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Posts
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Everything posted by quacko
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Thank you, you are truly god sent, I was really starting to get pissed off at myself in fear of having to start over again for that little f*up. So once again, thank you!
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I accidently wrote over the .nif target for the steel sword in the creation kit and wondered if there was any way to get it to point back to the original steelsword .nif in the .bsa file without having to unpack it and add the file to the mesh folder or restarting the entire mod. So any help on this would be greatly appreciated.
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Hey there all, I'm having a rather annoying problem with a weapon mod i am working on. The thing is, to begin at the beginning and all that. first i modelled and textured a sword, which for all intents and purposes work as it should, then i made a dagger, and when i wanted to check it out ingame, i basicly just changed the nitrstripsdata of the sword out with the nitristripsdata of the dagger in nifscope, corrected thexture path, and loaded up the game. and when i equip the dagger it equips fine in the left hand, but when i equip it to the right hand, the animation of drawing the weapon from the sheathe, and readying it plays as it should, but the dagger just stays in the sheathe, and i can't for the life of me, figure out what is going wrong, so any suggestions from one of you kind souls out there would be greatly appreciated.
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Throwing hatchet texture on impact
quacko replied to MCChase's topic in Fallout New Vegas's Discussion
setting up thrown weaponry can truly be a b***, but my guess would be that it isn't the world object that is wrong, but rather that you haven't set up the impact data. This is found under the special effect section of the geck. -
Help with creating a fog
quacko replied to UglyDucklingStudios's topic in Fallout New Vegas's Discussion
(and now posting in the correct thread) well i havent done anything like this myself, so this is pure speculation on my part, whether the two are even remotely done in the same way, t have you tried looking into how the sandstorms, in the deathclaw quary area or those plains where the giant ants roam in large numbers? (sorry i can't remember what the area's is called, since i haven't actually PLAYED the game for quite a while now) as i said, this is pure speculation, but i'm guessing that, if you crack the sandstorms, then you will also be able to create the fog that you want. I hope it helped, although it wasn't an actual solution to your problem. -
DOH!!! (mental note to self, stop looking at several browser windows, while UV mapping and rolling cigarettes at the same time) aaaand i'll just move that comment over where it belongs, if someone smarter hasn't beaten me to it :P
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well i havent done anything like this myself, so this is pure speculation on my part, whether the two are even remotely done in the same way, t have you tried looking into how the sandstorms, in the deathclaw quary area or those plains where the giant ants roam in large numbers? (sorry i can't remember what the area's is called, since i haven't actually PLAYED the game for quite a while now) as i said, this is pure speculation, but i'm guessing that, if you crack the sandstorms, then you will also be able to create the fog that you want. I hope it helped, although it wasn't an actual solution to your problem.
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well, i don't use too many of that type of mods, but depending on your sexual preferances, i guess you could check out my mod aces high. I know some people are into that stuff in that way :dance:
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if you click the aces high link in my tagline, there will be a few new creature and npc encounters aswell, just a couple, but they are there, and then there is a b*ttload of new stuff in various shapes and size, armor, weaponry, food, in short, stuff galore... if ofcorse you'r not squemish :devil:
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A question to all you nice and wonderfully acceptable people out there. What would youmst like to see me add to this mod next? should be a new craftable powerarmor, in the style of the existing apparel in the mod, new creatures or more customizations for the existing items?
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oh one other thing (and im not sure about this at all, it was just a thought that you might check out), i can imagine that a weapon has to be silent to work in the holdout list, as i said, im not sure at all about ths, but i think that all the weapons i added had the silenced thing checked...
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hmmm... i did this with a few weapons myself about a week or two ago and it worked fine, although i did, if i recall, put the weapons in both lists for it to work...
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if you go to the form list section of the geck and type holdout in the filter section, two options will appeasr, a normal holdout list and an improved holdoutlist, just add the weapons to these and it should work :)
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and to think that the armor was once an NCR Combat ranger armor xD ... wich reminds me that i have forgotten to fix some bumbmapping on the shoulders, but it isn't anything youll notice all that much, and if youdo it's nothing that looks bad as such, its, just that you ca from certain angles see the remnants of the decals on there, but again, it isn't that it looks bad, i just don't want it there, but it will be fixed in the next update.
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and finaly the v6 upateis here (actually v6.1 after i spotted a small rigging problem with the legs on the female meatcoat) It includes the skull mask in 12 variations, the meatcoat with two upgrades, and the skulls in one of these i plan to make even more customisable with various themes, aswell as adding skulls from other creatures instead of human. and the two different typsof gloves, that comes in a passive version for your left hand and an "unarmed" combat version for both hands and the one with syringes gives you the ability o harvest brains from npc's aswell, although they onlfunction as food at the moment (but more will come) and then i have added the ability to give dead npc's a massive facepeel, that can following be used as a mask. besides that all the meat, face and skull masks, now makes ghouls think you oe of their own (although i haven't actualy tested if the script works yet) all in all a bunch of new harvestable and customizable stuff for the aces high mod, that i hope you all will enjoy (i know that when i finaly get around to playing t game again, i will) http://newvegas.nexusmods.com/mods/images/48653-3-1358204692.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204692.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1358204407.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204409.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358204464.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1358204511.jpg this is just a few images of what's in store, lots more images has been added to the profile, and well a bunch of stuff that i'm not actually sure that i have mentioned anywhere, such as i also (actually alreay in the first build) added a set of playable eyes, simply called sniper eye or something like that, that was a simple rework of the texture i used for the zombiehemoth eye mesh (used for crafting scopes for the weapons)
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http://newvegas.nexusmods.com/mods/images/48653-1-1358056364.jpg http://newvegas.nexusmods.com/mods/images/48653-4-1358056366.jpg http://newvegas.nexusmods.com/mods/images/48653-2-1358056366.jpg http://newvegas.nexusmods.com/mods/images/48653-3-1358056366.jpg
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i just had a little moment of self realisation a second ago, when I, the sick twisted individual that makes, vulgar, macarb and disturbing images and graphic material in all manner of media's, was petting my small cuddly kitten and kissed it on the forehead, escorted by a remark about how cute it was in a girly highpitched voice... There is absolutely NOTHING wrong with me!
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http://newvegas.nexusmods.com/mods/images/48653-1-1358043200.jpg This will function as an improved version of the meatmask, only this one has more variations.
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Can anyone out there please point me in the direction of a tutorial or the like, that breaks down things like the tesla lighting/spark effects on armor pieces, and one that goes over adding animation to weapons, such as the blade on the switchblade popping out when you equip it? any help here would be apreciated :)
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Thanks man, and i plan on having it looking a lot better than this on release (wich i plan on doing in about two or three days) together with a few other things aswell. :) By the way, can anyone tell me or point me in the direction of a tutorial that breaks down the tesla effect and similar effects on armor and such?
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Still abunch of texturing to do, and a few modeling things aswell, but this is how the fully upgraded armor i've been working on for aces high, aswell as the improved harvester, that functions either as a unarmed weapon ala Kruegeresque style or as a passive armorpiece that lets you equip other weapons while maintaining the harvesting ability, and the version with the syringes will also open up for the ability to amputate the brains from sleeping npc's. http://newvegas.nexusmods.com/mods/images/48653-2-1357846969.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1357846968.jpg http://newvegas.nexusmods.com/mods/images/48653-5-1357846969.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1357846174.jpg
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A few teaser pics for the next update to aces high http://newvegas.nexusmods.com/mods/images/48653-2-1357773831.jpg http://newvegas.nexusmods.com/mods/images/48653-1-1357774195.jpg
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but with that said, noone has complained about any malfunctions from the mod since the first couple of versions, so i think it's a fairly safe bet that you can play itwith most other mods.
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as far as i know it doesn't, everything has been made to work independent from everything else, and all scripts has been written from scratch, so if anything should conflict, it would be because they alter n the ultralux dining areas, but i doubt that would be noticable, or if they alter dramaticaly in the levelled item food lists, but again, i doubt it would be something you would really notice, other than a few items wont show up at merchants, but just about all of them can be aquired in various ways.
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well, shameless self promotion is always a good thing, so i feel i should point out my mod aces high (asuming you dont mind playing evil, and ain't got a weak stomache xD). Yogt a little bit of everything in there, primarily i evolves around the ability to harvest several organs and bones n stuff, from your fallen enemies, and craft weapons and armor, aswell as several new food items, and at the moment slight overhaul of the ultralux dining areas. besides that there is a new random encounter script that spawns a few new creature and npc encounters, which brings even more items to the game than what you can craft. if it sounds like something you'd like then you can check out the mod in my tagline thingie below.