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quicksilverva

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Posts posted by quicksilverva

  1. falloutnv.esm

    classic/tribal/mercenary/caravanpack.esm (use only your legal copy)

    deadmoney.esm

    honesthearts.esm

     

     

    electro-city - completedworkorders.esm

    electro-city - highways & byways.esm

     

     

     

     

    should help you get started

  2. did you delete all 3 files associated with the .tmp?

     

    ie:

     

    save 184, save 184.fos.bak, save 184.tmp

     

     

    all three of those would need to be deleted, not just the .fos.bak and .tmp

     

     

    if you have not done it, run MasterUpdate through FO3Edit, and download some form of autosave manager from the nexus.

     

    running MasterUpdate tends to fix a lot of issues people have wirh FO3, crash and performance wise anyway. should also fix the crash on save issue too

     

    once you have run MasterUpdate (again, if you have not done so), start a new game and see if it will save withoit crashing

  3. navigate to the data folder, and where you can change the view for the folder should be a folder called "compatability files". check in there.

     

    if its there, simply move it to your data folder

  4. WME centers around increasing clip size and accuracy. WMX focuses on reducing weight, and somethin else (dont remember what. not at home so i cant check).

     

    it seems to be a split decision. only thing i can tell you, is to try them both out and see which you like better

     

     

     

    quick

  5. going through the static menu creates the static model, not the weapon itself. the same static model can be used for both the 1st Person and World models, though neither are necessary as it will show in game as it is.

     

    when you create your new weapon form, itll be put in its own submenu under Items -> Weapon (ie: your mesh folder name).

  6. well, how far do you get before it CTDs? instantly, few minutes, hours? if it was an NVSE issue, then the game would load, but the scripted features in the mod wouldnt work, and not cause the game to crash.

     

     

    as for the DLCs conflicting, no, they dont. at least, nothing that would crash the game either (see picture below)

     

    http://img.photobucket.com/albums/v727/quicksilverva/NVDLCconflict.jpg

     

     

     

    but like i said, the 1.4 patch broke a lot of things, so if the mod still uses earlier (pre 1.4) patches, then you will have issues

  7. you might be able to get them to use the vanilla dialogue if you use the vanilla lines, but I'm not 100% on that one. I don't do much work with NPC's, so i can only speculate. you might try asking someone who has done a voice acted quest mod and see what they say.

     

     

    sorry i cant be of any more help

     

     

     

    quick

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