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Mods NecroVisioN MODs and other improvements

 
 
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Old 04-23-2009, 08:53 PM
ZippyDSMlee ZippyDSMlee is offline
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Join Date: Apr 2009
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Quote:
Originally Posted by Gniarf View Post
1-You can read the thread titles in the mod section?
2-Yes

1-To use the "search" feature looking for terms like "tool" or "utility"
2-Painfull by Xentax, notepad, and a brain.
Theres not a faq/sticky here in the modding thread telling people how to,thus why I asked. And brainz I haz even if they are slightly rotten
mmm brraiinnssssssss *shuffle shuffle*

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Uscript won't get you anywhere with Necrovision. Uscript is for unreal engine based games. Necrovision is based on the painkiller engine. Learn LUA.
Ah but it goes to show skills... or lack there of...



Quote:
Now some comments on another of your posts:
When speaking about the NVN game code, you can drop the "control". I hope you already know how to code, because people from the farm51 are NOT people you should learn coding from.
Now now there's plenty of qaulity in the game just not a lot of solid design direction.

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Oh?! that's strange, but you can probably mod that.
I know it drove me crazy trying to use adrenaline to make it easier to land a hit and passed at least 5 bayonets through it (dieing over 10 times in the process) before giving up 0-o.

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1-If you don't like ironsight, you don't have to use it.
2-Ironsight only works when you wield ONLY ONE pistol. Who doesn't dual wield them?
Its not so much do not like its so much dose not work.... then again not many things work right when I get my fool hands on it... =0-o= LOL

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To be realistic it would be something like luger=150% more powerful, bigger clip, more accurate...And that's the first weapon you find...So gameplay wise that would make the colt useless.
No one said it had to be realistic just have the 2 pistol types be different from each other, power is generally off set by accuracy or rate of fire.
One could have more clip and accuracy the other have more power.
Oooooo is it easy to change ammo? Make the Colt use rifle rounds lower its accuracy a tad and raise damage enough to where it pops skulls easily.

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Agreed...but we need one or two of those in every game.
Bah BB guns suck,besides that's what kicking is for


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Mod it then.
Have to figure out how first
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Knowing that we can have up to 27 artefacts, that would make +240%dmg (I can already hear the complains from the WAF - World Afterlife Fund)
Wow I didn't know there were that many plus the shot gun is already over the top...mmmm pistols and melee get a 2% bonus damage per artifact then again drop all weapons by 50% add 5% per artifact that's a bonus of 135% once you find them all. Dose that sound any more plausible gameplay wise? I mean by the fortress that's 4 or 5 artifacts thus a boost of 20-25%, or have the machineguns,pistols,melee get a 10% per artifact caped at 100%.


Damnit I hate it when I think up stuff I could never code to save my life ><

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Mod it then.
*paste paste paste*
I will try to

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Bouncing off? I've never seen a bayonet/shovel bounce off (or I don't remember). You see NVN is geared toward fun, and it's more fun to see a zombie fly 3 meter and get nailed on the wall than just see a bayonet sticket in their shoulder.
ACK! let me clearfiy, bayonets/shovels get stuck on the wall grenades bounce off when you stand close to a wall that visually it looks like you have plenty of clearance to toss it.

Had a similar issue with Infernal the grenades where quite right...then again neither was the game...but ti was pretty good for a B movie action title.

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Mod... Duhhh...if you're looking for stealth, you didn't buy the right game.
I know I know I know but more polished AI generally dose not know where you are ALL THE DAMN TIME...then again it beats over scripted AI that's half blind/deaf.. or forgets you are there after 2 minutes....
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