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EssGeeDee

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  1. Hey there, I was wondering if there were any mods that tweak human characters' hitboxes? I don't know what's up with the vanilla ones, but they seem clunky and unresponsive when I'm shooting NPCs.
  2. Hi, uh, I'm looking for this mod that makes you invest Magicka in your spells - say, you cast Ironflesh, it activates, and takes like 30 Magicka from your maximum, and then stays on until you cast it again. Something like, 'Invested Magic'? I searched the Nexus with no results.
  3. Is there any way to create quests in Skyrim with any of the unofficial Editors? I have an idea for a small mod that needs a custom quest to be able to work, and I don't think SkyEdit can do quests.
  4. So I booted up Oblivion again after a long hiatus (no files were changed, same computer), and now whenever I move my mouse in UI screens, such as the main screen, the location of the cursor doesn't match to focus location. For example, I'll have my cursor hovering over Credits, and Exit will be selected. It affects every UI screen, and it's so bad that I can't even switch to my inventory, it's stuck on my Character Sheet because the cursor can't focus that far down the screen. I have a Logitech Performance MX Wireless mouse, with the Logitech Mouse and Keyboard Settings program running, it's the only thing that's changed since the last time I played Oblivion. What's the solution here? EDIT: Deleting Oblivion.ini, then reinstalling DarnUI fixed the problem.
  5. I recently installed and am using Project Ultimatum - Reactive People, and for the most part the mod is working very well. However, I tried to talk to Ringo about the Ghost Town Gunfight and he was immediately hostile to me as soon as I opened the door. I disarmed him and managed to talk to him, and I thought I was in the clear. Fast forward ten minutes and I come across my first lot of Powder Gangers. They're neutral to me, for the first time ever. Right after this, I'm entering Primm. All of the NCR troops are hostile to me, I've done nothing to anger them, I've got Reactive People loaded second-last, just above a merged patch for all my mods... So what is wrong here?
  6. Oh, that is a RELIEF. I used those settings, everything came up fine. Thanks, Quetzl, for troubleshooting that with me. Have some Kudos for your time and effort!
  7. Oh, here's my import settings: http://i307.photobucket.com/albums/nn291/FullMetalPatriot/blender2011-06-2802-25-16-88.jpg And export settings: http://i307.photobucket.com/albums/nn291/FullMetalPatriot/blender2011-06-2802-24-33-02.jpg Is there anything wrong with these?
  8. :/ There shouldn't be a problem with the weighting, seeing as I haven't actually removed any vertices, but I'll retry the edits again and see what's wrong. I didn't know that you could just use the .nif straight from Blender, tutorials have always taught me that I had to paste over an official mesh. I just tried just opening the mesh straight from Blender in the GECK, and I get another messed up shape. I can't find the problem anywhere, I did a VERY simple edit this time, pulled a few verts on the chest about half a foot forward, and this is the result. http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Geck2011-06-2802-16-44-24.jpg
  9. I'm trying to edit clothes and armours, however every time I import the edited meshes into the GECK, stuff like this happens: http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Geck2011-06-2801-45-27-87.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Geck2011-06-2801-45-54-75.jpg It also looks just as messed up when I test it in the game. I'm importing into Blender using default Fallout settings, I'm only moving (not deleting or adding) vertices, exporting default Fallout settings, and simply copying the NiTriShape data over an existing Vanilla New Vegas mesh. It's perfectly fine with weapons, I've edited and created a few meshes, but I can't get a single article of clothing to work, whether it's clothes, headgear, face gear, whatever. Whats going on here? What am I doing wrong?
  10. There's a mod that adds recoil to Fallout 3, found here: http://www.fallout3nexus.com/downloads/file.php?id=12519 I was wondering if anybody could port it to New Vegas? Or make a mod that's similar?
  11. I give up. Nothing works. Ugh, maybe there's something wrong with Python, Blender, Nifskope, the Blender Nif Scripts, or Pyffi or something. Does anyone have links to all these that are stable, and export those settings and stuff properly?
  12. Well I can conformulate now, but it's still not solving my problem. The mask is still messed up, even in the GECK. The only places it doesn't look stupid are Blender, and Nifskope. It looks completely normal there. But as soon as I preview it in the GECK, it's jagged for no reason whatsoever, even when conformulated. :(
  13. So, you're saying if I use this Conformulator, it will get rid of all the jagged nastiness with the mask? I'm not worried about the hair (It's a custom hair model), just the mask. EDIT: I'm using the default Export settings, and all headgear ends up like that. All I've done is move vertices around, deleting them and having the end result actually work is beyond me. Feh. The Conformulator didn't work at ALL, just gave me continuous errors and shut down on me. So, I'm back to square one.
  14. Once I fix my mesh crap-up-ful-ness, I'll help out with things like masks. I'm good with masks.
  15. I've been trying to edit armours and clothes in New Vegas wit hBlender, however every time I import the mesh into the game it ends up looking like this : http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-39-60.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-35-70.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-33-22.jpg It doesn't do this with weapons, clutter, or anything other than clothing. What'm I doing wrong here? I didn't have this issue with Fallout 3...
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