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MoutainSplitter

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  1. http://i.4cdn.org/vg/1513905526014.pnghttp://i.4cdn.org/vg/1513905338353.png I saw in the Nuka World textures .esm file there was a set of .dds files named Clean Cut Killers Suit, which seems to be a cut version of one of the operator's suits. I wanted to know if someone could add it into the game as an outfit. The textures look really neat, better than any of the vanilla Operator Suits.
  2. I wanted to know if anyone could remove the belts all over the Disciples Strapped Chest, including the ones around the waist added with the armor. It would look so much better without the belts, since they clip with alot of other clothing options, thanks
  3. Yeah the Jackets and Coats of the Wasteland mod looks amazing, all the other coats too. Shame they all clip pretty bad with anything that isnt the vault suit or the like, but eh. Ended up using the Custom Combat armor mod to recolor the vault suit so it color-wise matches the jacker.
  4. I wanted to know if anyone could make a version of the bomber jacket that isnt worn over a BoS suit, but maybe something like the tshirt and slacks, or the casual outfit. It's just out of place if you wanna wear the bomber jacket but not be in the BoS. Thanks if anyone can do this
  5. Yup. I just put the containers in bad spots, I guess in the alcove of some walls wasn't a good placement. Thanks for the help!
  6. Thanks! I was able to find the right string to change the handedness, tested it on the club, which looks great 2handed. https://steamuserimages-a.akamaihd.net/ugc/172668583927687654/C8F157C4B27E57C7D47B5E7A0EE88B8C5A622662/ Now I just can't figure out how to get a container to work. Like i've done on Fallout NV/3, I just edit an existing container, change the id so its a different object, and place it in the world. But here, it's like a un-interact-able brick in the game world.
  7. Can I fix this issue within the CS? I've sorta done this in FNV and FO3, but I didnt have to do anything with nifs, I just set the weapon to be 1handed or 2handed, etc. How do I change this PRN property?
  8. Well, i've got 2 problems. For one, when I try and make/place containers, they're un-interactable in-game. Second, I wanted to mess with the handedness of weapons, like making a warhammer 1handed or a mace 2 handed, but there is issues. When initially equiped in the inventory, it looks fine. When out of it, the weapon stays in it's original sheathed position, but the player holds nothing. Anyone know what to do? All I did was make said weapon to 2handed blunt or one handed blunt, etc.
  9. Welp, I found my solution. Had an idea, and with the FOMM's BSA browser, I found the texture file for the cape. It's actually the same cape for all legion armors that have it. It's called the Legion cloak. (pics related) Pretty much I erased the stuff on the texture file and made it transparent, so in-game, no cloak. My only issue is the back of the armor looks a little wierd, since some straps were covered by the cloak, but eh. Best I can do.
  10. Is there a way to remove it? I haven't the experience with nifscope and the other stuff to do it, but can't I just make the "cape part" of the texture invisible? Like erase it from the texture file so it won't show up in game? Problem is I don't know where the cape texture is, as I don't think it is a part of the centurion armor file. Does anyone here know what other texture files are bound to the centurion armor meshes?
  11. I wanted to know if anyone could make/edit the textures for the male thief mask to remove the hood, leaving the lower mask and completing it, so it looks like the female version. Or if anyone could post the female thief mask's texture file, that'd be great too. Attached here is the male thief mask texture file from this mod: http://www.nexusmods.com/darksouls/mods/355/?
  12. No problem. If you want me to put it on my to do list, post the pathname or just a keyword to search for in fomm, for the mesh and textures. One of us should probably edit the wiki page you listed too since it gives a false impression it's the meshes only, ie; "Meshes and an inventory icon for night-vision goggles appear in Fallout 3's resource files but are unused" data\meshes\armor\headgear\wastelandclothing04\m\goggleswastelandclothing04m.nif & goggleswastelandclothing04mgo.nif data\meshes\armor\headgear\wastelandclothing04\f\goggleswastelandclothing04f.nif & goggleswastelandclothing04fgo.nif data\textures\interface\icons\pipboyimages\apparel\apperal_outfit_4_nightvision_goggles data\textures\armor\wastelandclothing04\hatm or hatf & hatm_n & hatf_n I guess the goggles were cut headwear to be paired with the merc veteran stuff. Here's the file paths from within FO3. Found em using the FOMM's bsa browser. I figured the textures would be in headgear, but i guessed wrong.
  13. I don't think it' be a big deal to move those over the eyes......just have to adjust them in blender and create a new egm. But it'd have to be for FO3 since the wiki says none of the assets were carried over to FONV. I wonder where they got the pics on the wiki page, since it is obviously showing a texture for both. I found the textures for the goggles, they were simply in a different file path than what the meshes lead me to believe
  14. Thanks! Ill try it out. I was saddened to see that the goggle meshes are on the forehead, but then again, I should have expected it, since they were ment to be cut headwear, not eyewear. Ill try out the effects soon. Thanks
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