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Everything posted by Corejob
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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.
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GECK, NVSE Geck Powerup can't save
Corejob replied to Corejob's topic in Fallout New Vegas's GECK and Modders
Thanks, that worked. Weird that geck-pu-nvse.exe doesn't work any more -
GECK, NVSE Geck Powerup can't save
Corejob replied to Corejob's topic in Fallout New Vegas's GECK and Modders
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 -
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?
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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.
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WW2 Thompson submachine gun (M1928A1)
Corejob replied to Flaarg's topic in Fallout New Vegas's Mod Ideas
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. -
WW2 Thompson submachine gun (M1928A1)
Corejob replied to Flaarg's topic in Fallout New Vegas's Mod Ideas
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 -
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?
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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.
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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.
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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?
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Try a mod that requires NVSE?
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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
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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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I want to be able to implement some custom grip animation, but I can't seem to fins a tutorial anywhere. Anyone have a link? I have the kf files but don't know how to use them.
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OK, after looking at the models, this is a simple task. I'll probably have a select fire version tomorrow. Need to check with the authors.
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IIRC, there an MP7 in 19th and 20th century weapons, so with permission, you could use the meshes and textures. PM me if you have trouble.
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PM me with a reminder and I'll whip it up for you. It's a couple of minutes in GECK BTW, the old Select Fire script has been superseded by Select Fire 2 http://www.newvegasnexus.com/downloads/file.php?id=40242
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Possible to correct the iron sights?
Corejob replied to phobert's topic in Fallout New Vegas's Mod Ideas
You need to have a ##SightingNode entry in your nif file. If there isn't one, just copy and paste from another weapon that does. make sure you rename it to ##SightingNode. You can make corrections by using transform:edit in Nifskope -
You can either mod the NPC inventories, or make a rifle replacer. It depends on how specific you want to be.
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NVSE Doesn't work
Corejob replied to Talon Company's topic in Fallout New Vegas's Mod Troubleshooting
Are you running the steam version of FNV? from the readme for NVSE "NVSE will support the latest version of Fallout available on Steam, and _only_ this version (currently 1.2.0.314)." -
whats with all the Armalites?
Corejob replied to Gashjackel's topic in Fallout New Vegas's Discussion
You do realize that they tested M4s taken from the field against brand new 416, G36 and SCARS, right? It turns out that many of the 'control' rifles were heavily used and out of spec - not exactly a fair test. Indeed, the makers prepared rifles for the test, while the controls were given no inspection or attention despite having fired thousands of rounds. -
Is there a scripting function to get the number of rounds in a clip, or set the number? I am thinking about another way to achieve burst fire in weapons Get the number of rounds in the clip set the clip size to the size of the burst - disable auto reload fire auto deduct the number of round from what the clip originally had set the clip to the new number of rounds enable auto reload plus logic for dealing with remaining rounds being less than a burst, etc.
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Math Functions In Scripts
Corejob replied to Corejob's topic in Fallout New Vegas's Mod Troubleshooting
Looks like Modulo is the only operator that is available beside addition, subtraction, multiplication and division. More here: http://www.cipscis.com/fallout/tutorials/operators.aspx