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Matt6sic6

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Everything posted by Matt6sic6

  1. I actually researched what to do and taught myself how to create this myself. So if you're interested in some sharp objects, come check it out. This thread can be closed.
  2. I'm not good with nif scope etc. Can someone create a modification for the baseball bat that combines the Nails and Barbwire into 1 mod? Or point me to one if it already exists.
  3. Renames all the magazines, holotapes, bobbleheads, comics, etc. to something like: Magazine | Astoundingly Awesome Tales Magazine | Grognak the Barbarian Magazine | Guns and Bullets Bobblehead | Speech Bobblehead | Luck Bobblehead | Sneak Holotape | A Toast Holotape | Agusta Report Holotape | Bonnie's Holotape Game | Atomic Command Game | Automatron Game | Pipfall Letter | Bill's Letter Letter | Hasty Letter Letter | Letter from Maxwell Note | Jacq's Note Note | Aubert's Note Note | Arlen's Note *As well as renaming items simply labeled "Letter" or "Note" to something more unique like "Note | Old Strange Note" All in an effort to make finding specific items faster and easier. I find myself needing something like this when I add all my collected magazines to a magazine rack or my bobbleheads to the bobblehead stand. I'll sit there having to go through and cherry pick, where if the items themselves were already named in a such a way they could be sorted alphabetically by category.
  4. I was hoping for something not so time consuming
  5. I'm coming back to Skyrim after a several year absence. I only ever played the standard edition. My wife bought mr the special edition and I'd love to jump in and start playing, but playing vanilla without mods is often cringe worthy. Unfortunately, I have a @#$%ton of mods installed on my standard edition. I know you can convert them by opening them in the SE construction set and saving them, but it would take days, maybe even a week or two of opening/saving. My question is, has anybody released a tool to batch convert multiple esps or found a way to automate the open/save process?
  6. I'm looking to add some additional hockey masks to the store by the beach in single player, as by default there's only 2. If adding new masks isn't possible, I'd settle for replacing some of the wrestling masks with hockey masks. I have OpenIV and sorta know how to work it as I've added several mods, but really don't know what I'm doing apart from dragging and dropping other peoples work. I know that the hockey masks are located at: GTA V/update/dlcpacks/mppatchesng/x64/models/cdimages/mppatches_p.rpf, and that player_zero_p is Michael, player_one_p is Franklin, and player_two_p is Trevor. I tried copying one of the ytd's, for instance p_head_diff_000_a.ytd, and renaming the copy to p_head_diff_058_a.ytd in Franklin's folder to make it unique - but that's about as far as I've gotten. Any help would be greatly appreciated.
  7. Hmmm, it doesn't say anything about the rings, but the effect could easily be placed on some armor. I'm at work so I can't test it until this evening, but I'll give it a try.
  8. This would be categorized as a cheat I suppose. As you know, if you try to equip certain items while wearing power armor, you'll be greeted by an error that says the item in question can't be equipped while wearing power armor. So, if someone were wearing say nOblaYa's Gods Ring, all the effects would cease to work when stepping into a suit of armor as the ring is immediately unequipped. I've attempted to remedy this by simply making the ring not take up any biped slot, but I still get the error even after the fact. Anybody got any ideas?
  9. Thanks for the suggestion, that cleared it up for me. ----------------------------------------------------------------- Edit: I was able to fix my current save easily by disabling the plugin in my launcher, loading the game and then making a save outside the library, quitting to desktop, enabling the plugin and loading the new save. When I enter the library now, the cell has reset and the torch flames are where they should be. If anyone else does the same I suggest picking up any item you want to keep and store it on your person before disabling and saving, as when you enable the plugin again the items will be gone.
  10. Right, so I downloaded tokeroaches Breezehome Library mod. I love it for the most part, but have done some minor editing for personal use. Created a couple custom containers etc. I shrank the smelter a little in order to make room for a tanning rack as there wasn't one included in the original. Problem is, there is a special torch sconce in the same corner as the smelter and tanning rack. The torch is connected to a collision marker that keeps a bunch of objects on the other side of the room from moving around on a shelf. I want to keep the markers, and simply move the torch sconce itself a little higher up on the wall so that it isn't completely hidden by the tanning rack I placed. The torch isn't connected to a light, only the collision marker. As for the actual problem I'm having is a simple cosmetic one. After I relocated the torch where I wanted it to be and saved, when I interact with it in-game everything works as it should, only the actual animated flame still appears where it originally was and not where I moved the torch. The flame isn't visible in the creation kit so I can't select it in the free camera, perspective window and I don't know what I'm looking for in the cell view window. What am I missing here?
  11. I'm having a mod conflict here, it's been over a year since I've played a bethesda game and I'm a bit rusty at trial and error. http://img.photobucket.com/albums/v475/matt6sic6/2015-10-16_00002.jpg See Gerdur's weird purple... thing, above her eyes? This doesn't just appear on her, but does lots of female NPC's. I'm not really sure where to begin. The following is a screenshot of my Load Order and mods I have installed. Is there anything that jumps out at anyone as to what could be the culprit? http://img.photobucket.com/albums/v475/matt6sic6/Skyrim%20Mods%20N%20Load%20Order.jpg
  12. TanukiLady, I just deleted my Patch_ModManagerMerge folder, then went inside the vanilla patch folder and changed the version from 11 to 12 - but when I try to load the save it tells me that the save was made with a newer version of the game. What am I doing wrong?
  13. I also posted this on GameFaqs, and the place looks somewhat deserted so... maybe you guys can help? Here's a video showing the glitch. Guess what? I found a glitch in an EA game, unbelievable right? *Roll eyes*. I have the latest patch installed, all my drivers are up to date, not using any mods, I even repaired the game through Origin... so... onto the glitch.... So I've come across this weird glitch in Inquisition. As you can see, the anchor/mark is emitting the green electric charge that happens once you near a rift. As you can see, there is no end to it. This weird electrical current never stops. However, if I use the mark to open the fade to suck enemies inside, the effect disappears and the inquisitor returns to normal... for a brief moment. Observe as the 3 bars fill back up, the very moment the 2nd bar is full and the 3rd begins, the effect returns. This is VERY annoying. Anyone have a fix?
  14. Here we are Aug 24th 2015 and the Scar sliders (at least in my game) for the Qunari (at least the males, haven't checked for females) still doesn't work like it should. I have all my graphical settings set to Ultra, I've tried adding the command line "-ShaderSystem.ShaderQualityLevelUltra" to both the shortcut and through Origin, and still the scars are barely visible. You can very barely make them out. Example: http://img.photobucket.com/albums/v475/matt6sic6/snap1.jpg http://img.photobucket.com/albums/v475/matt6sic6/snap2.jpg See what I mean? The scars are so much more intense and visible on the Human. Even Dwarve scars are just as intense and visible as the humans. Is there anything I can do to fix this minor yet extremely annoying cosmetic problem. My OCD drives me nuts over details like this. Any .ini file I could edit or hotfix I can apply? As I said I already tried adding "-ShaderSystem.ShaderQualityLevelUltra" to both the shortcut and origin, and haven't noticed any difference at all.
  15. Well, I really appreciate it. I know nothing about this kind of stuff, I'm as green as green can be when it comes to modelling and creating meshes, I'm not even a beginner, I'm a never have. YouTube tutorials were no help to me, everyone went so fast and didn't explain what they were doing. I can sit and texture meshes and edit UV's all day long and write scripts until the cows come home. Why no one bothered to fix this mesh for NV until now baffles the hell out of me. It was pretty popular on Fo3, no idea why no one tried. The original creator bailed, and I was confident I could do it myself, but lack of knowledge is what kept me from getting it ported over this long. It's not something I diligently worked on for 5 years straight like some people are mocking me for. Instead of being glad that there's another great mod to enjoy, people would rather be obnoxious... Anyways... thank you again, I appreciate it, even if no one else on this site does...
  16. Dude, I could KISS you! Thank you SO much for responding so FAST! I'm going to give you partial credit when I upload it. right now I'm working on some retextures for it to give an even bigger variety than the original mod.
  17. Alright, so I've been THIS close for months now trying to convert Clothesminded's Army of Two Ballistic Masks mod to New Vegas. Everything is copied over, the masks are distrubuted among all the raiders etc. My ONLY problem has been the demomaskgo.nif file, which is the World Object nif. If I insert it like it is in the GECK, the preview displays a big red "!", and reads "marker_error:0" I have tried fixing it myself by importing it into Blender and then exporting it back to New Vegas - and this DOES get the mesh to show up in game, but there is zero collision, the object floats in the air when dropped, I can't pick it back up, and I walk right through it. I know just about nothing when it comes to blender. I've sat and watched countless YouTube videos on the subject, and it all sounds Greek to me. The mesh is finished, it just needs the correct collision added to it to make it able to be kicked around and picked up. Any takers? PLEASE?
  18. I got it working. For anyone with the same problem, in the first picture, the "Ammo" window, under the keyword section I added "armormaterialdaedric" and that allowed it to show up in the proper category.
  19. From the 3rd picture I added a "HasPerk" condition to the Matching Conditions pane as seen here: http://img.photobucket.com/albums/v475/matt6sic6/04arrow.jpg Now the arrows show up at the Forge, but not in the Daedric section, instead they appear in the Misc section. Still need help.
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