![]() ![]() In doing so i decided when an enemy (non robot) is struck in the head (WHILE facing you), their perception will be -1 for 5 seconds (blinding them). Seems lasers are often used to blind an attacker more or less. I'm going to go ahead and use this BGS thread as kind of a development blog for EVE so everyone can stay in the loop.īe sure to check back here often for the latest news on EVE developmentĭid a bit of research on actual "lasers" used offensively in RL. I've never made a "compatibility" anything before, but i am to understand its as simple as taking the energy wep meshes from WMK, and integrating the changes i've made in mine? ( 14 meshes total to change for WMK.ithink.)? If someone could give me a good explainaition as to exactly how i would go about making compatibility with WMK, then i will DEFINITELY do it. Given the awesomeness of WMK, and my universal modding skills, making a compatibility patch is exactly what i intend to do. Unfortunately it would be a total overhaul of WMK. This would go great with AntiStar's Weapon Mod Kits. Steve brewin Posts: 3411 Joined: Thu 7:17 am Impact visuals, impact decals, muzzleflashes, projectiles, crit deaths, ash/goo pilesĪNYTHING is possible (as i've demonstrated), so open your minds (not thighs) and head to the official "EVE" thread on the FOOKunity forum! : Your suggestions HIGHLY encouraged! I would really like to hear some good ideas for the following: Tri-beam laser, Shocksword, Tesla cannon ect.(plugin)ĪlienBlaster, Mesmetron, Flamer = crit deaths, projectiles, muzzleflashes, sounds, impacts (plugin) Hate that "square ammo box" looking dud.ĪLL DLC weapon support. New energycell looking backpack for the Laser Gatling (almost finished!). piles will be specific to creature type, and have clever visuals/animations! I will release a general "WJSeffects.esm" master file containing dozens of NEW explosions, projectiles, and visual effects soon, but until then, please contact me if you wish to use something. Please use this Nexus just for comments and ratings.įor technical support, questions, or suggestions please use: You'd uninstall your sac before you uninstall this mod I won't spoil the excitement of discover by telling about the (12) new Crit Kills, but at least I will tell you the names of a few of them. Why should there be just ONE ash/goo pile in FO3? Why did FO3 laser pistol and rifle look similar, but no plasma pistol and rifle? How come FO3 uses just ONE "ammo empty" sound? Well, EVE corrects ALL of those things and many many more A laser rifle is supposed to be the most focused and intense, so why does a laser gatling shoot the SAME beam? In EVE, ALL lasers have an appropriate beam intensity that matches the laser's strength. One thing (of the countless) that always bothered me in FO3 was the fact that all laser beams were the same strength. # NEW custom explosions for Plasma Grenade and Mine ![]() # Varied laser beam strengths (visually) for laser weapon types # ALL new sounds for laser/plasma weapons (new firing sounds different for each robot too) ![]() # ALL new ulta real textures for all laser/plasma (animated laser wep meshes too) # ALL new realistic animated impacts for all laser/plasma # ALL new enhanced projectiles for all laser/plasma # ALL new muzzleflashes for all laser/plasma # TWELVE new custom animated "Critical Kills" for laser/plasma If you already use them, this will make you think Christmas came early. This will make you start using energy weapons. I think i'll copy/paste the "readme" here to save time. In a nutshell, EVE encompasses all aspects of all energy weapons in the FO3 If you are not in the loop yet, EVE = Energy Visuals Enhanced Just call me Jiesen (sounds like Jason?)Īnyway, im here to announce the exciting release of Project EVE!!! ![]()
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