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Everything posted by nkorea
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I've been searching many mods on the Nexus, starting with the PN rebalance module. The only thing PN and all the mods on the Nexus do is *remove* the healing factor of food and drink items. This is not what I want. I always felt that food items healed too much in New Vegas. I'd always have so much and about 700+ stimpaks since I'd never have to use them. All I'm looking for is a mod that *reduces* the healing factor of food. Maybe one that makes the survival skill have no influence on the amount of health received from food items. If such a mod exists, or is part of a greater mod, please let me know. I'm dying to find this.
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How to increase screenshot resolution?
nkorea replied to nkorea's topic in Fallout New Vegas's Mod Troubleshooting
My AMD card doesn't seem to support VSR. That's unfortunate. By no means am I playing on some gaming rig. I'm playing on my laptop because it's the only decent thing I have. My card is the Radeon r5. I'd post a screenshot but I really don't know how. Sorry :/- 4 replies
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New Vegas screenshots are all corrupted!
nkorea replied to nkorea's topic in Fallout New Vegas's Mod Troubleshooting
My issue wasn't about uploading images to the Nexus. I never attempted that and don't plan on it anytime soon. I like to keep my screenshots on my computer, as my own 'collection'. My issue was that the .bmp files were corrupted. I could not view them at all. Any attempts at converting them to another format were in fact successful, but the images were distorted. The description of the distortion can be seen in my original post. EDIT: Also, I used FRAPS and the issue no longer persists because FRAPS' screenshotting doesn't seem to have the same issue.- 3 replies
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I recently asked a question regarding why my screenshots were low quality... and i found a way to increase the resolution to fix that... but now the screenshots are now all corrupt when I make new ones. ...that is, screenshots taken in the higher resolution always end up corrupt. Attempting to open these bmp files results in the viewer saying that it can't open the file. I have looked online for bmp repair software, and to test it I used a demo. It did indeed fix the image but the software is not free. That stuff is meant to repair recovered files... not game screenshots because the game can't seem to save them properly. Has anyone ever had this problem? I'd love to get into screenshotting... but if I can't quite save my work. EDIT: I tried to upload my corrupt screenshots to an online image converter site, and it showed strange distortions to the image. The image was indeed very recognizable but it was slanted to the right and highly desaturated.
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How to increase screenshot resolution?
nkorea replied to nkorea's topic in Fallout New Vegas's Mod Troubleshooting
How would I go about playing at a higher resolution? Would that require a larger monitor? If no new hardware is needed to play at a higher resolution, how do I do it regardless? I forgot to say that the screenshots also just look more choppy. What I'm seeing when I'm playing and the output for the screenshot look different because the screenshot just looks very choppy (rough edges) for smaller things like trees.- 4 replies
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I've always noticed that people upload some sweet looking screenshots of New Vegas. I really liked the idea of doing it so I also got into it... although there was a serious problem: The screenshots look pretty bad. I mean I had some screenshots saved on my computer from other players using them as desktop backgrounds. But mine? Once you zoom in just a bit, they just look bad. The picture is awfully small. Clearly this is an issue of resolution. I just don't know how to increase it. So tell me, people who make nice looking screenshots... HOW DO I INCREASE THE QUALITY?
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Lucky Bobby Pin (In Memory of Sarah)
nkorea replied to KwiliBadness's topic in Fallout New Vegas's Mod Ideas
My condolences. Sorry for your loss. -
I hate the lack of hairs in game. All mods for hair I could find on the nexus are outrageous or just for females (I use male characters, by the way). So I downloaded project Mikoto. Bear in mind I absolutely don't care one bit about that mod other than for the hairstyles. I plan to get rid of everything else to avoid any sort of problems that may arise with things like conflicts with eyes, races, etc. Anyways, because I only want the hairs... how do I get the hairs to be playable with FCO's Courier race? I am using FNVedit -- I have too much problems with GECK so I don't use it.
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Aye, thanks for the help. I did learn quite a bit even from just brief posts. It's odd that TTW is not supported. The mod worked fine prior to me tinkering with it. What is OEM? Why is the version being 1.3 relevant to that? Again, thanks for everything! : :laugh:
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This is the link to the mod, Classic Fallout Weapons, that I am using - if that's what you were asking: http://www.nexusmods.com/newvegas/mods/37002/? I downloaded the ALL DLC optional plugin, and also a fix made by another user, link: http://www.nexusmods.com/newvegas/mods/56609/? If by file names, you meant load order, then here it is. It is very long, albeit stable: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmTaleOfTwoWastelands.esmTTWFixes.esmWeapons.of.the.New.Millenia.esmAdvanced Recon Tech.esmIWS-Core.esmNevadaSkies.esmSomeguySeries.esmStreetLights.esmFreesideOpen.esmWARZONES - Misanthropy Pure.esmTTW Redesigned.esmMomod.esmCFWNV.espCFWNV.esmTTW_XPReduction.espTTW_SpeechChecks.espTTW_NoKarmaDCFollowers.espTTW_MoreCookingItems.espTTW_Bobbleheads.espThe Weapon Mod Menu.espReal Weapon Names.espR700.espWeapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.espWeapons.of.the.New.Millenia.Store.LITE.espweapons.of_.the_.new_.millenia.ttw_.unified.distribution.espSVU.espPernach.espttw_bullet_sponge_fix.espttw_unity_lone_courier.espowbsailentgreenadditionsttw.espIMPACT.espWeapon Mesh Improvements.espAdvanced Recon Riot Gear Helmet.espAdvanced Recon Tech.espRCSS.espUSSHoodwink.espGRAVendorsHaveMoreCaps.espUrgeWasterScarf.espCentered 3rd Person Camera - Unraised.espDALCO Junk-O-Matic NV.espNoQuestItems.espIWS-Core-Guards.espIWS-Core-Patrols.espIWS-Core-Civilians.espIWS-DM.espIWS-HH.espIWS-OWB.espIWS-LR.espQuickHacking-NV.espHTRP-No Radial Blur in Vats.espHTRP-No Radial Blur On Hit.espTFH Rugged Race.espVending Machines of The Wastes.espdD - Enhanced Blood Main NV.espNovac Reborn.espNewVegasBounties.espNewVegasBountiesII.espNewVegasKiller.espTheInheritance.espDN_TTW_Patch.espDigital_Nightmare.espCZ805.espGRA WRP Compatibility Patch.espTTW_replacers.espchristinecos.espGRA-WRP-Patch-Two_Unofficial.espHK MP5SD3 NV.espRussell.espRivet City Merchants With Point Lookout.espThe Mod Configuration Menu.espPerkEveryLevel.espDEagle.espPKM.espJMZSinkHousingImprovements.espoutsidebets.espRemington Model 10-A NV.espFreesideOpenPatch.espNewVegasBountiesFSOPatch.espFSOmusic.espCazaclaw Resource.espreturn_deadmoney.espCourierCacheWSE.espWeight_Balance_v10.espEVE FNV - ALL DLC.espTTW FO3&NV&DLC Killable Children.espNevadaSkies - TTW Edition.espClean Deluxe - TTW.espOWB-Path Lights.espMNK-RHINOgaussRevolver.espSenterPats Weapon Pack.espMonster Mod Wasteland Edition.espBashed Patch, 0.esp Total active plugins: 108Total plugins: 111
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That's quite helpful, thank you. It's rare to see such a descriptive reply. I am on New Vegas and not Fallout 3. The tool provided is said to only work with F3. I first converted the .esm to .esp via FOMM, then opened that file in GECK and made the appropriate changes. When I finished up I converted the .esp back to .esm via FOMM again, added it to my mods, loaded the .esm but had two warnings. 1. WARNING: This plugin has the file extension .esm, but its file header marks it as an esp! 2. The masters for the newly created .esm file are FalloutNV.esm and CFWNV.esp -- the .esp file I edited back in GECK. I attempted to run F:NV despite the missing master, just to see what would really happen. It crashed, no surprise there. So I added the master and it didn't crash, but still had that 'not-loading' error I originally had. It seems I'm back to square one. Also, I thought it would be worth mentioning. The .esp file previously mentioned had the opposite of the error given by FOMM for the .esm file: WARNING: This plugin has the file extension .esp, but its file header marks it as an esm! I find this all really odd. EDIT: I found an easy way out! By disabling the additional plugins of which CFW.esm is the master of, the error no longer persists! Maybe the reason the error was there was because appropriate changes were not made to those plugins? Bear in mind that the only thing I edited in GECK was the .esm (converted to .esp of course). So, I assume that making the same changes I did WHILE the other two plugins are also loaded will fix this issue? Otherwise I can just... not use them. But that would not be ideal.
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But... I have other plugins for CFW. If I changed the CFW.esm to .esp, wouldn't the other plugins not work because they are dependant on the esm file?
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I have both the Classic Fallout Weapons and Weapons of the New Millenia installed. Upon playing with both mods, I found that there were alike guns in both weapon packs. For example, both WNW and CFW have an M14, but the M14 in WNW is superior (no surprise). My goal was to remove the duplicate weapons from CFW so there wouldn't be two different items of the same gun. So I opened up the .esm and .esp for CFW in FNVEdit and began to remove the undesired weapons by accessing the weapons tab, right clicking the mentioned undesired weapons, and removing them. I got through all of the weapons and launched the game. It went through the usual logo screens as expected, but the menu with the start, load and save buttons never loaded. It didn't crash because the music was still playing, but since the menu never showed up I couldn't really do anything so it's no better than a crash. So I go back to the .esm and .esp. I check through the other tabs for leveled lists and such and find that there are red and underlined entries in these tabs. So I edit those to remove the red, underlined parts (which I assumed to be an error that would cause the mentioned error above). So, with hope of actually getting the game to start, I launched the game and the same error persisted. Why can't the game just load already?! Because I want to play Fallout, I have deleted those changes and just reinstalled the CFW mod. Now I have to deal with duplicate weapons again. P.S. I have the proper .esm files. I checked in Wyre Flash to find what the problem could possibly be, and CFW showed up as Orange but not red. It mentioned an issue with my load order. CFW.esm should be just after FalloutNV.esm but before any of the DLC. This isn't the issue because I actually did that, and the error did not persist despite the different load order prior to my "noob" editing to the CFW esm and esp.
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I am referring to this mod: http://www.nexusmods.com/newvegas/mods/41859/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D41859%26preview%3D&pUp=1 As you can see the mod renames the guns in NV to more "realistic" names. For example 10mm pistol changes into N99 (or something similar). The mod also removes the GRA tag from the end of applicable weapons, so Assault Carbine(GRA) changes into Assault Carbine, Mk. II. The problem is that the mod only replaces the GRA tag with Mk. II, but doesn't rename the actual weapon's name. The mod renames the Assault Carbine into, let's say "M4". The mod SHOULD say M4, Mk. II but instead says Assault Carbine, Mk. II. Is this an issue with NVSE? Should be noted that I'm using NVSE 4.5 and loaded the mod with FOMM. The mod is also loaded last.
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I have previously made a post regarding a specific gun mod (http://www.nexusmods...as/mods/49100/?), here is what it said: " I have been having a problem where a particular weapon, Colonel Autumn's 10mm pistol (I have TTW by the way) is using the wrong mesh and texture. What do I mean by "wrong" mesh and texture? Well, I am using two mods that both change the same thing, before you tell me to change my mod load order, the two mods are Millenia's Weapon retexture project and this one right here: http://www.nexusmods...as/mods/49100/? To cut to the chase, that other mod includes an optional file that replaces Col. Autumn's 10mm pistol with that texture and mesh, yet Millenia's retexture mod also changes the 10mm pistol, which is the same thing (visually, because Fallout 3 unique weapons). Things get complicated because, I thought that changing load order would be the solution but it's actually not. Why is this the case? Because Millenia's mod doesn't use an ESP - changing load order isn't an option because it doesn't show up. So, how would I make it so that the other mod uses its textures for Colonel Autumn's gun? " I was told that it wouldn't work because the TTW plugin is out of date since the ID for Autumn's gun has probably changed in most recent editions. So to resolve this, I would have to open the .esp in GECK to edit it. That's where the problems came. When I opened the .esp, nothing showed up in the object viewer. This made me unable to really edit anything. If that's not what I'm supposed to use to edit the plugin, then I don't know what. IF I do find the specific thing I need to edit, how would I know what to put in so that it would change Autumn's gun's texture and mesh? Where do I get the ID?
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I have previously made a post regarding a specific gun mod (http://www.nexusmods...as/mods/49100/?), here is what it said: " I have been having a problem where a particular weapon, Colonel Autumn's 10mm pistol (I have TTW by the way) is using the wrong mesh and texture. What do I mean by "wrong" mesh and texture? Well, I am using two mods that both change the same thing, before you tell me to change my mod load order, the two mods are Millenia's Weapon retexture project and this one right here: http://www.nexusmods...as/mods/49100/? To cut to the chase, that other mod includes an optional file that replaces Col. Autumn's 10mm pistol with that texture and mesh, yet Millenia's retexture mod also changes the 10mm pistol, which is the same thing (visually, because Fallout 3 unique weapons). Things get complicated because, I thought that changing load order would be the solution but it's actually not. Why is this the case? Because Millenia's mod doesn't use an ESP - changing load order isn't an option because it doesn't show up. So, how would I make it so that the other mod uses its textures for Colonel Autumn's gun? " I was told that it wouldn't work because the TTW plugin is out of date since the ID for Autumn's gun has probably changed in most recent editions. So to resolve this, I would have to open the .esp in GECK to edit it. That's where the problems came. When I opened the .esp, nothing showed up in the object viewer. This made me unable to really edit anything. If that's not what I'm supposed to use to edit the plugin, then I don't know what. IF I do find the specific thing I need to edit, how would I know what to put in so that it would change Autumn's gun's texture and mesh? Where do I get the ID?
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We've noticed how in New Vegas that its unique weapons actually had different textures than their regular counterparts, however, in Fallout 3 this wasn't the case. Unique weapons in F3 simply had the same texture as their original versions which made them pretty bland, with the exception of Jingwei's Shocksword, the Gauss Rifle, Lincoln's repeater, Samurai Sword, and repellent stick. A mod I would request is one that retextures (or even remesh) Fallout 3 unique weapons for use in TTW, so they can be more like the unique weapons of NV. Milllenia even addressed this with possibly the only gun that did this in F:NV - Christine's COS Sniper Rifle. His retexture project includes unique textures for that gun. Basically, make the unique guns of Fallout 3 less boring!
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Guns using the wrong mesh/texture
nkorea replied to nkorea's topic in Fallout New Vegas's Mod Troubleshooting
...just like I predicted. Can't figure out how to use this intimidating beast of a program. I hate to ask, but, maybe... has anyone else already made such a working .esp file? Can someone please do this? GECK isn't working for me, when I open the .esp, nothing shows up in the Object Viewer, so I can't really change anything. Could someone release an unofficial patch or post the .esp? -
Guns using the wrong mesh/texture
nkorea replied to nkorea's topic in Fallout New Vegas's Mod Troubleshooting
Oh! Micalov! You're the guy that made the mod anyways, didn't you? Maybe not, my memory isn't exactly that great. I hate to ask this, but, I'm really new to Fallout: New Vegas modding (and PC gaming) in general, so I really don't know how I would go about changing the TTW plug-in. So forgive my noobiness :(. I suppose I can try but I doubt I will have much success. If I don't, well, I'll be here. And M48A5, yes I did infact do that. The error still persists though :P Micalov's reply seems to answer why that happens, though. -
I have been having a problem where a particular weapon, Colonel Autumn's 10mm pistol (I have TTW by the way) is using the wrong mesh and texture. What do I mean by "wrong" mesh and texture? Well, I am using two mods that both change the same thing, before you tell me to change my mod load order, the two mods are Millenia's Weapon retexture project and this one right here: http://www.nexusmods.com/newvegas/mods/49100/? To cut to the chase, that other mod includes an optional file that replaces Col. Autumn's 10mm pistol with that texture and mesh, yet Millenia's retexture mod also changes the 10mm pistol, which is the same thing (visually, because Fallout 3 unique weapons). Things get complicated because, I thought that changing load order would be the solution but it's actually not. Why is this the case? Because Millenia's mod doesn't use an ESP - changing load order isn't an option because it doesn't show up. So, how would I make it so that the other mod uses its textures for Colonel Autumn's gun?
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My PC isn't the best. The drops aren't THAT bad. It's only bad in Fallout 3 (Tale of Two Wastelands by the way) cells. It also loses some FPS if something were to move many of those junk items at once, like an explosion. It's not game breaking, just really annoying.
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So, by manually remove you mean pick up all items and just place them on a body or in a container? That takes a really long time and is also tedious.
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What I request is a mod that removes dropped misc items in cells. For example, in some places, the floor is littered with bent tin cans, hammers, pilot lights, abraxo cleaner, and many other useless items. This actually worsens my game performance significantly in some areas. Could anyone (if not done already, but I have searched and found nothing) make a mod that removes these annoying items? Or better yet, allows you to selectively remove items based on their ID or move them inside a container instead? Thanks!