I make mods.
You mean the tan camo texture mod? It was on Quake 4 files, but that was a decade ago. Not sure if the site even exists anymore. I don't have any mods but mine installed on my current Quake 4 build, sorry.
I'm a bit late to the reply, but I'm not sure what was up with the post processing effects or view distance. They seem to vary from PC to PC, which is weird. I'm now focused on the sequel which is built in Unreal Engine 4 (much more stable and predictable than CryEngine), and it made adding a view distance slider in very easy, so rest assured it won't be a problem in the sequel.
Thanks for the kind words man. I think I'm gonna go back to it and finish it off once my game I'm working on is done. Gotta pay the bills first and wrap up that project, then I'll hop back in and finish V11. I want to do another playthrough of Fallout 3 sometime in the future.
Yes a little bit, but I'm also working on Fallout 4 and another big project, so it may be a while.
Wow, could it be a Crysis mod with similar gameplay, but none of the annoying cheesy alien crap? Love it, can't wait to play!
Thanks for including my mod in there, quite the honor! Cheers to 2 decades of Quake goodness.
Send me a PM and I'll shoot you a link to my email address so I can send that file along for you. Just so you know, the initial release of the game will only support x64 although 32 bit support is planned down the road.
Do you guys still want a V11? I assumed everyone had moved to Fallout 4?
Will do, thanks :)
Thanks, it's changed a LOT since that build, Unreal Engine 4 has let me do a lot of crazy things. There is a possible beta build coming soon, although I may do early access, still have to see how it goes.
Looks incredible, great work!
There should be an executable for each type of game. Use 64 bit if you have a 64 bit OS, or 32 bit if you're running a 32 bit OS.
I like a lot of these ideas, especially a more complex healing system was something I always wanted in FO3 Reborn. I will for sure take the suggestions into account when it comes time to mod Fallout 4.
Yeah, I've heard this about FO4, I have yet to play it, but when I get around to it, expect the mod to be similar to FO3 Reborn, including the RPG features.
That's a good idea, if I could find a way to differentiate them from conventional projectile weapons they'd be worth keeping.
Power armor is in the later versions of F3R, but just really rare. It'll be in Fallout 4, but it's gonna actually need power as the name suggests. It'll be similar to the nanosuit in Crysis, but less extreme. The player will be able to direct power to enhance strength, armor, or speed. I'll have to play Fallout 4 to see what would be a good power source, but it'll have to be valuable enough to make using the armor a luxury.
You never know, things could turn around in your favor, and more people could post agreeing with you!
Quite likely it'll be your desired way for the first few releases (similar to FO3 Reborn), then later on I'll work on replacing the vanilla weapons. The first priority is of course gameplay.
As for compatibility, there's not much big mods like Reborn can do, when you're touching TENS of thousands of files in the GECK, it's quite unlikely it'll play well with a large mod such as FWE, especially when said mod does many things similar to Reborn. Big mods like MMM work to an extent, they aren't guaranteed to work by any shot, but they should in theory.
V11 is on hold, probably forever, but I have a spinoff of it that incorporates features and art from New Vegas. It's a whole new world, though. Currently, it's progressing slowly, but I hope to get time to work on it more soon.
No problem, thanks for posting ;)
Okay, thanks man!
No, currently there is no weapon modding system as in New Vegas. You have to find the weapons with the attachment setup you desire. For Fallout 4 Reborn, there will be this feature.
Kinda odd how you're commenting on a mod for Fallout 3 if you dislike it so much.
Glad you enjoyed Reborn for Fallout 3, and thanks for the input on the real-life weapons!
Thanks man, any input on whether you prefer realistic weapons or the original canon ones?
Yeah, the anchorage sim is a little glitchy, make sure you have this patch applied before entering vault 112.
Any small handheld firearm is classified as a "small gun". Larger weapons such as LMGs (SAW M249, Sniper Rifles, etc) are big guns. Explosives covers things like the RPG7, or anything going boom.
It's a big mod and there are a lot of requirements. It can't be simplified, as the mods listed as requirements do NOT allow merging with other mods, and I respect their requests. If you're too lazy to take the 30-60 minutes (not 6 hours) to install, then I guess you just can't play it. I spent 700 hours making it (and other authors spent many hours on their work too), so I think you can spend an hour installing it, sorry if I sound grumpy.
Remove the human model assets from the data folder and it should revert.
It's a feature, the HUD is disabled in V10.
Are you running the FOSE executable or the normal one?
I think I responded to you in PM, correct me if wrong.
Eh, it's kind of stuck for now. Do you really want power armor "back"? (It's still there in the game, just really rare, about 1 in 25 BOS soldiers have it, and there are the special versions too, such as T51b, etc).