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blackhand8657

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Everything posted by blackhand8657

  1. ok, thanks. i'll give it a try and report back. thanks again
  2. I'm making a new player house mod (personal mod) and I was wondering of it was possible for interior cells to have effects/perk(s), eg: +Skill or something like that? Thanks in advance
  3. yea, i kinda figured that and i knew about the projectile, but it would've been nice if it did disable/remove muzzle flash like a suppressor is supposed to do, but oh well. thank you, appreciate the feedback
  4. When adding mod info to a weapon in the GECK, what is the difference between using the 'Silence' and the 'Suppressor' mod effect? I've always used the silence effect. Do they have the same effect or does the suppressor do something else like maybe disable muzzle flash, which would be more realistic. Thank you in advance
  5. Is there a mod that allows crafting more than 100 items at a time or a way that I can do it myself? thank you
  6. Nevermind, found the problem, wasnt even ENB related. I use DarnUI which has you edit the Fallout.ini 'Fonts' section, and sometimes it get reset to default when the vanilla launcher is opened. anyway, the vanilla launcher was opened and I had to go edit the INI again and I did the usual copy/paste of the necessary code and accidentally added an extra line @ [Fonts] with another "[Fonts]". anyway, glad to know it wasnt ENB and it was a simple problem to fix.
  7. Ok, so last nite I thought I'd give the ENB Series a try, downloaded the latest version. I used the 'Injector Version', although I wasn't sure what to do with the injector. Anyway, I placed the files into the game directory like the instructions said, I ran the 'ENB Injector' program then launched the game via FOMM. The game crashed on startup, didn't get past the first 'slide'. Anyway, after that I said 'screw it' and decided to just install the mod and use something else instead. So, I deleted the files I placed in the directory but the game still crashes on startup... did the mod alter something somewhere that I need to reset back to normal or is there some file lingering somewhere causing problems? Any help would be appreciated, thank you in advance.
  8. well, I used fnvedit to check for errors, and when it got done, i made a backup copy of the esp, then i used TESnip to remove those errors, mostly recipes yielding recently deleted items, weapons mostly. have done a little spring cleaning on the mod before the problem, which has been long overdue, so thats probably what the problem was, a lot of deleting without eliminating loose ends. after that, it started working fine again. this is a personal mod that i've built onto for over year. i think i started it about 4-5 months after the game came out. anyway, i hope that helps for future reference
  9. Here's the problem: I loaded up my own personal mod in the geck, it saved just fine last nite when I worked on it. I just tried to save it a few minutes ago, now when I try to save it, the geck crashes. It saves other plugins just fine, so I think its my plugin. I ran into this problem a year ago, was able to fix it without losing my mod but I dont remember what I did to fix it. This is my own personal mod that I've been building onto for over a year, not something I wanna lose. Any help would be appreciated. Thank you
  10. Awesome, worked great, thanks for the quick response. Hopefully I can possibly release this someday. Anyway, thank you again, I appreciate it
  11. I had an idea last week, while playing Far Cry 2, I wanted to make a couple safehouses in FNV, but in FC2, the weapon crates; 3 total; Primary, Secondary, Special; are linked regardless of what safehouse or dealer armory you visit, those familiar with FC2 probly know what I'm talking about. I want to bring that into FNV. I had an idea to make an Activator script, I already have the crates in a cell of their own all with REF on the end of their Reference ID. I would just like to know if there is a script that would open the container using an Activator, so that way whatever is placed in the crates can be picked up at any safehouse, if it works, i might release it depending how well it turns out. Thank you in advance
  12. I'm making a personal mod making a ranch. i want it to have a vault, like a bank type vault, but i want it to always require a key to open, not just a one-time use key. i remember seeing doors that do that, although i dont remember where, but if anyone knows how to do that, i'd like to know how. thank you
  13. this actually helped quite a bit, thanks dude. the idea about the cash bounty is good, i forgot about the FO3 perks. i might upload this mod eventually too. thank you again for your help
  14. I want to make a perk that deal maybe +5% more damage to human target, i just need to know the condition parameter part; the 'getis <?>', part. i know the vanilla 'Purifier' perk uses getis for creature types, not sure if it'd be the same for humans though. also, was wondering if it was possible to make a perk that everytime you killed a human target, you automatically received caps, like a cash bounty
  15. I'm having this issue as well, and i'm picky when it comes to sounds, hell, i was hearing the interior of mccarren when I was outside in Goodsprings. this is driving me nuts. I know it wasnt like this before the patch, so naturally Bethesda/Obsidian tried to fix something, (maybe they did, i dont know), but they broke something else in the process. and i havent seen any fixes or anything regarding this.
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