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  1. quetzilla

    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Curious to know how you made tag skills get +2 per skill point....
  2. quetzilla

    More team members

    Just search nexus for 'followers' and it will show up. The original games had it as CHA/2. I think I'll make it CHA/2 - 1, so at 10 CHA you get 4 followers which is a good reward for pumping up CHA, but if you make CHA a dump stat than you don't get any followers.
  3. quetzilla

    Fallout rebalance Mod - Metathread

    Luchaire from the official forums came up with a relatively ingenious solution for the stimpacks-in-combat problem: Made them heal over time. So you can't just pop open the inventory and heal up all at once, you have to wait for one to finish healing before you can use another. Outside of...
  4. quetzilla

    More team members

    There's a mod on F3Nexus that removes the number limit... as well as the karma reqs. I'm working on a version that will tie it to CHA, as well as a perk to give +1 to follower limit as well as remove karma reqs.
  5. quetzilla

    Fallout rebalance Mod - Metathread

    Glad to see other people want to 'nuke' the fatman as much as I do. Maybe we could re-purpose it into some sort of mini-MOAB launcher? Wouldn't have to change the mushroom cloud really, and it would be way less dumb than launching real nukes around. (rant: I mean for christ-sakes, you can...
  6. quetzilla

    Script Compiler is go - FOMM 0.8 released

    Just a heads up -- Timeslip released FOMM 0.8 which includes a (semi) working script compiler. It still has some limitations (can't access nonlocal variables among other things), but it should be enough to get people started. The latest FOMM can always be found here...
  7. quetzilla

    [MOD] Traits

    Uh what? I see no such button, and there is none in the code either.
  8. quetzilla

    [MOD] Traits

    If you want to add 18 CTDAs to every existing perk, then be my guest :P Not mention adding the CTDAs for perks that change the Perk Rate, which just becomes nutso. When FOSE gets online this will be a doable thing because it can (likely) mess with UI elements dynamically like OBSE can for...
  9. quetzilla

    [MOD] Traits

    Because the engine doesn't support that.
  10. quetzilla

    [MOD] Traits

    Or you could just trust that a Trait does something vaguely along the lines of what it says it will, and not worry so much about exact details :). This version only lets you select 1 or 0 (you're still free to pick a normal level 2 perk instead of a Trait). In the future I will fix it to...
  11. quetzilla

    [MOD] Traits

    Oh, I did change it so they're only selectable at level 2. The fix is simple: advlevel player.setlevel 1 Then subtract out whatever skillpoints you added. As for specific descriptions, I won't be adding exact details. The original descriptions for Traits never had the exact details...
  12. quetzilla

    [MOD] Traits

    @Necro-: It works for me, did you actually try it? Remember, if a perk says it requires level 6 (for example), then it will be selectable when you are lvl 5 and have just earned level 6. Therefore, if the perk has req: level 1, it should be selectable when you are level 0 turning level 1...
  13. quetzilla

    [MOD] Traits

    That specific comment is about Commando being made unselectable. I have used the mod on my own characters and had no problems -- are you using other mods that modifiy perks?
  14. quetzilla

    [MOD] Traits

    The here and now perk works by activating a quest stage result script which adds exactly enough XP to get you to the next level. I could probably make a perk to take away XP, but it probably wouldn't make the game lower your level, and it still wouldn't solve the extra skillpoints. Once I get...
  15. quetzilla

    [MOD] Traits

    Right now you miss a perk although there is a way around that. Open the console and type: player.setlevel 0 advlevel Which will let you pick a perk at level 1. The problem with that is you get +15 skill points. In the future I will fix it to work separately from the Perk Select...
  16. quetzilla

    [MOD] Traits

    QZ Traits v1 by qzilla Download here for now (will upload to NMA soon): http://www.fallout3nexus.com/downloads/file.php?id=593 Traits are effectively Perks which are only selectable at level 2. The effects have mostly been carried over from Fallout 1 and Fallout 2. Where possible they...
  17. quetzilla

    Modding weapons

    Thought I'd post this here: I figured out where the Silenced/non-silenced info is, and why you can't find it in the WEAP record -- It's not there. It's actually in the PROJ record, under VNAM. 1 is nonsilenced, 2 is silenced, 0 is N/A. Stored as an Integer. Also, I've been updating the...
  18. quetzilla

    Fallout 3 reviews round-up #52

    I really do want to massacre those turds in the cave.
  19. quetzilla

    Radiation Info Mod - released

    The game still gives you the messages about minor radiation sickness etc in the top left corner, which is basically the same as what you mention.
  20. quetzilla

    Fallout 3 - First Mods

    If people would prefer that the radiated message doesn't show up in the pipboy until you have radiation sickness, I can tweak it to do that. I know the pipboy in this version acts like a geiger counter, but you never started with a geiger counter in the other games. It does of course seem...
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