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Posts
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Everything posted by Maniac3020
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Flame Weapon Fire sound
Maniac3020 replied to evilmicevil's topic in Fallout New Vegas's Mod Troubleshooting
I've had the exact same thing happen with the minigun. It's a problem built into the game. -
nifscope attactments
Maniac3020 replied to kevinshively's topic in Fallout New Vegas's Mod Troubleshooting
Well, you could try using an extractor program to get the Nifs from the BSA files and work from there. -
LOD doesent load proparly
Maniac3020 replied to NottingHillbillie's topic in Fallout New Vegas's Mod Troubleshooting
Some pictures would be nice. Have you checked your LOD settings? Move the bars to the right to see details farther away. The Gamebryo engine is bad at rendering things at a distance, so the high definition meshes and textures won't load untill you get close. The in-game LOD settings can affect this some, but it can only be largely changed by editing how many cells load at a time, or how fast your computer can load the cells as you come into range. I would advise against changing the cells to load setting, which requires going into your configuration files, as it can cause glitches, such as falling through the map, and once raised, cannot be lowered again, or loading any save file with the number higher than the current setting will cause the game to crash. -
CTD approacing Griffif Wares Caravan
Maniac3020 replied to spooky760's topic in Fallout New Vegas's Mod Troubleshooting
I had this same problem in several places in Oblivion, the only ways I know of to fix it are, as you did, to load a new save, or maybe, if there is a way, you could reset the cell. -
No Trail Carbine Scope at Vendors
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Discussion
What level do you have to be to see it? I'm level 24 and got my Trail Carbine from Ventortron ages ago. -
Senior Knight Lorenzo disappered
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Mod Troubleshooting
Uh, okay, I feel stupid now. He reappeared as soon as ED-E's armor upgrade was complete. -
I'm doing the air filtration part of "Still in the dark" for the second time, but Senior Knight Lorenzo has dissapeared! His quest marker is in the correct spot, but I can't see him. What's more, I tried teleporting me to him, and then him to me with the console, but nothing happened! I can't continue the quest. Help!
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I've been to every weapons vendor known to sell weapons mods (inlcuding Vendortron and the guy at the 188), and I have been unable to find a trail carbine scope. I even used the wait command for 3 in-game weeks to shuffle their stock around, and it wasn't there. I was able to discern several of the stock rotations of the vendors from the items they carried, but never once was the scope in there, even when the trail carbine itself was. Why would it not appear in their inventory?
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Door won't move in GECK
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Mod Troubleshooting
000da483 -
I noticed that one of the doors in the Hidden Valley bunker was placed a little off. So I went into the GECK to move it. But when I go into the game, the door is still in the same place. I tried moving the door into a ridiculous position and looking again, and still, the door had not moved. I've also been moving other objects and light emitters, and they are showing up in their new positions. It's just this one door that refuses to move. The only way I could notice a change with the door is if I flat out deleted it. WTF is going on?
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I was testing rebound in New Vegas, and I found that it appeared to only add 5 AP once, instantly upon consumption, and then ceased to have any further effect. I tested this with different numbers, and it seemed to corroborate my findings. Has anyone else noticed this, or tested it? I then tested the Nerves of Steel perk, and when timing it, I noticed a definite decrease in total AP recharge time. So I was thinking that, if I could get Rebound to work in the same way that the Nerves of Steel perk does, then it would work in a way that the description describes. The only problem with this, however, is that the value that the Nerves of Steel modifies is not available in the Chem Effects list. The only way I could see to do this would be to have a perk linked to the chem. Either having a perk that is only in effect when the player is under the effect of Rebound, or having a perk that is added when rebound is taken, and removed when the effect wears off. Unfortunately, I don't know how to do this, and I would like some assistance, or input.
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Companions refusing to wait AND teleporting to me.
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Discussion
No, I think it's something that's in the original game. The Elevator in Vault 22 will cause any currently hired companions to appear outside the destination floor door with you, regardless of wait status. Also, if an NPC can't get somewhere, they will teleport. Just go find an npc to fight, then find somewhere where they can't follow. After a few seconds of running against whatever is blocking them, they will teleport. I imagine this behavior is intented to stop npcs from getting stuck. -
Cannot save working script
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Mod Troubleshooting
Hey, it worked, thanks a bunch! :laugh: :thumbsup: -
Companions refusing to wait AND teleporting to me.
Maniac3020 replied to Maniac3020's topic in Fallout New Vegas's Discussion
Well, that's a problem. My two companions ARE ED-E and Veronica, and I haven't been to the Lucky 38 yet. -
I want to edit one little number in Project Nevada's bullet time script, but the GECK won't let me save the script. I know the script works, as the mod maker(s) were able to put it into the mod. I've even tried opening the script, and going strait to saving, without making a single change, but the Geck just refuses to save. Is there a way to force the Geck to save even when thinks there are errors? (I know that it doesn't show error messages) Or perhaps an alternate program for editing scripts?
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I want to modify the to-hit chance in Vats, so I have a greater chance to hit torsos, without modifying the chance of hitting the other body parts. It really bugs me how I often have a greater chance to hit the head, or one of the limbs, even though the torso is a much bigger target. I looked in the geck, and I could not see any obvious setting for this. Is there a way of doing this in the Geck? Edit: I found a way to do this by editing the Center of Mass perk.
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I want to do the quest "I fought the law", just to clear out the Powder Gangers from the NCRCF, but I've run into a problem. The only way to start the quest is to talk to Eddie, and he is hostile. Even after using console commands to set my Powder Ganger reputation to Neutral, and then Idolized, they are STILL hostile to me. WTF is going on!? Nevermind. In a fueled rage, I killed everyone in the admin building except Eddie, then came back and found he took a few seconds to turn hostile once he spotted me, /delete
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Most of the time, when I'm in an irradiated area, I'm getting less than 1 rad per second, which makes the default rad accumulation indicator quite useless. Has anyone made a mod to add decimals?
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While exploring Vault 34, I left my companions outside, in wait mode. But they keep showing up inside the Vault, with follow mode engaged. I even used the console to lock one of the doors leading into the Vault to try to stop them, but they just teleport past the locked door. Does anyone know a way to keep them from following, or to stop them from teleporting?
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Wow. I don't even have that much stuff for Fallout 3, and I thought I had a lot. (10.3gb) My New Vegas folder is only 7.51 gb, with 1,535 files, and 362 folders.
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I'm tired of getting one hit-killed by legionaires with machetes when they get a critical hit on me, at full health. How do I disable critical hits?
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Can someone who knows how to animate fix the Power Armor Walking animations? The timing is off, making it look like you're limping. It's a bad job by Bethesda, really. It's much more noticeable now that I have a mod that makes Power Armor footsteps louder.
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When firing automatic guns in New Vegas, the first few shots sound fine, but often the sound will begin to stutter, like I'm only hearing the first half of the shot sound from each bullet fired. I'm guessing that the game plays a single sound file over and over, once for every bullet fired, but just can't keep up, and starts skipping. Does anyone know of anything I could tweak to fix this?