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PudPut

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  1. for practical reasons, i use blender 2,49b with all the scripts to import and export nif-files. to edit them, i use blender 2.74. before the exporting, i have to save the files in legacy mesh format in blender 2.74, but after opening a mesh in blender 2,49 i realized some faces were missing. do i just have to fix them by hand, or is there any setting i did wrong for this to happen? or am i just screwed by now?
  2. which country are you from? and did you have the armor in english before? fallout 3 i bought on steam is only a cut version which sucks, but only having crazy german names sucks even more
  3. fomm will help you with that! :D but this will get nasty...
  4. what mods are you using? could you try turning all of them of, then back on one by one, so you locate the error?
  5. just tried it, setscale only works for items lying around, not for equipped items.... getting id is either by wiki or clicking it while in console i know you want to adjust not remove the fall damage but i didnt find anything, this was just a replacement ;)
  6. I tried the same thing once, didnt work very well either, but i think about picking it up again... maybe we could work together? also, dont mess with the original files, ALWAYS make copies of stuff, and rename then accordingly. For example, for my mod i use "ROMM" as a prefix. so when i search for romm in the object window, only my stuff, but all of my stuff appears. so i would take the script "NVDLC03AuralStealthSuitQuestSCRIPT", duplicate it, and rename it "RMOMAuralStealthSuitQuestSCRIPT" - gives you easy access to the original and you dont have to comment everything or read over the comments, stuff gets a lot easier :D
  7. http://www.nexusmods.com/newvegas/mods/36965/? might fix your fall damage problem. not sure about the weapon scaling though, this might result in you having to scale the meshes... idk :/ edit: try "setscale x" as a command. "Sets the selected object's size as a multiple of the object's baseline size as dictated by its model, where X is a positive number. Objects can be scaled to as small as .1 or as massive as 10, and the object's movement speed and viewpoint will be affected by the change in size."
  8. also, if you wanted a scopeoverlay like the 9mm pistol has one, you could just add a scope in the geck. this would eliminate you having to aim through a glass tube, and would provide magnification. But if you dont like this idea, scrap it ;) just check how the scope on any scoped weapon works, thereby gain some understanding of the game mechanics, and you're ready to go. I could do this for you aswell - Your choice :D
  9. your upload didnt work quite well... you just postet your local file links. another thing, as you have so many graphic mods, have you tried turning off all of them, then turning them back on mod for mod? that way, you can find out which mod causes the issue.
  10. ok, first at all, thanks guys. Thank you very much for helping me out. As i understand, LOD is a simplified structure to be displayed while far away, so that the game doesn't need to much memory? and to edit this, i have to edit the heightmap? or just edit the terrain to cover this little "hill"? Anyways, i dont have much time on hand right now. But I'll certainly update if you're interested on solutions. If not, just forget about this thread, and have my thanks. :)
  11. So, i was editing a mountaintop with the world editing tool of the NV-GECK, and somehow came up with this gigantic hill of texture. I since fixed the navmesh, but had no success in removing this thing. It seems to be just misplaced texture. NPC are able to walk through, the player too... Can anyone help me? Any ideas how this is caused? Thank you for any ideas, and sorry for any inconvenience, first post here :wink:
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