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stealthtank91

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Everything posted by stealthtank91

  1. ne one know of a mod that fixes the muzzle flash stutter on energy weapons specifically? like Gauss weapons such as the sound pistol from old world blues? really annoying each time you shoot you get a 1 second freeze : :wallbash:
  2. I figured this was going to be the only possibility :\ . how does one scale down the collision object in nifskope?
  3. well, you make a block , and all you need to do is give both objects reference id's and do somthing like lets say on object is referenced "object1ref" and the other is "object2ref" This is an example i would do if i wanted to have this happen when clicking a switch for instance Begin OnActivate player object1ref.disable object2ref.enable end In what reference would you want this to happen exactly? when you click a switch? after a certain amount of time? or when you complete a quest? there are different ways of going about it depending on what you are making. Begin OnActivate player object1ref.disable object2ref.enable end ^ thats just a simple example of how you format the simplest script if you are making a switch that when a player clicks on it this happens, then you want to add this script to the "switch object" in the script box under the objects properties in G.E.C.K.
  4. How would one go about creating a script that would work for all of the same object (ex. stimpak) that would scale the object up or down, no matter where it is found in game. basically how can i make the game make all of the same object smaller, including if the object is found in containers or vendors and then tossed out of the inventory onto the ground.
  5. im using a mod that has similar weapon, all you need to do is make a black texture for it. http://www.newvegasnexus.com/downloads/images/42873-2-1310953330.jpg http://www.newvegasnexus.com/downloads/file.php?id=42873
  6. yeah was ganna say the same thing. i can give it a shot for making the textures high res and giving it a new and weathered look if you wanna send me a dds of it. not good with animations though, wish i could help with that : \
  7. great idea, and yeah i think he means it would all be predefined, after all it would probably reduce on crashing and problems if it was.
  8. it wont let you overwrite the file whilst editing it. what i do is save it to desktop as a txt file. exit the notepad then change the file back to ini by renaming it to fallout.ini and putting it back into the original directory.
  9. well it somehow resolved on its own, and as far as the guard tower. after the patch, they split the tower into 4 pieces - the main body , and 3 sets of stairs that you need to assemble yourself. Idk why they made that change. so i just added the missing stairs and everything is fine. strange stuff, but hey this isnt the first time fallout creates and resolves random bizarre bugs on its own lol. : / thx for the suggestions though
  10. Ok, so iv been working on a big mod for some time now. I keep backups of the esp file just in case, but i have made too much in the newest one without backing it up so i dont want to lose everything up to date. The thing is that my mod was using dead money as a master along side falloutnv. My mod didnt use any resources from it as far as i was aware. I decided to delete its reliance on the deadmoney esm in the geck load order. Now that it doesnt use dead money i get weird texture flickering everywhere in the game - including places not modified by the mod. My mod only has interior cells, and only one area in the exterior where you enter the interior cells. I dont know what to do, and im not exactly sure its because of unchecking deadmoney from its master list that caused this, all i know is once i did. this problem started occurring. It is not a mod conflict because i disabled other mods when testing mine. the most obvious texture problem is on those guard towers in NCRCF, where the texture for the whole staircase is completely transparent- as in you cant tsee the staircases. It would be a shame to toss out all my hard work because of this stupid bug. Any ideas on how to fix this? I will elaborate on details if asked.
  11. that did it. lol sometimes thinking simple may just do the trick thank you.
  12. well i agree with everyone above, but as you say. if anyone is up to it, i can contribute with textures and blender models. btw, you said its being worked on - by who and how long so far?
  13. another way is to download reqium for a wasteland mod and then you dont have to port it, just download FOSE in addition to your working NVSE and use it along side FalloutNV.esm it worked for me after i disabled all my other mods. its still a bit laggy tho
  14. well i tried that, and id have to really skew it, the closest thing i can think of is 512 x 1024, which looks fugly xD if this guy did it, i assume it has to be possible. i guess im asking for some kind of sacred knowledge and will never know : / * sarcasm*
  15. theoretically, everything is possible, its just how skilled and ambitious you are in going about it. there is a pilot-able vertibird mod for fo3, something i though i would never see. it just takes time. and yes, i was going to add that there is a drivable motorcycle mod by j3x. you could probably base something off of his mod. although its not something that can easily be done :/ it would be cool though.
  16. yes, iv seen it done in Book of Earache mod. the npcs in the suite change their clothes everyday. although i dont have the know how, how to do it :P
  17. Have you ever wondered why there are no cars/car mods in/for Fallout New Vegas? It isn't because of the Apocalypse. lol at your comment, although its hardly possible, it can be done. there is a similar mod called VRC Vertibird that allows you to control a mini virtibird that drops grenades made by arcoola, creator of RTS.
  18. well disable will "hide" it as in, someone can enable it later. but once disabled, i think all references and variables dont act on it anymore until re enabled. i could be wrong.
  19. ok, i have been workin with gimp and dds exporter for a while now, but i have noticed that a custom texture for an object some one made has dimensions that arent in powers of 2. By powers of 2 i mean 512 x 512 , 256 x 256, etc. i wanted to make a custom retexture for it and i cannot save the dds file with mipmaps. consequently when i load it into geck with the new retexture, i just get that bug where the texture flickers like crazy ( due to not having mipmaps i assume) any way to bypass the saving check so it doesnt need the powers of 2? Maybe a standalone converter of some sort? the dimensions the person used where 624 by 800.
  20. the best way to troubleshoot these kind of problems is to find a location that your game crashes in all the time. for example - my game would crash everytime i entered goodsprings saloon no matter what. so what i did was disabled every single mod except for the dlcs. then i would re-enable in bunches of 5 letse say. each time testing ingame to see if the game would crash upon entering goodsprings salloon. if it didnt, then i would enable another 5 mods in my load order. so on and so forth until you find a bunch that caused the crash, and then you just gatta toss that mod(s). its painful but its worth it, and almost always works. its most likely that a lot of mods worked on the old prepatch versions but once 1.4 came out, a lot of the mods are for some reason incompatible. Keep in mind that it may be more than 1 mod thats causing the problem. you might fix the problem for one area of the game, but run into another CTD area in another location. Then you just gotta repeat the process again to rid the game of all problems. Hope this helps, Good Luck P.S. I had trouble with FNVToolkit myself. might wanna check into that mod.
  21. Anyone know how to make a plugin, independent of a master? I accidentally clicked on Dead Money.esm as one of the masters to load with my plugin, and now my plugin relies on dead money.esm, even though im not using anything from deadmoney in my mod. :/ This will be tedious for people that dont have dead money, and redundant since my mod doesn't require dead money.
  22. to be concise, its scarey at first glance because its so different ,but one could get used to it. the only thing that bugs me is the avatars are TINY . kinda removes the sense of individualism :/
  23. thx, ill keep that in mind for the future, but i figured it out a different way as far as changing a single plugin. TESsnip allows to uncheck its master flag. both work thx
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