Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
[QUOTE=SuperPlamz;46427563]Resurrecting her makes her get totally deleted from the game for some reason. She just disappears. Guess I'll have to start anew.[/QUOTE]
There might be a console command (or combination of) that dismisses companions, but I'm not 100% on that. I think there are also mods that can let you dismiss any companion using terminals and stuff, too, so that's worth looking into.
[QUOTE=Overwatch17;46425594][t]http://static-2.nexusmods.com/15/mods/120/images/19158-1-1372686856.png[/t]
Doc Mitchell, the early days[/QUOTE]
wow revolver ocelot truly is a master spy and a master of disguise
[QUOTE=M.Ciaster;46434049]wow revolver ocelot truly is a master spy and a master of disguise[/QUOTE]
[I]Snake! Did you like my moustache?[/I]
I got the high stakes gambling mod with no limits for FNV. I have 9 luck, so I tried the roulette table and set the bet on max(7500) on 31 (35:1).
Made 250,000, bartered 80,000 caps at the Gun Runner's, and spent on 7 implants(1 x 12000, 6 x 4000), which is 36,000. Living the high life is not as fun as I thought it would be.
[QUOTE=E3245;46436274]I got the high stakes gambling mod with no limits for FNV. I have 9 luck, so I tried the roulette table and set the bet on max(7500) on 31 (35:1).
Made 250,000, bartered 80,000 caps at the Gun Runner's, and spent on 7 implants(1 x 12000, 6 x 4000), which is 36,000. Living the high life is not as fun as I thought it would be.[/QUOTE]
I just installed that mod and will try it. What's the ban limit for casinos with it?
[QUOTE=kijji;46436334]I just installed that mod and will try it. What's the ban limit for casinos with it?[/QUOTE]
None. The no limits means that you cannot get ban even if you manage to rake in over 100,000,000,000 caps. It is game breaking though since with that many caps you can buy New Vegas 10 times over.
Yo, so guys I made the Sawed-off shoot 25mm grenades but in clusters. Any way to get it to fire only 1 single grenade?
I [I]need[/I] the Taurus Judge in New Vegas. Why hasn't anyone made a mod of it yet?
[QUOTE=Tau;46437135]I [I]need[/I] the Taurus Judge in New Vegas. Why hasn't anyone made a mod of it yet?[/QUOTE]
Really? I typed "judge" into the searchbar on Nexus and I got 2 mods right away, please try a little bit harder next time:
[url]http://www.nexusmods.com/newvegas/mods/49667/?[/url]
[url]http://www.nexusmods.com/newvegas/mods/49803/?[/url]
They aren't exact replicas, but it's the closest you'll get until you make one yourself.
[QUOTE=CrucialSeBBi;46436774]Yo, so guys I made the Sawed-off shoot 25mm grenades but in clusters. Any way to get it to fire only 1 single grenade?[/QUOTE]
OHSHIT. that I didn't think about :v:
Let me take a look in GECK to see what can be done. I know you can fiddle around with Projectiles cus GRA does something like that with Missiles and Mini-nukes.
[editline]8th November 2014[/editline]
OK, so you will need to modify every 25mm grenade ammo type to fix this.
Go to the "Ammo" section and search for 25mm. Then in every one of them find "Proj Per Shot" and change it from 0 to 1. This way (in theory) only one projectile will be fired by the shotgun.
However you should also check out the weapons that use 25mm grenades to see if they fire 2.
Weapons usually have a section for how many projectiles will be fired.
Usually found next to the Damage and Ammo use tab.
[editline]8th November 2014[/editline]
Visual:
[t]http://i.ytimg.com/vi/YwpocdEcDCI/maxresdefault.jpg[/t]
So you'd want to set the Ammo Use and # of Projectiles to 1 if you want to fire 1 barrel at a time.
[editline]8th November 2014[/editline]
IIRC the Projectiles Per Shot property for Ammo just asks if the ammo is hitscan or an actual projectile object and should not be changed.
[QUOTE=Tau;46437135]I [I]need[/I] the Taurus Judge in New Vegas. Why hasn't anyone made a mod of it yet?[/QUOTE]
Perhaps you should try and pester Millenia about it.
I'm getting excited, I'm doing my first Tale of Two Wastelands Playthrough and after getting through Fallout 3, I get to do the really fun part.
See I had plan cuz I've never played New Vegas as an asshole doing the legion side, so I decided that, in my personal character's story, getting shot in the head causes him to have a personality defect, so he almost becomes a completely different person in the Mojave, in that he's actually an evil sonofabitch. It's gonna be fun!
[QUOTE=cdr248;46439159]Weapons usually have a section for how many projectiles will be fired.
Usually found next to the Damage and Ammo use tab.
[editline]8th November 2014[/editline]
Visual:
[t]http://i.ytimg.com/vi/YwpocdEcDCI/maxresdefault.jpg[/t]
So you'd want to set the Ammo Use and # of Projectiles to 1 if you want to fire 1 barrel at a time.
[editline]8th November 2014[/editline]
IIRC the Projectiles Per Shot property for Ammo just asks if the ammo is hitscan or an actual projectile object and should not be changed.[/QUOTE]
No and no. The projectile property in the weapon tab determines how many projectiles the weapon will fire and not how many barrells is fires. Shotguns have this set to 7 or 9 and fire that many pellets. The projectile count in the ammo section on the other hand overwrites the projectile count given in the weapon tab.
This is how shotgun slugs, hive missiles and the Tiny-tots mini-nukes work.
[editline]8th November 2014[/editline]
On the first picture you can see the projectile count of 7 highlighted
[t]http://i.imgur.com/5sOcPMA.jpg?1[/t]
Here you can see the projectile count of the 12Ga slug set to 1. This means the shotgun's own 7 will be overwritten.
[t]http://i.imgur.com/azyIsxN.jpg?1[/t]
Here is the coinshot with its 8.
[t]http://i.imgur.com/oWYjAAv.jpg?1[/t]
If the number on the ammo page is set to 0 it will have no effect and the projectile count of the weapon will be used.
[t]http://i.imgur.com/JKbLbWy.jpg?1[/t]
Didn't know about the ammo projectile thing.
But what I that the Ammo Use for weapons is what determines how many barrels are used (in essence). If a shotgun has a max capacity of 2, and the ammo use is 2, then you'll only be able to fire once which gives the illusion of firing both barrels.
So if you wanted to fire the two grenades separately then you'd have the Ammo Use set to 1, the max capacity set to 2, and the projectile count of the weapon to be 1.
I don't see why 25mm grenades would have extra projectiles added to them, its a single grenade shell not a shotgun shell filled with pellets so I don't see any need to modify the 25mm properties. Especially since you'd be modifying a vanilla object that other mods may use.
Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].
[QUOTE=Hugo Strange;46440465]Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].[/QUOTE]
There is literally no reason for that to happen
[QUOTE=Hugo Strange;46440465]Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].[/QUOTE]
wut
[QUOTE=Hugo Strange;46440465]Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].[/QUOTE]
That's very unlikely since he's dead.
I recently started a playthrough of Tale of Two Wastelands with ENB, and I noticed that every time steam overlay UI pops up, the rendering gets fucked up and I can see through walls.
Anyone knows how to fix this WITHOUT giving up on steam overlay?
Thanks for the help guys.
Video of it in use:
[media]http://www.youtube.com/watch?v=A8gtWRg0N_I&feature=autoshare[/media]
Its pretty cool, just need to make it do a bit more dmg
[QUOTE=cdr248;46440197]Didn't know about the ammo projectile thing.
But what I that the Ammo Use for weapons is what determines how many barrels are used (in essence). If a shotgun has a max capacity of 2, and the ammo use is 2, then you'll only be able to fire once which gives the illusion of firing both barrels.
So if you wanted to fire the two grenades separately then you'd have the Ammo Use set to 1, the max capacity set to 2, and the projectile count of the weapon to be 1.
I don't see why 25mm grenades would have extra projectiles added to them, its a single grenade shell not a shotgun shell filled with pellets so I don't see any need to modify the 25mm properties. Especially since you'd be modifying a vanilla object that other mods may use.[/QUOTE]
The reason for that is because no matter what ammo type the weapon uses, the weapon's projectile count determines the number of bullets/pellets/grenades fired, unless of course the ammo has a projectile count modifier other than 0.
The 25mm grenades have 0, and thus the shotguns projectile count applies, which is 7 in case of the Hunting Shotgun, meaning there will be 7 grenades fired.
[QUOTE=Hugo Strange;46440465]Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].[/QUOTE]
I would quit video games.
[QUOTE=Hugo Strange;46440465]Do any of you reckon that the Master will make a return in Fallout 4? Well, [sp]despite his canon death in Fallout 1[/sp].[/QUOTE]
Sounds like Fanfic material.
[QUOTE=doomevil;46441498]Sounds like Fanfic material.[/QUOTE]
[i]"And then, the master's tender tendrils touch the wander's long, hot sex."[/i]
[QUOTE=Pvt. Martin;46443171][i]"And then, the master's tender tendrils touch the wander's long, hot sex."[/i][/QUOTE]
Please stop before we go too deep. :v:
[QUOTE=Starlight 456;46443213]Please stop before we go too deep. :v:[/QUOTE]
[I]Just like the wanderer's anus is about to be.[/I]
Anyone know any mods for NV where the AI in combat is a little more advanced? Hiding, taking cover, acting like a group/squad when fighting more than one, etc.
Another mod I'd like to know if exists is a mod where killing enemies (their deaths) are a little more realistic than their body slamming the wall after a bullet hits their head critically.
[QUOTE=Overwatch17;46441242]The reason for that is because no matter what ammo type the weapon uses, the weapon's projectile count determines the number of bullets/pellets/grenades fired, unless of course the ammo has a projectile count modifier other than 0.
[B]The 25mm grenades have 0, and thus the shotguns projectile count applies, which is 7 in case of the Hunting Shotgun, meaning there will be 7 grenades fired.[/B][/QUOTE]
Yeah, which is why I was saying to change the projectile count for the weapon and not for the ammo :v:
[QUOTE=cdr248;46444682]Yeah, which is why I was saying to change the projectile count for the weapon and not for the ammo :v:[/QUOTE]
If you change the projectile count to 1 on the weapon, and load standard shells, it will fire one pellet only. To fix that, you would have to change the projectile count on the 12Ga shells to 7 to retain the "shotgun effect". It yields the same result and in the end you changed an ammo type anyway.
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