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Luckmann

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About Luckmann

  1. Did it work, though? I noticed it by checking the Gameplay Settings and filtering "depr". As I was writing "deprivation" i noticed that I got more results with "depr" and noticed that it was misspelled.
  2. Afaik, they should still be in the FNV files, so it should be fine.
  3. The GECK seems a bit inconsistent. Have you tried both SleepDeprivation and SleepDeprevation (and of course the more obvious ones based on that: "Sleep", "Deprivation" and "Deprevation")?
  4. Bah! Reactionary! :P You'd probably have to extract individual models/textures from FNV and then create whatever you're wanting to create from scratch in the FO3 GECK. FO3 likely have no idea how to interpret certain parts of the updated FNV .esp's. Honestly I think it'll be fine, as long as we don't expressly seek permission from Bethesda/Obsidian. It's not like it's Lucasarts. Stingy old farts... :confused:
  5. The problem being, of course, that if it is uploaded anywhere else, no-one will notice, least of all Bethesda/Obsidian. :P I'd think that The Nexus would be the first to have some proper clarity on the subject. What is modding, if not pushing the limits? :whistling:
  6. What I'd do is to actually do the mod and see if you get a Cease and Desist. Because frankly, technically, it's all pretty dodgy. It all really comes down to "Would Bethesda and/or Obsidian care?". We need to either get an official Bethesda or Obsidian (which will likely be a big 'No'-letter, due to legal reasons), or test the waters and see if they'll happily ignore it.
  7. This has been asked before, but let's go through it again. As long as the assets are in the GECK, you are free to work with it almost any way you please. In this context, it is of course important to note that almost all Fallout 3 assets are available in Fallout: New Vegas, even if they are not included in the main game. Now, someone go get me my basic assault rifles, introduce a couple of weapon mods for them, and don't forget the Infiltrator. :P
  8. As I have come to understand it, the problem is that the Oblivion engine is absolutely horrible at handling multiple NPCs at the same time. The very reason we have all these various instances (Freeside divided into two parts, the Strip into three, Hoover Dam into god-knows-how-many, etc) to begin with is because if the cells weren't so small, there'd have to be even fewer NPCs.
  9. Excuse the triple-post, but I want the thread to update, since it's a relevant addition - mod done: http://www.newvegasnexus.com/downloads/file.php?id=35686 Enjoy. :)
  10. Whenever I try to alter the description of a mod loaded in the GECK, all I get is "This operation was not completed because CreateFileMApping failed to open fil <name of file> with error: Access is denied." :wallbash: Is this normal? Is there another function with which to alter the description of mods ("Author" and "Summary")?
  11. Alright. So I made a mod. I reduced the Horsenettle needed for; Tanned Gecko Hide to 2 (from 5) Tanned Fire Gecko Hide to 3 (from 7) Tanned Golden Gecko Hide to 4 (from 10) I'm also about to change the Horsenettle gained from a single plant from 1 to 3, as soon as I find the function. I'll check back when it's uploaded (if I can actually find that function).
  12. Heh, I have actually been thinking about this, too. During my entire playtime, I've only run across enough horsenettle for a single tanned hide.
  13. Which seems to be lacking... I've seen a few mods hit the "recent files" page that look like direct rips of either FO3 assets or assets from FO3 mods by someone other then the author. Yep. Seems people don't care or are just fan-dumb and think they can get away with it. Something just as bad is FO3 modders porting 'their work' to NV, even though they don't have permission to do so from the other modders whose work they've ref'd in their own. A lot of that going around too and I've been burned already. Who I really feel bad for is Dimon99. He poured his heart into the Type 3 body for FO3 and the NV versions being used now weren't uploaded by him. It is sad that some people need the external validation of Nexus modder fame and are willing to jump the gun to get their work posted first. So much for a sense of fair play or creative rights. :confused: Which seems to be lacking... I've seen a few mods hit the "recent files" page that look like direct rips of either FO3 assets or assets from FO3 mods by someone other then the author. Well, there is a bit of a problem. While I'm inclined to agree that author permissions should be sought, it isn't always possible to get a hold of the author. I can't say that I spread my contact info around (even though I am pretty easy to find, usually) and with the attention span of a shrew, I consistently drop games, projects and so on and find something else to twiddle with. Not to mention that real life constantly get in the way of all kinds of things. Let's say that there is another follow-up to FO3/NV released, similar to New Vegas. I'd really hate to not see my mods ported, just because someone can't get a hold of me.
  14. readme.txt have been standard since.. what..? 1988? Also, I can (maybe) understand the use of FOMOD and such in very complicated mods. But to tell the truth, provided that the author have provided regular pathing structures in his .rar, I honestly don't see the need. 1) Take directory. 2) Drop into \data\ or \Fallout New Vegas\, depending. 3) Profit. There's not even a '???'.
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