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DEATHSHOCK

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About DEATHSHOCK

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    New Vegas

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  1. So I recently found a mod (https://www.nexusmods.com/newvegas/mods/59409) that allows you to change the position of your first person view model using XYZ commands in the console. Unfortunately, it doesn't apply to any custom animations at all, only vanilla. Try as I might, I haven't been able to delve into the plugin to figure out how it functions and apply it to the animations that are giving me trouble (my total inexperience when it comes to modding beyond tweaking things in NifSkope doesn't help). The particular mods I'm using that aren't functioning with it is Just Sprint (although the sprinting animation does occasionally remain in the lowered position) and Hitman's firing animation variants. It'd be greatly appreciated if someone out there was able to make this more compatible. It's a great little bit of visual customization that really deserves more attention.
  2. I found a neat little mod here that appears to have flown under the radar https://www.nexusmods.com/newvegas/mods/59409 The only problem with it is it doesn't play well with custom animations, so things like Hitman's fire animation variants or an animated sprint mod will reset the weapon's position to default while it plays out. Due to the fact that I use mods significantly more than I make them, I have to ask; how easy would it be to make compatibility patches for it? One thing I will say is that occasionally when sprinting with rifle-type weapons (the laser rifle, specifically) it appears the view model stays in the correct position, so I don't think the solution would be to directly tweak every custom animation. In my uneducated opinion maybe a script(?) could work.
  3. I sent you a PM, dude.
  4. Nevermind, guys. Sorted it out. Had to revert my skyrimprefs.ini back to its default values.
  5. Eh. I'm already using Climates of Tamriel and Enhanced Light and FX (not activated in the screenshot I uploaded). Those made the lighting look better but didn't help my problem.
  6. Topic is in the title. I've tried disabling all my mods and its still like this. Its never done this before. Any ideas?
  7. How about night vision goggles, or if you dont have those, a sleep system in safe houses so you dont have to wait too long for daytime?
  8. I think Ziggys Mod gives some enemy weapons attachments.
  9. So I saw this great mod for FO3, which can be found here: http://forums.bethsoft.com/topic/1070320-relz-ammo-limit/ Only problem is, this guy didn't make a FNV version for it. Could someone make it, or tell me how to make it, please?
  10. Ah ok. Thanks for the reply. Well, theres not much else to be said, here. Just kinda bummed out I never got to try this mod. Thread might as well be locked.
  11. http://forums.nexusmods.com/index.php?/topic/810952-why-is-apocalypse-armory-under-moderation-how-long/page__pid__6489475#entry6489475 Came across this thread when I went looking for an explanation to why AA is under moderation. Seriously? Instead of being "mean" about it (I'm trying to use nice words here) why cant a moderator at least tell us why one of the best mods on the nexus is locked forever? http://www.forbidden/topic/15085-apocalypse-armory-v2/page__st__60 Here's a thread on another site about AA. The creator of the mod states that he made sure he asked for permission for absolutely everything he used, and when the file was hidden, no one told him why. Some people theorized that its locked because he said that he would be adding weapons from Fallout NV to his mod, but he wasn't taking any of the models, textures or sounds from the New Vegas files. He meant that he was going to make all the weapons in FNV FROM SCRATCH. Whatever the reason, I hope a mod can give a decent answer, instead of "We take stolen and illegal content seriously here on this site. The file is locked and is going to remain that way. Find another mod - if there isn't one suitable, then that's too bad." Perhaps you could tell us exactly what was stolen? Thanks in advance.
  12. So, I have just found the Abandoned tent near the Sat-Com Array, and everytime I enter it, the game crashes. I deactivated all of my mods and it still crashes after about 5 seconds to one minute. EDIT: Started a new character and went there to see if it was something wrong with my save. Still crashed. Its not really a big deal, I would just like to maybe use it as a player house.
  13. Yeah. Unfortunately it would just be too time consuming for such a little thing to be added. Maybe Bethesda will include it in Fallout 4, eh?
  14. So I saw a mod like this for Skyrim. I never got it, and I forgot the name of it, too, since I had uninstalled Skyrim. What it pretty much was that it only let you have one or two swords (two for duel wielding), one bow or crossbow, one or two daggers, and such. I'm sure you get the picture. So I was thinking this would be interesting for Fallout 3, and probably New Vegas, too. I was thinking it could work somewhere along the lines as: One primary weapon can only be in your inventory at a time. Weapons that count as primary weapons would be two handed rifles, like the Hunting Rifle and Assault Rifle, or automatic Big Guns, like the Minigun or Gatling Laser. Secondary weapons count for pistols, melee weapons, and over-the-shoulder Big Guns. The Secondary slots would be much more flexible then the primary slot, for you could have either two melee secondaries, one melee and one pistol, two pistols, or just one huge-ass weapon of mass destruction. Armor could be changed to something similar to this, too, although if I knew how to mod something like this I would separate the weapon and armor changes into two separate ESP files. When you have no armor in your inventory, you will have 5 free armor "slots" inside your apparel tab (quest armors wont count, since a lot of mods use scripted "armors" for their config menus, and their almost always quest items). The following items will take up the armor slots like so: Clothing: Things like the Business Suit would count as clothing. Clothing only takes up one armor slot. Armored Clothing: The stuff in between. Combat Armor and all the rest. This armor would take up two armor slots. Power Armor: The biggest and strongest. Power armor would take three slots. See the pattern, here? (Although not technically Power Armor, Metal Armor should probably take up three slots, too). And, of course, the helmets would have their own slots, too. There would be 5 available helmet slots and they would work almost the same as the Power Armor slots. Like So: Hats: Hats like the Roving Trader hat go here. Takes up one slot. Armored helmets: Combat helmets and all the rest. Takes up two slots. Power Helmets: Do I really have to explain? Takes up three slots (As like the Metal Armor, the Metal Helmet would take up three slots, too). Apparel like sunglasses wont take up any slots and you can have as many as you like. Now some of you may be thinking "But DEATHSHOCK! If people can only have one primary weapon at one time, then how will they repair their weapons?!" Well I'm glad you asked. I was thinking if you tried to pick up a primary weapon when you already have one, then a small option menu will come up. It would give you the options to either replace your current primary weapon with this one, or if its the same as the primary weapon you have equipped, then it will give you the choice to repair your equipped weapon with it. I'm sure a similar system can be made for the secondary slot(s). Well, that just about wraps it up. I hope you took the time to read it, and I really hope someone takes the time to make it a mod... And I hope I didn't just waste my time thinking this up if someone has already made it.
  15. So if you havent noticed the Dual Flurry perk is messed up so hard. Your main hand weapon goes really, REALLY slow. Its pretty annoying. Some people only get it on the second rank of the perk, but I have it on the first and second rank! Does anyone plan on fixing this?
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