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ledzepiv

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  1. I'll post an image from the GECK, it probably explains it better: Basically the orange thing is a non-visible door that display "enter to X" when you get in front of it. Btw, I re-checked and the gate itself isn't connected to the door, it's just placed there, my bad.
  2. I solved it, in order to appear at distance the gate must be a static object (mine was a door) connected to a fake door like it is in vanilla. Thanks for the help anyway.
  3. Assuming this will fix the problem, how do I do that? Never used nifskope before, is there a guide?
  4. Ok, I understand a bit better now, but there's something I can't figure, the gate appears at longer distances where it is used in vanilla So why it doesn't where I placed it? Do I only need to hunt for the appropriate nifs/dds files mentioned and include them in my .esp to make it appear?
  5. I have a problem. I placed a gate, and this gate refuses to fade in until I'm at a fixed distance from it (image #2). Regenerating LOD with FNVLODGEN didn't change the distance from which it fades in, toggling the "Visible when distant" flag didn't solve it either, any suggestions? The gate has a LOD model in the files so I don't know why it doesn't appear from longer distances.
  6. Managed to get rid of the crashes, I've created a copy of the gate with a different name and slapped it where the original one was in the Wastelandmini worldspace and then linked it to the one in the Mojave worldspace, everything works now.
  7. I've placed a new gate in Camp McCarran, both in the Mojave Worldspace and in the appropriate WastelandMini area. Checked "teleport", selected and linked the reference, and when I use the gate from the Mojave Worldspace everything works, I get correctly teleported to the McCarran courtyard. But when I go to use the gate from the McCarran courtyard to the Mojave worldspace, the game always crashes. Any idea why? I've checked some other vanilla gates and doors and everything I've done appears to be set correctly, it's the first time I try to do something like this so I'm probably wrong though.
  8. In response to post #63246396. #63385666, #63534251, #63645241, #63706851 are all replies on the same post. Still no proofs from anyone.
  9. Is this project alive? I wish yes, seems very very interesting. If yes, this version of the protectron will be included?
  10. Sorry guys, but I think I'll let go this. I'm not very practical with CS and the only thing I do is modifying NPCs inventory. With scripts and more I don't understand much. I thought it was an easy job but apparently it was out of my capacity. Anyway, thanks for the help.
  11. Mmh... when I go to put the armor in any container (for example, the desk of Vicente Valtieri), Oblivion crash to desktop when I launch the game.
  12. Thank you for the explanation. But I do not understand one thing: when I go to duplicate the armor, the .nif you have given me is applied only to the cuirass, right? So I have to click on UpperBody, LowerBody, Hand and Foot like here? Or I must apply .nif to Boots, Gauntles etc?
  13. I searched in depth on the Nexus and the internet but nothing, I did not find what I was looking for. What I am looking for? I'm looking for a mod making playable armor of Ayleid guardians seen in the last Thieves Guild mission. What is the problem, you will ask. Well, the problem is that I made the playable armor (they are renamed TG11Elven and something in the CS) and adding them via console commands I see them as simple elven armor, without the reshade effect as they appear in the ruins. These armor did not have a script, I did not see any effect dedicated to them in CS, I have no idea where to put their hands to add this valuable effect. My idea was to rename these armor in "Ayleid armor" and make them available to the users of Nexus. But I did not succeed, so I wonder who can, if possible, make this mod for me. Thanks in advance. Ayleid Armor seen in the game:
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