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RimWorld => Releases => Mods => Outdated => Topic started by: AshbornK9 on July 14, 2015, 09:18:51 PM

Poll
Question: N/A
Option 1: N/A votes: 0
Option 2: N/A votes: 0
Title: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: AshbornK9 on July 14, 2015, 09:18:51 PM
(http://i61.tinypic.com/1zlzuwh.png)
_______________________________________________________________________________

Hello everybody, and thank you all for checking out my mod!

This mod is a tribute to the Fallout series of games, and also in anticipation of Fallout 4.

This mod is still incomplete due to a large amount of planned content, but I have decided to release it's first version. It currently contains many weapons and are all from the Fallout universe. Future plans include; Adding all major (and possibly minor) factions, clothing, weapons, and everything else possible from New Vegas, 3, and 4.

An incomplete list of planned content can be found   here (https://docs.google.com/document/d/15jpydLmh9Hf5sVICnCwfgLg_d9k_IW0DQstr5dFlxRc/edit?usp=sharing)

(OUTDATED) A database of the current content can be found   here (https://docs.google.com/spreadsheets/d/1PQIslXXANvrSQJwJkT7o5IaAfrSgBdWgnhjtsSZCfEo/edit?usp=sharing)
_______________________________________________________________________________

(http://i65.tinypic.com/359igsp.png)

(http://i66.tinypic.com/2rdyudf.png)

(http://i67.tinypic.com/6t20yq.png)

(http://i67.tinypic.com/2z57k3l.png)
_______________________________________________________________________________

Finished:

(Coming in next update)
In progress

_______________________________________________________________________________
Downloads:
v1.6b, the Slightly Smaller Bug Crushing Update (B18):
Click here (http://skamaker.com/5M0I)
v1.6, the Bug Crushing Update (B18):
Click here (http://kializer.com/5cVr)
v1.5, the Consumable Update (A17):
Click here (http://adf.ly/1mjNqL)
v1.4, the Scattershot Update (A16):
Click here (http://adf.ly/1gywvD)
v1.3, the Animal Update (A15c):
Click here (http://adf.ly/1efzER)
v1.2c, the Detonation Update (A14d):
Click here (http://adf.ly/1ch35Q)
v1.2b, the Caffinated Update (A14d):
Click here (http://adf.ly/1cVi5t)
v1.2, the Updated Update (Lame, I know) (A14):
Click here (http://adf.ly/1cJeiC)
v1.1c, the Chemical Update (A12d):
Click here (http://adf.ly/1XyKsw)
v1.1b, the Resurrection Update (A12d):
Click here (http://adf.ly/1XZZ5v)
v1.1, the Sharpshooter Update (A12):
Click here (http://adf.ly/1NHXin)
v1.0, the Gunslinger Update (Initial Release, A11d):
Click here (http://adf.ly/1KpIam)

Note: If you would like to use my mod or any of its content in other mods or projects (modpacks), please notify me first.
_______________________________________________________________________________
How to Install:
-Unzip the .rar file in the download and place it in the Mods folder in your Rimworld folder.
-Launch Rimworld and activate the mod from the mods menu.
_________________________________________________________________________
Change Logs:
v1.6b - Fixed a number of small bugs, added addictions back in.
v1.6 - Updated to Beta 18, Lots and lots of bug fixes: Animals now spawn in the wild, Addictions have been removed (for now), Fixed weird Stimpak bug (possibly?), Pipboy 3000 now uses correct body part (probably), Laser rifle (should) have no more sound issues, Vault Security Helmet is now correctly classified as apparel, Vault caravans and bases now work correctly, Added recipes for Focus Lens, Superconductors, Stimpaks, and Super Stimpaks, Misc random bugfixes that I didn't actually note down.
v1.5 - Updated to Alpha 17, added Pre-war Foods (Cram, InstaMash, Sugar Bombs, Salisbury Steak, Gumdrops, Potato Crisps, Yum Yum Deviled Eggs, Dandy Boy Apples, Fancy Lads Snack Cakes, Blamco Mac & Cheese, and Pork n' Beans), Super and Ultra Stimpaks, Machinegun and Heavy Machinegun turrets (using placeholder textures currently), Mole rats, Giant geckos, Radscorpions, Radroaches, Barrel Cactus, Broc Flower, Xander Root, Wattz 1000 and 2000 Laser weapons, Gobi Campaign Scout Rifle (Unique sniper rifle), Plasma Rifle, Plasma Defender, Multiplas Rifle, Plasma Scattergun, Ripper, Nephi's Golf Driver (Unique 9 iron), Bozar (Unique LMG), (Lead) Pipe, Tri-beam Laser Rifle, Pipboy 3000, Pipboy 2000, Vault-tec Labcoat, Vault Security Armor + Helmet, and a Vault flooring.
v1.4 - Updated to Alpha 16, added Shotguns (Caravan Shotgun, Sturdy Caravan Shotgun, Riot Shotgun, Single Shotgun, Sawed-off Shotgun, Big Boomer, Lever-action Shotgun, Hunting Shotgun, Dinner Bell), Stimpacks (Credit to Erdelf), new traits, retextures to Mentats, balancing changes fit to A16, and implants to fit the S.P.E.C.I.A.(No luck implant for the time being) system from Fallout.
v1.3 - Updated to Alpha 15, added Bighorners, Brahmin, a bunch of Traits, T-45 Power Armor, RockItLauncher, and Junkjet.
v1.2c - Added Dynamite (norm and long-fuse), Pulse Grenades, Plasma Grenades,
Laser Sniper, Laser Musket, Pipe Weapons (Pistol, Revolver, Rifle, SMG), 9mm SMG, 10mm SMG
(and unique SleepyTyme), 12.7mm SMG, Silenced .22 SMG, Raider Power Armor, Nuka-Cherry, "Vault" (Vault Dwellers) faction, Pew Pew (Unique Laser Pistol) and new growable crops
(Tatos, Razorgrain, Mutfruit, and Tarberries).
v1.2b - MAJOR balancing changes, added Marksman Carbine, Paciencia, Nuka-Cola Quantum,
Nuka-Cola Quartz, Sunset Sarsaparilla, X-01 Power Armor (Helmet and suit), Gatling Laser, new
recipes for guns, Vault Jumpsuit, Armored Vault Jumpsuit, New technologies, Shishkebab, and made
it so sodas (Nuka-Cola and such) restore rest when consumed.
v1.2 - Updated to Alpha 14, more balancing changes.
v1.1c - Changed Balancing for weapons, Added Laser Pistol, Psycho, Buffout, Mentats, Steady, Med-X, and Nuka Cola.
v1.1b - Added Laser Rifle and Jet, replaced sounds for A-M Rifle and Varmint Rifle/Ratslayer.
v1.1 - A12 Release. Added 10 new rifles, an implant, and 1 melee weapon.
v1.0 -Public Release. Total of 16 Guns: 14 Pistol, 2 Rifles.

_______________________________________________________________________________
Credits:
Stinkycat752- Making the logo and most of the textures for the mod.
Berengar- Sending me some textures (currently unused, but will be modified for content in future updates)
Mrofa- Making the 9 Iron texture.
Alistaire- Letting me use some code for the Anti-Materiel Rifle's anti-materiel damage.
Lord Pippin- Gave me a sizable file with textures, code, and sound.
Fuji- Made textures for Vault jumpsuits
van tarken- Made textures for X-01 Power Armor
JangoD'soul- Made textures for the T-45 Power Armor
Erdelf- Made code for Stimpacks

________________________________________________________________________________
________________________________________________________________________________
This mod is currently unfinished and is still being added onto.
Title: Re: [A11b] Project Fallout
Post by: jamesinar on July 14, 2015, 09:25:02 PM
Creatures? Does that mean Deathclaws? A supermutant faction?
Title: Re: [A11b] Project Fallout
Post by: Segrog on July 14, 2015, 09:30:39 PM
Wow, nice work.
Title: Re: [A11b] Project Fallout
Post by: AshbornK9 on July 14, 2015, 09:40:44 PM
Quote from: jamesinar on July 14, 2015, 09:25:02 PM
Creatures? Does that mean Deathclaws? A supermutant faction?
By creatures I mean animals and stuff, like Radroaches, Brahmin, Bighorners, Yao Guai.
Deathclaws will have their place in there, but as something more akin to the wargs in the game right now, an event based thing rather than something to be actively present in a map like muffalos and boomrats.
Title: Re: [A11b] Project Fallout
Post by: kaptain_kavern on July 14, 2015, 09:51:20 PM
Nice progress since the [WIP] thread in the other subgroup. Gratz

Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM
... and are all from Fallout: New Vegas...
That's why none of them recall anything for me. I'm feeling old right now saying this but I know only Fallout 1,2 and Tactics. Fallout 1 and Baldur's Gate literally taught me English when I was sixteen.

Keep up the good job anyway plz
Title: Re: [A11b] Project Fallout
Post by: jamesinar on July 14, 2015, 09:55:05 PM
I can't wait for this to get more fleshed out.
Title: Re: [A11b] Project Fallout
Post by: kaptain_kavern on July 14, 2015, 10:44:27 PM
Some resources. Hope it can help ;)

  • http://falloutmods.wikia.com/wiki/FO2_Weapons
  • http://www.nma-fallout.com/content.php?page=fo-items-armour
  • http://www.nma-fallout.com/content.php?page=fo2-items-smallguns
  • http://falloutmods.wikia.com/wiki/Van_Buren_Art_Index
  • http://falloutmods.wikia.com/wiki/Fallout_2_inventory_item_art
Title: Re: [A11b] Project Fallout
Post by: AshbornK9 on July 14, 2015, 10:49:16 PM
Quote from: kaptain_kavern on July 14, 2015, 10:44:27 PM
Some resources. Hope it can help ;)

  • http://falloutmods.wikia.com/wiki/FO2_Weapons
  • http://www.nma-fallout.com/content.php?page=fo-items-armour
  • http://www.nma-fallout.com/content.php?page=fo2-items-smallguns
  • http://falloutmods.wikia.com/wiki/Van_Buren_Art_Index
  • http://falloutmods.wikia.com/wiki/Fallout_2_inventory_item_art
Any content for other Fallout games will likely, if I decide to make them, be released after the Fallout 3 content
Title: Re: [A11b] Project Fallout
Post by: Jesselax on July 14, 2015, 11:51:16 PM
Dude... vault doors. nuff said
Title: Re: [A11b] Project Fallout
Post by: AshbornK9 on July 15, 2015, 03:11:06 AM
Quote from: Jesselax on July 14, 2015, 11:51:16 PM
Dude... vault doors. nuff said
Yep, wouldn't be a Fallout mod if I hadn't at least some plans for vaults in the future.
Title: Re: [A11b] Project Fallout
Post by: Berengar on July 15, 2015, 05:27:11 AM
Hrm.. i think for the next update i would rework some of the existing clothes and armors. So there fit more in the fallout setting.
So give the pirates an more crazy look. You know, more spikes, dirt and an big mean grin on the face. ;)
Hrm.. and i would make guns more rare.
Title: Re: [A11b] Project Fallout
Post by: AshbornK9 on July 15, 2015, 05:49:52 AM
Quote from: Berengar on July 15, 2015, 05:27:11 AM
Hrm.. i think for the next update i would rework some of the existing clothes and armors. So there fit more in the fallout setting.
So give the pirates an more crazy look. You know, more spikes, dirt and an big mean grin on the face. ;)
Hrm.. and i would make guns more rare.
Is there a way to make guns more rare? I'd suppose the value of them, but I set those fairly high for the stats of the guns. I don't really plan on reworking existing clothing, more likely I will just add rather than replace.
Title: Re: [A11b] Project Fallout
Post by: Dragoon on July 15, 2015, 06:30:48 AM
When he says rework I think he means use the basic as a base and build onto not so much replace it. I'm loving this mod *cool guy makillacutty*  8)
edit: OH I ALMOST FORGOT TO ASK!!! Will you be adding any DLC weapons from new Vegas?
Title: Re: [A11b] Project Fallout
Post by: Pheanox on July 15, 2015, 08:03:33 AM
Quote from: kaptain_kavern on July 14, 2015, 09:51:20 PM
Nice progress since the [WIP] thread in the other subgroup. Gratz

Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM
... and are all from Fallout: New Vegas...
That's why none of them recall anything for me. I'm feeling old right now saying this but I know only Fallout 1,2 and Tactics. Fallout 1 and Baldur's Gate literally taught me English when I was sixteen.

Keep up the good job anyway plz

Yeah I was on your page.  I was like "Fallout? Awesome!  Oh, Fallout 3/NV.  Well cool I guess."  It seems more and more people haven't played the older games which I still consider to be benchmarks of CRPGs.
Title: Re: [A11b] Project Fallout
Post by: evil scientist on July 15, 2015, 10:01:23 AM
can you add a now biome calles the wasteland ? and instead of a warg event a deathclaw event cause the wargs are too easy  ;D
Title: Re: [A11b] Project Fallout
Post by: AshbornK9 on July 15, 2015, 04:37:47 PM
Quote from: Dragoon on July 15, 2015, 06:30:48 AM
When he says rework I think he means use the basic as a base and build onto not so much replace it. I'm loving this mod *cool guy makillacutty*  8)
edit: OH I ALMOST FORGOT TO ASK!!! Will you be adding any DLC weapons from new Vegas?
Yes, DLC weapons will be their own update, but not one for each DLC, as each only adds a few weapons. As for using them as a base, I do plan on doing that at least somewhat, I have some power armor textures given to me by Berengar, but they don't quite fit the bill yet, and will have to be altered heavily. EDIT: I forgot to mention, all Gun Runner's Arsenal are not going to be added in that update, since there are so many they will be included with each weapon-type update.
Quote from: Pheanox on July 15, 2015, 08:03:33 AM
Quote from: kaptain_kavern on July 14, 2015, 09:51:20 PM
Nice progress since the [WIP] thread in the other subgroup. Gratz

Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM
... and are all from Fallout: New Vegas...
That's why none of them recall anything for me. I'm feeling old right now saying this but I know only Fallout 1,2 and Tactics. Fallout 1 and Baldur's Gate literally taught me English when I was sixteen.

Keep up the good job anyway plz

Yeah I was on your page.  I was like "Fallout? Awesome!  Oh, Fallout 3/NV.  Well cool I guess."  It seems more and more people haven't played the older games which I still consider to be benchmarks of CRPGs.
I have Fallout 2, just was never able to get into it. I wish they would remake it with better graphics, doesn't need to be 3d, just fix the broken stuff and give it a shiny new paint job.
Quote from: evil scientist on July 15, 2015, 10:01:23 AM
can you add a now biome calles the wasteland ? and instead of a warg event a deathclaw event cause the wargs are too easy  ;D
Not sure about this one, I don't quite know how to add biomes, or if you even can, but if so it will probably happen. As for replacing wargs, no I think that if they are in the vanilla game, they belong there, not going to change that.
Title: Re: [A11b] Project Fallout v1.0
Post by: yellojacket on July 16, 2015, 08:25:23 PM
Could you look into adding Pre-War clothes? i want my colonists to look snazzy while slaughtering bandits and tribesmen  :D
Title: Re: [A11b] Project Fallout v1.0
Post by: IndustryStandard on July 16, 2015, 08:27:42 PM
Alright I won't be using the mod yet, needs some time.

I would want to see you add terminals, as a joy object I could put into my colonist 3x3 rooms.

Add vault doors, and vault suits, don't be afraid to get items from Fo1 and 2.

Some new power plants fitting the fallout theme, maybe give steal walls a reskin.
Title: Re: [A11b] Project Fallout v1.0
Post by: AshbornK9 on July 16, 2015, 09:41:08 PM
Quote from: IndustryStandard on July 16, 2015, 08:27:42 PM
Alright I won't be using the mod yet, needs some time.

I would want to see you add terminals, as a joy object I could put into my colonist 3x3 rooms.

Add vault doors, and vault suits, don't be afraid to get items from Fo1 and 2.

Some new power plants fitting the fallout theme, maybe give steal walls a reskin.
Im still working on everything, but most of that is planned, just how far in the future, I don't quite know. Im still learning how to code this things, and am working from there.
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 16, 2015, 10:22:33 PM
The suggestion that I need in the game is all the Iconic Fallout gear. Pipboy, laser and plasma rifles, power armor (the nice silver military grade ones), 111 (and maybe 101) vault jump suit, with armored variant. Just look at the game or watch some overview of it, and start making something :D
(http://i295.photobucket.com/albums/mm141/jamican-elmo/Fallout-Guy-psd35652.png)
Title: Re: [A11b] Project Fallout v1.0
Post by: AshbornK9 on July 16, 2015, 11:08:37 PM
Quote from: Iwillbenicetou on July 16, 2015, 10:22:33 PM
The suggestion that I need in the game is all the Iconic Fallout gear. Pipboy, laser and plasma rifles, power armor (the nice silver military grade ones), 111 (and maybe 101) vault jump suit, with armored variant. Just look at the game or watch some overview of it, and start making something :D
(http://i295.photobucket.com/albums/mm141/jamican-elmo/Fallout-Guy-psd35652.png)
All of that is planned, currently working on apparel while the weapon textures are being made. Can't guarantee it being in there too soon, but I am consistently working on it. Also, I can't put all of that in one update and update the mod consistently, stuff like that will come out in chunks rather than as a whole, like for the weapons, I am working on them one weapon type at a time.
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 16, 2015, 11:12:20 PM
Also some more things to think about
(http://www.shamusyoung.com/twentysidedtale/images/fallout_attributes.jpg)

(http://orig13.deviantart.net/2deb/f/2014/014/4/d/fallout_pipboy_3000_prop_by_urlag-d7277x8.jpg)
:D
Title: Re: [A11b] Project Fallout v1.0
Post by: AshbornK9 on July 16, 2015, 11:39:15 PM
Quote from: Iwillbenicetou on July 16, 2015, 11:12:20 PM
Also some more things to think about
(http://www.shamusyoung.com/twentysidedtale/images/fallout_attributes.jpg)

(http://orig13.deviantart.net/2deb/f/2014/014/4/d/fallout_pipboy_3000_prop_by_urlag-d7277x8.jpg)
As far as the SPECIAL System goes, I don't know how much I can do. I have put a lot of thought into it but can't truly see a place for it as of currently. Also, the Pipboy will be included within apparel as a glove. 
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 18, 2015, 10:23:54 AM
I love this. so cute

(http://33.media.tumblr.com/tumblr_lxmjjpjPba1qbm6hc.jpg)
Title: Re: [A11b] Project Fallout v1.0
Post by: TheSzwagier on July 19, 2015, 05:54:16 AM
Lovely.
Title: Re: [A11b] Project Fallout v1.0
Post by: Berengar on July 19, 2015, 06:27:17 AM
So i took that weekend an break from my skyrim mod, you know, just want to chill a bit, play some games and so one.
But somehow i endet up make sprites for Fallout/Rimworld.
Here is the resolt. Needs a bit finetuning, than i send Ashborn the stuff.
But befor that, what do you guys think? And what do you want to see next?

Metal Armor.
(http://img5.fotos-hochladen.net/uploads/powerarmormalekpyfahb2w8.png)

Vault Suit.
(http://img5.fotos-hochladen.net/uploads/shirtbasicmalekwaont8v29.png)

Armored Vaultsuit.
(http://img5.fotos-hochladen.net/uploads/shirtbasicmale18z2ud0t4r.png)

Power Armor. (v.05)
(http://img5.fotos-hochladen.net/uploads/powerarmormale17j8gwebf9.png)

PS: @Stinkycat i love you stuff, that some realy fine work. :)
PSS: To the mod itself. I think i would seperate it later in 2 parts. East and Westcoast.  (Fallout nv/ fallout 3)
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 19, 2015, 03:21:44 PM
Any helmets?
(https://farm7.staticflickr.com/6023/5924551216_51d7c84244.jpg)
Title: Re: [A11b] Project Fallout v1.0
Post by: Berengar on July 19, 2015, 03:51:15 PM
Sure.
(http://img5.fotos-hochladen.net/uploads/powerarmorhelme1mbrpdf6vk.png)
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 19, 2015, 05:53:48 PM
Nice, though I think the eyes should be black :P your decision. Because late-game, power armor is the player's main choice
Title: Artist's update
Post by: Stinkycat752 on July 19, 2015, 06:34:55 PM
Art Update!


Possibly new art changes coming!
I may halving the size of sprites and coloring them more to fit Rimworld's art style where possible.
Before I'd do that I'd like some more feedback from everyone else I suppose.

(http://i.imgur.com/whqZwfe.jpg)
(Rimworld sprite, New sprite, Old Sprite)

Reason for the changes?
Well frankly the old sprites (172x128/128x128 Pixels) sure do look nice on the forum, but in game they require much more work.
Sometimes to the point that look a little wonky on the forum itself. (To me in the least)

So I've decided to try going for a more Rimworld look by trying to imitate the color pallet and reducing image sizes to 64x64.
I feel these changes are needed but it all falls down to the creators decision, his is currently leaning towards keeping the old way.

Feedback pls!
Or don't, it's not like I need your opinions or anything..

Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 19, 2015, 06:56:13 PM
I like the new sprites. Personally I definitely agree with the new look. Rimworld guns look a bit cartoony, while still having detail. bit like TF2. But idk.
Title: Re: Artist's update
Post by: Berengar on July 19, 2015, 07:09:54 PM
Quote from: Stinkycat752 on July 19, 2015, 06:34:55 PM
Art Update!


Possibly new art changes coming!
I may halving the size of sprites and coloring them more to fit Rimworld's art style where possible.
Before I'd do that I'd like some more feedback from everyone else I suppose.

(http://i.imgur.com/whqZwfe.jpg)
(Rimworld sprite, New sprite, Old Sprite)

Reason for the changes?
Well frankly the old sprites (172x128/128x128 Pixels) sure do look nice on the forum, but in game they require much more work.
Sometimes to the point that look a little wonky on the forum itself. (To me in the least)

So I've decided to try going for a more Rimworld look by trying to imitate the color pallet and reducing image sizes to 64x64.
I feel these changes are needed but it all falls down to the creators decision, his is currently leaning towards keeping the old way.

Feedback pls!
Or don't, it's not like I need your opinions or anything..



Hrm.. an question that i ask myself in the last days often.
My personal prefer that a bit more rusty, and detailed flair, and use it often in my own work.
Sure, that fits very often not that mutch, in the more cartoony stlye of rimworld. Buuuut... on the other hand its give you stuff an unice look, what i like. The best way is the middle way i would say. Like in mrofas work.

But at the and i do like you stuff, and think its fits good. Its not too mutch, but on the other hand very detailed.
Title: Re: Artist's update
Post by: JesterHell on July 20, 2015, 12:56:39 AM
Quote from: Stinkycat752 on July 19, 2015, 06:34:55 PM
Art Update!


Possibly new art changes coming!
I may halving the size of sprites and coloring them more to fit Rimworld's art style where possible.
Before I'd do that I'd like some more feedback from everyone else I suppose.

(http://i.imgur.com/whqZwfe.jpg)
(Rimworld sprite, New sprite, Old Sprite)

Reason for the changes?
Well frankly the old sprites (172x128/128x128 Pixels) sure do look nice on the forum, but in game they require much more work.
Sometimes to the point that look a little wonky on the forum itself. (To me in the least)

So I've decided to try going for a more Rimworld look by trying to imitate the color pallet and reducing image sizes to 64x64.
I feel these changes are needed but it all falls down to the creators decision, his is currently leaning towards keeping the old way.

Feedback pls!
Or don't, it's not like I need your opinions or anything..




I Love the detailed art for the pistols and think it'd be awesome to have all the mods content that detailed but I understand if that's to much work, hell all I've ever done with graphics is edit a 32x32 sprite for Dominions 3 and that took me forever.
Title: Re: JesterHell
Post by: Stinkycat752 on July 20, 2015, 02:15:01 AM
I didn't mean much more work in the sense that they're more complicated to do, I just meant that I have to edit them so much sometimes to the point where I might as well have just made a 64x64 bit sprite. To be perfectly honest it's much more work coloring the 64 bit ones. Whereas the tradeoff is it's very hard to get a good outline on larger images without making them look too different from the original image.

P.S. Thank you for the feedback guys!
Title: Re: [A11b] Project Fallout v1.0
Post by: erathia on July 20, 2015, 05:55:01 PM
We need vault-tech doors, enclave armors, as well as brotherhood of steel faction (and enclave too) we also need the freaking fat-man launcher, or at least some Mr. Handy to help around the house ;)
Title: Re: [A11b] Project Fallout v1.0
Post by: Iwillbenicetou on July 20, 2015, 06:29:44 PM
+1! Also that bot from the beginning in Fallout 4. the bot that has several arms and moves around on a jet. Just wondering if you can put that in at A12
Title: Re: [A11b] Project Fallout v1.0
Post by: erathia on July 21, 2015, 04:44:28 AM
Quote from: Iwillbenicetou on July 20, 2015, 06:29:44 PM
+1! Also that bot from the beginning in Fallout 4. the bot that has several arms and moves around on a jet. Just wondering if you can put that in at A12

THIS is Mr. Handy ;)
(https://slm-assets0.secondlife.com/assets/857218/view_large/d753d8bd406044a8242adc7426bd6269.jpg?1277160004)
Title: Re: [A11b] Project Fallout v1.0
Post by: kaptain_kavern on July 21, 2015, 05:52:00 AM
For this, it can be easy (not for me as I can't draw) : "just" do a new texture for Droid from Mechanical defense (iirc) that will overwrite existing textures if charged after this one in ModOrder list.
Just my 2 cents ;)
Title: Re: [A11b] Project Fallout v1.0
Post by: erathia on July 21, 2015, 07:44:12 AM
I would rather use the code from MAI, as their robots (cleaning bot and hauling bot) have a built in recharging station :D
Title: Re: [A11b] Project Fallout v1.0
Post by: kaptain_kavern on July 21, 2015, 08:23:01 AM
It can work for any mods with droids, as long as you setup the original mod previously, and put the one with new textures after it in ModOrder list ;)

I don't use any mods with droids sry :p
Title: Re: [A11b] Project Fallout v1.0
Post by: Drahkon on July 21, 2015, 01:32:12 PM
Not big on adding items usually, but I like the looks of this so far, good potential. Keep everything blending nicely with the existing world and I'll be trying this for sure.

It'd be nice to have both the options of using it as a overlay replacing some vanilla items (ie: 9mm replaces 'pistol', add 10mm etc) or in addition to vanilla, depending on taste.
Title: Re: [A11c] Project Fallout v1.0
Post by: kaptain_kavern on July 28, 2015, 08:27:12 AM
Just added to the A11 Modlist (https://ludeon.com/forums/index.php?topic=14062.msg145210#msg145210).
Keep up the good job ;)
Title: Re: [A11c] Project Fallout v1.0
Post by: AshbornK9 on July 29, 2015, 11:07:08 PM
Quick update for you guys, still working on stuff. Taking longer than expected due to complete art overhaul. Stinkycat has been out of town for a while and hasn't been able to work on stuff for a bit, but stuff is still progressing. I have a few things in the works for the future, such as workbenches and researches (along with the basis for clothing and armor) that are semi-functional, but not quite ready for a release. Have a great day guys and I'll keep you all updated.
Title: Re: [A11d] Project Fallout v1.0
Post by: AshbornK9 on August 23, 2015, 03:20:54 PM
Sorry to say guys, but my graphic artist has quit, and no updates (apart from one what shall be decided by the new poll) can be completed until I can find someone new to make textures for my mod. I still plan on following through, but I cannot get anything done in terms of complete release until then. If you know anyone who may want to help with this, then please send them my way. Also, within the next day or so I shall be doing any updating that I need to do for my mod to work for A12. Thank you all and have a great day.
Title: Re: [A12] Project Fallout v1.1
Post by: AshbornK9 on August 25, 2015, 04:11:00 AM
Updated to A12, added 10 new guns, 1 implant and 1 melee weapon.

Changelog:
Added:
9 Iron (Golf Club)
BB Gun
Abilene Kid (Unique BB Gun)
Anti-Materiel Rifle
Assault Carbine
Battle Rifle
This Machine (Unique Battle Rifle)
Brush Gun
Medicine Stick (Unique Brush Gun)
Cowboy Repeater
La Longue Carabine (Unique Cowboy Repeater)
VATS Implant
Title: Re: [A12] Project Fallout v1.1
Post by: FridayBiology on August 25, 2015, 09:52:36 AM
whats the "Waiting for deletion" poll for ?
I love the idea of my colonists being actual fallout shelter types.
Personally i'm wanting a why to start with a bunker door spawning in the middle of the starting area as if my colonists have be kicked out for what ever reason.
Title: Re: [A12] Project Fallout v1.1
Post by: AshbornK9 on August 25, 2015, 01:52:09 PM
Quote from: Feirfec on August 25, 2015, 09:52:36 AM
whats the "Waiting for deletion" poll for ?
Well, for whatever reason, if you put a poll on your post, you can't delete it yourself, and it has to have 2 options.
Title: Art Progress
Post by: Stinkycat752 on August 25, 2015, 06:59:07 PM

Art Update 2.0!

I'll be uploading all updated sprites here for your viewing pleasure!
(and feedback of course)


I've finished up the last bunch of sprites for rifles and I'll be working on
fixing old ones and coming up with idea's for other Miscellaneous stuff.



(http://i.imgur.com/FRaWxtD.jpg)    (http://i.imgur.com/NZkmAPS.jpg)    (http://i.imgur.com/WgXt7H3.jpg)    (http://i.imgur.com/tCQ1wqc.jpg)

(http://i.imgur.com/BAljKIV.jpg)     (http://i.imgur.com/GVJRSyI.jpg)    (http://i.imgur.com/rmxHoos.jpg)    (http://i.imgur.com/Y5dbchR.jpg)

Note: All Above images are 200% zoom screenshots and are not final spries.


Join the Slack! I'm on that, there's an art thing
so you can yell at me for being crap LIVE!
https://ludeon.com/forums/index.php?topic=14501.0


Changelog:

8/26-30 -
Finished: Marksman Carbine, Bozar, LMG, Gobi Scout Rifle, Paciencia

Updated: Trail Carbine and Hunting Rifle

Remade: Varmint Rifle

pls notice me senpai alistaire
Title: Re: [A12] Project Fallout v1.1
Post by: Elixiar on August 26, 2015, 01:16:40 PM
Can you make a 4x2 vault door with like 1500-2000hp? Which opens sliding one way of course
Title: Re: [A12] Project Fallout v1.1
Post by: AshbornK9 on August 26, 2015, 02:48:14 PM
If I make a vault door any time soon, I can't make it sliding. Almost all of the coding involved is in a coding language I don't know, and is not very easy to learn. No promises, but if I can that is the future goal.
Title: Re: [A12c] Project Fallout v1.1
Post by: old_sinh on August 28, 2015, 11:36:49 PM
Hey man,
In my opinion be more good delete unique weapons or made their more rare than now. When 6 raider's use "Lucky"  it's look bad.  I think that be good drop unique weapons in ruins or any incindent/encounter.
Ty for attention. Sorry 4 bad eng.
Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on August 29, 2015, 12:58:45 AM
Quote from: old_sinh on August 28, 2015, 11:36:49 PM
Hey man,
In my opinion be more good delete unique weapons or made their more rare than now. When 6 raider's use "Lucky"  it's look bad.  I think that be good drop unique weapons in ruins or any incindent/encounter.
Ty for attention. Sorry 4 bad eng.
Well the point is, I can't make them super unbelievable overpowered, and I can't raise their value to insane amounts, otherwise what is the point (if you have other mods adding guns) if you have a fairly weak gun that is extremely expensive. As for that many appearing in the same place, it is a matter of luck, though in response for the next update I will raise the prices of the unique guns, but I can't do it a super large amount. Once there are more guns in, there will be a much larger variety, but as of right now the values are fairly spread out, so if there is a set value the raiders can have, they may only have a certain list of guns.
Title: Re: [A12c] Project Fallout v1.1
Post by: JangoDsoul on September 01, 2015, 12:08:47 AM
Hey, I like your mod here is a T-45b

(http://i.imgur.com/nwOimfjm.png)

[attachment deleted due to age]
Title: Re: [A12c] Project Fallout v1.1
Post by: akiceabear on September 01, 2015, 12:54:41 AM
Very nice Jango!
Title: Re: [A12c] Project Fallout v1.1
Post by: JangoDsoul on September 01, 2015, 01:52:33 AM
Quote from: akiceabear on September 01, 2015, 12:54:41 AM
Very nice Jango!

Thank you, but i but need a lot of fixing on this art like adding side view of the armor and minor details. I hope this get in the mod
Title: Re: [A12c] Project Fallout v1.1
Post by: Lord Pippin on September 01, 2015, 05:08:23 PM
An idea that we had when it came to implementing unique weapons in the Unofficial Fallout Mod was to create a custom trader and to make it so the weapons were only available that way. I believe if you also assigned unique weapons to a tech level that is unassigned to any faction or pawn that it would make the trader the only real source of the weapons. Though this doesn't solve the issue of generating multiple unique weapons it does make them harder to get, if it works that is. We never really got to that point.
Title: Re: [A12c] Project Fallout v1.1
Post by: macbuk on September 01, 2015, 08:05:57 PM
How about adding a vault door? I'm making a huge bunker in a mountain and it would fit perfectly in there. Great mod btw. :D
Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on September 02, 2015, 12:27:18 AM
Quote from: Lord Pippin on September 01, 2015, 05:08:23 PM
An idea that we had when it came to implementing unique weapons in the Unofficial Fallout Mod was to create a custom trader and to make it so the weapons were only available that way. I believe if you also assigned unique weapons to a tech level that is unassigned to any faction or pawn that it would make the trader the only real source of the weapons. Though this doesn't solve the issue of generating multiple unique weapons it does make them harder to get, if it works that is. We never really got to that point.
Not sure how easy it is to implement a new trader, or make it so only those weapons are included, but I can look into it.
Quote from: macbuk on September 01, 2015, 08:05:57 PM
How about adding a vault door? I'm making a huge bunker in a mountain and it would fit perfectly in there. Great mod btw. :D
And as for this, I am already trying to get a vault door to work, but it shall not be like the door in fallout (as it moves/slides) and I haven't got the skills nor knowledge to code that, but rest assured there will be some form of vault door in the future.
Title: Re: [A12c] Project Fallout v1.1
Post by: JangoDsoul on September 02, 2015, 11:54:06 AM
Will there be a Deathclaw event?

Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on September 02, 2015, 03:15:45 PM
Quote from: JangoDsoul on September 02, 2015, 11:54:06 AM
Will there be a Deathclaw event?
The manhunter pack was changed to allow any animal (I believe) so the event will just be much more rare than that and only can happen after a set number of days, as deathclaws are extremely powerful.
I also have to figure out how to make it so that they don't appear in the manhunter packs often.
Title: Re: [A12c] Project Fallout v1.1
Post by: Dragoon on September 03, 2015, 05:49:41 AM
Quote from: AshbornK9 on September 02, 2015, 03:15:45 PM
The manhunter pack was changed to allow any animal (I believe)

I can confirm it does! I got a manhunter rhino downed it then tamed it  8).
Title: Re: [A12c] Project Fallout v1.1
Post by: Lady Wolf on September 03, 2015, 01:52:30 PM
Awesome mod, looking forward to seeing it continue to develop, thanks for all the hard work you've been putting into this!
Title: Re: [A12c] Project Fallout v1.1
Post by: Danzarlo on September 05, 2015, 12:55:59 PM
Love it so far and i made a couple of suggestions on the google doc
Title: Re: [A12c] Project Fallout v1.1
Post by: Zeta Omega on January 30, 2016, 06:47:16 PM
Hey, not sure if your still working on this or not but have you considered the ability to create loyal robots from the fallout universe?
Title: Re: [A12c] Project Fallout v1.1
Post by: Headshotkill on February 02, 2016, 03:21:33 AM
Have you thought of adding a new biome or alternate map generator to make ruined city-like maps?
And it might be a good idea to play around with the toxic fallout event, make it permanent or very frequent maybe?
Title: Re: [A12c] Project Fallout v1.1
Post by: Zeta Omega on February 02, 2016, 06:49:20 PM
has anyone else thought of a Vault Door structure, something INDESTRUCTABLE so you could have a happy life inside of a mountain...
Also vault clothes
Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on February 26, 2016, 09:35:52 PM
I do plan on adding more to the mod since an update is imminent. Not sure where my folder is though, I might have lost some of the work-in-progress stuff if so.

EDIT: Looks like my folder is gone, and I will also need someone to help with the art, but I didn't have a super large amount done after the latest release
Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on February 26, 2016, 10:49:06 PM
Quote from: AshbornK9 on February 26, 2016, 09:35:52 PM
I do plan on adding more to the mod since an update is imminent. Not sure where my folder is though, I might have lost some of the work-in-progress stuff if so.

EDIT: Looks like my folder is gone, and I will also need someone to help with the art, but I didn't have a super large amount done after the latest release

EDIT 2: Just updated the planned content document with a bunch of Fallout 4 weapons
Title: Re: [A12c] Project Fallout v1.1
Post by: Grimandevil on February 27, 2016, 01:59:03 PM
Quote from: Zeta Omega on February 02, 2016, 06:49:20 PM
has anyone else thought of a Vault Door structure, something INDESTRUCTABLE so you could have a happy life inside of a mountain...
Also vault clothes
there is Blast Door (https://ludeon.com/forums/index.php?topic=12243.0) mod, it aint indestructible (i dont think anything should be) but u can alter the amount of HP i guess.
Title: Re: [A12c] Project Fallout v1.1
Post by: AshbornK9 on February 27, 2016, 02:32:43 PM
Quote from: Grimandevil on February 27, 2016, 01:59:03 PM
Quote from: Zeta Omega on February 02, 2016, 06:49:20 PM
has anyone else thought of a Vault Door structure, something INDESTRUCTABLE so you could have a happy life inside of a mountain...
Also vault clothes
there is Blast Door (https://ludeon.com/forums/index.php?topic=12243.0) mod, it aint indestructible (i dont think anything should be) but u can alter the amount of HP i guess.

I'll look into that mod and see if I can get permission to use the base code, or use it as a reference to build one, but currently buildings (since I lost all my code on them) are fairly low on my priorities.
Title: Re: [A12d] Project Fallout v1.1b (New Update!)
Post by: AshbornK9 on February 27, 2016, 06:06:53 PM
Updated to v1.1b- Added Laser Rifle, Jet, and new sounds for the Anti-Materiel Rifle, Varmint Rifle, and Ratslayer

Going to start doing regular updating as I get features done, rather than doing big themed updates.
Title: Re: [A12d] Project Fallout v1.1b (New Update!)
Post by: AshbornK9 on February 28, 2016, 01:18:18 PM
Added poll.

PS: Expect an update every week, maybe more frequently.
Title: Re: [A12d] Project Fallout v1.1c
Post by: AshbornK9 on March 06, 2016, 05:34:22 PM
Updated to v1.1c - Added Laser Pistol, Psycho, Buffout, Mentats, Steady, Med-X, and Nuka Cola. Drastically changed balancing for all guns.

The winner of the poll is animals! Stinky is already at work making a Brahmin texture, and it is mostly finished being coded, so that is scheduled for the next update.
Title: Re: [A12d] Project Fallout v1.1c (Updated 3/6/2016)
Post by: Icewolf ¯\_(ツ)_/¯ on March 24, 2016, 11:25:04 AM
Vault suits would be amazing js ¯\_(ツ)_/¯
Title: Re: [A12d] Project Fallout v1.1c (Updated 3/6/2016)
Post by: MikeOfDragon on April 03, 2016, 08:14:04 PM
Hey Ashborn, think you could make your mod compatible with combat realism?  :D
Title: Re: [A12d] Project Fallout v1.1c (Updated 3/6/2016)
Post by: cuproPanda on April 03, 2016, 10:43:34 PM
I recently got a request to make some fallout themed sodas, but I see this mod already has nuka cola implemented, and other sodas planned. I just recently added a .dll for my energy drinks, allowing them to restore rest. If you'd like, feel free to use the code for your project. I'll paste it below, and the full file/implementation is available on my thread.

using RimWorld;
using UnityEngine;
using Verse;

// TODO: Rename NAMESPACE and SODANAME
namespace NAMESPACE {

  public class Hediff_SODANAME : Hediff {

    private bool activated;
    private float newLevel;

    public override bool ShouldRemove {
      get { return activated; }
    }

    public override void Tick() {
      base.Tick();

      if (pawn != null ) {
        newLevel = pawn.needs.rest.CurLevel;
        newLevel += 0.25f;

        pawn.needs.rest.CurLevel = Mathf.Clamp01(newLevel);

        activated = true;
        return;
      }
    }
  }
}
Title: Re: [A12d] Project Fallout v1.1c (Updated 3/6/2016)
Post by: AshbornK9 on April 30, 2016, 01:30:26 PM
Quote from: MikeOfDragon on April 03, 2016, 08:14:04 PM
Hey Ashborn, think you could make your mod compatible with combat realism?  :D
I'm back on hiatus again due to school being a priority, but come summer this is one of my highest priority tasks to do.
Quote from: cuproPanda on April 03, 2016, 10:43:34 PM
I recently got a request to make some fallout themed sodas, but I see this mod already has nuka cola implemented, and other sodas planned. I just recently added a .dll for my energy drinks, allowing them to restore rest. If you'd like, feel free to use the code for your project. I'll paste it below, and the full file/implementation is available on my thread.

using RimWorld;
using UnityEngine;
using Verse;

// TODO: Rename NAMESPACE and SODANAME
namespace NAMESPACE {

  public class Hediff_SODANAME : Hediff {

    private bool activated;
    private float newLevel;

    public override bool ShouldRemove {
      get { return activated; }
    }

    public override void Tick() {
      base.Tick();

      if (pawn != null ) {
        newLevel = pawn.needs.rest.CurLevel;
        newLevel += 0.25f;

        pawn.needs.rest.CurLevel = Mathf.Clamp01(newLevel);

        activated = true;
        return;
      }
    }
  }
}

Thank you, I'll certainly see about implementing this once I return to work.
Title: Re: [A12d] Project Fallout v1.1c (On Hiatus Until Summer 2016)
Post by: Huntakilla on May 17, 2016, 06:37:10 AM
I was always a huge fan of this mod, is it seeing an update to A13?
Title: Re: [A12d] Project Fallout v1.1c (On Hiatus Until Summer 2016)
Post by: AshbornK9 on July 15, 2016, 07:08:42 PM
Quote from: Huntakilla on May 17, 2016, 06:37:10 AM
I was always a huge fan of this mod, is it seeing an update to A13?

It's been a while and I've been busy, but I am planning on updating it to the new A14 asap, and as long as I can get art assets, I will add more things.
Title: Re: [A14] Project Fallout v1.2 (Looking for Artist)
Post by: AshbornK9 on July 16, 2016, 04:31:54 AM
Updated to v1.2- Updated to Alpha 14!

This is pretty much the extent of what I am able to add as of current, without an artist I am kinda running a ship without any oars. Plenty of supplies, but unable to get anywhere.
Title: Re: [A14] Project Fallout v1.2 (Back In Action)
Post by: Stinkycat752 on July 16, 2016, 10:07:20 PM
I aint dead yet; just about as reliable as if I was though
Title: Re: [A14] Project Fallout v1.2 (Back In Action)
Post by: Warforyou on July 17, 2016, 11:46:14 AM
These guns are too overpowered...
Title: Re: [A14] Project Fallout v1.2 (Back In Action)
Post by: AshbornK9 on July 17, 2016, 02:43:59 PM
Quote from: Warforyou on July 17, 2016, 11:46:14 AM
These guns are too overpowered...
I've been trying to balance them, so I've made them a lot more expensive than other guns, but yes I do plan on nerfing the guns to fit other mods' stats. Provided CR gets updated by the time I finish the next update plan, there will be a good number of changes.
Title: Re: [A14] Project Fallout v1.2b (Updated!)
Post by: AshbornK9 on July 22, 2016, 12:18:40 AM
v1.2b - MAJOR balancing changes, added Marksman Carbine, Paciencia, Nuka-Cola Quantum, Nuka-Cola Quartz, Sunset Sarsaparilla, X-01 Power Armor (Helmet and suit), Gatling Laser, new recipes for guns, Vault Jumpsuit, Armored Vault Jumpsuit, New technologies, Shishkebab, and made it so sodas (Nuka-Cola and such) restore rest when consumed.
Title: Re: [A14d] Project Fallout v1.2c (Updated!)
Post by: AshbornK9 on July 27, 2016, 10:21:56 PM
v1.2c - Added Dynamite (norm and long-fuse), Pulse Grenades, Plasma Grenades,
Laser Sniper, Laser Musket, Pipe Weapons (Pistol, Revolver, Rifle, SMG), 9mm SMG, 10mm SMG
(and unique SleepyTyme), 12.7mm SMG, Silenced .22 SMG, Raider Power Armor, Nuka-Cherry, a new "Vault" (Vault Dwellers) Faction, Pew Pew (Unique Laser Pistol), and new growable crops
(Tatos, Razorgrain, Mutfruit, and Tarberries)

Fixed Laser Pistol and Laser Gatling being uncraftable
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: AshbornK9 on July 28, 2016, 12:48:32 AM
Just updated the download link, had a texture error and a few other things that it fixes.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: Warforyou on July 28, 2016, 01:38:16 AM
That's nice, but your last update is not savegame compatible! :(
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: Sarelth on July 28, 2016, 04:31:10 AM
Just a heads up, Tatos don't seem to be configured to go to a food stockpile. Mine has lots of space and it says there is no space for them. Just a heads up.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: AshbornK9 on July 28, 2016, 02:56:44 PM
Quote from: Sarelth on July 28, 2016, 04:31:10 AM
Just a heads up, Tatos don't seem to be configured to go to a food stockpile. Mine has lots of space and it says there is no space for them. Just a heads up.
Do the other foods (Mutfruit, Tarberries, and Razorgrain) work?
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: Sarelth on July 29, 2016, 12:38:40 AM
Have not checked the other foods yet, but will grow some. I got the Tatos from a trader.

Edit:
Okay, I feel a little dumb, went into the food storage and realized that the Fallout foods were unchecked for it for some reason. Now everything is working perfect. Sorry about that false alarm.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: sefin_88 on July 31, 2016, 11:20:23 AM
Im having small issue where some of the pawns have pink squares around them when Raider Power armor is equipped.  This doesnt happen all the time.  Some times raiders will have the pink square, other times they wont.  I can confirm its with the power armor cause when I take it on and off it effects it.  I cant seem to figure out why though.  Like I said its only on a few pieces of Raider armor and not all of it.

[attachment deleted by admin - too old]
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: sefin_88 on July 31, 2016, 11:21:56 AM
and this is without it.

[attachment deleted by admin - too old]
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: Noble_Hawk on August 02, 2016, 03:24:05 PM
Quote from: sefin_88 on July 31, 2016, 11:20:23 AM
Im having small issue where some of the pawns have pink squares around them when Raider Power armor is equipped.  This doesnt happen all the time.  Some times raiders will have the pink square, other times they wont.  I can confirm its with the power armor cause when I take it on and off it effects it.  I cant seem to figure out why though.  Like I said its only on a few pieces of Raider armor and not all of it.

I've definitely noticed this happening too. Seems to trigger when a pawn equips the raider power armor while also wearing other pieces of clothing.





Additionally, I'm really loving your mod and Fallout has always been my favorite setting. I had some questions and suggestions if you don't mind answering, since I'm really interested in this mod growing to legendary status :D

First, are you planning on adding a setting that can turn off all non-fallout items, crops, factions, events, and whatnot? I think it would be excellent for that to be something you added later on down the line, since having a charge rifle, some mechanoids, and a psychic ship come out of nowhere is more than a little immersion breaking.

Second, are you planning on adding a fallout radiation mechanic? Something like an additional part of the pawns health tab that slowly grows from certain actions/situations, has some negative effects as it increases, and can be dealt with by doctors with radaway/whatever they can jury rig?

Third, are you planning on adding fallout themed events, and to what extent? (For instance, being attacked by the BoS if you're not on good terms with them and have a lot of tech in your settlement)

Fourth, are you planning on adding robots for both utility and combat, and will they be construct-able? (good god I would kill for a mister handy or three to keep my fortress from being a mud and blood filled mess right now)

Fifth, this relates to my first question but isn't quite as important. Are you planning on eventually replacing in game textures with more fallout themed ones? EG, making steel walls look more like patchwork, corrugated steel; making turrets look like the fallout turrets; adding stuff like bomb craters, wrecked cars, roads, more buildings, etc to what can spawn on a map; adding an additional biome to represent urban areas of the wasteland; making the batteries and other tech items look like their fallout counterparts.




I'm really loving this mod! Keep up the good work!
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: AshbornK9 on August 03, 2016, 10:52:10 PM
Quote from: Noble_Hawk on August 02, 2016, 03:24:05 PM
Quote from: sefin_88 on July 31, 2016, 11:20:23 AM
Im having small issue where some of the pawns have pink squares around them when Raider Power armor is equipped.  This doesnt happen all the time.  Some times raiders will have the pink square, other times they wont.  I can confirm its with the power armor cause when I take it on and off it effects it.  I cant seem to figure out why though.  Like I said its only on a few pieces of Raider armor and not all of it.

I've definitely noticed this happening too. Seems to trigger when a pawn equips the raider power armor while also wearing other pieces of clothing.





Additionally, I'm really loving your mod and Fallout has always been my favorite setting. I had some questions and suggestions if you don't mind answering, since I'm really interested in this mod growing to legendary status :D

First, are you planning on adding a setting that can turn off all non-fallout items, crops, factions, events, and whatnot? I think it would be excellent for that to be something you added later on down the line, since having a charge rifle, some mechanoids, and a psychic ship come out of nowhere is more than a little immersion breaking.

Second, are you planning on adding a fallout radiation mechanic? Something like an additional part of the pawns health tab that slowly grows from certain actions/situations, has some negative effects as it increases, and can be dealt with by doctors with radaway/whatever they can jury rig?

Third, are you planning on adding fallout themed events, and to what extent? (For instance, being attacked by the BoS if you're not on good terms with them and have a lot of tech in your settlement)

Fourth, are you planning on adding robots for both utility and combat, and will they be construct-able? (good god I would kill for a mister handy or three to keep my fortress from being a mud and blood filled mess right now)

Fifth, this relates to my first question but isn't quite as important. Are you planning on eventually replacing in game textures with more fallout themed ones? EG, making steel walls look more like patchwork, corrugated steel; making turrets look like the fallout turrets; adding stuff like bomb craters, wrecked cars, roads, more buildings, etc to what can spawn on a map; adding an additional biome to represent urban areas of the wasteland; making the batteries and other tech items look like their fallout counterparts.




I'm really loving this mod! Keep up the good work!

Everything except for the removing non-fallout stuff is most likely going to make it in eventually, that said I am taking a few weeks off from the mod while I start up another mod.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: HoesLoveNuts on August 03, 2016, 11:02:33 PM
Love you babe i appreciate you you smart you loyal we.. No you Tha Best.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: sefin_88 on August 06, 2016, 09:20:45 AM
I believe I found the problem with the pink square on some pawns with Raider Armor.  There should only be 3 textures for the "Hulk" pawn type.  In the texture folder located   Project Fallout v1.2\Textures\Things\Fallout\Apparel\PowerArmor\Raider\Armor.  Delete the texture labeled RaiderPA_Hulk and leave the other three "Hulk" types (front, side, and back).  Should fix the issue with the pink squares.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: Deimos Rast on September 02, 2016, 02:14:40 PM
so I made some configs for some Enclave power armor textures I found and figured you would be interested in them, but....you already have them.
RIP mod.
Glad I checked first.
;D
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: AshbornK9 on October 08, 2016, 03:18:34 PM
v1.3 - Updated to A15 (took me long enough), added Bighorners, Brahmin, a bunch of traits (see below), T-45 Power Armor (Suit and Helmet -Credit to JangoD'soul Author of the T-45b Power Armor mod), RockItLauncher, and Junkjet.

Traits: Gifted, Intense Training, Good Natured, Idiot Savant, Animal Friend, Nerd Rage, Whiskey Rose, Jury Rigger, Regular Maintenance, and Full Maintenance.



Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: Arnold Rimmer on October 08, 2016, 04:15:18 PM
Is this mod available anywhere else?
The Nexus maybe?
It seems that ad.fly wont let me download it, unless i exclude it from adblocker.
Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: AshbornK9 on October 08, 2016, 04:54:31 PM
Quote from: Arnold Rimmer on October 08, 2016, 04:15:18 PM
Is this mod available anywhere else?
The Nexus maybe?
It seems that ad.fly wont let me download it, unless i exclude it from adblocker.
It's on Steam, I haven't updated the Nexus one yet.
Title: Re: [A14d] Project Fallout v1.2c (New fix)
Post by: kaptain_kavern on October 08, 2016, 09:47:37 PM
Quote from: AshbornK9 on October 08, 2016, 03:18:34 PM
v1.3 - Updated to A15 (took me long enough), added Bighorners, Brahmin, a bunch of traits (see below), T-45 Power Armor (Suit and Helmet -Credit to JangoD'soul Author of the T-45b Power Armor mod), RockItLauncher, and Junkjet.

Traits: Gifted, Intense Training, Good Natured, Idiot Savant, Animal Friend, Nerd Rage, Whiskey Rose, Jury Rigger, Regular Maintenance, and Full Maintenance.
YaY!
Brahmins!
Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: hiepbg on October 09, 2016, 02:00:27 AM
Do i need a new save for this mod ?
Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: Dingo on October 09, 2016, 03:41:02 AM
I'm quoting myself here in-case you miss my post in the other thread. Regarding gender-based traits:

Quote from: Dingo on October 09, 2016, 01:19:05 AM
Ashborn, that's already possible. There are defs for commonality and commonalityFemale so you can set either one to 0 and have it only apply to one gender.

https://github.com/RimWorldMod/RimworldModdingFiles/blob/master/Defs/TraitDefs/Traits.xml

Example for male-only trait (random value):

<commonality>1</commonality>
<commonalityFemale>0</commonalityFemale>


And female-only (random value):

<commonality>0</commonality>
<commonalityFemale>0.4</commonalityFemale>

Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: AshbornK9 on October 09, 2016, 01:52:28 PM
Quote from: hiepbg on October 09, 2016, 02:00:27 AM
Do i need a new save for this mod ?
Yes, it's in Alpha 15 now, so i made a bunch of changes, which will break any previous saves (probably)

EDIT: Also, provided you meant in general, yes, this mod adds a faction, which may or may not break a save, along with various other things that could be issues when trying to add it in an existing game
Title: Re: [A15c] Project Fallout v1.3 (Finally Updated)
Post by: hiepbg on October 10, 2016, 02:55:23 AM
Thank you !

I will create a new game to enjoy it :D
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on December 21, 2016, 11:18:58 PM
Updated to Project Fallout v1.4 (Alpha 16): Added Shotguns (Caravan Shotgun, Sturdy Caravan Shotgun, Riot Shotgun, Single Shotgun, Sawed-off Shotgun, Big Boomer, Lever-action Shotgun, Hunting Shotgun, Dinner Bell), Stimpacks (Credit to Erdelf), new traits, as well as redone textures for some items.
Title: Re: [A16] Project Fallout v1.4
Post by: Etherdreamer on December 21, 2016, 11:30:56 PM
-Will this mod add a wasteland like zones in the world?
-FO themed items / buildings etc?
-Maybe an story teller
-combat realism compatible?
thanks for the mod bro.
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on December 21, 2016, 11:35:43 PM
Quote from: Etherdreamer on December 21, 2016, 11:30:56 PM
-Will this mod add a wasteland like zones in the world?
-FO themed items / buildings etc?
-Maybe an story teller
-combat realism compatible?
thanks for the mod bro.
Wasteland biomes are coming in the future, I'm just working on the meat of the content, weapons, items, creatures, and clothing/armor first.
Storyteller hasn't been on my mind really, but i could see it eventually
Once my mod is much closer to completion (or Rimworld exits early access, and updates become a bit less frequent) I plan on making this mod an overhaul, and it'll essentially replace the base game in some ways, and alongside that will be a CR version.
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on December 22, 2016, 07:03:38 PM
Updated the v1.4 download link, fixes some issues with a few weapons having extremely long warmupTimes and fixes the Stimpak's healing so that it actually works properly.
Title: Re: [A16] Project Fallout v1.4
Post by: MMAciek on January 27, 2017, 04:40:29 AM
Hi! Polish version of this mod is here -> https://ludeon.com/forums/index.php?topic=29999.0
Title: Re: [A16] Project Fallout v1.4
Post by: Werekitty39501 on January 27, 2017, 04:00:50 PM
I have a question or two (or several), it may be a wee bit silly.

Why do the caravans from the vaults use muffalo, instead of brahman? Just seems a little odd to me, but that's just my opinion.  :P

Also, do you plan on adding the trader's outfit and hat to your mod, along with the various merc, raider, and other faction outfits? I would love to have Preston Garvey's and Lucas Simms' outfits in the mod.

I am, however, enjoying having the Fallout sthuffs in Rimworld.
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on January 30, 2017, 10:41:45 AM
Quote from: Werekitty39501 on January 27, 2017, 04:00:50 PM
I have a question or two (or several), it may be a wee bit silly.

Why do the caravans from the vaults use muffalo, instead of brahman? Just seems a little odd to me, but that's just my opinion.  :P

Also, do you plan on adding the trader's outfit and hat to your mod, along with the various merc, raider, and other faction outfits? I would love to have Preston Garvey's and Lucas Simms' outfits in the mod.

I am, however, enjoying having the Fallout sthuffs in Rimworld.
Currently I haven't changed any of the vanilla factions, so they will still use normal animals, and my factions currently use muffalos because I believe i need an extra texture for them carrying stuff.
Title: Re: [A16] Project Fallout v1.4
Post by: TerrorThomasCao on January 30, 2017, 10:49:27 AM
So does this add all of this a new stuff or this it just retexture all vanilla stuff and then adds a bit of stuff?
Title: Re: [A16] Project Fallout v1.4
Post by: Darkfirephoenix on January 30, 2017, 01:48:12 PM
Quote from: TerrorThomasCao on January 30, 2017, 10:49:27 AM
So does this add all of this a new stuff or this it just retexture all vanilla stuff and then adds a bit of stuff?
All new stuff
Title: Re: [A16] Project Fallout v1.4
Post by: Sarelth on January 30, 2017, 05:00:42 PM
I threw together some very basic packs for your Brahmin, just have to put them in the right place and add the pack animal tag and they should work. They are simple packs, so they are not the best looking, but it would let the Brahmin do some travelling.

[attachment deleted by admin due to age]
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on March 21, 2017, 10:44:21 PM
The next update is currently scheduled for some time during my Spring Break (March 24-April 2nd). New plasma and laser weapons, the Ripper, Radscorpions, Molerats, new foods, the Brotherhood of Steel faction (plus apparel for it and more for the Vault faction), bug fixes, and more!
Title: Re: [A16] Project Fallout v1.4
Post by: Astralon on March 27, 2017, 07:00:37 PM
I found a very interesting interaction that this mod has with Glittertech. A raider came at me with a powerfist made of Betapoly, worth 300 or so silver. Does 130 damage every .5 seconds.
Title: Re: [A16] Project Fallout v1.4
Post by: Cato556 on April 09, 2017, 10:54:11 PM
Have you thought about making fallout buildings at all? (IE. fusion generators, vault themed structures/furniture, etc.) Was just thinking about this the other day and thought it might be a cool idea if it were something you'd be able to pull off.

Great mod, can't wait until next update! Cheers
Title: Re: [A16] Project Fallout v1.4
Post by: Mosart on April 23, 2017, 02:48:50 PM
Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM
(http://i61.tinypic.com/1zlzuwh.png)
How can I see stats of power armor / weapons to be sure that it's balanced?
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on May 11, 2017, 11:12:49 AM
Quote from: Astralon on March 27, 2017, 07:00:37 PM
I found a very interesting interaction that this mod has with Glittertech. A raider came at me with a powerfist made of Betapoly, worth 300 or so silver. Does 130 damage every .5 seconds.
That is...an unfortunate side-effect of that material. It can basically make any fairly strong weapon into an insane weapon. As for why it was worth 300 silver, I've got no clue.
Quote from: Cato556 on April 09, 2017, 10:54:11 PM
Have you thought about making fallout buildings at all? (IE. fusion generators, vault themed structures/furniture, etc.) Was just thinking about this the other day and thought it might be a cool idea if it were something you'd be able to pull off.

Great mod, can't wait until next update! Cheers
If you are on the discord, message me on there about this stuff, if not message me on these forums. I'm currently planning on making vault structures and such in the near future so I need lots of ideas.

Quote from: Mosart on April 23, 2017, 02:48:50 PM
Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM
(http://i61.tinypic.com/1zlzuwh.png)
How can I see stats of power armor / weapons to be sure that it's balanced?
If you select a weapon or armor, there should be a little popup window with its name and health bar and other info, and there should be an information window you can open from there.
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on May 11, 2017, 11:18:06 AM
That planned update over Spring Break did not pan out as I'm sure some of you can tell. Essentially what happened was most of the major assets were finished, but my artist had not sent them yet. His sibling spilled something on his computer, and ruined it. Both of us being a bit dumb had not backed anything up. He was in the process of redoing the armor textures that were lost, while I found out about the A17 unstable version. Now instead of working on a release schedule, we are currently creating a bunch of new stuff to be released when the A17 update comes out. Sorry about the wait guys, but this will be a massive update!
Title: Re: [A16] Project Fallout v1.4
Post by: AshbornK9 on May 24, 2017, 07:52:12 PM
Updated to Project Fallout v1.5 (Alpha 17): Added Pre-war Foods (Cram, InstaMash, Sugar Bombs, Salisbury Steak, Gumdrops, Potato Crisps, Yum Yum Deviled Eggs, Dandy Boy Apples, Fancy Lads Snack Cakes, Blamco Mac & Cheese, and Pork n' Beans), Super and Ultra Stimpaks, Machinegun and Heavy Machinegun turrets (using placeholder textures currently), Mole rats, Giant geckos, Radscorpions, Radroaches, Barrel Cactus, Broc Flower, Xander Root, Wattz 1000 and 2000 Laser weapons, Gobi Campaign Scout Rifle (Unique sniper rifle), Plasma Rifle, Plasma Defender, Multiplas Rifle, Plasma Scattergun, Ripper, Nephi's Golf Driver (Unique 9 iron), Bozar (Unique LMG), (Lead) Pipe, Tri-beam Laser Rifle, Pipboy 3000, Pipboy 2000, Vault-tec Labcoat, Vault Security Armor + Helmet, and a Vault flooring.

Sadly the T-51 and T-60 Power Armor, as well as the Brotherhood of Steel faction and its apparel had to be delayed due to loss of textures, they should appear in the next update.
Title: Re: [A17] Project Fallout v1.5
Post by: Dragoon on May 25, 2017, 12:43:05 PM
Awesome work!
Title: Re: [A17] Project Fallout v1.5 (Major Bug-fix 5/25/17)
Post by: AshbornK9 on May 25, 2017, 07:51:15 PM
Updated download link to fix a bunch of bugs and incompatibilities.
Title: Re: [A17] Project Fallout v1.5
Post by: Faglord on May 26, 2017, 11:11:08 AM
Hello! Big fan of your work but why is there no xml files to edit the apparel?

Sorry if I missed it :S
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on May 26, 2017, 06:55:07 PM
Quote from: Faglord on May 26, 2017, 11:11:08 AM
Hello! Big fan of your work but why is there no xml files to edit the apparel?

Sorry if I missed it :S
I'm not quite sure what you mean, the apparel is under Defs/ThingDefs_Clothing.
Title: Re: [A17] Project Fallout v1.5
Post by: AusDave on May 26, 2017, 10:47:36 PM
Do the energy weapons have sound effects?
Title: Re: [A17] Project Fallout v1.5
Post by: Darkmark8910 on May 26, 2017, 11:51:40 PM
Pardon the nagging question, but can you offer an alternative download link?

The current link is super-malware-y. It attempted to install 3 different softwares on my computer before I got to the download, and all 3 of them posed as the real download link. It was so bad I accidentally downloaded PrimeUpdate.exe by accident.... >.< Thank you for your hard work on the mod!!

Title: Re: [A17] Project Fallout v1.5 (Bugfix 5/26/17)
Post by: AshbornK9 on May 27, 2017, 12:40:22 AM
Quote from: Darkmark8910 on May 26, 2017, 11:51:40 PM
Pardon the nagging question, but can you offer an alternative download link?

The current link is super-malware-y. It attempted to install 3 different softwares on my computer before I got to the download, and all 3 of them posed as the real download link. It was so bad I accidentally downloaded PrimeUpdate.exe by accident.... >.< Thank you for your hard work on the mod!!
Sorry about that :/ I'll change it right away.

Also for the rest of y'all, new bugfix update should fix some faction errors, an unconfirmed error with Brahmin, nerf crop growth, and replace the Plasma Scattergun texture.
Title: Re: [A17] Project Fallout v1.5
Post by: Prismaa on May 27, 2017, 10:32:06 AM
I would love to be able to install only advanced power armor from this mod (enclave armor), without guns and consumables.
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on May 27, 2017, 02:35:49 PM
Quote from: Prismaa on May 27, 2017, 10:32:06 AM
I would love to be able to install only advanced power armor from this mod (enclave armor), without guns and consumables.
I've gotten multiple requests to split the mod up into different sections, so I might do that eventually but its not currently a priority.
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on May 30, 2017, 09:40:41 PM
So my mod was taken down on the Workshop by a DMCA copyright claim, it may or may not be back up, it will be about 11 days at the earliest if it comes back at all, in the meantime this will be the only place to download it.
Title: Re: [A17] Project Fallout v1.5
Post by: Werekitty39501 on May 30, 2017, 10:57:20 PM
Do you know why your mod was pulled from Steam Workshop?
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on May 30, 2017, 10:57:51 PM
Quote from: Werekitty39501 on May 30, 2017, 10:57:20 PM
Do you know why your mod was pulled from Steam Workshop?
An issue with a person who used to help with the mod.
Title: Re: [A17] Project Fallout v1.5
Post by: kaptain_kavern on May 30, 2017, 11:06:57 PM
If you need to recode some stuff I can help with XML files. If needed pm me buddy
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on May 30, 2017, 11:44:18 PM
Quote from: kaptain_kavern on May 30, 2017, 11:06:57 PM
If you need to recode some stuff I can help with XML files. If needed pm me buddy
No need to recode, just need to submit my counter-claim to Steam. Although I'll have to wait until tomorrow. Then there is a 10 day period for the other guy to counter that, if he doesn't then it goes back up, if he does it could take even longer.
Title: Re: [A17] Project Fallout v1.5
Post by: playtimeuk1 on June 03, 2017, 07:29:30 AM
Hey, I was following your mod on Steam and it's dissapeared, when will we see it back up? Wanted a friend to get this mod too as they stick to Steam Workshop only but I was unable to find it, I assume the DMCA went into full effect.

Also, a bug I found was some people went around with a pink head, almost like a missing texture, is this a know issue? (The missing texture was more around the head of the charachter that visited my colony). I turned all other mods off apart from this one and it was still there, thought I'd bring it to your attention if you wasn't already aware. Thanks for the great mod!

EDIT: After trying to see what item exactly was giving the pink box texture I found out what it was. "Raider Power Armor Helmet". Hope this help if there's a bug or just brings it to your attention.
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on June 03, 2017, 08:50:08 PM
Yep the DMCA went through, though according to a post he made on someone elses steam workshop item, he will back off as long as I do not include the Enclave in my mod. I will respect this for the time being, although I do plan on including them in the future at a minimum. He claims doing so would be "Concept Theft" and would file another DMCA against me, despite the fact my Fallout mod existed first. Basically its bs and I just don't want to deal with it right now.
Title: Re: [A17] Project Fallout v1.5
Post by: playtimeuk1 on June 04, 2017, 06:57:27 AM
No worries. He cannot file a DMCA on the concept of The Enclave anyway, otherwise he'd be saying he had the idea first and I'd like to think Bethesda would want a word with him on that one.

Eitherway, thanks for the mod! It's bringing back a lovely, unhealthy addiction I have to the game.
Title: Re: [A17] Project Fallout v1.5
Post by: IHateRegistering on June 04, 2017, 09:15:22 AM
Quote from: playtimeuk1 on June 03, 2017, 07:29:30 AM
Hey, I was following your mod on Steam and it's dissapeared, when will we see it back up? Wanted a friend to get this mod too as they stick to Steam Workshop only but I was unable to find it, I assume the DMCA went into full effect.

Also, a bug I found was some people went around with a pink head, almost like a missing texture, is this a know issue? (The missing texture was more around the head of the charachter that visited my colony). I turned all other mods off apart from this one and it was still there, thought I'd bring it to your attention if you wasn't already aware. Thanks for the great mod!

EDIT: After trying to see what item exactly was giving the pink box texture I found out what it was. "Raider Power Armor Helmet". Hope this help if there's a bug or just brings it to your attention.
Are you using the headgear frame mod? It seems to cause some glitches with several mods, like animal hoods, the hoods from the different cults from the Call of Cthulu mod and this one. Poked around in the XMLs to see if there's anything that's different from other headgear that works but no luck.
Title: Re: [A17] Project Fallout v1.5
Post by: SuedKAT on June 04, 2017, 05:41:56 PM
I've been trying it out for a day now and I like the mod quite a bit, but I had to remove the turret's since they are really not to my liking and to be frank I find them to be a dent in an otherwise great mod.
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on June 04, 2017, 10:11:14 PM
Quote from: SuedKAT on June 04, 2017, 05:41:56 PM
I've been trying it out for a day now and I like the mod quite a bit, but I had to remove the turret's since they are really not to my liking and to be frank I find them to be a dent in an otherwise great mod.
The turrets are currently using a placeholder texture for the meantime, they will be replaced in the future.
Title: Re: [A17] Project Fallout v1.5
Post by: playtimeuk1 on June 05, 2017, 10:52:18 AM
Quote from: IHateRegistering on June 04, 2017, 09:15:22 AM
Quote from: playtimeuk1 on June 03, 2017, 07:29:30 AM
Hey, I was following your mod on Steam and it's dissapeared, when will we see it back up? Wanted a friend to get this mod too as they stick to Steam Workshop only but I was unable to find it, I assume the DMCA went into full effect.

Also, a bug I found was some people went around with a pink head, almost like a missing texture, is this a know issue? (The missing texture was more around the head of the charachter that visited my colony). I turned all other mods off apart from this one and it was still there, thought I'd bring it to your attention if you wasn't already aware. Thanks for the great mod!

EDIT: After trying to see what item exactly was giving the pink box texture I found out what it was. "Raider Power Armor Helmet". Hope this help if there's a bug or just brings it to your attention.
Are you using the headgear frame mod? It seems to cause some glitches with several mods, like animal hoods, the hoods from the different cults from the Call of Cthulu mod and this one. Poked around in the XMLs to see if there's anything that's different from other headgear that works but no luck.

I do have that mod! It never occured to me that it could cause a conflict! Thanks for that suggestion, I'll give that a try at somepoint when I return from my Witcher 3 binge. Good spot on it if that fixes my only gripe with using the mod so far! :D
Title: Re: [A17] Project Fallout v1.5
Post by: SuedKAT on June 05, 2017, 11:15:01 AM
Quote from: AshbornK9 on June 04, 2017, 10:11:14 PM
Quote from: SuedKAT on June 04, 2017, 05:41:56 PM
I've been trying it out for a day now and I like the mod quite a bit, but I had to remove the turret's since they are really not to my liking and to be frank I find them to be a dent in an otherwise great mod.
The turrets are currently using a placeholder texture for the meantime, they will be replaced in the future.
Aha, I see, glad to hear and thanks for a great mod so far!
Title: Re: [A17] Project Fallout v1.5
Post by: Napple on June 05, 2017, 12:54:12 PM
Are you planning to make any themed scenarios to show off the mod's features?
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on June 05, 2017, 11:27:04 PM
Quote from: Napple on June 05, 2017, 12:54:12 PM
Are you planning to make any themed scenarios to show off the mod's features?
Eventually

Also, I have just sent my counter statement to the DMCA so it should be up in at most 10 days or so.
Title: Re: [A17] Project Fallout v1.5
Post by: desertshore on June 07, 2017, 10:45:45 AM
Hi,
first of all, thank you for your mod!
.. unfortunately, I have a problem, as noticed I can't trade with the Vault dwellers
I tried to turn on the debug and it seems that that faction can't generate traders:
Faction Vault Dwellers of def PFVaultFaction has no usable PawnGroupMakers for parms tile=92977, inhabitants=False, points=651, faction=Vault Dwellers, traderKind=, generateFightersOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)


Also, I can't trade if I send a caravan to a Vault. I temporarily solved both problems, but I don't know if you intended to allow caravans to trade at Vaults.
I removed brahmins and vault-specific guards from the PawnKindDef in PawnKinds_VaultDweller.xml, and created TraderKind_Base_Vault.xml and added the appropriate tag to the Factions_Fallout.xml

Also, it seems to me that stimpacks are not craftable, even if they have a recipe. Are they supposed to be spacer-level only?

Bye!
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on June 07, 2017, 06:49:05 PM
Quote from: desertshore on June 07, 2017, 10:45:45 AM
Hi,
first of all, thank you for your mod!
.. unfortunately, I have a problem, as noticed I can't trade with the Vault dwellers
I tried to turn on the debug and it seems that that faction can't generate traders:
Faction Vault Dwellers of def PFVaultFaction has no usable PawnGroupMakers for parms tile=92977, inhabitants=False, points=651, faction=Vault Dwellers, traderKind=, generateFightersOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)


Also, I can't trade if I send a caravan to a Vault. I temporarily solved both problems, but I don't know if you intended to allow caravans to trade at Vaults.
I removed brahmins and vault-specific guards from the PawnKindDef in PawnKinds_VaultDweller.xml, and created TraderKind_Base_Vault.xml and added the appropriate tag to the Factions_Fallout.xml

Also, it seems to me that stimpacks are not craftable, even if they have a recipe. Are they supposed to be spacer-level only?

Bye!
I've fixed those bugs and as soon as I can will update it on here, but I'm getting really busy since I've got finals next week.
Title: Re: [A17] Project Fallout v1.5
Post by: playtimeuk1 on June 08, 2017, 06:39:20 AM
I can't wait to see this back up on Steam! I understand it takes time and I appreciate the effort you have put in thus far! Good luck on your finals, for a mod like this, we are willing to wait, it's worth the wait. :)
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on June 08, 2017, 09:40:09 AM
Quote from: playtimeuk1 on June 08, 2017, 06:39:20 AM
I can't wait to see this back up on Steam! I understand it takes time and I appreciate the effort you have put in thus far! Good luck on your finals, for a mod like this, we are willing to wait, it's worth the wait. :)
Its actually back up on steam already, went up sometime yesterday while I was at school.
Title: Re: [A17] Project Fallout v1.5
Post by: MMAciek on June 16, 2017, 11:27:35 AM
I updated polish translation to A17 -> https://ludeon.com/forums/index.php?topic=29999.0
Title: Re: [A17] Project Fallout v1.5
Post by: tgbps4 on June 17, 2017, 10:31:54 AM
Hey, great work with the mod! You should consider updating the google docs with the last update´s additions
Title: Re: [A17] Project Fallout v1.5
Post by: Void6425 on June 23, 2017, 04:51:28 PM
Ok i might just be being stupid but how do i make stimpacks?
Title: Re: [A17] Project Fallout v1.5
Post by: Warforyou on June 23, 2017, 10:40:45 PM
I can't wait to try this mod in A17, but I'm still stopped by the fact that SeedsPlease patch has not been updated yet :(
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on June 28, 2017, 12:53:58 PM
Awesome mod I like all the weapons and stuff.

Not long ago I got a couple of Brahmin(1male/1female) and eventually they had a couple of babies. The young Brahmin seen fine but when they got to juvenile age of the growing up process they became big pink squares. Don't know if anyone else pointed that out yet but wanted to let you know.(https://im1.shutterfly.com/ng/services/mediarender/THISLIFE/021029987865/media/103046085126/medium/1498668741409/enhance)
Title: Re: [A17] Project Fallout v1.5
Post by: Jedi0n on July 01, 2017, 09:30:24 PM
Quote from: Dermeseti on June 28, 2017, 12:53:58 PM
Awesome mod I like all the weapons and stuff.

Not long ago I got a couple of Brahmin(1male/1female) and eventually they had a couple of babies. The young Brahmin seen fine but when they got to juvenile age of the growing up process they became big pink squares. Don't know if anyone else pointed that out yet but wanted to let you know.(https://im1.shutterfly.com/ng/services/mediarender/THISLIFE/021029987865/media/103046085126/medium/1498668741409/enhance)

I can confirm. The issue is with the reference for the brahmin bull juvenile..

EDIT:: I attached a fix, idk if that's ok? Just drop the folder in /mods dir and say yes to overwrite.

[attachment deleted by admin due to age]
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on July 02, 2017, 10:23:16 AM
Quote from: Jedi0n on July 01, 2017, 09:30:24 PM

I can confirm. The issue is with the reference for the brahmin bull juvenile..

EDIT:: I attached a fix, idk if that's ok? Just drop the folder in /mods dir and say yes to overwrite.

Sweet, thanks.

Also found that Vaults can't send caravans apparently, I ordered one and a few days later when they should have showed up I got an error report instead. Not a huge issue in this game, I have another group of friendlies I can order from but I would like a random caravan or two once in a while.
(http://i.imgur.com/4emxCb5.jpg)
Title: Re: [A17] Project Fallout v1.5
Post by: Jedi0n on July 02, 2017, 11:12:07 AM
Quote from: Dermeseti on July 02, 2017, 10:23:16 AM
Quote from: Jedi0n on July 01, 2017, 09:30:24 PM

I can confirm. The issue is with the reference for the brahmin bull juvenile..

EDIT:: I attached a fix, idk if that's ok? Just drop the folder in /mods dir and say yes to overwrite.

Sweet, thanks.

Also found that Vaults can't send caravans apparently, I ordered one and a few days later when they should have showed up I got an error report instead. Not a huge issue in this game, I have another group of friendlies I can order from but I would like a random caravan or two once in a while.
(http://i.imgur.com/4emxCb5.jpg)

Caravan fix attached.. Mod author, if these fixes aren't cool I'll take them down just say so.
Drop in /mods

[attachment deleted by admin due to age]
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on July 03, 2017, 10:13:51 AM
hmmmm The Caravan fix didn't seem to work for me, unless there's something I need to do extra when loading a save game to get it to register.
Title: Re: [A17] Project Fallout v1.5
Post by: Jedi0n on July 04, 2017, 12:29:10 PM
Woops sorry, that was just a fix for the caravan carrying furniture. I attached the faction fix, looks like it was just missing FactionDefs in and out.

EDIT:: This doesn't seem to fix it either.

[attachment deleted by admin due to age]
Title: Re: [A17] Project Fallout v1.5
Post by: Trimm on July 08, 2017, 07:18:22 PM
I apologize if this has been asked before, I'm sure it has. Is there any way to craft Plasma superconductors or focusing lenses? I have a full research tree completed and they don't show up on any workbenches or traders at all in multiple playthroughs. Perhaps a different mod is conflicting with them, but the only way I can find plasma or laser weapons is finding them on raiders. I'd love to be able to craft these awesome weapons.
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on July 08, 2017, 10:30:22 PM
Quote from: Trimm on July 08, 2017, 07:18:22 PM
I apologize if this has been asked before, I'm sure it has. Is there any way to craft Plasma superconductors or focusing lenses? I have a full research tree completed and they don't show up on any workbenches or traders at all in multiple playthroughs. Perhaps a different mod is conflicting with them, but the only way I can find plasma or laser weapons is finding them on raiders. I'd love to be able to craft these awesome weapons.

Sadly no, you have to buy them from a merchant(usually exotic goods one...or weapon merchant...I think). I actually modified the file for the energy weapons to remove the plasma superconductors and focusing lenses requirements and just increased the steal and component cost so I could stockpile my lasers without having to wait for a merchant and hope they might have what I'm looking for.
Title: Re: [A17] Project Fallout v1.5
Post by: Trimm on July 09, 2017, 11:45:10 AM
This is what I am doing now as well. I'd be happy to buy them from merchants, but for whatever reason my current game doesn't list them in 30+ hours. I'm also adding Stimpak crafting to the XML sheets. I figure 1 Syringe, 3 Medicine and 3 Neutroamine is a pretty balanced cost. Super and Ultra Stimpaks are pretty OP so I'm leaving them as vendor-purchase only.
Title: Re: [A17] Project Fallout v1.5
Post by: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on July 14, 2017, 10:17:01 PM
Quote from: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?

Sadly the only way I found to do it was doing some coding of the file Chems_Stimpak.xml found in the Fallout mod folder (RimWorld\Mods\Project Fallout v1.5\Defs\ThingDef_Chems) it seems to be missing the lines needed to show up to be produced. If you open the file in Notepad++....actually I'll just add my copy of the file here and you can use it if you wish, just replace it with the old one. I haven't seen or heard from the mod author in a little while but if they come back and ask for this to be removed I will but until then have fun with it.

The lines I changed were around line 40 I think and I just added the recipe to make it, should look like this in the file...

<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PFBrocFlowerItem>2</PFBrocFlowerItem>
<PFXanderRootItem>2</PFXanderRootItem>
<PFEmptySyringe>1</PFEmptySyringe>
</costList>

As you can see it's fairly simple recipe, 2 broc flowers, 2 xander root, and 1 syringe. I did not do this for super stims and ultra stims, I figured they fit more as a merchant/loot drop item.

[attachment deleted by admin due to age]
Title: Re: [A17] Project Fallout v1.5
Post by: DocEternal on July 15, 2017, 02:07:27 AM
Dude, seriously thank you!
Title: Re: [A17] Project Fallout v1.5
Post by: mrsebseb on July 15, 2017, 08:11:58 AM
Quote from: Dermeseti on July 14, 2017, 10:17:01 PM
Quote from: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?

Sadly the only way I found to do it was doing some coding of the file Chems_Stimpak.xml found in the Fallout mod folder (RimWorld\Mods\Project Fallout v1.5\Defs\ThingDef_Chems) it seems to be missing the lines needed to show up to be produced. If you open the file in Notepad++....actually I'll just add my copy of the file here and you can use it if you wish, just replace it with the old one. I haven't seen or heard from the mod author in a little while but if they come back and ask for this to be removed I will but until then have fun with it.

The lines I changed were around line 40 I think and I just added the recipe to make it, should look like this in the file...

<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PFBrocFlowerItem>2</PFBrocFlowerItem>
<PFXanderRootItem>2</PFXanderRootItem>
<PFEmptySyringe>1</PFEmptySyringe>
</costList>

As you can see it's fairly simple recipe, 2 broc flowers, 2 xander root, and 1 syringe. I did not do this for super stims and ultra stims, I figured they fit more as a merchant/loot drop item.
The recipe is there, in the recipeDef but it's incomplete/non-functioning. I fixed it and added one for Super Stimpaks (but not Ultra) based on the crafting recipe in the Fallout games.

Recipes are as follows:
Stimpak (mostly as above):

  • 2 Broc Flowers
  • 2 Xander Roots
  • 1 Syringe
  • Medicine Skill of 14 (70 in the games)

Super Stimpak:

  • 1 Stimpak
  • 1 Mutfruit
  • 1 Nuka-Cola
  • 1 Leather
  • Medicine Skill of 18 (90 in the games)

Added a medicine skill check that's rather high, but the skill required to craft the things in the original games is high as well (70 and 90 out of 100 respectively), and stimpaks are quite awesome so I left it that way I feel it's balanced.

Also fixed the recipe to make Broc flower and Xander root into herbal medicine (not tested it though).
1 of each, no prerequisites.
I'll attach the "fixes" if anyone wants them


[attachment deleted by admin due to age]
Title: Re: [A17] Project Fallout v1.5
Post by: Warforyou on July 15, 2017, 08:13:32 PM
Brahmins have their body mass chosen wrong. I guess they should weight 100 times more as 1.75 kg makes no sense. Their weight is important when using drop pods or OHU dropships mod.
Title: Re: [A17] Project Fallout v1.5
Post by: Dermeseti on July 15, 2017, 09:01:21 PM
Quote from: mrsebseb on July 15, 2017, 08:11:58 AM
Quote from: Dermeseti on July 14, 2017, 10:17:01 PM
Quote from: DocEternal on July 14, 2017, 04:41:37 AM
I've been trying to look thru the Steam forums and here as well but can't seem to find an answer. If someone could tell me how to get stimpacks crafted I'd really appreciate it. I have all medical research done, the drug lab built, and have crafted syringes but the stimpack doesn't show up in any bill lists at all. Has anyone else a similar issue?

Sadly the only way I found to do it was doing some coding of the file Chems_Stimpak.xml found in the Fallout mod folder (RimWorld\Mods\Project Fallout v1.5\Defs\ThingDef_Chems) it seems to be missing the lines needed to show up to be produced. If you open the file in Notepad++....actually I'll just add my copy of the file here and you can use it if you wish, just replace it with the old one. I haven't seen or heard from the mod author in a little while but if they come back and ask for this to be removed I will but until then have fun with it.

The lines I changed were around line 40 I think and I just added the recipe to make it, should look like this in the file...

<recipeUsers>
<li>DrugLab</li>
</recipeUsers>
</recipeMaker>
<costList>
<PFBrocFlowerItem>2</PFBrocFlowerItem>
<PFXanderRootItem>2</PFXanderRootItem>
<PFEmptySyringe>1</PFEmptySyringe>
</costList>

As you can see it's fairly simple recipe, 2 broc flowers, 2 xander root, and 1 syringe. I did not do this for super stims and ultra stims, I figured they fit more as a merchant/loot drop item.
The recipe is there, in the recipeDef but it's incomplete/non-functioning. I fixed it and added one for Super Stimpaks (but not Ultra) based on the crafting recipe in the Fallout games.

Recipes are as follows:
Stimpak (mostly as above):

  • 2 Broc Flowers
  • 2 Xander Roots
  • 1 Syringe
  • Medicine Skill of 14 (70 in the games)

Super Stimpak:

  • 1 Stimpak
  • 1 Mutfruit
  • 1 Nuka-Cola
  • 1 Leather
  • Medicine Skill of 18 (90 in the games)

Added a medicine skill check that's rather high, but the skill required to craft the things in the original games is high as well (70 and 90 out of 100 respectively), and stimpaks are quite awesome so I left it that way I feel it's balanced.

Also fixed the recipe to make Broc flower and Xander root into herbal medicine (not tested it though).
1 of each, no prerequisites.
I'll attach the "fixes" if anyone wants them

sweet that works too, thanks mrsebseb.
Title: Re: [A17] Project Fallout v1.5
Post by: Warforyou on July 16, 2017, 07:37:16 AM
Also it seems like the patch you've uploaded doesn't work as Vault guys still won't neither trade with me, nor send their caravans even though I can order them.
Title: Re: [A17] Project Fallout v1.5
Post by: AshbornK9 on July 24, 2017, 11:39:35 PM
For now I'm fine with all these patches, I've basically been sent to purgatory with every sort of scheduling possible. If someone wants to compile all of the patches into the main download file, I'll see what I can do about updating the main file, but for now I'm too busy to look through it all manually.
Title: Re: [A17] Project Fallout v1.5
Post by: mrsebseb on July 25, 2017, 05:19:03 AM
Quote from: AshbornK9 on July 24, 2017, 11:39:35 PM
For now I'm fine with all these patches, I've basically been sent to purgatory with every sort of scheduling possible. If someone wants to compile all of the patches into the main download file, I'll see what I can do about updating the main file, but for now I'm too busy to look through it all manually.

I've got the patches, so here's my version of the full mod:
Patched Version (https://www.dropbox.com/s/o4a5kkrziuqydrn/Project%20Fallout%20v1.5%20-%20Patched.zip?dl=1)
Title: Re: [A17] Project Fallout v1.5
Post by: sirskips on August 20, 2017, 04:08:18 PM
Hey could you please release a version for A17 that is only animals crops and equipment no faction, and no chems or faction. After playing your mod the chems and factions are the buggy part. Your modles for the weapons and armor are to beautiful to give up tho. I hate choices like these so could you make it for me and many others by doing a A17 version with only the animals, crops, and equipment.
Title: Re: [A17] Project Fallout v1.5
Post by: Arira on September 08, 2017, 02:35:42 PM
Got an error in a console on Hospitality Visitors, one of them was using psycho and get addicted. Standing in 1 place and not doing anything, also unconscious.

Exception ticking Minjares: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.HediffStage>.get_Item (int) <0x00054>
at Verse.Hediff.get_CurStage () <0x00051>
at RimWorld.StatWorker.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00114>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0003d>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00042>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00034>
at Verse.Pawn.TicksPerMove (bool) <0x0002b>
at Verse.Pawn.get_TicksPerMoveCardinal () <0x00012>
at Verse.AI.PathFinder.FindPath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,Verse.AI.PathEndMode) <0x00c4b>
at Verse.AI.PathFinder.FindPath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.Pawn,Verse.AI.PathEndMode) <0x000b0>
at Verse.AI.Pawn_PathFollower.GenerateNewPath () <0x000c5>
at Verse.AI.Pawn_PathFollower.TrySetNewPath () <0x00029>
at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () <0x00541>
at Verse.AI.Pawn_PathFollower.PatherTick () <0x00459>
at Verse.Pawn.Tick () <0x00101>
at Verse.TickList.Tick () <0x002c0>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And this error i get when click on that pawn
Detected infinite stat recursion when evaluating Consciousness
Verse.Log:Error(String)
Verse.PawnCapacitiesHandler:GetLevel(PawnCapacityDef)
Verse.PawnCapacitiesHandler:get_CanBeAwake()
Verse.HealthUtility:GetGeneralConditionLabel_Patch1(Pawn, Boolean)
Verse.Pawn:GetTooltip()
Verse.TooltipGiverList:DispenseAllThingTooltips()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI_Patch1(Object)
Verse.Root:OnGUI()


I guess some mods conflicts with it(like was few months ago but i manage to fix it) dunno whats could do this
Title: Re: [A17] Project Fallout v1.5
Post by: larSyn on November 10, 2017, 12:17:06 AM
Hey Ashborn.  I left this on Steam for you as well.  I had this same problem with my mod and a user on Steam figured it out.  To fix the addiction bug, an empty list needs to be added to <stages> in the chems addiction hediffdef.

Here's the Jet addiction HediffDef now:

<HediffDef ParentName="ChemAddictionBase">
  <defName>PFJetAddiction</defName>
  <hediffClass>Hediff_Addiction</hediffClass>
  <label>Jet addiction</label>
  <causesNeed>Chemical_PFJet</causesNeed>
  <comps>
    <li Class="HediffCompProperties_SeverityPerDay">
      <severityPerDay>-0.04</severityPerDay>
    </li>
  </comps>
  <stages>
    <li>
      <label>Withdrawal</label>
      <restFallFactor>1.5</restFallFactor>
      <hungerRateFactor>1.5</hungerRateFactor>
      <capMods>
        <li>
          <capacity>Consciousness</capacity>
          <offset>-0.25</offset>
        </li>
        <li>
          <capacity>Moving</capacity>
          <offset>-0.1</offset>
       </li>
     </capMods>
     <mentalStateGivers>
        <li>
          <mentalState>WanderPsychotic</mentalState>
          <mtbDays>5</mtbDays>
        </li>
      </mentalStateGivers>
    </li>
  </stages>
</HediffDef>


The <stages> needs to be:

<stages>
    <li>
    </li>
    <li>
      <label>Withdrawal</label>
      <restFallFactor>1.5</restFallFactor>
      <hungerRateFactor>1.5</hungerRateFactor>
      <capMods>
        <li>
          <capacity>Consciousness</capacity>
          <offset>-0.25</offset>
        </li>
        <li>
          <capacity>Moving</capacity>
          <offset>-0.1</offset>
       </li>
     </capMods>
     <mentalStateGivers>
        <li>
          <mentalState>WanderPsychotic</mentalState>
          <mtbDays>5</mtbDays>
        </li>
      </mentalStateGivers>
    </li>
  </stages>


No idea why, but it needs to be there.  Great mod, btw, hope you can keep expanding on it in the future.
Title: Re: [A17] Project Fallout v1.5
Post by: GuardianTitere on November 20, 2017, 08:15:21 PM
I would like to donate some textures I made, Do you accept? It is supposed to be the T51 us army power armor. I would be honored to make more for the fun, no reward. I have also made side and rear views of this one.

[attachment deleted by admin: too old]
Title: Re: [B18] Project Fallout v1.6 (the Bugfix Update)
Post by: AshbornK9 on December 03, 2017, 07:04:27 PM
v1.6 - Updated to Beta 18, Lots and lots of bug fixes: Animals now spawn in the wild, Addictions have been removed (for now), Fixed weird Stimpak bug (possibly?), Pipboy 3000 now uses correct body part (probably), Laser rifle (should) have no more sound issues, Vault Security Helmet is now correctly classified as apparel, Vault caravans and bases now work correctly, Added recipes for Focus Lens, Superconductors, Stimpaks, and Super Stimpaks, Misc random bugfixes that I didn't actually note down.

Sorry about the long turnaround time for updates guys, I've just got a lot of stuff with school and no new assets from my artists to work with. This should fix most of the major issues in the mod, but there could still be some more stuff I don't know about, so let me know on here or on the workshop page.
Title: Re: [B18] Project Fallout v1.6 (the Bugfix Update)
Post by: kaptain_kavern on December 03, 2017, 07:26:45 PM
Nice to see you back buddy  8)

Thank you
Title: Re: [B18] Project Fallout v1.6 (the Bugfix Update)
Post by: 1001YellowDaffodils on December 05, 2017, 10:13:15 AM
I'd try to get the mod off adfly if i were you. That place isn't renowned for it's security. I had some fake web-brower try to install it's self 5 different times. If i didn't have adblocker on, my system would likely be buried by ads for shoody services and herbalite. lol
Title: Re: [B18] Project Fallout v1.6 (the Bugfix Update)
Post by: AshbornK9 on December 05, 2017, 10:46:13 AM
Quote from: 1001YellowDaffodils on December 05, 2017, 10:13:15 AM
I'd try to get the mod off adfly if i were you. That place isn't renowned for it's security. I had some fake web-brower try to install it's self 5 different times. If i didn't have adblocker on, my system would likely be buried by ads for shoody services and herbalite. lol
Weird, never had any issues with it myself but yeah it isn't exactly the best thing in the world.
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bugfix Update)
Post by: AshbornK9 on December 13, 2017, 10:01:38 PM
v1.6b - Fixed a number of small bugs, and added addictions back in.

This may break saves, probably not but also maybe.
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bugfix Update)
Post by: leeadriancatfox on December 15, 2017, 01:48:05 AM
The mod itself has a lot of content. So many craft-able. I think it deserves it's own tab and it's own workstation rather than scrolling your bar looking for a Laser Minigun and etc. specially if you're heavily modded.
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bugfix Update)
Post by: AshbornK9 on December 15, 2017, 07:47:33 PM
Quote from: leeadriancatfox on December 15, 2017, 01:48:05 AM
The mod itself has a lot of content. So many craft-able. I think it deserves it's own tab and it's own workstation rather than scrolling your bar looking for a Laser Minigun and etc. specially if you're heavily modded.
My next non-bugfix update will be adding separate workbenches for the guns and melee weapons, so hopefully that will fix the clutter issue.
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: Trimm on January 02, 2018, 10:36:55 AM
I play with a lot of mods so it very well could be a mod issue, but I noticed the Power Armor sprites only seem to show up when pawns are drafted and are told to move somewhere. Otherwise, whatever clothes they are wearing under the armor are shown (or they appear naked if wearing nothing) as the pawn walks around doing their daily tasks. The helmets, however, are shown correctly.

It's a minor thing and certainly not game breaking, but has anyone else run into this? I think the armors in this mod look fantastic and Suppy put in a lot of man hours to make a few suits of X-01, I'd like to see my colonists display them proudly. Thanks.
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: PurpleSnek on January 15, 2018, 05:39:59 PM
Hey man, I love the mod!

So if you need someone to make some art assets I'll lead a hand. Just pop me a message on what you need!
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: MMAciek on February 10, 2018, 06:55:05 AM
Your mod is conflict with More Furniture -> https://ludeon.com/forums/index.php?topic=16977.120


Why? :D
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: Kori on February 10, 2018, 12:00:51 PM
Do you still plan on releasing a CE-version?
Title: Re: [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
Post by: Rockerdude33 on March 11, 2019, 01:19:39 AM
Please update for 1.0, I just came across this mod and wanna try it out so bad, having a hard time finding any other fallout mods on this site.  :)