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Everything posted by Luckmann
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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.
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Outcast and Tribal power armor
Luckmann replied to Zinnwaldite's topic in Fallout New Vegas's Mod Ideas
Afaik, they should still be in the FNV files, so it should be fine. -
Now that we have chainsaws...lets make Chainswords!
Luckmann replied to Spysix's topic in Fallout New Vegas's Mod Ideas
Uuh.. rippers are already in the game, aren't they? -
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")?
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Arms and armors from NV to FO3, rules???
Luckmann replied to Corehound's topic in Fallout New Vegas's Discussion
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: -
Arms and armors from NV to FO3, rules???
Luckmann replied to Corehound's topic in Fallout New Vegas's Discussion
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: -
Arms and armors from NV to FO3, rules???
Luckmann replied to Corehound's topic in Fallout New Vegas's Discussion
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. -
Uploading a mod with FO3 content
Luckmann replied to billybob721's topic in Fallout New Vegas's Discussion
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 -
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.
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Tanning Mod: Removing horsenettle
Luckmann replied to OMGLAZERS's topic in Fallout New Vegas's Mod Ideas
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. :) -
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")?
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Tanning Mod: Removing horsenettle
Luckmann replied to OMGLAZERS's topic in Fallout New Vegas's Mod Ideas
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). -
Tanning Mod: Removing horsenettle
Luckmann replied to OMGLAZERS's topic in Fallout New Vegas's Mod Ideas
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. -
FO3 mods compatable w/ FONV?
Luckmann replied to ikazuchihebi's topic in Fallout New Vegas's Discussion
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. -
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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Hey, that's awesome. I only FO3Edit to extract the textures and meshes, but have been thinking for days that "Man, I need to combine myself some of these .esp's; WHY haven't anyone done a tool for that?". :teehee:
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Are you sure that you don't have the Bloody Mess perk? Because your issue sounds entirely separate from OP's.
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Infiltrator Rifle Legal Issues
Luckmann replied to Panzerjager1943's topic in Fallout New Vegas's Discussion
Exactly. I think that it'll be a cold day in hell when they start hunting modders down for using assets provided in the game. -
How to get textures to edit?
Luckmann replied to therussiandong's topic in Fallout New Vegas's Discussion
Wish I could help you with that, but I honestly have no clue. :P -
Done and done. Up and running. http://www.newvegasnexus.com/downloads/file.php?id=35395 Thanks for the help, all. :)
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Infiltrator Rifle Legal Issues
Luckmann replied to Panzerjager1943's topic in Fallout New Vegas's Discussion
Did you actually use any assets that you had to take from one game and insert into another? No? Then you'll be fine. Also, if you're making this, I'd love a link to the stuff you made. Because I was really missing the Infiltrator Rifle. It should've been a part of the Nightkin arsenal, or something. Or used by Caesar's Legion assassins. Whatever. Edit: Actually, I was missing automatic rifles overall. There's 10mm and 9mm submachine guns, but no real assault rifles, no infiltrators, etc. Makes me a sad panda (even though I'm a sniper). -
Forget about finding NiSourceTexture. Apparently, both Fallout 3 and New Vegas "hides" it and doesn't actually label it as "NiSourceTexture" anymore. Bethesda probably felt that it made things to easy. If everything was in plain sight, there wouldn't be much of a challenge, would there? ;) Hunting Shotgun, you say? Hmm.. That'd be weapons\2handrifle\HuntingShotgun.NIF, I assume? Found it right away. http://img253.imageshack.us/img253/5282/screenmy.png You are now free to d'oh. I'm telling you. It's right there. Right in front of your eyes. Just expand all the blocks and check block details until you find the relevant textures. Keep in mind that a single item can use multiple textures at multiple places, depending on the model. But it's all right there. Use the window/preview to select what part of the model you want to change and then expand the trees until you find the texture for that piece.
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How to get textures to edit?
Luckmann replied to therussiandong's topic in Fallout New Vegas's Discussion
Since you used the textures of a beret, I'd find the .nif of a pre-existing beret, copy it, and change it (using NifSkope) into using your new textures. Then I'd duplicate a Beret entry in the GECK (simply rename a pre-existing Beret entry and it will ask you if you want to create a new entry - say yes) and change it into using the .nif you just made. Then it is only a matter of adding it somewhere in the world, in a container (or a vendor). A good thing to know in this context is that even vendors are technically containers. In New Vegas, most vendor containers are located in a cell called.. umm.. I just remember that it starts with "NVVendor", if I'm not mistaken. -
I'm going to assume that you mean NifSkope. If I understand you right, it's the exact same issue I had earlier today: http://www.thenexusforums.com/index.php?/topic/252247-help-getting-into-retexturing%3B-making-ncr-non-ncr-armors/ Turned out that I was just blind. Select what texture you want to work with by selecting it on the model and then check block-by-block until you see the block info that relates to what you are looking for. :)