trollworkout FO3/NV mods - CB Custom Beginning & more

Discussion in 'Fallout 3 and New Vegas Modding' started by trollworkout, Aug 4, 2015.

  1. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015
    There's a script that limits the 2 key. I think is called CB??AmmoSwap quest that runs the script or something similar.
     
  2. Hero for Hire

    Hero for Hire It Wandered In From the Wastes

    106
    Aug 7, 2015
    久しぶりです!
    He saw she booty ;)

    So after some hesitation I deleted everything out of the CB00HotkeyScript except for the 'basic data' and I got the 2 key back :)

    You know, even though it's not finished, this really is the best Alt Start mod available for Fallout 3.
     
  3. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015
    You should really continue my work and become the official maintainer.

    The mod itself is public domain pretty much anyone can take it and continue and work wih it. I don't care about ownership. You can in fact repost it on nexus and tell them you got permission from me to maintain etc. I dunno if they would like it tho.

    Get GECK and continue where I left off.

    I was thinking next thing to do is either re-balance the prices back to vanilla FO3 OR simply make the difference between buying and selling bigger so say selling prices are like 50x less than buying prices . This would make wepons you find worthless to sell and you won't make much money but very hard to buy brand new ones.

    Do you ever use throwing weapons? Before I bailed I managed to add throwing anims but I don't know how to add proper throwing weapons so I just used what I found.
     
  4. Hero for Hire

    Hero for Hire It Wandered In From the Wastes

    106
    Aug 7, 2015
    If I had even half of your scripting and editing ability I'd be happy to look after the mod, but I don't have the time (or possibly patience) to learn...maybe?
    I can make only the simplest changes to Fallout 3 via FO3edit such as adding or deleting "enchanments" to items or changing attributes to NPCs (such as giving the Outcasts appropriate gear, for example, or making Mole Rats & Bloat Flies less hostile) or editing lists (adding Golden Geckos to Animal Friend).

    Can scripts be edited in FO3edit?
    If not, then I suppose it's about time I reinstall GECK. I haven't messed with that since 2011:whistle:
     
  5. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015
    I had no scripting or editing ability. I picked it up while doing it. it gets easier and easier. I forgot a lot of it but I can pick it up just by looking at code. I mostly download other people's mods and look at how they scripted certain things then I write my own scripts. I never copy paste anything because you don't learn. I simply take general scripting ideas from others buy always write my scripts from scratch. This way I understand it and learn . After a while I can start doing really advanced stuff.

    Many of the things I did from ammo weights to others are simply hacks. The game doesn't allow for certain things but I make it happen anyway.

    You cannot edit scripts in FO3 edit because they need to be compiled. You really need GECK.

    It is possible to edit and compile scripts in another program that is bundled with the Mod Manager but the problem is it only compiles scripts for vanilla GECK and not for Fallout Script Extender making the scripts broken in game. I use FOSE a lot in my scripts due to ez functions.
     
  6. kschang77

    kschang77 First time out of the vault

    2
    Jan 30, 2018
    Just found CB in the final days of 2017 after getting too frustrated with FWE. Noticed a couple things

    * CRAFT menu seems broken if I install any further CRAFT extensions like TinCanCrafting.
    * CB's ammo crafting used a custom round .223 Remington that's NOT in CALIBR despite incorporating CALIBR otherwise.
    * Somehow I cannot make 7.62 or .223 rounds. I can make all other rounds.
    * CB's gunpowder used a different ID than, say, "ammo schematics for CALIBR" mod, so this gunpowder ain't that gunpowder. (Personally, I think gunpowder should be an item defined by CALIBR with the "schematic portions" left up to the extensions, to avoid this from now on)
    * I see there are "bullet mold" objects left in the editor but not used?
    * Noticed CB has its own nightvision. This conflicts with Advanced Recon tech in terms of hotkeys. Temporary workaround is to assign different hotkeys to ART.


    I like CB, but it seriously needs more documentation and interactions with other mods.
     
  7. kschang77

    kschang77 First time out of the vault

    2
    Jan 30, 2018
    Noticed another bug, but not sure if it's between this, and FO3 reanimated. The M60 holding was all wrong. The gun was placed 30 degrees rotated UP, but the gesture was holding it straight.

    Also, M60 is a Big Gun, but the animation is that of a rifle. One does NOT fire M60 from the shoulder. One would do it Rambo style... from the hip, much like one of the Gatlings.

    Regarding Bozar complaint yesterday... My suggestion is to make Bozar either 5.56 or .308 and eliminate .223 altogether. We don't REALLY need another caliber in the game, do we?
     
  8. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015

    I like CB too but there is a really big problem with working on this mod. I am banned from nexus. I am not sure if you know but if you're banned is forever. Any new account you make is also banned right away. I tried . So esentially it means I can never download any mod from nexus. So I cannot help you with intercompatibility.

    The reason for which I am banned are pretty silly for copying someone else's perks liek Cancerous Growth or Bonsai which were in turn copied from anothr fallout game but I guess that didn't mater to them whatever.

    Since I could not download any mod I practically reinvented the wheel myself created my own ironsights system and whatever else I was missing from mods. And before being banned I was actively communicating with a few modders to incorporate their mods and I had a few mods downloaded so I cloned a few of their ideas. Some ideas I cloned by simply reading the description in nexus etc.

    Long story short is I cannot access nexus or help with intercompatibility and I am not even actively modding anymore. After the ban I got dissapointed and gave up modding for Fallout then came back briefly but was hard being cut off from the modding community so I gave up. Sorry man.

    You are more then welcome to continue working on this. The best way would be simply to make another mod that has my mod as the master then you can simply extend my mod and fix all my issues and shotcomings etc.


    Bullet Mold was part of a planned WIP feature where you would be making your own ammo by using various molds.

    There are A LOT of unused objects actually. For example thre's a "junk laser weapon" made from Capacitor and various random bits and pieces, a junk pistol, a pipe rifle etc. There are other junk melee weapons some of which were never implemented because I never got around to do it :) There's also dynamite , throwing baseball and many other throwing weapons that were about to come out.

    Also there was supposed to be a new "tribal" race and history available using the ones from the DLCs

    There was supposed to be a Weapon Crafting perk or a series or perks including a Poisoneer perk to add poison to melee weapons.

    Btw I managed to make throwing work with functional throwing anims made by me by analyzing how NV did it. My mod is the only mod with functional throwing animations for spear, kinfe etc.
     
    Last edited: Feb 17, 2018
  9. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015

    That is a good idea actually to remvoe .223 completely. I have always been a fan of simplifying and cutting things down.

    Maybe the animation of M60 is simply a mistake in the weapon forms it is using the wrong anim or maybe it was the only anim that fit? I don't remember :)
     
  10. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015
    Hey guys I was recently allowed back on Nexus however I do not have access to my main account because I no longer have my old email thus I had to create a new user account. I have uploaded my mod here now
    https://www.nexusmods.com/fallout3/mods/23129

    According to the rules I have to have a new account if I cannot access my old account.




     
  11. trollworkout

    trollworkout It Wandered In From the Wastes

    186
    Aug 1, 2015
    I guess remains to be seen how long this new account lasts :)