New Vegas Gas Mask
Posted By admin On 22.09.19Relentlessx757 wrote: Oh sheeeeiiiiiiiiiit I can't believe someone has actually done it. I had a suggestion a while ago that I posted on a youtube video showcasing the Resurrection Dead Mod.
Fallout New Vegas NCR Ranger Helmet & Gas Mask from Roll4Damage on Etsy. Saved to Fallout Stuffs. Mar 02, 2013 Gas Masks Of The World - Fallout New Vegas - Mod Spotlight MCDReviews. Unsubscribe from MCDReviews? Cancel Unsubscribe. Subscribe Subscribed Unsubscribe 3.9K.
I'm tempted to start playing again because of this.Also, I'm sure you've heard of Project Nevada from FO:NV. That mod had really cool helmet overlays, and I was wondering if you could make gas mask overlays similar to that mod, with breathing sound fx if that's not already in this mod?Yeah I remember the overlays from new vegas and those are on my list of things to implement in addition to durability and destruction 'cracked lenses' and such. I am currently implementing the breathing sound fx. Will likely be out today.
PAK88 wrote: Eh, I kinda liked the old overlay, any chance you could make it optional?First of all, the new radiation system is just about perfect, and buying filters from npcs is a very convenient and sensible touch.However, npcs still aren't wearing masks, and while the radiation build-up works well enough, you really need to add breathing sound effects when wearing a mask as well as choking and gasping when you're not wearing a mask in deadly weather. Oh, and, once again, adding the gas mask feature to the Marine Combat Helmet.Other than that, everything works well.You do plan to update the alternate versions of your mod too, right?D1v1ne122 wrote: Yeah so I'm doing quite a few things right now.- trying to get the normal version out of 1.03. (probably will happen today)- I'm splitting the Enhanced/Lite variant into a separate optional esp cause uploading 6 files and editing them is not feasible. They just use one script so being standalone should be fine.- Working on compatibility, the first one will likely be the marine armor.- Adding Bandanas as a form of radiation reduction- Researching how to add screen effects- Researching damage states/ armor durabilityThere are a few other things I'm doing here and there that pop up. I'm pretty happy though with the core scaling which is the main feature. After that I should be able to confidently start adding other features to fill out the mod and make it feel authentic and high quality.Which old overlay are you talking about v1.00/1.01 (very strong) or v1.02 (medium)? I might be able to make some kind of optional esp to change it.
Purposely create a conflict and let the optional one override the main one.Edit: What did you like about the earlier overlay that is removed from the newer version? (The 'Lens' effect around the edges?)PAK88 wrote: Yeah, the 1.01 lens effect, because it's what you'd expect from wearing a real gas mask, the lenses representing the eye holes, not to mention that in Metro your mask's face visor is clearly visible, so I feel it adds to the immersion.
Fallout New Vegas Gas Mask Cardboard Template
Others may disagree, but I didn't find the lens POV intrusive at all.Bandanas are something I never considered, but it's clever and makes perfect sense. And yes, putting all the.esps into a single file is far more efficient and convenient than having to update every one individually.Anyway, it sounds like you're hard at work on this, and I don't have anything else to mention, so I'll just leave you to it and patiently wait for you to put the finishing touches on this mod. D1v1ne122 wrote: I added an optional file that is the 1.01 lens effect PAK88 wrote: Yes, yes, YES! You've added compatability for all the armor pieces I wanted and the radiation build-up just how it should be.
However, npcs STILL don't wear masks and I would still like to have breathing sounds while wearing the mask and coughing/gagging/distorted vision when not wearing the mask during radioactive weather. But those are only for show, as the mod itself is perfect in my eyes and you should be commended for bringing something like this from a game series I love to another I love equally. D1v1ne122 wrote: Thanks for the compliments I loved the atmospheric feeling of metro and I am striving to capture some of that feeling.It's strange they aren't wearing masks, in all the builds I've been doing they have been equipping them during storms for the weather only version and equipping them always for the normal version. BTW the gagging/coughing happens when the radiation is 20 or greater radiation. So during rain and such it should proc if you don't have a gas mask on long enough. What is your build order like? My main file is close to the bottom with armor compatibility under the main (except for the enhanced editions).I will have the breathing soon, I have the sound files edited.
I will probably push them out in 1.04, hopefully before the end of the weekend. OldManWithers wrote: I think the not getting breathing sounds might be my fault. In the last minute change which nerfed the rads a bit, I think I had it set to cap at 15 (which results in like 30 or so with the pulsing) but is below the choking threshhold.
I'd have to redownload 1.03 to verify that. The one I've been working on currently is MUCH better and fixes that problem. PAK88 wrote: Just tested it and yes, the negative effects of not having a mask do proc correctly. As for load order, I sorted it automatically through LOOT, though it's very possible that it was sorted incorrectly.As for current load order:1.
Lite version2. Main Esp-Weather Only Normal3. Far Harbor Patch4. No Hazmat Patch5. OverlayTried disabling the Lite version but still no change, save for a single Diamond City security guard who is wearing a mask, but that's it.
Been fiddling around with load order trying to figure this out.Correction: raiders and gunners do wear masks, but non-hostile npcs that you find in Diamond CIty and Goodneighbor still don't.Another question; if I'm using the Weather Only version, do my filters still drain in clear weather?Second correction: they do, which makes no sense and should be remedied at some point.D1v1ne122 wrote: Yes the filters drain during clear weather. The script checks for wearing a gas mask and owning filters to start the filter consumption. This could be fixed by checking for weather before. Right now I'm implementing a 'breathing' sound while wearing the gas mask.I tried using LOOT and it put mine near the top, I personally don't think that is the correct spot, near the bottom I have had much more luck and consistency.On the NPCs wearing gas masks, I've noticed sometimes if I have an old character, NPC's will persistently keep the gas masks they were wearing before. In your case none.
I would be curious to know if you started a new game if they then did wear gas masks.Ugh, I'm not looking forward to sitting through the intro again. It's enjoyable and entertaining the first time, not so much after that. But, if it's for testing purposes, especially a mod like this, then I will probably end up enduring it again, just not at the moment. Besides, it's a relatively minor quip and everything else works as intended so I'm not overly concerned about it right now. PAK88 wrote: Eh, I kinda liked the old overlay, any chance you could make it optional?First of all, the new radiation system is just about perfect, and buying filters from npcs is a very convenient and sensible touch.However, npcs still aren't wearing masks, and while the radiation build-up works well enough, you really need to add breathing sound effects when wearing a mask as well as choking and gasping when you're not wearing a mask in deadly weather. Oh, and, once again, adding the gas mask feature to the Marine Combat Helmet.Other than that, everything works well.You do plan to update the alternate versions of your mod too, right?D1v1ne122 wrote: Yeah so I'm doing quite a few things right now.- trying to get the normal version out of 1.03. (probably will happen today)- I'm splitting the Enhanced/Lite variant into a separate optional esp cause uploading 6 files and editing them is not feasible.
They just use one script so being standalone should be fine.- Working on compatibility, the first one will likely be the marine armor.- Adding Bandanas as a form of radiation reduction- Researching how to add screen effects- Researching damage states/ armor durabilityThere are a few other things I'm doing here and there that pop up. I'm pretty happy though with the core scaling which is the main feature. After that I should be able to confidently start adding other features to fill out the mod and make it feel authentic and high quality.Which old overlay are you talking about v1.00/1.01 (very strong) or v1.02 (medium)? I might be able to make some kind of optional esp to change it.
Purposely create a conflict and let the optional one override the main one.Edit: What did you like about the earlier overlay that is removed from the newer version? (The 'Lens' effect around the edges?)PAK88 wrote: Yeah, the 1.01 lens effect, because it's what you'd expect from wearing a real gas mask, the lenses representing the eye holes, not to mention that in Metro your mask's face visor is clearly visible, so I feel it adds to the immersion. Others may disagree, but I didn't find the lens POV intrusive at all.Bandanas are something I never considered, but it's clever and makes perfect sense. And yes, putting all the.esps into a single file is far more efficient and convenient than having to update every one individually.Anyway, it sounds like you're hard at work on this, and I don't have anything else to mention, so I'll just leave you to it and patiently wait for you to put the finishing touches on this mod.
D1v1ne122 wrote: I added an optional file that is the 1.01 lens effect PAK88 wrote: Yes, yes, YES! You've added compatability for all the armor pieces I wanted and the radiation build-up just how it should be.
However, npcs STILL don't wear masks and I would still like to have breathing sounds while wearing the mask and coughing/gagging/distorted vision when not wearing the mask during radioactive weather. But those are only for show, as the mod itself is perfect in my eyes and you should be commended for bringing something like this from a game series I love to another I love equally. D1v1ne122 wrote: Thanks for the compliments I loved the atmospheric feeling of metro and I am striving to capture some of that feeling.It's strange they aren't wearing masks, in all the builds I've been doing they have been equipping them during storms for the weather only version and equipping them always for the normal version. BTW the gagging/coughing happens when the radiation is 20 or greater radiation. So during rain and such it should proc if you don't have a gas mask on long enough. What is your build order like?
My main file is close to the bottom with armor compatibility under the main (except for the enhanced editions).I will have the breathing soon, I have the sound files edited. I will probably push them out in 1.04, hopefully before the end of the weekend. OldManWithers wrote: I think the not getting breathing sounds might be my fault. In the last minute change which nerfed the rads a bit, I think I had it set to cap at 15 (which results in like 30 or so with the pulsing) but is below the choking threshhold.
I'd have to redownload 1.03 to verify that. The one I've been working on currently is MUCH better and fixes that problem. PAK88 wrote: Just tested it and yes, the negative effects of not having a mask do proc correctly. As for load order, I sorted it automatically through LOOT, though it's very possible that it was sorted incorrectly.As for current load order:1.
Lite version2. Main Esp-Weather Only Normal3. Far Harbor Patch4. No Hazmat Patch5. OverlayTried disabling the Lite version but still no change, save for a single Diamond City security guard who is wearing a mask, but that's it. Been fiddling around with load order trying to figure this out.Correction: raiders and gunners do wear masks, but non-hostile npcs that you find in Diamond CIty and Goodneighbor still don't.Another question; if I'm using the Weather Only version, do my filters still drain in clear weather?Second correction: they do, which makes no sense and should be remedied at some point.D1v1ne122 wrote: Yes the filters drain during clear weather.
The script checks for wearing a gas mask and owning filters to start the filter consumption. This could be fixed by checking for weather before. Right now I'm implementing a 'breathing' sound while wearing the gas mask.I tried using LOOT and it put mine near the top, I personally don't think that is the correct spot, near the bottom I have had much more luck and consistency.On the NPCs wearing gas masks, I've noticed sometimes if I have an old character, NPC's will persistently keep the gas masks they were wearing before. In your case none. I would be curious to know if you started a new game if they then did wear gas masks. PAK88 wrote: Ugh, I'm not looking forward to sitting through the intro again. It's enjoyable and entertaining the first time, not so much after that.
But, if it's for testing purposes, especially a mod like this, then I will probably end up enduring it again, just not at the moment. Besides, it's a relatively minor quip and everything else works as intended so I'm not overly concerned about it right now.Yeah, I feel yah. I restarted about 30 times when I was doing my initial testing to make sure the radiation didn't kill you during the Character Customization phase (I died a lot). Relentlessx757 wrote: Oh sheeeeiiiiiiiiiit I can't believe someone has actually done it.
I had a suggestion a while ago that I posted on a youtube video showcasing the Resurrection Dead Mod. I'm tempted to start playing again because of this.Also, I'm sure you've heard of Project Nevada from FO:NV. That mod had really cool helmet overlays, and I was wondering if you could make gas mask overlays similar to that mod, with breathing sound fx if that's not already in this mod? D1v1ne122 wrote: Yeah I remember the overlays from new vegas and those are on my list of things to implement in addition to durability and destruction 'cracked lenses' and such. I am currently implementing the breathing sound fx. Will likely be out today.Just got to try out your mod, and everything seems to be working so far. I've noticed filters don't last to long, but maybe that's because they won't be hard to come.
Free download style keyboard yamaha psr s750 61 key arranger keyboard tutorials. There are a total of 98 styles in the S950 that are not available in the S750.
If there isn't already, could you possibly add support for Raider Overhaul and Modern Firearms(tactical edition has a gas mask)?. Relentlessx757 wrote: Oh sheeeeiiiiiiiiiit I can't believe someone has actually done it. I had a suggestion a while ago that I posted on a youtube video showcasing the Resurrection Dead Mod. I'm tempted to start playing again because of this.Also, I'm sure you've heard of Project Nevada from FO:NV.
That mod had really cool helmet overlays, and I was wondering if you could make gas mask overlays similar to that mod, with breathing sound fx if that's not already in this mod? D1v1ne122 wrote: Yeah I remember the overlays from new vegas and those are on my list of things to implement in addition to durability and destruction 'cracked lenses' and such. I am currently implementing the breathing sound fx. Will likely be out today. Relentlessx757 wrote: Just got to try out your mod, and everything seems to be working so far. I've noticed filters don't last to long, but maybe that's because they won't be hard to come.
If there isn't already, could you possibly add support for Raider Overhaul and Modern Firearms(tactical edition has a gas mask)?Yah, I'll try to get those compatibility patches. If you can add links to their pages it would be helpful.
PAK88 wrote: Eh, I kinda liked the old overlay, any chance you could make it optional?First of all, the new radiation system is just about perfect, and buying filters from npcs is a very convenient and sensible touch.However, npcs still aren't wearing masks, and while the radiation build-up works well enough, you really need to add breathing sound effects when wearing a mask as well as choking and gasping when you're not wearing a mask in deadly weather. Oh, and, once again, adding the gas mask feature to the Marine Combat Helmet.Other than that, everything works well.You do plan to update the alternate versions of your mod too, right?D1v1ne122 wrote: Yeah so I'm doing quite a few things right now.- trying to get the normal version out of 1.03. (probably will happen today)- I'm splitting the Enhanced/Lite variant into a separate optional esp cause uploading 6 files and editing them is not feasible. They just use one script so being standalone should be fine.- Working on compatibility, the first one will likely be the marine armor.- Adding Bandanas as a form of radiation reduction- Researching how to add screen effects- Researching damage states/ armor durabilityThere are a few other things I'm doing here and there that pop up. I'm pretty happy though with the core scaling which is the main feature. After that I should be able to confidently start adding other features to fill out the mod and make it feel authentic and high quality.Which old overlay are you talking about v1.00/1.01 (very strong) or v1.02 (medium)? I might be able to make some kind of optional esp to change it.
Purposely create a conflict and let the optional one override the main one.Edit: What did you like about the earlier overlay that is removed from the newer version? (The 'Lens' effect around the edges?)PAK88 wrote: Yeah, the 1.01 lens effect, because it's what you'd expect from wearing a real gas mask, the lenses representing the eye holes, not to mention that in Metro your mask's face visor is clearly visible, so I feel it adds to the immersion. Others may disagree, but I didn't find the lens POV intrusive at all.Bandanas are something I never considered, but it's clever and makes perfect sense. And yes, putting all the.esps into a single file is far more efficient and convenient than having to update every one individually.Anyway, it sounds like you're hard at work on this, and I don't have anything else to mention, so I'll just leave you to it and patiently wait for you to put the finishing touches on this mod. D1v1ne122 wrote: I added an optional file that is the 1.01 lens effect PAK88 wrote: Yes, yes, YES! You've added compatability for all the armor pieces I wanted and the radiation build-up just how it should be. However, npcs STILL don't wear masks and I would still like to have breathing sounds while wearing the mask and coughing/gagging/distorted vision when not wearing the mask during radioactive weather.
But those are only for show, as the mod itself is perfect in my eyes and you should be commended for bringing something like this from a game series I love to another I love equally. D1v1ne122 wrote: Thanks for the compliments I loved the atmospheric feeling of metro and I am striving to capture some of that feeling.It's strange they aren't wearing masks, in all the builds I've been doing they have been equipping them during storms for the weather only version and equipping them always for the normal version. BTW the gagging/coughing happens when the radiation is 20 or greater radiation. So during rain and such it should proc if you don't have a gas mask on long enough.
What is your build order like? My main file is close to the bottom with armor compatibility under the main (except for the enhanced editions).I will have the breathing soon, I have the sound files edited. I will probably push them out in 1.04, hopefully before the end of the weekend. OldManWithers wrote: I think the not getting breathing sounds might be my fault. In the last minute change which nerfed the rads a bit, I think I had it set to cap at 15 (which results in like 30 or so with the pulsing) but is below the choking threshhold.
I'd have to redownload 1.03 to verify that. The one I've been working on currently is MUCH better and fixes that problem. PAK88 wrote: Just tested it and yes, the negative effects of not having a mask do proc correctly. As for load order, I sorted it automatically through LOOT, though it's very possible that it was sorted incorrectly.As for current load order:1.
Lite version2. Main Esp-Weather Only Normal3. Far Harbor Patch4. No Hazmat Patch5. OverlayTried disabling the Lite version but still no change, save for a single Diamond City security guard who is wearing a mask, but that's it. Been fiddling around with load order trying to figure this out.Correction: raiders and gunners do wear masks, but non-hostile npcs that you find in Diamond CIty and Goodneighbor still don't.Another question; if I'm using the Weather Only version, do my filters still drain in clear weather?Second correction: they do, which makes no sense and should be remedied at some point.D1v1ne122 wrote: Yes the filters drain during clear weather.
The script checks for wearing a gas mask and owning filters to start the filter consumption. This could be fixed by checking for weather before. Right now I'm implementing a 'breathing' sound while wearing the gas mask.I tried using LOOT and it put mine near the top, I personally don't think that is the correct spot, near the bottom I have had much more luck and consistency.On the NPCs wearing gas masks, I've noticed sometimes if I have an old character, NPC's will persistently keep the gas masks they were wearing before. In your case none.
I would be curious to know if you started a new game if they then did wear gas masks. PAK88 wrote: Ugh, I'm not looking forward to sitting through the intro again. It's enjoyable and entertaining the first time, not so much after that.
But, if it's for testing purposes, especially a mod like this, then I will probably end up enduring it again, just not at the moment. Besides, it's a relatively minor quip and everything else works as intended so I'm not overly concerned about it right now. D1v1ne122 wrote: Yeah, I feel yah. I restarted about 30 times when I was doing my initial testing to make sure the radiation didn't kill you during the Character Customization phase (I died a lot)Okay, now it's all over the board; npcs now the Diamond City guards do wear masks and most of the citizens do as well, save for vendors, none of which wear their masks.

At this point I don't really care; everything's good enough for me. I can't help but find this quite amusing and interesting and I just kinda want to see where it goes.' I'm perfectly content with the mod as it is and I certainly won't raise a stink over such a minor semantic detail.Edited by PAK88, 28 August 2016 - 07:31 AM. PAK88 wrote: Eh, I kinda liked the old overlay, any chance you could make it optional?First of all, the new radiation system is just about perfect, and buying filters from npcs is a very convenient and sensible touch.However, npcs still aren't wearing masks, and while the radiation build-up works well enough, you really need to add breathing sound effects when wearing a mask as well as choking and gasping when you're not wearing a mask in deadly weather. Oh, and, once again, adding the gas mask feature to the Marine Combat Helmet.Other than that, everything works well.You do plan to update the alternate versions of your mod too, right?D1v1ne122 wrote: Yeah so I'm doing quite a few things right now.- trying to get the normal version out of 1.03. (probably will happen today)- I'm splitting the Enhanced/Lite variant into a separate optional esp cause uploading 6 files and editing them is not feasible.
They just use one script so being standalone should be fine.- Working on compatibility, the first one will likely be the marine armor.- Adding Bandanas as a form of radiation reduction- Researching how to add screen effects- Researching damage states/ armor durabilityThere are a few other things I'm doing here and there that pop up. I'm pretty happy though with the core scaling which is the main feature.
After that I should be able to confidently start adding other features to fill out the mod and make it feel authentic and high quality.Which old overlay are you talking about v1.00/1.01 (very strong) or v1.02 (medium)? I might be able to make some kind of optional esp to change it. Purposely create a conflict and let the optional one override the main one.Edit: What did you like about the earlier overlay that is removed from the newer version? (The 'Lens' effect around the edges?)PAK88 wrote: Yeah, the 1.01 lens effect, because it's what you'd expect from wearing a real gas mask, the lenses representing the eye holes, not to mention that in Metro your mask's face visor is clearly visible, so I feel it adds to the immersion. Others may disagree, but I didn't find the lens POV intrusive at all.Bandanas are something I never considered, but it's clever and makes perfect sense.
And yes, putting all the.esps into a single file is far more efficient and convenient than having to update every one individually.Anyway, it sounds like you're hard at work on this, and I don't have anything else to mention, so I'll just leave you to it and patiently wait for you to put the finishing touches on this mod. D1v1ne122 wrote: I added an optional file that is the 1.01 lens effect PAK88 wrote: Yes, yes, YES!
You've added compatability for all the armor pieces I wanted and the radiation build-up just how it should be. However, npcs STILL don't wear masks and I would still like to have breathing sounds while wearing the mask and coughing/gagging/distorted vision when not wearing the mask during radioactive weather. But those are only for show, as the mod itself is perfect in my eyes and you should be commended for bringing something like this from a game series I love to another I love equally. D1v1ne122 wrote: Thanks for the compliments I loved the atmospheric feeling of metro and I am striving to capture some of that feeling.It's strange they aren't wearing masks, in all the builds I've been doing they have been equipping them during storms for the weather only version and equipping them always for the normal version.
BTW the gagging/coughing happens when the radiation is 20 or greater radiation. So during rain and such it should proc if you don't have a gas mask on long enough. What is your build order like? My main file is close to the bottom with armor compatibility under the main (except for the enhanced editions).I will have the breathing soon, I have the sound files edited.
I will probably push them out in 1.04, hopefully before the end of the weekend. OldManWithers wrote: I think the not getting breathing sounds might be my fault. In the last minute change which nerfed the rads a bit, I think I had it set to cap at 15 (which results in like 30 or so with the pulsing) but is below the choking threshhold. I'd have to redownload 1.03 to verify that. The one I've been working on currently is MUCH better and fixes that problem. PAK88 wrote: Just tested it and yes, the negative effects of not having a mask do proc correctly. As for load order, I sorted it automatically through LOOT, though it's very possible that it was sorted incorrectly.As for current load order:1.
Lite version2. Main Esp-Weather Only Normal3. Far Harbor Patch4. No Hazmat Patch5. OverlayTried disabling the Lite version but still no change, save for a single Diamond City security guard who is wearing a mask, but that's it.
Been fiddling around with load order trying to figure this out.Correction: raiders and gunners do wear masks, but non-hostile npcs that you find in Diamond CIty and Goodneighbor still don't.Another question; if I'm using the Weather Only version, do my filters still drain in clear weather?Second correction: they do, which makes no sense and should be remedied at some point.D1v1ne122 wrote: Yes the filters drain during clear weather. The script checks for wearing a gas mask and owning filters to start the filter consumption. This could be fixed by checking for weather before. Right now I'm implementing a 'breathing' sound while wearing the gas mask.I tried using LOOT and it put mine near the top, I personally don't think that is the correct spot, near the bottom I have had much more luck and consistency.On the NPCs wearing gas masks, I've noticed sometimes if I have an old character, NPC's will persistently keep the gas masks they were wearing before. In your case none.
I would be curious to know if you started a new game if they then did wear gas masks. PAK88 wrote: Ugh, I'm not looking forward to sitting through the intro again. It's enjoyable and entertaining the first time, not so much after that.
But, if it's for testing purposes, especially a mod like this, then I will probably end up enduring it again, just not at the moment. Besides, it's a relatively minor quip and everything else works as intended so I'm not overly concerned about it right now.
D1v1ne122 wrote: Yeah, I feel yah. I restarted about 30 times when I was doing my initial testing to make sure the radiation didn't kill you during the Character Customization phase (I died a lot) PAK88 wrote: Okay, now it's all over the board; npcs now the Diamond City guards do wear masks and most of the citizens do as well, save for vendors, none of which wear their masks.
At this point I don't really care; everything's good enough for me. I can't help but find this quite amusing and interesting and I just kinda want to see where it goes.' I'm perfectly content with the mod as it is and I certainly won't raise a stink over such a minor semantic detail.If you want to do some new game testing but skip all of the customization get one of those alternate start mods to throw you straight in. Relentlessx757 wrote: Oh sheeeeiiiiiiiiiit I can't believe someone has actually done it.
I had a suggestion a while ago that I posted on a youtube video showcasing the Resurrection Dead Mod. I'm tempted to start playing again because of this.Also, I'm sure you've heard of Project Nevada from FO:NV. That mod had really cool helmet overlays, and I was wondering if you could make gas mask overlays similar to that mod, with breathing sound fx if that's not already in this mod? D1v1ne122 wrote: Yeah I remember the overlays from new vegas and those are on my list of things to implement in addition to durability and destruction 'cracked lenses' and such. I am currently implementing the breathing sound fx. Will likely be out today.
Relentlessx757 wrote: Just got to try out your mod, and everything seems to be working so far. I've noticed filters don't last to long, but maybe that's because they won't be hard to come. If there isn't already, could you possibly add support for Raider Overhaul and Modern Firearms(tactical edition has a gas mask)? D1v1ne122 wrote: Yah, I'll try to get those compatibility patches. If you can add links to their pages it would be helpful.Modern FirearmsOverhaulhttp://www.nexusmods.com/fallout4/mods/9103/?.
PAK88 wrote: Eh, I kinda liked the old overlay, any chance you could make it optional?First of all, the new radiation system is just about perfect, and buying filters from npcs is a very convenient and sensible touch.However, npcs still aren't wearing masks, and while the radiation build-up works well enough, you really need to add breathing sound effects when wearing a mask as well as choking and gasping when you're not wearing a mask in deadly weather. Oh, and, once again, adding the gas mask feature to the Marine Combat Helmet.Other than that, everything works well.You do plan to update the alternate versions of your mod too, right?D1v1ne122 wrote: Yeah so I'm doing quite a few things right now.- trying to get the normal version out of 1.03. (probably will happen today)- I'm splitting the Enhanced/Lite variant into a separate optional esp cause uploading 6 files and editing them is not feasible. They just use one script so being standalone should be fine.- Working on compatibility, the first one will likely be the marine armor.- Adding Bandanas as a form of radiation reduction- Researching how to add screen effects- Researching damage states/ armor durabilityThere are a few other things I'm doing here and there that pop up.
I'm pretty happy though with the core scaling which is the main feature. After that I should be able to confidently start adding other features to fill out the mod and make it feel authentic and high quality.Which old overlay are you talking about v1.00/1.01 (very strong) or v1.02 (medium)? I might be able to make some kind of optional esp to change it.
Purposely create a conflict and let the optional one override the main one.Edit: What did you like about the earlier overlay that is removed from the newer version? (The 'Lens' effect around the edges?)PAK88 wrote: Yeah, the 1.01 lens effect, because it's what you'd expect from wearing a real gas mask, the lenses representing the eye holes, not to mention that in Metro your mask's face visor is clearly visible, so I feel it adds to the immersion. Others may disagree, but I didn't find the lens POV intrusive at all.Bandanas are something I never considered, but it's clever and makes perfect sense. And yes, putting all the.esps into a single file is far more efficient and convenient than having to update every one individually.Anyway, it sounds like you're hard at work on this, and I don't have anything else to mention, so I'll just leave you to it and patiently wait for you to put the finishing touches on this mod. D1v1ne122 wrote: I added an optional file that is the 1.01 lens effect PAK88 wrote: Yes, yes, YES!
You've added compatability for all the armor pieces I wanted and the radiation build-up just how it should be. However, npcs STILL don't wear masks and I would still like to have breathing sounds while wearing the mask and coughing/gagging/distorted vision when not wearing the mask during radioactive weather. But those are only for show, as the mod itself is perfect in my eyes and you should be commended for bringing something like this from a game series I love to another I love equally. D1v1ne122 wrote: Thanks for the compliments I loved the atmospheric feeling of metro and I am striving to capture some of that feeling.It's strange they aren't wearing masks, in all the builds I've been doing they have been equipping them during storms for the weather only version and equipping them always for the normal version. BTW the gagging/coughing happens when the radiation is 20 or greater radiation. So during rain and such it should proc if you don't have a gas mask on long enough.
What is your build order like? My main file is close to the bottom with armor compatibility under the main (except for the enhanced editions).I will have the breathing soon, I have the sound files edited. I will probably push them out in 1.04, hopefully before the end of the weekend. OldManWithers wrote: I think the not getting breathing sounds might be my fault.
In the last minute change which nerfed the rads a bit, I think I had it set to cap at 15 (which results in like 30 or so with the pulsing) but is below the choking threshhold. I'd have to redownload 1.03 to verify that. The one I've been working on currently is MUCH better and fixes that problem. PAK88 wrote: Just tested it and yes, the negative effects of not having a mask do proc correctly. As for load order, I sorted it automatically through LOOT, though it's very possible that it was sorted incorrectly.As for current load order:1. Lite version2. Main Esp-Weather Only Normal3.
Far Harbor Patch4. No Hazmat Patch5. OverlayTried disabling the Lite version but still no change, save for a single Diamond City security guard who is wearing a mask, but that's it. Been fiddling around with load order trying to figure this out.Correction: raiders and gunners do wear masks, but non-hostile npcs that you find in Diamond CIty and Goodneighbor still don't.Another question; if I'm using the Weather Only version, do my filters still drain in clear weather?Second correction: they do, which makes no sense and should be remedied at some point.D1v1ne122 wrote: Yes the filters drain during clear weather. The script checks for wearing a gas mask and owning filters to start the filter consumption.
This could be fixed by checking for weather before. Right now I'm implementing a 'breathing' sound while wearing the gas mask.I tried using LOOT and it put mine near the top, I personally don't think that is the correct spot, near the bottom I have had much more luck and consistency.On the NPCs wearing gas masks, I've noticed sometimes if I have an old character, NPC's will persistently keep the gas masks they were wearing before. In your case none. I would be curious to know if you started a new game if they then did wear gas masks. PAK88 wrote: Ugh, I'm not looking forward to sitting through the intro again. It's enjoyable and entertaining the first time, not so much after that.
But, if it's for testing purposes, especially a mod like this, then I will probably end up enduring it again, just not at the moment. Besides, it's a relatively minor quip and everything else works as intended so I'm not overly concerned about it right now. D1v1ne122 wrote: Yeah, I feel yah. I restarted about 30 times when I was doing my initial testing to make sure the radiation didn't kill you during the Character Customization phase (I died a lot) PAK88 wrote: Okay, now it's all over the board; npcs now the Diamond City guards do wear masks and most of the citizens do as well, save for vendors, none of which wear their masks. At this point I don't really care; everything's good enough for me. I can't help but find this quite amusing and interesting and I just kinda want to see where it goes.'
I'm perfectly content with the mod as it is and I certainly won't raise a stink over such a minor semantic detail. OttoVonBismarck60 wrote: If you want to do some new game testing but skip all of the customization get one of those alternate start mods to throw you straight in.See, problem with that is, well.just look at the list of bugs: to mention it appears to be abandoned and it's manual download only, something I've VERY reluctant to do, as I've broken my game before doing that.Filters never drain while wearing power armor, correct?Edited by PAK88, 28 August 2016 - 09:36 PM.