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Quetzlsacatanango

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Everything posted by Quetzlsacatanango

  1. Not sure what you mean.. you can't make a player or NPC use a creature skeleton/anims. The suit in angel park is rigged for human and could be worn as armor. So... I guess it's not to clear to me what you are actually asking for, sorry.
  2. Do you mean "backward bending" like a wolf leg? Or something more intricate than that? And which creature would you want it for? I'm almost sure it already exists as a deathclaw... MMM maybe? Can't remember. btw I rigged that suit for dogtown.
  3. I suggest just posting what you want. Maybe someone will do it, maybe not.
  4. Double click the door Tick teleport Choose the door you want it to lead to. Then you can move around the yellow door markers to choose the exact spot where your character will drop when using the doors.
  5. IIRC OnLoad works when loading 3d data, I do not know if a trigger box qualifies. I would like to know though!
  6. I have seen something like that, in FO3 anyway. Load cell Walk through trigger, which enables baddie Get killed by baddie Reload autosave at beginning of cell walk through trigger again, no baddie is enabled, doonce was not reset to 0 Game menu is not involved, but it is technically reloading a save.
  7. I think I remember this being a bug in fnvedit... something color-wise it doesn't copy over correctly. You can probably find other posts about it relating to old RFCW.
  8. There is an issue with FOMM after you have installed NMM. There is a thread about it in the NMM section. Maybe even a file page explaining how to fix. OP sounds like you need to toggle archiveinvalidation to me.
  9. Yes it does. Especially if you are smart and built your fo3 character's face in geck and made it a preset, you can get it directly into NV like this. NV geck will open fallout3.esm + plugins just fine. Just not fallout3.esm and falloutnv.esm at the same time (without heavy modification of fo3.esm).
  10. It's clear... it just doesn't sound very fun. Way too complex. But then I am a simple man. Sorry but you asked for opinions :)
  11. Lessee... copy your fallout3.esm to your nv/data directory. Open falloutnv.esm in geck Go to the NPC you want, face advanced, copy Don't close geck, Go to data->open and untick falloutnv.esm, tick fallout3.esm. Make your NPC, go to face advanced, paste. Save your plugin. Move it back to fallout3/data dir. play. If you meant a player character from a save game... I dunno, ask those guys ^^^
  12. You don't need a custom launch command to play with mods. Change it to Launch Fallout: New Vegas and click that.
  13. Check out Dr. Grordbort's if you like retro raygun stuff.
  14. Possiblities: You installed the meshes in the wrong place You ran master update on NVBII You have too many plugins loaded.
  15. http://wiki.tesnexus.com/index.php/Creating_armor_mashups_for_fallout Same steps apply.
  16. Meaning the other mesh didn't use that bone either. Not sure why you think it is a problem. Just add your new items in blender or whatever instead of nifskope.
  17. You need to use FollowersTrade in order for the wheel to use it. If you use something else it won't work. It works on a specific companion via conditions on that info... such as GetIsID MyCompanionDude.
  18. Probably nothing was weighted to it, so it wasn't exported.
  19. If you are using vanilla armors, they are already textured...
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