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joshua121

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About joshua121

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    http://www.loweboy.com
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    United States
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  1. Its Mktavish with a "k" ... I'm not some mic ... hehe lol to you Irish ... that I do respect. You can't show up and expect your vision to go forward with umpteen bots to do what you yourself petered out on with your mod. 10 years ... that is extensive ... ergo you should expect extensive feed back with times and content. But ya ... I realize my puzzles aint gona work ... cuz I don't have the umpah to do what I did in the one I sent you ... for your project. Me and Andyno had built a relationship for more than a year prior to me doing that. Which I get ... you naturally are just interested in getting it done ... and I was fantasy thinking I could shoe horn in some of my work ? :\ Haha... didn't even realize I'd done that. Sorry. I think it could be cool to shoehorn in some stuff down the line, but right now I just want to get it finished to an acceptable bug free (ish) state. It is a bethesda game so its never gonna be bug free. :ohmy: I need to finish the story and polish it up before I worry about anything else. Also I'm not Scottish either, I was just doing the accent. Wilkes is more my normal voice than Malachai.
  2. I have no problems with constructive criticism. I want to be told what's wrong, if you're having problems, if things don't work, etc.... I can't find all the bugs if they don't present for me. Like the bug you mentioned in engineering. Never happened for me and I couldn't recreate it, very hard for me to fix, if I can't experience it, hence asking for help in the first place. The only part that rubs me wrong is not being able to deal with no response for two days. I have a full time job and a family. I do this in my spare time, lunch breaks, evenings when I'm done with family stuff.
  3. First, let me say thank you so much. I'll check out the .esp sometime today after work. What am I working on now? Mostly I'm working on trying to continue the quest line, and complete the story. Getting things to look right, find some voice actors for the parts that are done, make a discord so that I can do all this typing in one place. find a decent, affordable mic that works with windows 10, 3 haven't so far (grrrr), soooooo much really. I know there is a lot of clean up to do, I've been working on this for the better part of ten years and lots of things have changed over that time. A lot of scripts have become deprecated and I need to go back and get rid of what isn't being used. I just haven't focused on that. I was also learning as I went and over time figured out better ways of doing things.... sometimes. LOL. I'm all for some help in cleaning up the scripts and making things as smooth as possible. I have been able to make things happen, but I'm not the strongest scripter by far. 1) The Gomorrah doors. I like the idea of putting the scripts on the doors, and it's something I have thought about doing in the past, but haven't gotten to. More of that "go back and polish later BS". I do not want to make the player lose their weapons going in the back door. In all the hundreds of runs I've done of the mod, I've found, it is super, super annoying to re-equip everything. I also don't want to edit the main Gomorrah script, I'm trying to be as minimally invasive as possible, within reason. If anything I would want to put it on the door from Mal's office into the casino. I'm not even sure I want to do that. I would rather handle it the way it's handled at the front door. Silas, the NPC at Mal's door could do the same operation as the guard at the front door.. What I'd had in mind, was if you aren't in the brotherhood, those doors would be locked, and if you are in the brotherhood, Silas could handle entering the casino. 2) Good old Rusty Jones, That guy gave me such trouble when people kept telling me they couldn't find him. The Rusty Jones thing was a quick fix, took quite a while for me to find out / figure out it was a conflict with Freeside Open. Not really something I was trying to focus on, I just wanted people to be able to find the guy because FO broke my story. In all honesty the only reason I even bothered with that was because so many people used it. FO apparently conflicts with a lot of stuff. You mentioned it needs polish and yes, absolutely it does. However, the more I go back to "polish" the less I move forward with the story. So I'm trying to finish the story before I go back and polish things. There is very little point in polishing until it's out of WIP status. That's also why I started asking for help. There is just so much to do. So if you're willing to help, I'd be happy to have it. Thanks again.
  4. Working on the Deathsong Brotherhood again. Gonna do my best to get this mod finished finally. Wish me luck!
  5. Apparently I'm some kind of freak, because I actually enjoy the process. Has navemesh, but it's not current/completed and needs to be addressed JL121PSGSPosiedonSewers - needs more decor JL121DSBHBOSSafeHouseForOutcasts needs more decor JL121DSBHBOSHideoutShack navmesh needs to be deleted and redone as the level moved JL121DSBHECVBrigg JL121DSBHECVDeltaLabs01 JL121DSBHECVEngineering JL121PSGSMainLevel JL121PSGSGeneratorAndTestsubjectHousing JL121PSGSCryoroom Has no Navmesh JL121DSBHECVStasisFacility02 JL121DSBHECVMainFrameRoom JL121DSBHECVHangar4 Finished this one today
  6. Thank you both. That would be fantastic, I will take all the help I can get. I just made a lot more changes to the mod, so I will update the file here on the nexus in just a bit. The new version will be 018.3. I have version control setup on my geck so if you guys want to work on it, all you have to do is work in an .esp with my .esm as it's master. Only my .esm though, I have taken great pains to make sure only new vegas is required to play the mod, so I don't want to add any dlc requirements. As far as navmeshing goes, very little of the sleeping sands facility is navmeshed. I could really use some help with that. Also some of the cells are just kinda empty. The sewers to sector 17, parts of the abandoned tunnels, the disgraced paladin's hideout, . If you run through the mod you'll see what I mean. I really need some help, just placing decorations in some of that. I really need to deal with all of the dead terminals in the facility as well. I have a huge backstory, but haven't really told it yet. And I really need some entries typed up for them. I have a timeline I made that should really make things a lot clearer about what is going on. I really need people to playtest as well. Being the author it's very easy for me to not try things in new ways, and since I work with a clean install (no other mods) I never find conflicts on my own. Although I try very hard to avoid them by never deleting anything, and using a naming convention for any new items I make (JL121DSBH). So if anyone works on the mod I would ask that you use your initials with the DSBH so I can find your edits easily. My email is in the esm's description, so you can just email me your .esp and I can merge it into the master. Also I'm not up to date on what the most current setups are for teams to work together so I'm open to suggestions on that as well. Thank you guys so much.
  7. Hi, I'm the author of The Deathsong Brotherhood. It's a massive quest mod that adds a Dark Brotherhood style group to New Vegas. You may or may not be familiar with it. I've been working on it, on and off, for about 9 years. I released it as a WIP in 2013 and I had worked on it a long time before that. I gave up on it for a while there, four or five years, something like that. But it's been eating at me that I never finished it. So I came back to it and started working on it again, and I've been making some great progress. But it would be fantastic to get a few other people who know what they're doing to help me finish it and make it better. So this is my shout out to any of you modders that are in between projects or want to be part of this one, that I'm looking for help. Playtesting, bug fixing, navmesh, decorating, voice acting, writing, etc... Thanks for reading.
  8. That was very kind of both of you, and I couldn't agree with the sentiment more.
  9. So I have followed the tutorial and managed to get version control turned on, my network folders set up, and my .ini files made. When I get to the generate .fud files, I get a list of forms. No matter what settings I change in the ini's I cannot get it to generate the files. The first time I started it up it said it would look for the .fud for falloutNV.esm but it just sat for 30 minutes and did nothing. My GECKCustom.ini bUseVersionControl=1SNetwork Path=\\DESKTOP-DJUQKQC\Merging\SNewVersionBackupPath=\\DESKTOP-DJUQKQC\Merging\VersionBackup\SNetworkMasterPath=\\DESKTOP-DJUQKQC\Merging\Data\SLocalSavePath=Saves\SLocalMasterPath=Data\SLocalBackupPath=Data\CheckInBackup\ [sudoWhoCanMerge]Joshu=1DESKTOP-DJUQKQC=1 [sudoWhoCanForceCheckout]Joshu=1DESKTOP-DJUQKQC=1 My ConstructionSetNetwork.ini [users]1=DESKTOP-DJUQKQCDESKTOP-DJUQKQC=11=JoshuJoshu=1 I'm at a loss on what to do next. *UPDATE* After posting this I reread the tutorial again, and notice I had missed the append to the geckprefs ini part. I added this [users]1=DESKTOP-DJUQKQCDESKTOP-DJUQKQC=11=JoshuJoshu=1 to the bottom of geck prefs and then I was able to generate the .fud files. Another thing I noticed was that the tutorial says to add the esm's to the merging folder, but doing that didn't work for me. The geck kept saying that it couldn't find the master files. When I generated the .fud files they were made in the CheckinBackup/Data folder, so placing the esm's there fixed the problem. I have now been able to successfully update my .esm file. THANK YOU madmongo!!!!!!
  10. Thank you, thank you, thank you! I think this is what I was looking for, and if I remember right, this is what I used to use, I just couldn't remember. Getting old really sucks. I'll read up on this, try to get it set up, and report back.
  11. To both of your questions, yes, I can change the esm to an esp, but it doesn't change my update esp from requiring the original as a master, and I can't copy all of the stuff to it.
  12. I've been googling this for two days now and I'm getting really frustrated because none of the info I'm finding is up to date or seems to work for me. I started working on an old wip project that I haven't worked on since 2014 in New Vegas. It's an esm. Like an idiot I did all my work as an esp update thinking I could just merge the two together. Apparently that's not the case anymore. I know I did this back then with fovedit or tessnip or something, but I can't seem to figure out to to do it now. I downloaded xedit and zedit and fnvedit and fomm and some other stuff, I've watched a bunch of tutorials and nothing I find seems to work. The mod is a massive quest mod with custom world spaces, dialogue, weapons, armor, statics, activators, scripts, etc.... So the question is, is it even possible for me to merge this? Or did I just completely screw myself and lose two weeks of work I have to redo now?
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