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MDC519

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Everything posted by MDC519

  1. Can't log into FO3 or FNV Nexus this morning...it just times out and quits....plus getting blank pages at times when searching categories and have to start over.
  2. You can use the placeatme command in the console using the object ID. If you are trying to be precise, the object should appear just to the right of you (how you are facing) by your feet. If you are trying to do an NPC, I would use the Prid <OBJ ID> moveto player command instead just to avoid duplication problems.
  3. I used to be able to see everyone who has endorsed my files ( even if they didn't leave a comment ) so that I could thank them. I can't seem to be able to do that now. Am I just missing something or is that no-longer a feature? Otherwise I like the new look. Others have mentioned some of the other problems I noticed (stretched thumbnails, etc.) already. Great job overall.
  4. LOL....just tried posting on your profile and it's still double posting....guess I'll try chrome since I am already set with google stuff anyway...thanks :facepalm: Feel free to delete my posts... :whistling: Update: just posted a comment using google chrome and no double post! :thumbsup: Bye-bye IE9....hello new browser! Thanks all for the input.....it's the little things that drive you crazy...one less little thing in my life now! :laugh:
  5. Thanks for the info...since I just upgraded to IE9 that is probably the reason. I've looked thru the tools section of the browser, but can't see anything in the settings, etc....any idea where I need to be looking to see if it is the browser doing it? I am definitely just 1-clicking.
  6. Don't mean to sound like a dummy, but what is IE9 and Safari?. I have made tons of comment posts before with no double posts. Nothing else double posts like this stuff in the forums, etc. I just upgraded to the new windows explorer---8 is it? Maybe that has something to do with it?
  7. The last few times I have posted a comment on some of my friends profiles, it has double-posted---even though I have only hit the post button once. This has happened for every post for the last 4 times I have posted. Is there a setting I need to change or...?????
  8. Here is a good one that got me started: http://www.fallout3nexus.com/downloads/file.php?id=6107 It's from FO3 but all the steps are the same. Also some of the tuts on the nexus wiki found here may also be helpful. Have fun!
  9. You're welcome but can't help much with the french! :whistling: Je suis MDC519 is about the extent of my language skills!
  10. Not sure if you followed a tutorial to do the vendor setup, but if used the geck wiki tutorial found here , step #2 is incorrect. Do not tick autocalc services, but tick the individual boxes to correspond to the items being sold. Not sure about all the scripting you were describing ( unless it had to do with dialogue ---GetIsId, etc.), but all you should need is ShowBarterMenu in the result script box of the line of dialogue where the vendor offers his wares to the PC. Hope this helps.
  11. The mod limit is around 250. Yes it is okay to have them there, but off.
  12. Sometimes when you add an item to a cell, it takes a few moments to show up in the cell object list. Also, the COCMarker won't show if the 'M' key is toggled off. Look at where you placed the COCMarker and hit the 'M' key and see if it appears. This key is also used to show/hide your lights (bulbs), Idlemarkers, and other items.
  13. First make a new texture set in the textures section, then double click on the object you want to edit. Click on the edit box. The pop-up box is where your new texture set is added. Make sure you re-name the object or you will change all the objects in the game.
  14. Okay....you've totally lost me. You are saying you do not have a fallout new vegas folder, but you have a "Data" folder in the "install directory"? Where is your "install directory"? Regardless....if the mod is working, then that's all that counts, isn't it?
  15. Here is a link to FNVEdit :http://www.newvegasnexus.com/downloads/file.php?id=34703 And this manual will teach you how to use it: http://www.newvegasnexus.com/downloads/file.php?id=38413 Good luck and have fun.
  16. Never noticed that before. I made a new race for my comapnion mod Bella so that I could give her non-vanilla hair and eyes., But you are right in that there are dozens of objects still listed under her race. What I am seeing are leveled and pre-set npc's, not normal named npc's. I do know this---- that when you clean your mod with FNVEdit it will get rid of any references to the original duplicated race so that there are no conflicts with that race. And what I also know is that I have had no issues with just leaving the objects where they are at. I do not believe I would delete them as this might cause problems with the game. I would say they will not cause you any issues if they are just left alone, but then I am no expert on this.....just my opinion.
  17. What that does is increase the filesize and slow down the game, without actually making the object look better. When you increase the size of the image in photoshop, photoshop cannot magically add detail. The key step in the middle is *artwork*. You need to edit the image, make it less fuzzy, add detail and so forth. I did say that, just not as detailed an explanation as you did.... :rolleyes: If you read further down I said "---it is then edited and saved as a new .dds." Yes it will increase file size and it can slow down the game depending on the machine and the quantity of the files. :thumbsup:
  18. FOMM takes all the guess work out of installation. If the modder has correctly packaged his mod, then FOMM will put all included files where they should go. The latest version of ArchiveInvalidationInvalidated is very stable and you can even toggle it from FOMM's interface. To install mods with FOMM, just open the package manager, click on AddFOMod, find the mod you downloaded....it will extract the mod, then you activate it, close the package manager, check the new mod and you are good to go. In the tools menu you can toggle the archiveinvalidation on or off.
  19. Basically, the steps for re-texing an object in hi-res is the same as doing a normal re-tex. You are just taking an existing texture (.dds file converted to an .xcf or photoshop format) in your photo-editing program---photoshop, gimp, etc.---and increasing the resolution of the image---i.e. a 1024x1024 file is increaed to a 2048x2048 or higher---it is then edited and saved as a new .dds.
  20. The red box with an '!' is for missing textures the game can't find. The flickering textures is also a symptom. Download this and use it instead. You turn it on once and forget it. Also, are you using FOMM ( Fallout Mod Manager) to install your mods? If not, you should be.
  21. Okay, but do you now have Program Files/Steam/SteamApps/common/fallout new vegas/ Data? If you do, then add that textures folder you downloaded into the data folder and you're done.
  22. Where is your FNV game installed? You need to find out where FNV was installed. Is it in your Documents/My Games folder? You need to find it and then follow the steps listed before. If you can't find it, then I don't understand how you are playing the game? If you can't find it, do a re-install and install it in the program files folder.
  23. The folders common/falloutnewvegas/Data should already exit. Do not make new ones of them. I just downloaded the mod. I extracted it to my desktop and it has a folder called textures with a folder called weapons inside. Goto your Steam/SteamApps/common/falloutnewvegas/Data folder and look for a folder called Textures. If it doesn't exist, place the extracted textures folder you downloaded into the Data folder. If the folder Textures already exists, place the folder called weapons inside the existing textures folder. Inside the weapons folder is another folder called 1handpistol. This folder contains all the texture (.dds) files for the 357.
  24. What was the mod that you downloaded----and .esp, or an .esm? If it is an .esm, the textures/meshes would be in a separate .bsa folder found with all the other .bsa folders in the Data folder. If it is in a .bsa folder, it will have to be opened with FOMM and the textures would be inside the .bsa. If the mod was an .esp then the textures would be inside the Data/textures/NameOfMod folder-----if the modder did his folder structure correctly.
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