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About prodlimen

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    Fallout New Vegas, Dragon Age Origins
  • Favourite Game
    Fallout New Vegas

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  1. Many thanks madmongo! :thumbsup: . I'll check it out!. :dance:
  2. Some years ago I remember to have seen a tutorial uploaded to the Nexus that show how to create custom skeletons/animations for your custom creatures/robots. Not sure if it was uploaded to Fallout 3 o Fallout New Vegas site in the nexus, but it had examples and images, looked pretty neat. Unfortunately I haven't been able to find it, either it's really well hidden or it dissapeared. Do any of you know where I can find it?. It was a very valuable piece of knowledge. Thanks in advance! :thumbsup: Prodlimen :ninja:
  3. Thank you uhmattbravo, :laugh: you're very kind. :thumbsup: I'll try the options you provided. :tongue:
  4. Hello everyone!. Do any of you know how to modify a Robobrain or another Robot movement speed?. I'm working in a Robot that use a Robobrain as a base and would like it to move quicker. :tongue: Thanks in advance for your help! :thumbsup: Best regards, Prodlimen :ninja:
  5. @Aus AllerWelt: Many thanks buddy! :D. I tried that but Nifskope didn't let me. But guess what!!!: The issue seems to be solved. And all thanks to you and @dubiousintent advices. What was wrong was the path in Nifskope. When I clicked the flower and selected the texture location, the path was automatically set like this: But when I posted the images here I noted that it didn't look like the example given in the tutorial that @dubiousintent posted. I completed the path with \textures Now it displays properly in both geck and the game: Now I'll go back to the original game and will try to get the asset I was working with to display properly. Thanks again for your help @Aus AllerWelt and @dubiousintent ! :D :D :D :D
  6. I reinstalled the game and tried with a simple modification. The result is the same, the model looks weird in GECK and the Game :sad: ARCHIVE INVALIDATION process was done with FOMM FORK and it worked. Here's the Model in Nifskope The paths are set for Nifskope to locate the custom textures The custom folder where I hosted the custom texture The model looking weird in GECK:
  7. @AusAllerWelt and @dubiousintent: Many thanks for taking the time to answer and for the valuable insight. I followed what you suggested, but I checked the paths and they're relative. I tried uninstalling GIMP and going back to an old version . However the result was the same. Even if I made a little change to the vanilla texture, both GECK and the game don't render the model properly. This is really strange, I never had this problem before. :( Thanks again for your help! :D Prodlimen
  8. Hello everyone. Recently I had to reinstall my computer and all the programs, which included New Vegas and Gimp. I modified a Vanilla Mr. Handy texture to give it another color and created the normal map. I asigned the texture to the nif file in Nifskope and put the model in the game. This is what I got: The custom texture is not showing at all, and it changes as I move my character. This is really strange, since I've worked with custom textures for a long time. I'm using GIMP 2.10.12, saving them as a .DDS file, with compression BC3/DXT5 with MipMaps. I'm using Fallout Mod Manager Fork and followed the Archive Invalidation process. I'm using 37 masters/plugins. Any ideas of what could be causing the issue, and how to solve it?. Thanks in advance for your help. Best regards, Prodlimen
  9. Yaaaaaay!!!!! :D :D :D :D :D , Many thanks theskymoves!!!. :wink: You were very kind providing all this information. Sorry for the late response :tongue: , during those days I moved out home and stopped playing the game until I settled down. With all the fuss for the move I forgot about this post. Thanks to you I have insight about how to change their appearance :dance: . Many thanks!!! :thumbsup:
  10. Hello there. I'd like to modify Tevinter Warden Companions https://www.nexusmods.com/dragonage/mods/1043 Marric, Martin, William and Lanna morphs and Lucius from The Bloodworks mod https://www.nexusmods.com/dragonage/mods/1397 morphs with the ones of my liking. I've searched for the .MOR files and haven't found them. Could someone be so kind to tell me the file names that I need to modify?. Thanks in advance for your help, Prodlimen
  11. Hi there!. I would like to know if someone has some tips to solve an issue I have with my game: Hair, beards and eyelashes look white in certain angles. http://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/ScreenShot3408_zpse9sbhpkt.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9715_zpscbtuproe.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot10574_zpshuulahgd.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9141_zps8xbj1hwo.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9355_zps5i7dgua6.jpg If I rotate the camera sometimes it dissapears, tough normally it requires a 180° rotation. I'm using Overgrowth ENB by tru3th and FNV Realistic Wasteland Lighting by Sal203 and xCamoLegend. I'm also using New Vegas redesigned by dracomies and weijiesen and Fallout Character Overhaul by drumber. Any ideas?. It would be great to be able to fix this bug, that would allow to take nicer screenshots :D :D Thanks for your help and attention :D :D Greetings, Prodlimen
  12. To erase vertex paint is very easy. Just select the part you want the paint to be removed and follow the pictures to know which menu and button you have to press :D. http://i1300.photobucket.com/albums/ag91/marcelgunaris/Vertex_zpseb93f2ae.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/Vertex2_zps0b7c5093.jpg
  13. Have you tried erasing the vertex color? :). Some of the meshes from Fallout have a part of the mesh coloured in dark, so when you try to retexture them that part doesn't seem to change.
  14. Of course Nimboss! :D, If something is released I'll upload an image in the image share section or will drop a message here :D
  15. :D :D :D :D :D :D :D Yaaaay!!!!!!, it worked! :D. You're a genious Kuro, many thanks! :D :D. Now I'll try to remove EditorIDs in mass as you described. Really, thank you for this :D
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