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Is0phr0phyl

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  1. Sorry, but I'm really gonna have t'bump this thread t'see if I can get anything out of it. It's probably definitely The Joy of Perspective mod. (Which I enjoy SO-SO much)... but the skeleton it uses (XP32) and the first person camera are directly linked (Or so I've read). I haven't been able to sort the issue either... and frankly I'm REALLY hoping someone comes up with a fix for maybe linking the nodes of the skeleton at the hands with the camera at the head. [sort of keep the cam and body attached from the waist up]. As it stands, it feels (and I may be wrong) but it feels like in First person, the camera (head) is detached from the rest of the body... and I feel that THAT might be the reason why the tip of the arrow when using a bow, doesn't line up with where the player is aiming. At any rate, I'm hoping for a patch or an update or something. I'd hate to have to uninstall it for something as simple as bow use in first person. It's such a great mod. Anyone?
  2. Is it possible to create a mod that changes the formation in which multiple companions follow the player? (SCC Companions Mod) I'm tired of everyone following single file behind me... as it screws with the camera distance I like in third-person... A wedge formation or even an echelon formation would be more tactically beneficial out in the wastes. If it isn't out already, will someone PLEASE put this out? if it is... by all means, point me in the right direction! :) Thanks and Happy Modding!!
  3. I've looked around on the Nexus for this particular flavor in weapon placement...but I dunno...maybe I wasn't using the right keywords... so if this mod already exists, I apologize and request direction to the corresponding mod. I'd like to humbly request, to anyone willing to undertake the task, of setting the one-handed swords so that they're equipped in an "X" (cross configuration) on the player's back...preferably angled in such a way that there isn't any clipping with the body. The second part to this request is an accompanying draw animation that has the player pull the swords from over the shoulder... (same for sheathing). If it can be done, as I don't know how difficult this would be to do, I look forward to seeing it...if not, completely understandable, 'just thought I'd see if anyone was up to the attempt. Game on! -Is0
  4. *Bump* Still nothing, huh? 'shame... I too would like the armor we use with CBBE v3(m) to morph along with the weight sliders... My character, too, is a bit on the chesty side and when armor is equipped they appear to just get squashed up (smaller breasts). I guess this would best be put into the Mod Requests section. (If it's not there already). I look forward to some progress on this topic...I really don't want to switch over to another body replacer like CHSBHC or UNP... I like the CBBE body and slider options.
  5. Hey guys, This forum has helped me out with countless problems in the past, so I figured this would be the place to go with this new problem. I've already systematically gone through the mods I have active and can't find what's wrong. My game crashes as SOON AS I hit the RB to enter VATS mode (PC game using XboX controller). I'd even reverted to a mod selection that last worked with me. I don't know what's wrong. Any suggestions on how to remedy this? I'd really appreciate any input. Regards, -Is0
  6. In the GECK, whenever I place a jukebox anywhere in the cell, whether it be clean, dirty or the Vault 101 Jukebox, if I test it in the game, it just sits there. there's no "Activate Jukebox" option... it acts as a static item. Same story with the "Clean Refrigerator". Can someone tell me how to remedy this? It's probably easier than I'm making it out to be. I just don't understand what has to be done. I was able to place the "Vintage Radio" in the cell at it worked fine without me having to do anything to it. 'Played GNR just fine. *Shrug* anyone? ...please?
  7. HAH! That worked! No glitching or asterisks! THANK YOU SOO MUCH! :) I'm a happy camper. My bathroom building can continue. hahaha.
  8. Though I couldn't follow the part about Water Noise in the cell properties window, I was able to get what I wanted when cut/copying my layout and objects into a cell that already had the water and texture set. Deleting everything from the Underground Hideout mod (Danthegeek) and keeping just the water and water texture and placing all my stuff into the cell worked like a charm. I appreciate the short cut. Why it escaped me to think of doing that is beyond me. Much obliged. Though, if you or anyone else can scribble down a more thorough walkthrough for the process I'd appreciate that as well. Short cuts can only get us so far. hahaha I dread the day I don't have a cell with water textures already set and I'm then left to do it myself. :facepalm: Thanks again. [still open to suggestions] :thumbsup:
  9. Regarding the water in the grotto area in the Fallout 3 Mod for PC (Underground Hideout) designed by: Danthegeek: Okay... I'm a noob to modding, I'll admit it. There's a LOT I don't know about the GECK...and by "a lot" I mean... almost nothing. I'm trying to create a "Master Suite" for Tenpenny Tower. (I've felt for some time that it was too small for it being a "Suite". I'm at a point now, where I've fashioned a VERY pretty bathtub/jacuzzi type area... but when I try to introduce water to the cell, all I get is a flat "water colored" plane...no ripples...no waves...nothing. The way it's set up right now, I have two pillars standing on the corners of the tub that pour water into the square (so it looks as though it's being filled up)...I've got some little FX spout splashes and mist to look like it's hot water (sounds nice eh'?) but the water itself (for the tub) doesn't do anything. I've tried messing with the refraction/reflection on the pieces that make up the tub and that helps a little bit to sell the idea that it's water... but I just can't get it to look like the water in the grotto of the mod for the Underground Hideout (Danthegeek) I opened up the Underground Hideout (Danthegeek) mod and tried to take note of all that was done in that particular area...but it might as well be written in Chinese (or java) lol I've been through forum after forum on the Bethesda website for tutorials using the geck, and water texture/effects ARE covered, if only very briefly. Something to do with height-mapping? I dunno. I ask, in hopes that SOMEONE out there knows what they're doing when it comes to creating water as aesthetically pleasing as that seen in the Mod... would someone be so kind as to write out a walk-through for the process?...Please? SIDE NOTE: 1 The water I've tried to use (doesn't matter which) always turns up irradiated... what good is a long hot bath if you come out with an extra pair of limbs?! I need it to be clean and clear (as the Mod demonstrates). SIDE NOTE: 2 The placeable water in the GECK has a little Icon that looks like a puddle (Solid Blue)...these I can drag and drop into the cell...however, it's the bits with the icon that looks like little jagged waves I can't drag into the cell...when I try, nothing happens. What am I missing? (These are the icons I'm talking about). http://i.imgur.com/q7noO.jpg I realize this is a long shot (as the topic of using water in mods is scarcely discussed)...if anyone is reading... I implore you, take pity upon this noob. Sincerely. -Is0phr0phyl
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