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    Question for Yall.

    #1. It would be a great credit to the Fallout 3 community and increase the longevity of this game.
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    Fast Travel - Random Encounter mod finally released!

    Mod has been updated to take Perception and Luck into account, along with other fixes. Definitely one worth watching.
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    Rewriting Fallout 3: The 200 years issue

    Rather than dial back the clock, I thought, what if the Capitol Wasteland was uninhabited until roughly 40 years ago? Perhaps the area had been made barren of human life by the bombs. Impetus from unknown sources had recently driven former tribals from the South and the North into D.C. Slavers...
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    [MOD] Item descriptions

    Unfortunately, it doesn't allow us to place the item's image above the text, as Michael Grizzly did. I'm undecided whether I prefer their format of image to the left of the text or the M.G style.
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    The Commonwealth

    I'm with you there. I mean only to say, if Fallout 3 continuity is to be respected (and who says it has any right to be? LOL. They admitted that the past games had no bearing on the Fallout 3 universe whatsoever), the Commonwealth is Massachusetts.
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    Join the F3C team; read the official design plans

    Except, the MQ and all succeeding scripts are voided if you kill essential characters. I'd say... ...4, 6, 7, 9, 10, 11, 12, 15, 19, 20, 21, 22 are completed or well underway in the modding community. All solid suggestions, pk1. Imagine if the raiders were divided into different gangs...
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    The Commonwealth

    If traveling to MA, I imagine you'd foot it to Baltimore. From there you'd go by water--sail through the Delaware Canal, swing around New Jersey, then go straight to Boston.
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    Talking heads!

    You need not fret.
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    [IDEA] The Stupid Project - ugg?

    Hey qzilla ;) Sure, I'm up for it, i.e., willing to write.
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    [I R SMART] dialogue skill checks unretardified

    Hehehe, that's essentially the idea. I'm writing proper "Intelligent" observations, followed by non-voice acted dialogue for the NPCs. The current "Intelligent" choices will remain, but the skill check will be removed along with the [Intelligence] in brackets. I'm also compiling a script...
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    [I R SMART] dialogue skill checks unretardified

    Hello again bhlaab. I've started exploring the GECK, and while dialogue editing is as cumbersome and unintuitive as it comes, I'm starting to get the hang of it. Do you mind if I base my own Dialogue Mod off of yours? My solution to the laughable GNR Intelligence check was to add...
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    [MOD] Item descriptions

    Bump of post. I don't mean to be an arse about it, but can we have this reuploaded?
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    [MOD] Item descriptions

    http://www.filedropper.com/itemdescriptiontemplate I visit this url and it redirects to the main page of filedropper :( Could you upload it to the NMA database, or rapidshare perhaps? BTW, fantastic work.
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    [I R SMART] dialogue skill checks unretardified

    Nonetheless, bhlaab, I'm pleased to see you took the initiative and started what is an essential mod for any Fallout player with half a wit. I'm assuming you edited the dialogue via the GECK, and if so, care to briefly elaborate on how this is done? I'm new to TES modding and suffice to say...
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    I think i figured out how to make armor penetration finally!

    It's a cop out, but couldn't you create an alternate version of the gun that uses the different ammo type (the stats of the weapon would reflect this). When the player stumbles upon the second ammo type, a script could check whether or not he already has a weapon that can "use" it. If he...
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    Med-X

    I don't recall, was Psycho and Buffout present in the previous games? I know Mentats certainly were ;)
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