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arachnidzone

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About arachnidzone

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    United Kingdom
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    Fallout 3
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    Thief: The Dark Project

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  1. Had this problem, this did the trick. Fine for me as I don't intend to mod the characters or install body mods. Wonder if there is a fix for those who need the Character folder active?
  2. I run FO3 on my laptop, granted, its a good laptop, a top notch DELL, it comes right between minimum and reccomended system requirments. I run MMMM and its fine, BUT the first time I ran it wild dogs and super mutants textures were flicking to all kinds of random textures (It looked like something from 'A Scanner Darkley!'), I had increased iuncreased spawns on and it most definitel does exactly that (22 super mutants in one camp at highest count) It slows down a little, but the texture problem went away after restarting the pc and turning both increased spawns off. You still get winamingos, geckos etc and a few other goodies so its still worth it. I say check your load order and post what it is on here, then try turning off all the features of mmmm and adding them one at a time, testing the game each time, see if its the entire mod or one feature your pc downt like. We are all presuming you definitely extracted the texture and mesh folders and merged then into the exsisting folders in Beth../fallout 3/data, NOT The fallout 3/Data folder in your documents (Vista nonsenses! :wallbash: )
  3. I agree, if poss this would be great.
  4. Im a 3D artist and designer, I am currently learing and experimenting in GECK and have rapidly found my imagination exceeds the ammount of objects in the GECK. I can easily model items for the game, but I dont do Normal mapping, rolled out textures and for some reason Nifscope doesnt like my PC (or vice versa). The detail in my models usually comes from the surface details, parts etc, each item just using a standard tilable texture. Check out my online portfolio for examples of my work... MY PORTFOLIO At the moment I am looking for someone who will make me a very simple item in Nifscope, a basic square (regular floor piece sized) using a solid colour, mapped so the square belels towards to sides, like a tile. Just in a high-gloss black and the same again in a white. No texture, just plain and glossy, like highly polished plastic. In the future I will be looking for someone who likes my models enough to be willing to do the Niffing, texturing etc. I have a few items ready to be modelled on a list, most are simple in terms of texturing. To convince you my modelling skills are up to scratch, heres an example of something I modelled for a game... http://s3images.coroflot.com/user_files/individual_files/253507_4Dp1xIhKQofDbyMps0ylB0TyW.png And a sample of product design... http://s3images.coroflot.com/user_files/individual_files/253507__h_JO4Zv1Ab48aRYlSfWECA2p.png Thanks all.
  5. For a proper sky right click on your exterior in the 'Cell View' list, then click the 'Lighting' tab in the box that appears, in the 'Lighting' options theres a tick box 'Behave like Exterior', tick it and pick an exterior climate from the drop down menu. If you have already done this then feel free to tell me to shut up!
  6. Yea, smoking cigs is an easy one, shame they are all neverending! :rolleyes: Piano plaing would be a cool addision to the ambiant animations for NPCs, as would other things such as trumpet, violin, guitar, but I dont know anybody who would even consider the task of rigging that animation!
  7. Im sure it would be very very easy to mod this but not in any realistic fashion. For it to be an actual weapon the player would be holding it and aiming up in the air for the arc. Obviously a real mortar woulc be places on the floor and aimed upwards, working the angle manually, possibly using smoke bombs for tracing and mortar ammo for killing. So the only way I can see would be an outpost or fort or similar could have semi-fixed mortars as part of its defence. A limited swivel on the Z and Y axis to aim. But that would be hard as far as I know... Sorry, that was pretty much no help at all!
  8. The 'NO' was a short sweet answer as this question has been asked 3 times in the last 2 weeks, each time with a new thread. (I was the one two weeks ago!) Theres too many probs, reload, 3rd person view, think the original game code just doesnt allow for dual weapons, or even left handed people. We all think the idea is great, shame Bethesda didnt think of it or manage it in the first place.
  9. Sorry for long post but getting errors every time i attempt to open any .nif into nifscope. Needless to say the model doesnt open after this error. Is this an installation error? am I to install nifscope into a specific folder or something? Im using windows Vista, have tried running as administrator with no change. Thanks for any help, here is the error... ""device position incorrect after block number 0 (BSFadeNode) at 740 ended at 740 expected 852"" ""device position incorrect after block number 2 (hkPackedNiTriStripsData) at 860 ended at 1104 expected 3115"" ""device position incorrect after block number 3 (bhkPackedNiTriStripsShape) at 3115 ended at 3119 expected 3171"" ""device position incorrect after block number 4 (bhkMoppBvTreeShape) at 3171 ended at 3187 expected 3873"" ""device position incorrect after block number 5 (bhkRigidBody) at 3873 ended at 3893 expected 4109"" ""device position incorrect after block number 6 (bhkCollisionObject) at 4109 ended at 4113 expected 4119"" ""device position incorrect after block number 7 (NiTriStrips) at 4119 ended at 4131 expected 4220"" ""device position incorrect after block number 8 (BSShaderPPLightingProperty) at 4220 ended at 4220 expected 4274"" ""device position incorrect after block number 9 (BSShaderTextureSet) at 4274 ended at 4274 expected 4396"" ""device position incorrect after block number 10 (NiMaterialProperty) at 4396 ended at 4396 expected 4444"" ""device position incorrect after block number 11 (NiTriStripsData) at 4444 ended at 4444 expected 107052"" ""device position incorrect after block number 12 (NiTriStrips) at 107052 ended at 107052 expected 107157"" ""device position incorrect after block number 13 (BSShaderPPLightingProperty) at 107157 ended at 107157 expected 107211"" ""device position incorrect after block number 14 (BSShaderTextureSet) at 107211 ended at 107211 expected 107333"" ""device position incorrect after block number 15 (NiAlphaProperty) at 107333 ended at 107333 expected 107348"" ""device position incorrect after block number 16 (NiTriStripsData) at 107348 ended at 107348 expected 142940"" ""device position incorrect after block number 17 (NiTriStrips) at 142940 ended at 142940 expected 143041"" ""device position incorrect after block number 18 (BSShaderPPLightingProperty) at 143041 ended at 143041 expected 143095"" ""device position incorrect after block number 19 (BSShaderTextureSet) at 143095 ended at 143095 expected 143237"" ""device position incorrect after block number 20 (NiTriStripsData) at 143237 ended at 143237 expected 241209"" ""device position incorrect after block number 21 (NiTriStrips) at 241209 ended at 241209 expected 241314"" ""device position incorrect after block number 22 (BSShaderPPLightingProperty) at 241314 ended at 241314 expected 241368"" ""device position incorrect after block number 23 (BSShaderTextureSet) at 241368 ended at 241368 expected 241486"" ""device position incorrect after block number 24 (NiTriStripsData) at 241486 ended at 241486 expected 241972"" ""device position incorrect after block number 25 (NiTriStrips) at 241972 ended at 241972 expected 242077"" ""device position incorrect after block number 26 (BSShaderPPLightingProperty) at 242077 ended at 242077 expected 242131"" ""device position incorrect after block number 27 (BSShaderTextureSet) at 242131 ended at 242131 expected 242245"" ""device position incorrect after block number 28 (NiTriStripsData) at 242245 ended at 242245 expected 270159"" ""device position incorrect after block number 29 (NiTriStrips) at 270159 ended at 270159 expected 270260"" ""device position incorrect after block number 30 (BSShaderPPLightingProperty) at 270260 ended at 270260 expected 270314"" ""device position incorrect after block number 31 (BSShaderTextureSet) at 270314 ended at 270314 expected 270446"" ""device position incorrect after block number 32 (NiTriStripsData) at 270446 ended at 270446 expected 276916""
  10. Ok thanks, gonna have to have another bash at Nifscope and get it working. I alwasy get a looong list of errors and no model when I open into it. Hoping its a matter of files in the right folders etc.
  11. I have unpacked the oblivion texture file, how do I get them to show up in the Geck to choose from these textures when retexturing models and genwalls etc? Do I need to repack them into an esm and load it up into the GECK using FOMM? or something else?
  12. Know how to do this with the Geck, but most of the standard textures arnt really interchangable as they dont tile properly. Is there a resource available online for textures compatible with GECK?
  13. Agreed, would be cool, but a lot of work indeed. I personally think that london being a capital city, and not overly large, would most certainly have taken a direct hit, so copy and paste the wasteland and call it London! :biggrin: lol, shove a few pillar boxes, phone boxes and your done! I think for other locale mods we need to think more remote but famous? or certainly not likely targets for nukes!
  14. Did a workaround, duplicated DCSTREET and emptied it, still cant figure out what was wrong through but hey ho!
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