46381815]For the longest time I never realized you could actually go inside those "caves" you see sometimes in random encounters in fallout 1&2. I thought they were just decorative. Like over half the time if you walk all the way into those things you'll be transported to a cave interior there'll be more enemies or things to explore on the inside
How the hell did I only just figure this out now[/QUOTE]
'cause some are decorative and walking in doesn't do shit
I think you do get a message about hearing sounds from the caves when you get close, but that could be easily brushed off as flavor, I only figured these bastards out when I read about 'em in the Ultimate Guide
some good stuff in there if you're high level, too
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