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Corejob

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About Corejob

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    United States
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    Skyrim SE
  • Favourite Game
    Fallout

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  1. I had this problem as well. If the sliders in bodyslide (Low weight and high weight) match, the body shows up fine. Only the high weight sliders effect the preview and you can use the arrows at the bottom to make both sets match. My problem is the outfits don't change. When I look at the .nif files, they look right, but they don't display properly. This seems to be outfits that include a CBBE body. The .nifs look fine, but the outfit doesn't.
  2. Thanks, that worked. Weird that geck-pu-nvse.exe doesn't work any more
  3. This is a working script I am modifying. When i click close or save, I get a save dialog but nothing saves and I can't exit unless I select save: no
  4. Help, I am going crazy and can't solve this one. I am running win 7 64 bit, GECK 1.4, NVSE 2 beta 9 and GECK powerup 1.6. I launch GECK using geck-pu-nvse.exe and still can't save scripts. Any ideas?
  5. Got a puzzler. After tweaking the ##SightingNode on a model I've got the sights nicely aligned, but rounds strike very high, i.e. I have to aim at feet to hit body. Any thoughts? Haven't had this problem before. Is it the projectile node? rotating the model doesn't help.
  6. BTW, I did a 45 replacer pack for FNV that replaces all the 12.7mm weapons with 1911s and M1A1 Thompsons. http://www.newvegasnexus.com/downloads/file.php?id=40236 A few notes: All thompsons had machined receivers. Stick magazines were either 20 or 30 rounds. a 40 rounder would be very long. The radially finnned barrel disappeared in the later production guns. That being said, I'd be happy to whip up a custom Thompson to you specs. Just send me a PM with what you want.
  7. While the M1 and M1A1 Thompsons are seen by some as 'cheap' versions, they were simpler and more reliable than the 1921 and 1928 models. The best thing that ever happened to the Thompson was getting rid of the Blish lock
  8. I am running Dead Money with NVSE 1.0 b7 with no problems I have found that if you open FNVedit, it will try and fix Dead Money and hose everything if you save. Are you using the Steam version of FNV?
  9. I was making this too complicated. Renamed 2hareloadc.kf to 2hrreloadr.kf Opened kf in Nifskope and changed name to ReloadR Worked like a charm.
  10. Firearms obey the laws of physics. Any gun you can hold won't knock the target back - let alone send them flying. That's pure Hollywood BS.
  11. At the top of the post: "I have created a quest that runs on startup. It calls the following script to add 4.6x30mm ammo to vendors" I'm getting no message, nor am I getting one from CaliberX. I wonder if it has something top do with dead money?
  12. I have created a quest that runs on startup. It call the following script to add 4.6x30mm ammo to vendors. But no ammo is showing up. Thoughts? scn CaliberActivateQuest46x30Script begin gamemode ;Full Loot AddItemToLeveledList LootAmmoBullets100 LootAmmo46x30 1 1 100 AddItemToLeveledList LootAmmoBullets10 LootAmmo46x30 1 1 100 AddItemToLeveledList LootAmmoBullets75 LootAmmo46x30 1 1 100 AddItemToLeveledList LootAmmoNVBullets10 LootAmmo46x30 1 1 100 AddItemToLeveledList LootAmmoNVBullets100 LootAmmo46x30 1 1 100 AddItemToLeveledList LootAmmoNVBullets75 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoGunsAll25 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoGunsAll50 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoGunsAll75 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedAll25 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedAll50 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedAll75 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedGunsAll25 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedGunsAll50 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedGunsAll75 LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedAll LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoMixedGunsAll LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoAll LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoGunsAll LootAmmo46x30 1 1 100 AddItemToLeveledList LL2Tier2AmmoAll50 LootAmmo46x30 1 1 100 ;half loot AddItemToLeveledList LL2Tier1AmmoAll LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier1AmmoAll50 LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier1AmmoGunsAll50 LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier1AmmoGunsAll25 LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier1AmmoGunsAll75 LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier1AmmoGunsAll LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier2AmmoAllLow LootAmmo46x30Half 1 1 100 AddItemToLeveledList LL2Tier2AmmoAllLow50 LootAmmo46x30Half 1 1 100 ;vendor ammo normal AddItemToLeveledList VendorAmmoBullets100 VendorAmmo46x30 1 1 100 AddItemToLeveledList VendorAmmoChet VendorAmmo46x30 1 1 100 AddItemToLeveledList VendorAmmoGunsTier1 VendorAmmo46x30 1 1 100 AddItemToLeveledList VendorAmmoGunsTier2 VendorAmmo46x30 1 2 100 AddItemToLeveledList VendorAmmoGunsTier3 VendorAmmo46x30 1 3 100 ;vendor ammo armor piercing AddItemToLeveledList VendorAmmoGunsTier3 VendorAmmo46x30ArmorPiercing 1 1 100 ;vendor ammo hollowpoint AddItemToLeveledList VendorAmmoChet VendorAmmo46x30HollowPoint 1 1 100 AddItemToLeveledList VendorAmmoGunsTier2 VendorAmmo46x30HollowPoint 1 1 100 AddItemToLeveledList VendorAmmoGunsTier3 VendorAmmo46x30HollowPoint 1 2 100 ;Casings AddItemToLeveledList VendorReloadingSuppliesTier2 BoxCase46x30 1 1 100 AddItemToLeveledList VendorReloadingSuppliesTier3 BoxCase46x30 1 1 100 AddItemToLeveledList VendorReloadingSuppliesTier4 BoxCase46x30 1 1 100 showMessage CaliberMessage46x30 stopquest CaliberActivateQuest46x30 end
  13. Looking for some help. I'd like to have 2handauto reload C available as a reload option under 2 hand rifle. Is there an easy way to do this. I looked for a custom reload tutorial, but the link that's referred to in most web searches is gone. (project Valhalla)
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