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Everything posted by robertward203
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Just gonna do this cliffs mode. . Had a pirated copy of New vegas. Ran with no problems - dlcs, mods, nvse, etc. . Bought the game and reinstalled it (Can post the recepit to prevent bans/ trolls). Installed the same mods, with two or three more, mainly gameplay changes and textures/ models, but I started using NMM instead of FOMM. Game started crashing on startup, but verifying game cache fixed it. . Carried on playing, game crashes every few minutes, especially when entering/ leaving mitchell's house. Turned autosaves off . Had NVSE running right from the start. . I had BOSS installed for skyrim, but it wouldn't detect NV. . Reinstalled BOSS, still crashed. . Eventually, at the black screen when you load it, it was no longer detecting NV . Tried to install FNVEdit - I put the two files into my game directory, but when I ran the program, it didn't detect it. . I did the thing were you change busethreadedai=1 and the line that comes after it, but that didn't work either. I am currently waiting for steam to redownload NV, because I uninstalled it and deleted all traces of NV, BOSS, mods, FNVEDIT etc, from my computer, and intend to install mods one by one. Questions: . What is most likely to be causing the crashes? . Can BOSS run for Fo3, skyrim, and NV? If so, where do I install it? . How do I install FNVedit properly? Still can't get over the fact that I actually paid money to stop myself playing fallout. Would be grateful for any responses though.
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Fallout New Vegas Mod Pack
robertward203 replied to Shadowk1ller's topic in Fallout New Vegas's Discussion
I reckon it's an okayish idea, it would just include minor gameplay changes for people who aren';t happy with original NV It would be good if you could combine the .esm files with the GECK so that people's load lists would be less cluttered. Like what toasty fresh said, the file would be really big so maybe you could cut out some files like the ones with permission denied, and the ones like vodkarads since they're pretty useless. If you got permission denied then you can just forget it because your file will be deleted and you could get banned instantly. EDIT: oh right, you've already stopped, ah well... -
sooo... ever since i finished skinning, i've been plagued with problems when trying to replace vanilla items. Mainly because the stuff i was making hasn't got a similar, vanilla model. Most of the time when i try to copy it says something about the versions differing or there being too much data to copy. Then by some miracle i actually got something in-game, it made my body dissapear and caused serious 1st person clipping. Are there any tutorials for making new meshes without a vanilla counterpart or am i just doing it wrong? I was using this tutorial: http://www.globalgameport.com/archive/index.php/t-32073.html Thanks
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Extract it with the FOMM and it's in textures - Pipboy3000 To extract the files with the MM, when you load it up, go to tools, BSA unpacker and go to the place where you installed NV and there should be a BSA called fallout - textures and fallout - textures 2. Just extract both and check
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Hi i need some help with the FalloutNV GECK
robertward203 replied to MOD5S's topic in Fallout New Vegas's Mod Troubleshooting
When you load the data file, after you check the box, make sure you click "set as active file" at the bottom of the popped up window -
how to install mods to new vegas
robertward203 replied to dyrano's topic in Fallout New Vegas's Discussion
You just drag the data folder of the download into the data folder of your NV, which, by default, is my computer - C - program files - Bethesda - FalloutNV - Data Meshes go to meshes and textures go to textures. The .esp just goes inside the data folder If your directory doesn't have the meshes and textures folders, just create them Then when you load up NV, before you click play, click data files and check the .esp of the mod you downloaded -
3ds exporting to nif problem
robertward203 replied to robertward203's topic in Fallout New Vegas's Discussion
Okay cool thanks, the exporting settings work. But now when i try to paste the NiTriShape data of my model over the mesh of an existing, but similar model it says "failed to map parent link NiNoe lHead Anims" -
how do you change an armors damage threshold?
robertward203 replied to yoyoyogi's topic in Fallout New Vegas's Discussion
You'll need the GECK 1. Load the geck, in the files > data drop-down menu check falloutNV or similar 2. Go to items and click armour (the whole thing should be on the left-hand-side 3. Scroll down till you find the armour you want 4. Double click it and change the damage threshold, which should be under the pipboy image 5. Save the thingy as a .esm 6. Load it up like a normal mod If you want the legate's armour, you can get the mask without console commands but with the armour you'll have to load it up in the GECK and check the "playable" box which is in the lower right hand side. You'll have to get it with console commands though. You could also get the mod which will add his armour and make it playable -
so at long last i've rigged the mesh to the skeleton but when i exported it i get a message saying "you have attempted to add a child to a ninode which is a child of another ninode." That might not be the exact message but it's similar. I'm pretty tired and this was hours ago. I tried to export the selected mesh and i unchecked the skeleton and collisions because the tutorial told me to Sorry about all the posts.
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You'll have to wait for the new FOMM, it took a month for the first one to come out so the new one will probably come out in about novemberish
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Modding Weapons Doesn't Work!!
robertward203 replied to ruserious's topic in Fallout New Vegas's Mod Troubleshooting
Each weapon can only have specific mods. In the GECK you can find a list of all the different weapon mods and what weapon they're for. Or you can load the weapon and go to the mods tab so that you can see which mods it can have and what the effect is. Personally i would say that the Fo3 weapon mods were better than bethesdas -
I'm at the point where you have to choose NCR, ceaser's, mr house or yourself. What's the end result and what are the rewards for each different side you choose, or are they all the same?
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This Game NEEDS the old music.
robertward203 replied to CrzyFooL's topic in Fallout New Vegas's Discussion
An even better radio mod was the i-pip player which lets you choose your own songs. Hopefully that will work with NV or be changed so that it can -
Hopefully this will be my last mod making related post. When you do skinning, is the skeleton (stick-man type thing) made from bones or do you have to make them? And wha'ts weight-painting? Thanks in advance for any answers
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Basically i'm going to try to rig the NV skeleton (when the mod manager coimes out) but all the rigging tutorials i can find are for creating you own bones. Does anyone know any tutorials specifically for 3ds max and fallout 3 together? Or if there aren't than just 3ds rigging to a skeleton. Thanks in advance to anyone who answers
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it's porridge oats isn't it?
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i actually am english and i've never noticed this
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originally i intended to create the whole thing with 2011, but i can't get enough support for it since it's still relatively new. So i'm going to try and rig it in the 2009 version instead, will it work though? because i heard that some modeling programs can't support the animations that are related to rigging. And if you ever happen to find this post ghogiel, what version do you use?
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are meatcaps and whatnot necessary?
robertward203 replied to robertward203's topic in Fallout 3's Discussion
okay cool, i probably won't bother adding them then. Thanks -
Does an armour mod have to have meatcaps for it to work, or are those only for realism? If they are necessary, do they also have to be rigged and textured like everything else?