Graphic Design and 3D Art focused modder. Currently self-teaching Character Rigging and C#. Good times ^^
Please refer to the newly added FAQ on the front page before posting questions as you'll likely find your answers there :)
We really need to add an FAQ to the front page..
Will be using the rig setup from turrets already ingame, with a simple friend/foe ai package. Expect to see them dotted around military installations :)
Its an early alpha build, this should be expected. Also, please stop spamming this page with your comments. Head to the official forums Vaultmp.com to report your bugs.
You can use FOSE with 1.7
'1.7.. To use this version, download FOSE v1.1 beta 9 or later.'
Yep, its gonna be bigger then huge :) Now if only we had a few low-level debuggers, that would really help!
2 shields* :D
Yep its still pretty buggy, it takes some trial an error to join some servers. Also, there seems to be few random servers where users are starting to experiment with the code which is good, but they are very unstable.
We may host a small deathmatch event to allow people to get a taste of the pvp, just need to make sure its stable enough for that many players :)
Yes mods will be fully supported down the road. Just understand that any mod that has geck scripts, will need those scripts converted to c++
Hamachi is your friend ;)
Just experienced my first ever taste of PvP action in an Bethesda game, and it was goooooddd. Just thought I'd share some tips. If you see other players with guns suspiciously chilling, get some distance immediately.. yes Im looking at you Volumed lol.
FYI this mod is for both Fallout 3 and New Vegas ;)
Cheers lads ^^
Cheers. Regarding the helmet, thats from another mod. Spetsnaz Armor I think its called. I happened to have all the mods I usually play with still active in my load order when showing of the THE5 texture replacer I made for Wargame. This has caused a bit of confusion, my apologies :)
Mod support will be added down the road once core functions are completed. I for one am looking forward to playing this with my own mod, Wargame: 2073 AD :)
Hey man, thanks for the support. In a nutshell, I personally found the pipeline really unfriendly. Modding Sins basically forces you to use XSI mod tool, and seeing as Ive already spent years learning how to use 3ds max and blender I was not prepared to do that all over again with XSI.
There were some tools for 3ds max, but they were totally outdated. Thats why there was a VS resurgence several months as I thought Id give it one last try with those. Granted I did get some ships ingame, with correct hardpoints and flying in the right direction, I was never able to get the textures to show up properly.
I even had canadaman from the halo project helping over msn and the dmg guys on the forums and still was unable to get it to work. Perhaps Im just an idiot, who knows. One thing I do know is I just dont have time for something thats so troublesome.
Man, Recyclers really goin the whole 9 yards with this thing. Im proud to be able to work with such great people.
I know right? Were the first mp mod for a Bethesda game that actually managed to pull it off. Hats of to Recycler :)
Bigdog? Haha, nah I didnt really explain my previous comment properly. Obviously theres plenty of 4 legged creatures in fallout, what I should have said was crab/spider like creatures.
Think of all the 4 legged creatures in fallout as rectangles. If I used those, I would end up with AT-AT type things from starwars, which I dont want. I want squares, like the 4 legged mechs from armored core an ghost in the shell. That make sense?
Lastly, if I did any type of heavy walker (which would be awesome) It would likely be 6 legged. Something about a 6 legged heavy, just feels 'right' haha.
Perhaps once Ive finished getting my current line of vehicles, weapons an props ingame, Ill start experimenting with more exotic types of creature-vehicles. Ive only really just scratched the surface of whats possible in NV ^^
Also, the way I'll be rigging the mechs onto the human skeleton.nif, its basically exactly the same as you would view 3rd person normally from the player character, only difference is the setscale script that increases your size, which inturn increases the camera size.
Add a couple of tanned beauties, a few hammocks and a long island icetea - im there :)
Ive gotta agree na13 here, having the caps so far behind the lines is an utter pain.
If its not to difficult to mod, I would wholeheartedly support the ability to move your capitol every couple of years.
As was said, 'home is home' but your HQ should remain strategic, not static ;)
orks orks orks
Look like Scottish samurai.. strange mix, but cool!
Im totally torn between this an Darthmod Fall of the Samurai!! If Only I had the HD space for both :P
If there was such a rigged creature already present in NV then yes but sadly theres no 4 legged walking creatures that I know of.
There are however 3 legged skating creatures which Im tempted to use as tachikomas..
Ive also seen some 6 legged things, and Im tempted to test fireants aswell, but they would all be npc. At the moment, you can only 'drive' humanoid vehicles like mechs.
Glad to hear your support but..
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Good question. Its isnt much of an issue since the meshs dont overlap the 1st person camera, and when in 3rd person, you can simply use this mod Newvegas.nexusmods.com
Egota, giant ship at 0.13 Youtube.com