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Jaig

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  1. After moving to Windows 10, my Steam copy of Fallout 3 stopped working, and no amount of fixes could remedy it. So I bought it on GoG, which works perfectly. But now I must begin the modding process anew. To that end, I'm wondering, what mod manager should I use? I used NMM back in the day, and that worked out fine. Now I hear that Mod Organizer 2 is the new hotness, but I tried to use that to mod New Vegas, and it simply did not work for me. I would probably just use Vortex, but that one seemed to have a problem with large Oblivion mods, and Oblivion and Fallout 3 have always been similar in pain-in-the-ass quotient. Fallout Mod Manager is still one of the top downloads on the Nexus, but it is old as hell and seems like it would be obsolete. So I put it to the experts. Which one should I use?
  2. So... I'm mostly a noob with the CS, but I wanted to release something in honor of Modathon this year. I figured I'd start out incredibly small... And even that's been giving me trouble. I'm attempting to add the Ebony Mail to the inventory of Bolvn Venim, the Archmaster of House Redoran. I open the CS, open Bolvyn's entry in the NPC tab, where I find the 'Blocked' mark is checked. I uncheck it. I then delete the Ebony Cuirass from his Items tab. I drag and drop the Ebony Mail into his inventory from the Armor tab. I then click 'Save' on Venim's entry, and save a new .esp. However, when I load up that .esp, Venim is still wearing a standard Ebony cuirass. I'm stumped. Did I do something wrong? Could it be overwritten by another mod, even when it's at the bottom of my load-order? Is that 'Blocked' check messing something up? Any advice would be most appreciated.
  3. Recently reinstalled Morrowind and am encountering a glitch I've never seen before. When I open the 'Options' menu in the Journal, the bookmark graphic is drastically scaled up, so that the 'Quests', 'Topics', and 'Cancel' buttons are hidden somewhere below the edge of the screen. Pictures: http://oi68.tinypic.com/334nar8.jpg http://oi66.tinypic.com/2095xk2.jpg I'm running very light on mods. I'm using the latest version of the Morrowind Code Patch, MGE XE, and Morrowind Enhanced Textures. I did have to uninstall Better Dialogue Font because I was getting word-wrap issues after installing MGE XE, however, so that might well have something to do with it. Anyone have any ideas? Edit: Nevermind. It appears to be a problem with Morrowind Enhanced Textures. I replaced 'tx_menubook_bookmark.dds' with one from a different mod, and now the scaling is fine and the buttons are visible. Hope this helps anyone who has the same problem!
  4. Thank you so much! Wasn't expecting much, let alone so fast! Just tried the .daimod version, (Never been able to make Frosty work for DAI, Even though I use it regularly for ME:A), and it works perfectly! Models are replaced, with no apparent issues whatsoever. It's funny, I did actually take into account the custom hilts thing, and specifically chose the Longsword of the Dragon because I thought it was one piece. I actually had no idea until now that you could put custom hilts on it. I feel a bit silly now. But, it appears to work with no problem! However, this does not replace the models of the versions crafted from schematics, and... that was the main thing I was looking for. Totally my fault. I realized I completely failed to mention that in my request. If you could alter the mod to include the crafted versions as well, I would very much appreciate it. But I would understand if you don't have time or just would rather I figure it out on my own. You've already been a tremendous help, and I am grateful.
  5. Hoping somebody out there can still help me save my endgame! Whether they are objectively the best or not, the best weapon and shield for my one-handed warrior Inquisitor usually ends up being the Revered Defender Longsword and the Revered Defender Bulwark. Which is fine... except in my opinion, they are both ugly as sin. Just... really top-heavy and slab-like, and... ugh. I hate staring at them for half the game. I would greatly appreciate it if one of you crazy modding wizards out there could replace the models with the Longsword of the Dragon and Ornate Round Shield models, respectively. Stats and materials are perfectly fine the way they are, I only want the models switched around. I don't know the feasibility of mixing and matching between DLCs like this, but I am hoping it's fairly simple. Anyway, thanks in advance!
  6. Whenever I get the urge to play DAO again, the thing that usually stops me is remembering that I'd have to spend the whole game looking at the (IMO) Maker-awful designs for the available armor. To try and minimize it, I decided to try out a mod I'd been hearing about, The Winter Forge. After extensive testing (the past fifteen minutes or so), I'm finding it a fantastic mod... But not quite perfect. My hope was that I could use its model-switching function to swap the terrible vanilla armors with the (IMO) much better DAII ports added by Improved Atmospheres and, especially, Grey Wardens of Ferelden. It seems however that TWF only allows swapping between vanilla models. It seems. My question is, does anyone know a way around this? If there is a way have TWF "recognize" armor models added by other mods and add them into the rotation of possible choices? The material provided by the author says nothing about it, and I figure such a script-heavy mod probably won't have options like that, but I figure it's worth an ask.
  7. Long story short, I was hoping to use the Anti-Materiel Rifle added by the NCR Ranger Veteran Armor mod by Unoctim. This however uses the default hunting rifle animations, making it incompatible with AsXas' Right-Handed Hunting Rifles. However, this strikes me as an easy fix. Really just a mirror-image of the AMR's receiver meshes would do the trick. I'm hoping someone out there might have the tools and skills that I lack.
  8. Greetings, friends! For those of you still sticking it out with this game, and have some familiarity with Frosty Editor, I'm hoping to get some advice. I am wishing to make a mod that adjusts the FOV of the game's camera. There are several excellent mods that do that very thing, but none of them are quite to my liking. If someone could point me in the right direction, I would very much appreciate it! PS: If someone felt the itch in their fingers and wanted to do this for me as a request, that would be even better!
  9. So, I'm using the Paradox Ignition merger of RH Ironsights, mainly to facilitate compatibility with both FWE and EVE. However, the merger comes packaged with a utility that automatically hides the reticle while zooming in. My question is, is there a way to customize and/or disable it? It's usually not a problem. But there are quite a few guns in the game, like the Railway Rifle and several energy weapons that do not use ironsights. There are also several FWE pistols that do use ironsights, but are blatantly misaligned. RH Ironsights is great, but it's a bit too janky and unpolished to be completely relied upon, IMO. Anyone out there who can help me out?
  10. Hey guys! Total modding noob here, looking for some quick advice from some Construction Set veterans. Currently, I'm working on my first serious project with the CS, just a fairly straightforward house mod. What I've been doing is, after using the coordinates menu to move the static object into place, I press 'save'. Seemed like the right thing to do, but I recently came across a tutorial that explained that it was not only unnecessary, but also harmful. That doing so creates a 'dirty reference.' My question is, can that be fixed? I'd been hearing a lot already about 'dirty references', and that you run it through a program like TESAME and/or Enchanted Editor to fix them. Is it that simple, or is there more to it? Something else I've been doing is copying and pasting details from vanilla interiors to decorate my space. I'm finding the controls for placing objects to be really clunky and slow to use, so for smaller, fiddly objects like clutter for shelves or other things to make the space looked lived-in, I copy from places that already look lived-in. Bottles on shelves, piles of crates or sacks, that sort of thing. I find this helps my mod feel congruent with the rest of the game, as well. However, I have noticed that when I copy objects, it causes a an asterisk (*) to appear next to the objects' entry in the statics list for that cell. As far as I can tell, that indicates the object now being 'touched' by the new plugin I'm creating. My question is, is that a problem? Could that lead to incompatibility with mods that might alter the objects I've copied? If so, is there a way to fix that? Any advice would be greatly appreciated!
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