Quote from: Iwillbenicetou on July 16, 2015, 11:12:20 PMAs 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.
Also some more things to think about
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#76
Outdated / Re: [A11b] Project Fallout v1.0
July 16, 2015, 11:39:15 PM #77
Outdated / Re: [A11b] Project Fallout v1.0
July 16, 2015, 11:08:37 PMQuote from: Iwillbenicetou on July 16, 2015, 10:22:33 PMAll 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.
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
#78
Outdated / Re: [A11b] Project Fallout v1.0
July 16, 2015, 09:41:08 PMQuote from: IndustryStandard on July 16, 2015, 08:27:42 PMIm 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.
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.
#79
Mods / Re: RimWorldMod.slack.com = A place to gather and talk about RW modding
July 15, 2015, 06:29:07 PM
Pm incoming
#80
Mods / Re: Looking for stories or writes
July 15, 2015, 06:22:12 PM
I suggest something like the Wasteland Survival Guide from Fallout, here is the wikia page for the quest, it could have some use as a book, though not necessarily a story but instead as a guide.
http://fallout.wikia.com/wiki/Wasteland_Survival_Guide_%28quest%29
http://fallout.wikia.com/wiki/Wasteland_Survival_Guide_%28quest%29
#81
Outdated / Re: [A11b] Project Fallout
July 15, 2015, 04:37:47 PMQuote from: Dragoon on July 15, 2015, 06:30:48 AMYes, 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.
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*
edit: OH I ALMOST FORGOT TO ASK!!! Will you be adding any DLC weapons from new Vegas?
Quote from: Pheanox on July 15, 2015, 08:03:33 AMI 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: kaptain_kavern on July 14, 2015, 09:51:20 PM
Nice progress since the [WIP] thread in the other subgroup. GratzQuote from: AshbornK9 on July 14, 2015, 09:18:51 PMThat'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.
... and are all from Fallout: New Vegas...
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.
Quote from: evil scientist on July 15, 2015, 10:01:23 AMNot 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.
can you add a now biome calles the wasteland ? and instead of a warg event a deathclaw event cause the wargs are too easy
#82
Outdated / Re: [A11b] Project Fallout
July 15, 2015, 05:49:52 AMQuote from: Berengar on July 15, 2015, 05:27:11 AMIs 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.
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.
#83
Outdated / Re: [A11b] Project Fallout
July 15, 2015, 03:11:06 AMQuote from: Jesselax on July 14, 2015, 11:51:16 PMYep, wouldn't be a Fallout mod if I hadn't at least some plans for vaults in the future.
Dude... vault doors. nuff said
#84
Outdated / Re: [A11b] Project Fallout
July 14, 2015, 10:49:16 PMQuote from: kaptain_kavern on July 14, 2015, 10:44:27 PMAny content for other Fallout games will likely, if I decide to make them, be released after the Fallout 3 content
Some resources. Hope it can help
#85
Outdated / Re: [A11b] Project Fallout
July 14, 2015, 09:40:44 PMQuote from: jamesinar on July 14, 2015, 09:25:02 PMBy creatures I mean animals and stuff, like Radroaches, Brahmin, Bighorners, Yao Guai.
Creatures? Does that mean Deathclaws? A supermutant faction?
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.
#86
Outdated / [B18] Project Fallout v1.6b (the *Smaller* Bug Crushing Update)
July 14, 2015, 09:18:51 PM_______________________________________________________________________________
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
(OUTDATED) A database of the current content can be found here
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Finished:
(Coming in next update)
In progress
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Downloads:
v1.6b, the Slightly Smaller Bug Crushing Update (B18):
Click here
v1.6, the Bug Crushing Update (B18):
Click here
v1.5, the Consumable Update (A17):
Click here
v1.4, the Scattershot Update (A16):
Click here
v1.3, the Animal Update (A15c):
Click here
v1.2c, the Detonation Update (A14d):
Click here
v1.2b, the Caffinated Update (A14d):
Click here
v1.2, the Updated Update (Lame, I know) (A14):
Click here
v1.1c, the Chemical Update (A12d):
Click here
v1.1b, the Resurrection Update (A12d):
Click here
v1.1, the Sharpshooter Update (A12):
Click here
v1.0, the Gunslinger Update (Initial Release, A11d):
Click here
Note: If you would like to use my mod or any of its content in other mods or projects (modpacks), please notify me first.
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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.
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Change Logs:
Code Select
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.
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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
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#87
Mods / Re: [Mod Request] Fallout : New Vegas Mod !
July 12, 2015, 07:42:39 PM
I am currently making a mod exactly like this, Project Fallout. Didn't even see this post, but had just about the exact same idea. Currently whats finished are and with textures are the Varmint Rifle, it's unique, Ratslayer. The 9mm Pistol, and it's unique, Maria, as well as the Silenced .22 Pistol.
The link to the post is here
The link to the post is here
#88
Mods / Re: Art Modifications - Resources
July 12, 2015, 03:37:04 PM
I could use help with some textures for my Fallout mod, if anyone is interested. I am utterly clueless with textures, and mine don't turn out very high quality.
#89
Releases / Re: [A11] Crash Landing (v4.30) (29-06-2015) Completed
July 04, 2015, 11:24:51 PM
Im running this mod with the Hardcore SK modpack, which contains Prepare Carefully (though modified, not sure how though) and I have the version meant for Prepare Carefully, and have it set to easy mode. When I start a colony, the only thing that comes down (rather than the pods with my colonists) is a single pod with some potato seeds, and no colonists. Is there any way to fix this, because I really enjoy this mod. (As a sidenote: it was working fine earlier, but stopped for some reason)