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quacko

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  1. Thank you, you are truly god sent, I was really starting to get pissed off at myself in fear of having to start over again for that little f*up. So once again, thank you!
  2. I accidently wrote over the .nif target for the steel sword in the creation kit and wondered if there was any way to get it to point back to the original steelsword .nif in the .bsa file without having to unpack it and add the file to the mesh folder or restarting the entire mod. So any help on this would be greatly appreciated.
  3. Hey there all, I'm having a rather annoying problem with a weapon mod i am working on. The thing is, to begin at the beginning and all that. first i modelled and textured a sword, which for all intents and purposes work as it should, then i made a dagger, and when i wanted to check it out ingame, i basicly just changed the nitrstripsdata of the sword out with the nitristripsdata of the dagger in nifscope, corrected thexture path, and loaded up the game. and when i equip the dagger it equips fine in the left hand, but when i equip it to the right hand, the animation of drawing the weapon from the sheathe, and readying it plays as it should, but the dagger just stays in the sheathe, and i can't for the life of me, figure out what is going wrong, so any suggestions from one of you kind souls out there would be greatly appreciated.
  4. setting up thrown weaponry can truly be a b***, but my guess would be that it isn't the world object that is wrong, but rather that you haven't set up the impact data. This is found under the special effect section of the geck.
  5. (and now posting in the correct thread) well i havent done anything like this myself, so this is pure speculation on my part, whether the two are even remotely done in the same way, t have you tried looking into how the sandstorms, in the deathclaw quary area or those plains where the giant ants roam in large numbers? (sorry i can't remember what the area's is called, since i haven't actually PLAYED the game for quite a while now) as i said, this is pure speculation, but i'm guessing that, if you crack the sandstorms, then you will also be able to create the fog that you want. I hope it helped, although it wasn't an actual solution to your problem.
  6. DOH!!! (mental note to self, stop looking at several browser windows, while UV mapping and rolling cigarettes at the same time) aaaand i'll just move that comment over where it belongs, if someone smarter hasn't beaten me to it :P
  7. well i havent done anything like this myself, so this is pure speculation on my part, whether the two are even remotely done in the same way, t have you tried looking into how the sandstorms, in the deathclaw quary area or those plains where the giant ants roam in large numbers? (sorry i can't remember what the area's is called, since i haven't actually PLAYED the game for quite a while now) as i said, this is pure speculation, but i'm guessing that, if you crack the sandstorms, then you will also be able to create the fog that you want. I hope it helped, although it wasn't an actual solution to your problem.
  8. well, i don't use too many of that type of mods, but depending on your sexual preferances, i guess you could check out my mod aces high. I know some people are into that stuff in that way :dance:
  9. if you click the aces high link in my tagline, there will be a few new creature and npc encounters aswell, just a couple, but they are there, and then there is a b*ttload of new stuff in various shapes and size, armor, weaponry, food, in short, stuff galore... if ofcorse you'r not squemish :devil:
  10. A question to all you nice and wonderfully acceptable people out there. What would youmst like to see me add to this mod next? should be a new craftable powerarmor, in the style of the existing apparel in the mod, new creatures or more customizations for the existing items?
  11. oh one other thing (and im not sure about this at all, it was just a thought that you might check out), i can imagine that a weapon has to be silent to work in the holdout list, as i said, im not sure at all about ths, but i think that all the weapons i added had the silenced thing checked...
  12. hmmm... i did this with a few weapons myself about a week or two ago and it worked fine, although i did, if i recall, put the weapons in both lists for it to work...
  13. if you go to the form list section of the geck and type holdout in the filter section, two options will appeasr, a normal holdout list and an improved holdoutlist, just add the weapons to these and it should work :)
  14. and to think that the armor was once an NCR Combat ranger armor xD ... wich reminds me that i have forgotten to fix some bumbmapping on the shoulders, but it isn't anything youll notice all that much, and if youdo it's nothing that looks bad as such, its, just that you ca from certain angles see the remnants of the decals on there, but again, it isn't that it looks bad, i just don't want it there, but it will be fixed in the next update.
  15. and finaly the v6 upateis here (actually v6.1 after i spotted a small rigging problem with the legs on the female meatcoat) It includes the skull mask in 12 variations, the meatcoat with two upgrades, and the skulls in one of these i plan to make even more customisable with various themes, aswell as adding skulls from other creatures instead of human. and the two different typsof gloves, that comes in a passive version for your left hand and an "unarmed" combat version for both hands and the one with syringes gives you the ability o harvest brains from npc's aswell, although they onlfunction as food at the moment (but more will come) and then i have added the ability to give dead npc's a massive facepeel, that can following be used as a mask. besides that all the meat, face and skull masks, now makes ghouls think you oe of their own (although i haven't actualy tested if the script works yet) all in all a bunch of new harvestable and customizable stuff for the aces high mod, that i hope you all will enjoy (i know that when i finaly get around to playing t game again, i will) http://newvegas.nexusmods.com/mods/images/48653-3-1358204692.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204692.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1358204407.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204409.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204464.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1358204511.jpg this is just a few images of what's in store, lots more images has been added to the profile, and well a bunch of stuff that i'm not actually sure that i have mentioned anywhere, such as i also (actually alreay in the first build) added a set of playable eyes, simply called sniper eye or something like that, that was a simple rework of the texture i used for the zombiehemoth eye mesh (used for crafting scopes for the weapons)
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