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Posts posted by Osuirof
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Well, choosing ENB is even more subjective than any other mod, and mainly the only thing that limits people is the ability to run said ENB.
As for other "beautifying mods", start with some general HD-ish textures (like NMC's one), then add some, that those didn't cover (like UHQ Terrain), maybe some better body models (don't use them myself, so can't help here). -
I'm using this one:
http://www.nexusmods.com/newvegas/mods/55112
mainly because it works with nightvision mod I have.
It doesn't tax my PC too much, and I don't even have half of your amount of VRAM.
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- I'm looking for mods, that make the game harder. Preferably something that improves NPC's AI, although something that improves "bad guys\girls" stats loadout, etc., "across the board", is fine too,
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If it was that easy, I wouldn't bother :)
But fixed it nonetheless, so you can close\thrash\whatever.
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Had to reinstall Windows. Exported the HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\FalloutNV bit, but even after adding it "back", FNVEdit says it can't access it, etc.
Any idea how to fix it without reinstalling New Vegas ?
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Fresh as in never played before ? Never played before with mods ? Want to try something new ?
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A2: that will only shot me? i dont understand. i assume you mean a gun that can only be used by the player? if thats the case, yes. go to the geck to any weapon, and you'll see a check list on the top right, one of the options is 'player only', meaning only the player can equipe it
No, a gun that shoots only me. I have an idea for a "healing gun", that uses ammo lists to deliver different medicaments.
I think damage must be greater than zero for onhit scripts to run with weapons. You could always deal 1 damage and then heal it again in the script.
Yeah it looks that way, but if you deal damage to an NPC, "all hell breaks loose", and I want to have fun with it :]
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Is it possible to:
- create a gun\whatever that will deal no damage, only move living beings (move, not knockdown). I created one, but it only works on dead\destroyed things.
- create a gun\whatever, that will only shot me
?
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So once again - who are the authors ? Because if you look again at my previous post, and what I quoted, there are some "mixed messages" about it.If the data is ported data from another game? then you do need to speak with the authors...
I know. That's why I wrote this:...and moderation teams here to make sure all data is exceptionable.
Thank you, The_Vyper, but I want a "ruling" from someone from the staff.
But since no mod wants too, can you tell me who holds the position of "inquisitor" ?
I don't know. That's why I'm asking.If you need the file to be inspected?
No I wasn't. But you right about the first part - so many words, and still no straight answer :sad:...so many ways to words things and the simple thing here is, you were already told.
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I did read it, hence that quote from the top of it, but it looks like you didn't. Just like my posts...If you read the entire dropdown, you too can find these things.
But let's make this simple:
Bolt pistols, and some of plasma weapons too, are IG weapons.Bolt Pistols and Plasma Weapons by ObiWan, adapted to Fallout 3 by EdCase
[...]
40k Las Gun by Darkmagi
[...]
Tyranids, Space Marine Scout armors, Eldar armors, Orks and Ork weapons and Imperial Guard armors and weapons by Andersh
[...]
Inquisitor and commissar items by Myerz
Lasguns are sort of iconic IG weapons, mockingly refereed to as "flashlights".
Commissars are Imperial Guard too (equivalent of real life NKVD Commissar from Soviet Red Army).
etc.
So which items, are which\who do I need to ask for permission ?
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If it was that simple, there wouldn't be so much bans, and self bans. But let's not be empty-worded:On the file page is a button labeled "Perms". Left click on the button and read the results. Since the permissions were posted by the mod author, this will answer your questions better than any moderator can.
Other user's assets
Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Do you know which to assets, and which authors this refers to (you can leave out JQ) ?
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Thank you, The_Vyper, but I want a "ruling" from someone from the staff.
O.K., I'll try to make this as simple as I can.
There's this mod:
http://www.nexusmods.com/fallout3/mods/14351
Somewhat buggy, and unfinished, but awesome nonetheless. But it's missing one crucial (at least for me) feature - No conversion, content only.
So I've tried to fix that by copying Imperial Guard weapons and armor entries (and things they need to work, like Armor Addon, or Textures, but no actual textures, models, icons, etc., just entries pointing to that Customizable Conversion), to a new .esp., putting those items into containers, and those containers in a sort-of obvious location.
Beside some editing of repair lists, it's almost 1:1 non-conversion copy of what's in that mod. I did also some tweaking, for my own personal use. I don't want to post it as: "Advanced arms, and armor" and claim: "it's mine, my own", or something like that.
So my questions are:
1. Can I post my almost 1:1 non-conversion copy ?
2. Can I post my tweaks for that copy ?
3. Can I post a NV port of it ?
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I downloaded the .rar for JQ's Warhammer mod, but I'm not quite sure what to do with it. Do I extract the whole thing into my Data folder, or just the textures and meshes?
Textures and meshes are fine. You can even just pick those bits you are missing, like Assault Cannon, Storm Bolter model, and icon for example.
While I consider myself a capable person, I can't seem to figure out how to get this mod to work on my own, and I'm getting a bit frustrated.
Well, from other people comments it looks like this mod if somewhat buggy, so probably there's no "figuring it out".
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Not really. But I need their permission if I want to make my modification public :smile:So if you want to use someone else's materials in your work, you must have permission from them.
So are you telling me, that all those compatibility patches, or, for example, FOOK 2 Level Up Freeze Fix, are made that way ?
Also, do you have some contact info for accounts that were deleted, banned, self banned ?
What if author noted that you can do anything with it. Do I need his "personal" permission too ?(And note that the "provide appropriate credit" part comes after the "obtained in advance" part!)
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So I've tweaked some other people mods (made night vision brighter; changed sex, looks of some NPCs; made FOOK compatible, and further improved an Outcast Collection Agent mod, etc.).
Can I post them (just my changes, not their whole mod with my changes) on Nexus ? Are there some conditions ? Like I must ask author for permission ? -
I got further questions\problems.
1. I have a problem with non-vanilla creature companion. I know how to "fix" it (kill\resurrect, disable\enable, rinse and repeat), but I want to "streamline" it, so I want to know is there a way to get Ref Id from Base ID, and if Ref ID from savegame is "static", or does it change ?
2. I know theres the Min Spread, but is there a setting that controls the weapon recoil ? I mean a setting for a particular weapon, not a general setting like fGunWobbleMultScope ?
3. So I have a total conversion mod. But I don't want a total conversion, so I've "cherry picked" armors, weapons, etc. Is there a tool that will let me automatically move it to a new plug-in, but will also update the relevant references, like textures, projectiles, etc. ?
P.S.
Could a mod rename this topic to:
"Creating items "sets", and other questions", or just: "Some questions" if it's too long ? -
Try to use "Bashed Patch" from Wrye Bash. It does the same thing, and more.
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I have no problem with buggy alphas, as long as I know they are buggy alphas.
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So I got a helmet, and armor piece with "standard" buffs. When my character equips them, I want them to give some additional bonuses, so into effects in the armor, I've add a "getequipped" requirement "looking" for the helmet. Sadly, when both of those items are equipped, all of armor effects vanish both those "standard" and those with a "getequipped" bit.
Help ? -
1. You're sure it was vanilla Wazer Rifle, and not WMK-ed one, or modified by some other mod\compatibility patch ?
2. Run FO3Edit, and check what mod changes it. Change it to what you like. -
I recently found out that, bashed patches can cause this, but my character is 60+ level, and until two levels ago, I didn't have any problems.
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Did manual purge of almost anything related to Fort Independence, and it seems to work - can get there, and unload stuff for Mr. C. But for two levels now, I can't level up witput a CTD. No, it's not FOOK, I just need to uncheck bashed patches to level up normally :|
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Sooner or later Fallout crashes for everyone. The only difference is how soon, and how game crippling it is.
Can't say much about other of you mods, but I know from personal experience, that the respawn part of MMM, can lead to crashes.Try the other methods, beside mutlicore fix, of keeping Fallout alive (master update, stutter remover, etc.). At least for, me they did make a difference.
Last resort, but not always working, is to disable AI, and scripting when you're in an area that makes your game crash.
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Yeah, I know - crazy, but it does. Tested it yesterday couple of times.
Some details:- it's a second Bashed patch in my load order (copy of generated one), becasue sometimes I have do manualyy fix things like reapair lists, names, etc., that the generated one didn't get right,
- I've scanned it with Fo3Edit error checking thingy, and nothing came up. Did some manual search for "wonky" entries, and also found nothing,
- the place it crashes for sure, is Fort Independence. But I guess its responsible for other CTD's too.
- I know\use the known tricks to keep the game alive (audio codec thing, cores thing, master update, no autosave, stutter remover, .esp that fix things, etc.)
Any help, ideas would be very appreciated.
Any ENBs for Low End PCs?
in Discussion
Posted
http://www.nexusmods.com/newvegas/mods/55112