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SymbolOfMight

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About SymbolOfMight

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  • Country
    Russia
  • Currently Playing
    Red Faction: Guerilla, until it busted my disc drive. D:
  • Favourite Game
    Fallout 3
  1. Hrm, that's kind of lame. The 1.6 update isn't that bad, it's real easy and fixes all the problems with the 1.5 patch. It will save you a lot of grief with always having a lvl 20 character, or be good. either way, you do whatever you want to do, the thing with updates is that they also add a lot of fun stuff like the 1.5 added a different NPC cover system so they don't dodge bullets so much
  2. That's the problem right there, you are using an outdated update, lol. You need to get 1.6 or 1.5 and Master update, fakepatch and all that or else some of the scripting commands that are required for leveling past 20 are not present, thus CTDs! so unless you want to make the code yourself, I reccomend upgrading. That will solve all your problems. You won't find it by snooping around, you have to update, that's why there are updates with DLCs so they don't *ban me* with your game, Also, if you have mods that mess with our level you might want to get rid of those.
  3. I have an idea of why it works, here is my explanation: See the regular interface with many systems in games and windows and everything else is that to prevent unneeded bugs and altercations with several files is to look for what this particular object comes from, for reference and confirmation reasons, so when you loaded that particular object into the game it checked where it came from, did a quick scan and found out that the object came from the Pitt folder and loaded that so the model can be scripted into the game nd loaded properly, which in turn goes like dominoes, the Perforator needed the scripted character to give it to the PC, which needed the sandbox to function which needed the atmosphere and worldspace of the Mill Ect. And Туда вы идете! You have your alternate way of loading DLCs!
  4. Look at the renderinfo window for information regarding everything about the White Vertibird, it should have the refID and BaseID, then type in the script prompt for replacing the green one with the white one. You'd need FOSE for that though.
  5. Correct me if I am wrong but doesn't that 'clog' up the particular cell with inexistant object that are still rendered as active, causing the G.e.c.k. to be glitchy? It doesn't seem like a particularly safe way to do things. That is if you want to keep your program from running into problems and causing game CTDs and the G.e.c.k. to not save files like navmeshes properly.
  6. You misread my post, I do not mean to set myself upon a pedestal with arrogant statements, I am merely wondering how many of you actually chose this as a career path, will in the future or do now. And I do not mean to disrespect many of the wonderful modders here but I'm sure most of them aren't over 16 or haven't learned by themselves or a tutorial online. It doesn't mean that they aren't great modders, I'm sure that their experience comes from several years back starting with Morrowind and the TES series. I merely implied harmless observations about the general Nexus community. Which I believe to be fairly accurate with no insult intended.
  7. Who ever said that just because I am new to the Nexus I am somehow inexperienced or foolhardy? I feel as if you all are isolated to little kids who learn modding on there own and don't actually advance upon a career in the affiliated areas. Such as modding. I would release ALL of my particular projects that involve reworking the glitched and out of date scripting methods of the GECK. Simply because they are overcomplicated and are outclassed by simpler, more efficient methods. But I would rather not due to bothersome legalities with companies and their proud lawyers. I'm sure that there isn't a whole lot of people on this site that actually have an education in computer and IT reworking and programming such as I do. Thanks for the whole noobie speech but I am not a spazzy 14 year old with impossible ideas.
  8. Okay, so in Oblivion, all you had to do was create a kick ass sword in Blender, you know, whatever. Swords don't reload. Guns do! And the thing with ALL of the gun mods on Fallout 3 is that the G36C and the Steyr AUG and the M4 all reload almost identically and fire identically, and worst of all, in V.A.T.S. or fully auto firing, the sounds usually clash and sound like a trainwreck getting blown by mother Chaos! So I'm creating a project to create some new reloading anims and differing the way guns fire and how they fire, such as velocity, speed, recoil, and an integrated damage per penetration system so a 10mm pistol doesn't kill some Enclave cat in Power Armor. See, It's much better to have diversity. PM me for more details or how you can help out. :D
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