Jump to content

PickelSurprise

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by PickelSurprise

  1. The melee might be viable with a similar system to the "grenade hotkey" mods. For example, if you have a knife in your inventory, pressing a new hotkey would equip the knife and swing it, then switch back to the last weapon you were holding. The only issue I can think of is that there might be a bit of delay. With the grenade hotkey mods, you have to hold the key for a second to both equip and throw the grenade. This delay might make this method inefficient, so it might not be the best way to do it. Just a thought.
  2. I have no modding experience myself, but maybe something like this would work: Make a custom double muzzle flash that's only used by this gun, and make it fire two projectiles, like a shotgun sort of, and make it use up two rounds for each shot. I know the two projectiles would work, but I wouldn't know how to do the muzzle flash. It technically wouldn't shoot out of both barrels (probably neither, if you want to get anal about it. Somewhere in the middle...) but it would shoot two bullets at once.
  3. Never mind, did my own workaround. For reference for anyone else who has this problem in the future, I just disabled the mods that add config items or other similar things to my inventory, such as MMM (adds a config utility) and TSC Air Support (adds radio, similar to Enclave Commander).
  4. Ok, so I'm having another quest crashing issue. Right when I get knocked out by Autumn and his men, the game crashes as it loads the next scene (the first bit in Raven Rock). I think the issue is due to my inventory being emptied, since the same thing happened to me at the start of Mothership Zeta. I was able to fix that with a mod that stops your items from being taken away. However, I can't find one that works for this quest. It doesn't really make much of a difference in gameplay, since you get your items back as soon as you can move again anyway. Does anyone know where I can find a mod that'll disable the item removal at the start of Raven Rock? Or does anyone have any other solutions? Since I've played the game a million times before, I have no problem skipping the quest entirely, but I'm not quite sure how to do that either.
  5. I can't really help with your second question, but as far as the .esp/.esm issue, I get exactly the same thing when I use a merged patch and it's never caused any problems for me. I'd say you have nothing to worry about, but I'm no expert.
  6. Nevermind, I just installed the workaround mod and everything works fine now.
  7. I've recently decided to have another go at Mothership Zeta, but it's causing the game to crash just after the DLC begins. After I approach the crashed ship and I get lifted up into the air, the screen goes black as it should and starts to load the next part for a split second, and then it crashes. I've never had this issue before over all the times I've played MZ in the past, so I have no idea what's causing it. I already have a merged patch for Master Update, so I'm not sure that will help. I guess I could try making another one, but I haven't had any issues with anything else. Also, this was a relatively fresh install. I have not played MZ since reinstalling Fallout 3 as a whole. Here are my mods and load order: (I'm not really an expert modder, so there may or may not be a ton of newbie mistakes with my order. Go easy on me... :sweat: ) Fallout3.esm EVE.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm Mart's Mutant Mod.esm StreetLights.esm Apocalypse Armory.esm Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp StreetLights - Wasteland.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Original Perks.esp UPP - Experience Perks.esp UPP - Quest Perks.esp MaxLevelWorkaround-HP-BS.esp WastelandMastery.esp MiniHideout.esp UndergroundHideout.esp Hi-Res Weapons & Ammo Textures - The Pitt.esp Hi-Res Weapons & Ammo Textures.esp GaussCompleteBeta.esp Dragonskin Tactical Outfit.esp 2nd Home at Tenpennys [Engl].esp DragonskinBonusPack.esp EVE.esp EVE Operation Anchorage.esp PipBoyBeGone.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp 1PipboyPDA.esp NoWeapArmorDegrade.esp Apocalypse Armory - DLC Enhancements.esp Apocalypse Armory + EVE.esp Sarah Lyons Companion.esp RoadWarriorWeatherCyclerVN.esp Mart's Mutant Mod - Master Menu Module.esp E.C.P. for Gauss Rifle.esp Merged Patch v1.2.3.esp
  8. I most definitely second having this ported or otherwise brought to New Vegas. I may have to fall back onto Fallout 3 to satisfy myself with it until it makes its way over here. Certainly makes the wasteland a lot more interesting! I'd offer my services in helping, but I unfortunately have no clue how to do this stuff... xD
  9. Are you using both the AgarMoreVariedSpellEffects.esp and the AgarVariedSpellSounds_SupremeMagicka.esp? I am only using the latter, and I think it is working here, perhaps disable the original and just use the latter? (If you aren't already!) Thanks, but I just tried that and nothing's changed. It still only uses one sound effect for each magic school. I guess I can deal with it like this since technically nothing's really wrong and there are no issues, but it's kind of annoying. :tongue:
  10. I've had this issue before in Fallout 3, and if it's the same thing, I know how to get it going temporarily. When you load your save, immediately kill yourself. Any method will do. Blow yourself up, jump off a cliff, use the console and type kill, any of that stuff. Then, when the game reloads your file, you should be able to save again and move to new areas. Alternatively, just reload the same save twice. i.e. start the game, load a save, and then once it's loaded, load it again. That should have the same effect, but I'm not sure which is more reliable. But, be aware that this is just a workaround, and since it's not the same game, it might not even be the same issue. Assuming this works, it's only temporary. If you close the game and start again later, you'll have to kill yourself/reload again to get it working again.
  11. There's already an ACR mod for Fallout 3, and since a lot of mods are already being adapted for New Vegas, I bet it's only a matter of time before that one comes over, too. You could always ask the creator personally. http://www.fallout3nexus.com/downloads/file.php?id=11611
  12. Ok, so yeah, two questions about two totally different mods. This first one is probably most important: I am and have been using Supreme Magicka and Agarr's Varied Spell Sounds at the same time for a while. Both mods technically work together, but the Varied Spell Sounds mod isn't functioning to its fullest. The whole point of the mod is to give each different type of spell in each school its own sound, thus giving magic some more variety. This worked fine until I started using Supreme Magicka with it. After I installed that, some of the new sounds remained, but the Varied Spell Sounds mod no longer performed its function. Only one new sound effect for each magic school actually worked. For example, before installing SM, the Shell and Open Easy Lock spell had different effects, neither of them the vanilla sound. However, after installing SM, they both use the same sound effect, still not the vanilla sound, but the variation that Agarr's mod added was gone. Does anyone know how to make these mods work together? I know there is an update for Agarr's mod that supposedly makes them compatible, but I'm using that and it has no effect at all. --- My second question is one that's probably been asked a million times over... Is there a way to transfer new hairstyles from one mod to another. i.e. take a hairstyle added to one specific race by a mod and move it to another race added by a different mod. Not too long ago I found a hairstyle I rather like, but it's only usable by a race with stats I don't particularly care for. I was hoping to add it to another race without too much trouble. Thanks, Pickel
  13. The DMC Stylish animation replacers. There's 2 versions for 2h if you count the specialanims one, but both have the weapon over the shoulder. http://www.tesnexus.com/downloads/file.php?id=16459
  14. I believe it's the unarmed idle that comes with this martial arts animation replacer: http://www.tesnexus.com/downloads/file.php?id=16746 I'm not positive that this is the exact same thing, but it's similar.
  15. It's probably just a built-in feature for companions. The same is true of ED-E, so it probably applies to all companions as well as they're recruited.
  16. Since there may be spoilers about the quest in question, I'll just say it happens right at the very end, and everyone who knows about this bug will know which quest I mean. Veronica's just standing there. She behaves as if she's still following me if I talk to her, but she doesn't move. Waiting, fast traveling, nothing. She just stands there. Has anyone else had this issue? I did a search for it and it appears a few other people have had this happen to them as well, but I couldn't find any real solutions. Does anyone here know what I can do to get her moving again?
  17. Where can one find the master update for FO3Edit? I think I'm having the same problem as the OP. I've checked the download page on the Nexus, but there's no master update. Or an I just being really thick and it's included in the most recent file?
  18. I just installed the Game of the Year edition of Oblivion, as well as the expansions. I installed a few mods, and the game ran just fine. However, later I installed a couple more mods, and now the game starts up properly, but if I click on "New" in the main menu, the confirmation window comes up, and if I confirm starting a new character, nothing happens. It just goes back to the regular old main menu as if I chose "no." In case it's of major importance, here are my mods: Horse Combat Master Cape and Cloaks Glenvar Castle Third Person View Camera Distance Lock Kendo2 Gunman Deadly Reflex 5 DMC Dante's Clothes DMC Weapons Cute Elf 11 FF7 Blades Complete Mayu's Animation Overhaul DMC Stylish - Specialanims (This is also the order they're in in Oblivion Mod Manager, in case that's important too.)
×
×
  • Create New...