Jump to content

Doooom560

Members
  • Posts

    12
  • Joined

  • Last visited

Nexus Mods Profile

About Doooom560

Profile Fields

  • Country
    None
  • Currently Playing
    Fallout New Vegas, Team Fortress 2 and Dota 2
  • Favourite Game
    FONV

Doooom560's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • One Year In
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Yes, I did. If I recall correctly, Nexus Mod Manager does this automatically, correct me if I'm wrong.
  2. I've recently picked up Fallout New Vegas after the great time I had playing (and modding) Fallout 3 to death. Just like I did back with FO3, I've been working on a personal poster replacing pack. Even though I had no issues doing so with FO3, I've run into an odd problem with FO:NV. I've downloaded one of the few FONV poster-packs to analyze the structure and files that specifically contain posters. I went through all the files, replacing them with images of my own. When I went back to the game to go see if they replaced correctly, most of the posters and all billboards were succesfully changed. Despite this, there are still a few sets of posters that don't appear to be willing to get replaced. The posters, which are still showing their vanilla equivalents, are the smaller, publicity ones (example: the Radiation King, Sugar Bombs and Abraxo Cleaner posters). You can see some of the posters in the Dino-Deelite Lobby, and pretty much anywhere else too. To be more precise, file-wise, I'm talking about the 'urbanposters' files which I believe to be in Textures -> Architecture -> Urban. I have edited all files directly with Paint.NET. The poster-pack I had, had the textures at twice the size. Even after down-sizing them, the vanilla posters keep showing up. The poster-pack I downloaded for reference can be found here: Lurker101s Billboard Loadscreen and Poster Pack (NSFW, was the only pack I could find that replaced everything I wanted >_<) Now, what I'd like to know is why these posters are refusing to get replaced by my custom images. Any suggestions, possible solutions or questions are welcome. Thank you in advance, Doooom
  3. I have been working on a personal mod that includes armor meshes from another mod. After a lot of retexturing and tweaking, I finally managed to get all the armors, with glowmaps of their own, to work perfectly, except for two armors, that seem to have an awkward graphical glitch I can't seem to fix. Somehow, the left gloves in the addon-lists seem to glow ingame, without any glowmaps available in the linked Texture Set (doublechecked them in both GECK as FO3Edit). I've tried many things: Add a glowmap record, without actually filling in a path Making a completely black glowmap (black Alpha, black texture), but somehow I cannot manage to make these in my graphical editor (they seem to revert to the original textures...somehow) Adding a glowmap WITH alpha and texture, but the glowmap seems to be ignored Appointing the Rightglove Texture Set (which also does not contain a glowmap) to the left glove, with no diffirence in effect Copying the original mesh, and editing the BSShaderTextureSet node in NifSkope I do not know why the game is ignoring the lack of a glow map, by making it glow brightly for no reason, am I missing something? Any help is highly appreciated.
  4. Hey, I just wanted to ask if I could make an addition to the second edition of the yearbook you're making?
  5. Progress! I've managed to get the mesh to change, but I don't have any idea what actually did it. Here's a list of things I did (differently) that MIGHT fix it: In-game, I've always left the item in question inside a container whenever I edited the mesh. While saving after editing (in NifSkope), I've always given the .nif file a new name and linked the mesh to the item with FO3edit. A good idea might be to add a number to the file name (01, 02, etc) or adding a v01 or something to the filename. I've also checked whether or not I've EXACTLY followed the steps in the tutorial mentioned in the first post. I found out I was saving at times where I didn't have to. A finally, I found out there was a hidden file/mesh in the folder where my old links where directed at.
  6. I have actually given up on it at all. My creative side is way smaller than my logical side, so scripting and FO3-modding are the things I'm doing the most right now. I might take another look later, I've removed all traces of the mesh right now, and have been playing a little. Perhaps something might've changed...
  7. Seeing now as to how simple and obvious the answer is, I feel ashamed to have asked this question :wallbash: I used the Update block because I saw it being used in a FO3-original script, which didn't seem to cause any critical (or visible) oddities. Thanks for the help and enlightment! Doooom
  8. While altering my mods to my personal tastes (and personal use), I've gotten a little into scripting. One of the (incredibly simple) scripts I wrote is the following ScriptName StunAttack short fatigueDmg Begin ScriptEffectUpdate ;fatigueDmg seems to be doubled on execution in-game, hence the "/ 2" set fatigueDmg to (getAv Fatigue + 20) / 2 damageAv fatigue fatigueDmg End The goal of the script is to make the target go "ragdoll" for twenty seconds. Fatigue is the variable I used for this. I know the following about fatigue: - Fatigue automatically resets to it's max when it is positive (200 for player, 50 for other actors) - As long as fatigue is negative, the actor goes ragdoll - When fatigue is negative, it regenerates at 1 per second (hence the +20 in the script) - When fatigue reaches 0 again while rising, the actor gets back up and his/her fatigue gets maxed again Why don't I just do 70 damage to make any actor go ragdoll? Because this effect is linked to a weapon that can be used BY enemies AGAINST the player, so I need to be able to do 70 against actors and 220 against the player. Now, the problem I'm having is the following (also seen as commentary in script): When executing the script it unexplicably doubles the fatigue damage done. The question is: why and how do I prevent it? From a previous script I've made, I experienced the same problem, but tripling instead of doubling. Knowing that Medicine triples some chem effects and Small Guns double damage when maxed, I believe these skills seem to influence the variables I use in my scripts (this script is for a weapon, the other script is for a chem). I'm asking this because of my presumptions, if those are true, starting a new game (with non-maxed skills) will cause the scripts to no longer work as they're supposed to (this script no longer doing enough fatigue damage). So, as long as I have my skills maxed, the scripts work, they don't otherwise. I could also presume the contrary since, in FO3Edit, no flags indicating skill influence are active or visible. Any help of any kind is much appreciated, Doooom
  9. *gave kudos*

    For the help you've given me

    Have a nice day!

  10. Yes, I applied after editing. A strange thing too is that, when I copy the back-up original to the folder I was editing in, the back-up turns into the fail-edited model when I open it (and when I check the original file in the back-up folder, it's the original that shows up in NifSkope). I'll see if I can force some solutions out of things...
  11. Using this simple tutorial, I edited a .nif file to get the position and size I was looking for. The problem is the following: I used Save As... to save my changes to the same folder the mesh used to be in, replacing the .nif in the process. Then, when I put the hat on ingame, it is as if I had never edited the hat. If I then check the model in NifSkope, it is the UPDATED model. The question is this: what am I doing wrong? In NifSkope, it shows the updated model, while ingame, it still shows the old model Any help would be much appreciated, Doooom
×
×
  • Create New...