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Posts
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Everything posted by ghostfc3s
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My player radio stopped working. The pipboy one. Radio still works in world environment from radios but no longer from the pipboy. No radio or pipboy mods installed.
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Fose is for fallout 3 the vew vegas version isn't out yet. Live is Microsofts point system like on the xbox but for windows. I mention it because some people like to collect those and some modes require fose to run.if you want to run those modes you have to not play logged onto live.for new vegas its not really an issue as there is no fose for it. For fo3 live makes separate save files for when you are logged into it and when your not. Kind of an anticheat mode so people do cheat the points. Btw the points are worthless its just incentive to get them I guess. Its like steam for new vegas
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NifScope meshes won't automatically load textures
ghostfc3s replied to Mikicat's topic in Fallout New Vegas's Discussion
Ah What? Nifscope does support nv the files are identical between fo3 and nv. Make sure your viewing block info and in tree. -
How about FALLOUT:NEW VEGAS MOD MANAGER?
ghostfc3s replied to zzMoonDasherzz's topic in Fallout New Vegas's Discussion
As far as invalidor.txt goes I found that it works without it with no issues in new vegas so I don't know if you even need one? -
Short answer is probably not. All mods are loaded after the main file. So even if there were big changes to an area the mod still changes adds or subtracts what it would from the area anyways. So unless an area was completely removed it would not effect the mod or your saves. Fose will disable live and any saves that are from live.
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So if I don't plan using the platinum chip to take new vegas or up grade the house and keep him in power what do I do with it?
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Cause that's not going to cause weight issues... I tend to uses one or two weapons for my character.
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I have 17 hours in still onlt finding like 20 rounds in a box or 10 on corpses mostly 10 or 9.mm
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So I just got to new vegas wanted to do the side quests on the way there but I never have ammo! I like the carbine so the 5mm or the 5.56 where do I find the ammo! Or are they forcing me to make it using the reloaded?
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It is possable that what you guys are looking at and modding is garbage left over from Fo3 I am finding that a lot of the stuff that was used in Fo3 is no longer used but was left in the geck for some reason.
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AR is what was uesd in Fallout 3. I also noticed armor lasts way longer then it use to in Fallout 3. A health setting of 1200 which is Enclave default setting will last you most of the game with out changing it or fixing it
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So when adding custom armor to the game, should we ignore the AR section now and just us the DT? I was looking at the vanilla armor and none use the AR it is all DT.
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I have to say I kind of like Fallout 3 setting better. In the sense that your in power armor scavaging in downtown areas in a big city. New Vegas seems very empty in comparision specially because I played with the DC interiors mod which added to the whole big city end of the world thing. Now you roam the NV waste with your power armor and you seem out of place all shinny in the desert.
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Where is the fallout FalloutPrefs.ini file. Never had to do this before just clicked the activate button lol never mind I found its in the saved folder in my documents
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The giving up and just going with it seems to be the norm. Lol. I havnt done much with the rigging and bones. Any good tutorials for that?
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Is there a way to join the shoulder pads of the armors to the shoulder joint or arm point on the skeleton so that the shoulder pads move with the arms rather then just clip through them?
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Blender exporting armor now invisable
ghostfc3s replied to ghostfc3s's topic in Fallout 3's Mod Troubleshooting
Thanks it worked it was the shadow mapping in the corner there. wonder why that was an issue? -
So I don't know why this is doing this. I have read through the tutorials however I still dont understand why this is happening. If I import the nif file then export it no changes to the model. Using the default for game settings for fallout 3 in the blender my model is now invisable in game however Nif scope can see it just fine. Any ideas?
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I unstalled and cleaned the save reinstalled same problems grrr
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So I posted this in the trouble section but no responses so I going to repost here. Basicly I have my specials change randomly when swaping out armor. Its notby one or two as the armor boost or hinders but like I go from 8 in int to -1 and it can change when moving trough cells. I have this happen with both the Dragoon armor and Heavy chinese armor.
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Hey guys. So I have had this happen with a couple of different mods. The Dragoon armor as well as the Chinese Heavy armor. I find after zone changes or sleeping, or forced armor changes IE valut 112 simulater my specials randomly change. IE I go from having 7 agility to a -5 it can effect all specials and I dont know why? or how to fix this?
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scn VATSNINJA Begin ScriptEffectStart player.setav SpeedMult 190 END Begin ScriptEffectFinish player.setav SpeedMult 100 END this was the script that ended up working, the scripteffectstart command seemed to be the trick the OnEquip does not seem to work. However you should note, that this works when ANYONE equips the armor its attached to IE companions with the armor will speed you up! I wounder if a player check in here would fix that, as in if player has equiped NINJA then start script?
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I tried the sneak and drawing the weapon no change. Even generated a new armor to see if that would help. I think scripting is the only way to go with this. As the SpeedMult does not seem to work I have been looking at the Coyote power armor mod as it seems to be the only mod that does this, however the ENH that he uses has something like 3 different increase speeds some scripted some using the speedmult, I guess I could go through and delete each power until I found the one that works. Included scripts this one looks like it could be right Begin ScriptEffectStart player.setav SpeedMult 190 player.UnEquipItem NAPAEff 0 1 player.EquipItem NAPAEff 0 1 End Begin ScriptEffectFinish player.setav SpeedMult 100 player.UnEquipItem NAPAEff 0 1 player.EquipItem NAPAEff 0 1 End the other option is to use the con_SetGameSetting fmoverunmult 6 and script that in hate to have to do that tho
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Is there a tutorial some where other there that shows how to use IncreaseSpeedMult, conditions and such? I'm not big on programing language so == and != doesn't mean much to me. Do I even need to set conditions for that? PLaying around with conditions and magnitude it doesn't seem to work, on my armor the ability is listed as NULL?