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Gavinfoxx

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  1. Okayyy.... so you have to type something into search. Hit Search. Than remove the thing you typed with the little x to get to the advanced search And then type in what you REALLY wanted to type in, at the advanced search. Unless you memorize or favorite the URL for that page, of course. Why not let us get to the advanced search in the first place, easily?
  2. Well, I removed a few of those patches, they were making gameplay quite uncomfortable and lowering my fun... Frostfall, More Complex Needs, PerkUp, Realistic Lighting, and Shadow play.
  3. Well, I loaded the mods in the Creation Kit... and I got a whole lot of errors about forms not matching and such... Should I be worried about that?
  4. Well, I used BOSS, but that doesn't really help me understand conflicts too well... it also said some things I couldn't quite interpret: "Bash Tag suggestion(s): {{BASH: Delev, Relev}}" Does that mean anything for starting a new character?
  5. Hello all! I'm trying to decide which is the best mod for unarmed combat for my Khajiit mage/claw fighter. I'm looking at Budcat's Unarmed mod http://skyrim.nexusmods.com/downloads/file.php?id=14387 As well as globox68's unarmed mod http://skyrim.nexusmods.com/downloads/file.php?id=11462 And woverdude's unarmed mod http://skyrim.nexusmods.com/downloads/file.php?id=8288 And finally, the PerkUP mod, which contains some unarmed bits http://skyrim.nexusmods.com/downloads/file.php?id=9359 Are any of these mods compatible with one another? Which are the most balanced for claw combat? Which are most powerful? Has anyone done a comparison between the three? I would very much like some feedback. Thanks!
  6. Hello all! I just managed to buy Skyrim for PC, and I am really interested in playing this game. Naturally, having experienced LOTS of mod conflicts and such in Fallout 3 and New Vegas and such in my attempts to mod them in the past, I decided that this time I would use, 100%, a mod manager. So I downloaded the Nexus Mod Manager, and then went hunting for interesting mods to get. I decided that for my first game, I would play a Khajiit stealth and mage character, who used spells from stealth, especially sniping spells and either daggers or, ideally, claws for close-in work, as well as light armor. So I went on the hunt for mods that were NMM-installable and configurable, and get things that supported that play style, as well as which seemed to be popular improvements in general. So, according to NMM, here is my list of mods which I have installed: Better Magic - BetterMagic204 Better Sorting Categorized Favorites Menu - CategorizedFavoritesMenu v0_1_14 Complete Crafting Overhaul Conjuration and Summoning fixes - Conjuration and summoning fixes v1_02 Cooking Expanded - Cooking Expanded 1_1 Deadly Combat - Deadly Combat 3_51 Deadly Dragons Deadly Traps and Sickly Diseases - Deadly Traps and Sickly Diseases Frostfall - Hypothermia Camping Survival - Frostfall 1_6b Glowing Ore Veins 300 - Glowing Ore Veins 300 2_00 Imps More Complex Needs - Imps More Complex Needs v0_25b JaySuS Swords - JaySuS Swords V13C (this one appears unchecked no matter what I do) JaySuS Swords - JaySuS Swords V13C to V13D Update Khajiit Marriage Mod - Khajiit Marriage Mod Midas Magic - Spells in Skyrim - MidasSkyrim_008a PerkUp! ~Ultimate Perk Mod~ QD Inventory - QD Inventory 0_235 Realistic Lighting with Customization Realistic Wildlife Loot And Recipes - Realistic Wildlife Loot 1_3_2 Shadow Play - Sneak and Stealth rebalance mod - Shadow Play SkyUI Smithing Perks Overhaul Sounds of Skyrim - The Dungeons - Sounds of Skyrim - The Dungeons Full 1_11 UFO - Ultimate Follower Overhaul - UFO - Ultimate Follower Overhaul Weapons and Armor Fixes Here's my loadorder from loadorder.txt, apparently in alphabetical order. In NMM, I only have realistic wildlife medium checked. Skyrim.esm Update.esm Imp's More Complex Needs.esm JSwords.esm Realistic Wildlife Loot.esm Chesko_Frostfall.esp Complete Crafting Overhaul - BS version.esp Conjuration & Summoning fixes.esp CookingExpanded.esp Deadly Traps.esp DeadlyCombat.esp DeadlyCombat_GiantsAIFix.esp DeadlyCombat_PISE_Patch.esp DeadlyDragons.esp IMCN - Overrides.esp JSwordsDistributionBalancePlugin.esp MidasSkyrim.esp PerkUP-Alchemy.esp PerkUP-Archery.esp PerkUP-Block.esp PerkUP-HeavyArmor.esp PerkUP-LightArmor.esp PerkUP-Lockpicking.esp PerkUP-OneHanded.esp PerkUP-Pickpocket.esp PerkUP-Smithing.esp PerkUP-Speech.esp PerkUP-TwoHanded.esp PerkUP-zOptional_LightArmor_NoHelmsReq.esp Realistic Wildlife Loot V1.3 HIGH Drops.esp Realistic Wildlife Loot V1.3 LOW Drops.esp Realistic Wildlife Loot V1.3 MEDIUM Drops.esp BetterMagic_FULL.esp ShadowPlay.esp Sickly Diseases.esp Smithing Perks Overhaul - Balanced.esp SoS - The Dungeons.esp UFO - Ultimate Follower Overhaul.esp Weapons and Armor fixes - Hacks.esp Weapons and Armor fixes.esp Realistic Lighting.esp Better Dynamic Snow.esp Natural Skyrim Rain.esp khajiitmarriage.esp Headbomb's Better Sorting - Ammo.esp Headbomb's Better Sorting - Books.esp Headbomb's Better Sorting - Food (Normal Weight).esp Headbomb's Better Sorting - Ingredients.esp Headbomb's Better Sorting - Miscellaneous.esp Headbomb's Better Sorting - Potions (Normal Weight).esp Headbomb's Better Sorting - Soul Gems (Ranked).esp Headbomb's Better Sorting - Spells.esp So, the question is... what conflicts with what? How do I mitigate this? What do I need to completely remove? What should I pay attention to customization for in order for it to not conflict with another, possibly superior or more thorough, mod on the list? How should I do said customization? Is there anything else I can do to achieve my goals of having a conflict-free, complete, superior gaming experience? Thank you!
  7. That fixed the head thing... I think the armor thing is a fook thing, they said to just open the console, click the npc, and ressurect it. Though I'd like to prevent the issue in the first place!
  8. I think I did it before, a long time ago. I'm on WinXP. What are the names of the ini files, searching for them via windows search might be easier! Okay, I changed fallout.ini, fallout_default.ini, and falloutprefs.ini Lets see if that fixes the body armor thing too!
  9. Hi guys, I think I might have broken my install, but I am not 100% sure how I did what I did or even what I did. I am in camp McCarran, having just updated a few mods, and when I go outside to the area with the tents, all the named NPC's in that sniper unit aren't wearing any armor and are wearing the default undergarment model. This persists even if I turn off all my non Obsidian mods. Further, at least with the mods on, some of them have the body of one race and the head of another. What have I broken to cause this problem, and what can I do to fix it? Thanks! If it matters, here is my load order. FalloutNV.esm DeadMoney.esm HonestHearts.esm Community Bugfix Compilation Patch.esm FOOK - New Vegas.ESM CBC Dead Money Patch.esm FOOK - New Vegas DLCs.esm ClassicPack.esm Project Nevada - Core.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Compiled Patch.esp DarNifiedUINV.esp OperationFixedTerrain.esp Lucky 38 Suite Expansion Bed Option.esp FOOK - New Vegas.esp FOOK - New Vegas DLCs.esp Project Nevada - Cyberware.esp CONELRAD 640-1240.esp RNVExtended[20]v3b1.esp SecretStash80.esp Wasteland Explorer.esp ammoingredientsloot.esp Improved ammo.esp Oven Cooking.esp EnergyWeaponDeNerf.esp LogicalReputationShifts.esp Realistic_Repair_Lists_v05.esp Project Nevada - Dead Money + Honest Heart NCO Patch.esp noautoaim.esp dD - Enhanced Blood Main NV.esp WeaponModsExpanded.esp WMX-FOOKNV CP.esp WMX-DeadMoney.esp WMX-HonestHearts.esp WMX-FOOKNV-DLCs CP.esp WMX-PreOrderPackCaravan.esp WMX-PreOrderPackMercenary.esp OFT_HonestHearts.esp Fellout.esp Depth of View IE Custom.esp BetterGamePerformanceV4.esp Total active plugins: 43 Total plugins: 43
  10. Hello all! One of the things I personally try to work on most is get my own custom, personal weapon modifications working in New Vegas. To start out, I have FOOK and WMX installed, along with WMX's Fook compatibility patch. However, the compatibility patch leaves some things to be desired! For example, WMX has a Battle Rifle, and Fook has an M1 Garand, and each has some interesting properties: the FOOK one is appropriately Tier 3 and comes into the game quite late. The WMX one has mods for it, but comes into the game too early. When I go to the GECK editor and try and change the stats on either of them, I get two completely different errors. (I'm going from memory here...) First is that the FOOK one, when I try to add the WMX mods to it, after I save, the weapon mods don't 'take'. Second is the WMX one, if I try to change the stats of it -- or really, change anything -- it creates a Duplicate item. What gives, what is going on, and how do I fix this sort of error so I can get the weapons to have the stats I wish?
  11. This link? Version 1.1? Yes. Is there a later version than 1.1? http://fallout.bethsoft.com/eng/downloads/updates-GECK-fnv-eula.html
  12. A downloading the new fallout NV patch with Honest Hearts, when I open the geck and try to load the Fallout NV esm, it comes up blank. It says its done loading but there is no data. I can still play the game fine though. I double checked, and in the PREVIOUS patch, I could load the all files in the geck but the Honest Hearts file... but when I open the *current* patch in Geck, I can't load the *base* New Vegas ESM file. Is there any way to properly load everything in Geck in the latest patch? Is there a development version of the geck out there somewhere? A fan alternative or fan patch to the geck?
  13. For my future reference, using the graphics and such from FWE, and ammo types from default... auto10mm = 10mm smg auto10mm u+1 = steel 10mm smg ff1h10mm = n99 ff1h10mm u+1 = steel n99 ff1h10mm u+2 = butches n99 ff1h10mm sil = silenced n99 ff1h10mm sil u+1 = steel silenced n99 sf1h10mm = .32 pistol (rename this) sf1h10mm u+1 = wild bill sf1h10mm u+2 = law dog sf2h10mm = pipe rifle (would prefer a Marlin Carbine here... make that EXTREMELY EXTREMELY common... basically replace hunting rifles with 10mm marlin carbines. sigh.) sf2h10mm+1 = klamath calamity (unique pipe rifle) << put this somewhere? Again, I'd prefer a unique Marlin Carbine... sf2h10mm sil silenced pipe rifle (again, would prefer a Silenced Marlin Carbine here...) sf2h10mm sil+1 = some kind of unique silenced pipe rifle, but, again, I'd prefer a marlin carbine... make 44 ammo MUCH more common and cheaper and slightly less weighty... auto44 = grease gun, tommy gun ff1h44 = chinese pistol ff1h44 u+1 = dragoon chinese pistol ff1h44 u+2 = zhu-rong pistol sf1h44 = magnum revolver (unscoped) sf1h44 u+1 = paulson's revolver sf1h44 u+2 = werner's revolver sf2h44 = lever action rifle sf2h44 u+1 = backwater rifle sf2h44 u+2 = lincoln's repeater WOULD LIKE: sf2h44 sil = replica de lisle carbine (siiighhh... oh well...) sf2h44 sil u+1 = de lisle carbine (siiigh, oh well) auto5mm = p90 auto5mm u+1 = hk g11 auto5mm u+2 = colonal autumn's pistol (rename this slightly, maybe?) auto5mm sil = infiltrator auto5mm sil u+1 = sydney's smg (rename), perforator auto5mm sil u+2 = hk g11e ff1h5mm = desert eagle (rename) ff1h5mm sil = needler pistol ff1h5mm sil+1 = some unique needler pistol (not sure what to call this, maybe put it in Talon Company HQ?) sf1h5mm = 223 revolver (rename) sf1h5mm u+1 = blackhawk sf1h5mm u+2 = callahan's (maybe rename?) sf2h5mm = xl70e3 sf2h5mm+1 = some unique xl70e3, maybe in Talon Company hands auto556 = assault rifle auto556u+1 = steel assault rifle auto556u+2 = wanda sf1h556mm = 14mm pistol (rename, this is actually physically bigger than the .223 model, that's why I put it here), maybe very low durability? blackhawk should probably be 'better' in fairly profound ways... and callahan's should DEFINITELY be better in many ways, considering what you have to do to get it!... or this could simply be removed, and I would be 100% happy with that) sf2h556mm = hunting rifle sf2h556mm+1 = ol painless, remove silenced auto308 = chinese assault rifle (rename to battle rifle), FN FAL auto308 u+1 = chinese dragoon assault rifle (rename to battle rifle) auto308 u+2 = xuanlong (rename to battle rifle, get rid of silenced) sf2h308 = sniper rifle sf2h308 u+1 = victory rifle, get rid of silenced, give it tons of bonuses. make it the ultimate non energy sniper rifle, bar none A fast firing 1h weapon gets, in the editor, 6 shots per second a slow firing 1h weapon (revolver usually) gets, in the editor, 3 shots a second. a slow firing 2h weapon gets maybe 1 shot a second. Silenced versions are -2 from nonsilenced equivalent Uniques are +1 to +2 from their equivalent This is mostly for myself, but I'll take people's thoughts!
  14. Trying to standardize all the small guns... what do you all think of this? A fast firing 1h weapon gets, in the editor, 6 shots per second a slow firing 1h weapon (revolver usually) gets, in the editor, 3 shots a second. a slow firing 2h weapon gets maybe 1 shot a second. Silenced versions are -2 from nonsilenced equivalent uniques are +1 to +2 from their equivalent Yes this does mean the Callahan's Revolver does 39 damage a shot, Lincoln's Repeater does 42 damage a shot, Ol' Painless does 52 damage a shot, and Victory Rifle does 57 damage a shot! 9mm (=10mm) 20 damage/shot automatic (9mm smg) has a silenced version +4 fast firing 1h weapon (9mm pistol) 24/shot has a silenced version +5 slow firing 1h weapon (9mm revolver) 29/shot +6 slow firing 2h weapon (9mm Marlin carbine, maybe pipe rifle) 35/shot I think a 9mm Marlin Carbine should probably replace the basic "hunting rifle" as the rifle you go up against early game... .45 (=.44) 22 damage/shot auto (.45 smg of some sort) has a silenced version +5 fast firing 1h weapon (m1911 pistol) 27/shot has a silenced version +6 slow firing 1h weapon (revovler or chinese pistol) 33/shot +7 slow firing 2h weapon (lever action rifle probably, I would make it much more common and remove that "adds extra damage to player" thing) 40/shot 5.7mm (=5mm) 24 damage auto (P90, g11, 'common' pdw's) has a silenced version +6 fast firing 1h weapon (fn 5-7, maybe needler for silenced) 30/shot has a silenced version +7 slow firing 1h weapon (scoped, custom long range revolvers, maybe only uniques? or put the .223 here somehow? or the 14mm, with appropriate name changes? This should be the highest end "find it in a pistol" caliber.. and probably the only longer range one too! This ammo should only be 'common' getting it from outcast quest or the pitt... +8 slow firing 2h weapon (xl70e3, which edits great into a sniper rifle) 45/shot 5.56mm 26 damage/shot auto (assault rifles) +7 fast firing 1h weapon (does not exist) 33/shot +8 slow firing 1h weapon (does not exist) 41/shot << I don't like the fact that a .223 blade runner style revolver exists, it TOTALLY obsoletes pretty much all other pistols +9 slow firing 2h weapon hunting rifle (this might need to be made less common... it's spot replaced by the Camp Carbine, if anyone has made one!) 50 damage/shot 7.62 28 damage/shot auto (battle rifles) +8 fast firing 1h weapon (does not exist) 36/shot +9 slow firing 1h weapon (does not exist) 45/shot +10 slow firing 2h weapon (sniper rifle) 55 damage/shot
  15. So can anyone help me with the specifics of doing this? I do have some specific HOW TO questions in this thread...
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