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Omny

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Everything posted by Omny

  1. Are there any good mods out there that help expand the Powder Gangers? After their main quest they feel like a non-entity in New Vegas, so I'm looking for a mod that would, for example, add new quests for them or adds more functionality to the NCRCF. I've looked, and all I can find are mods that clean up the prison yard or change the powder ganger outfits.
  2. What if I made a mod that would give the player an unseen perk at the start of the game that would make it so whenever they have a certain weapon mod equipped, it would add another attribute? Like, you get a perk so that whenever you add a mod that increases weapon condition, it also increases the rate of fire?
  3. Well crap, that just pisses all over my final vision. Oh well- I've got a plan B, so it's not a total loss. One more question though: Would it be possible to create some sort of script or whatever that changes weapons based on what mod they have, like "if weapon X has mod Y, it gains attribute Z"? Like, say I've added a mod to the Straight Razor to give it a sharper blade that does more damage. Would it be possible to make a script that gives it extra limb damage as well?
  4. Well even if it is hardcoded, it's still coded somewhere, right? Couldn't it be changed at all? Or would that be too risky?
  5. Hello there, Nexus! I'm currently working on a weapons mod overhaul, but right now I'm hitting a couple of snags. I just have two questions: 1: Is it at all possible to add more than 3 mods onto a weapon? I'm looking at the weapons via the GECK and it seems there are only enough slots for 3 weapon mods total for each weapon, but I don't suppose there's another way? I've seen a similar attempt with the Weapons Mod Kits mod for Fallout 3, but what the author of that mod did was make a bunch of entirely new weapons for each possible mod combination, and that just seems needlessly messy. 2: Is it possible to add two effects to the same mod? In the GECK, when looking at the weapon files (under the "Mod Info" tab), there are drop-down menus for selecting the model and effect for each mod. But say I wanted a mod that would both increase the rate of fire and the accuracy of the weapon. What do I do? I've searched throughout the various "effects" folders in the GECK but have come up with nothing. Any and all help would be appreciated. Please also note that I am still fairly new to the GECK, so if you do offer any help, please try to go into as much detail as possible, as if you were explaining this to a seven-year-old.
  6. Are there any mods that add new noses, mouths, and slider limits to the face-building menu? I know there are mods for Bodyslide and whatnot, but I'm more interested in mods that change the face-building menu at the beginning of the game. Like, say I want my character to have a really huge, bulbous nose, but there's no option for that in the game, but with a mod you can get a new nose, as well as being able to make his eyes closer together than the normal limit, as well as really wide cheekbones, a thin, wide mouth and really high eyebrows. Stuff like that. I guess basically what I'm looking for is a mod that extends the limits of the face-building menu other than hair and facepaint options.
  7. Okay, I am at the end of my damn rope with this problem. I just did a complete clean install of Skyrim- no mods, no edits, nothing. I uninstalled the game, deleted all the extra files from mods, reinstalled the game, and played it totally 100% vanilla (And before anyone asks, yes this is a legit copy of both Skyrim and Dragonborn). and it STILL won't let me conjure a Bound Dagger in my right hand without crashing immediately to desktop. I have officially given up on this. I don't know if its a problem with my Dragonborn DLC or something else, but I am too damn tired to try and wrestle with this anymore, and I don't know enough about coding to try and fix it. I'm going to bed. Hopefully someone on here will enlighten me with a solution, but given the track record of some of my other troubleshooting threads, I sincerely doubt that.
  8. Really? That's pretty weird. I've tried verifying the game cache, thinking that I may have deleted or altered a file when I was cleaning mods via BOSS. but even then it didn't work. It just crashes to desktop, no "Skyrim.exe has stopped working" window or anything. Just today I tried a different tactic: using console commands, I gave myself Conjuration Duel Casting, as well as some extra magicka. I cast two Bound Dagger spells at the same time, and while the animation played through without any crashing, I only had the Bound Dagger in my left hand and not my right. My right hand was empty, save a faint purple glow. Tapping the mouse button for the right hand only made the little glowing spell-ball appear, as if I hadn't cast the spell at all. With that said, I've also used console commands to give myself all the other bound weapons: bound bow, bound battleaxe, and bound sword. Casting Bound Bow and Battleaxe in my character's right hand doesn't crash the game, but casting bound sword does. So whatever the problem is, it's affecting the 1-handed bound weapons and not the two-handed ones. With that said, I've also noticed that while casting Bound Dagger in the left hand doesn't crash the game, the animation is a little choppy- as soon as my character's wrist is flicked, a regular Daedric dagger just pops into view for about one frame before the actual bound dagger magically appears in my hand. The two-handed weapon spells play out as normal. This is very frustrating. I'm gonna try and comb through TES5Edit to see if there's a conflict or an error or something that's effecting them. If I can't fix this, I'm probably just going to give up and just do a complete clean install... though I really, really don't want to do that.
  9. So I just got the Bound Dagger spell in Skyrim- not a Nexus mod, the official bound dagger from the Dragonborn DLC. However, every time I cast the spell, the game crashes to my desktop just as my character flicks their wrist up after charging the spell. Oddly enough, I found that it only crashes when I cast it in my character's right hand. If cast in the left hand it appears just fine, and can swing and stab without any incident. Trying to duel-cast two daggers at once also crashes the game. I do have mods running, but even when I disable each and every one of them it still happens. I've searched the forums and have come up with nothing useful. Can anyone help me?
  10. I tried that; it still plays that quest.
  11. I was wondering if there's a mod out there that allows you to skip the whole dragonstone/first dragon fight quest? Because I'm personally sick of having to run through the motions of doing that bloody quest every single time I start a new character.
  12. Hey, I fixed it! Try going to the website for whatever company makes your graphics card and get the latest driver, or try rolling back your graphics card driver to an earlier version. Both worked for me (I rolled back at first but then upgraded to the latest one because a couple other games of mine weren't working).
  13. Okay, I tried that, but now I've got a new problem: the textures are showing up just fine in NIFSkope but they're not showing up in GECK. In the GECK it just takes the texture of the ground in the preview window. This is driving me insane...
  14. I'm looking for a good overhaul mod for the NCR correctional facility. So far all I've found are ones that just clean up the place and not much else.
  15. Okay, yesterday I had a problem with models appearing too shiny in-game. After asking around I found out I had to darken the alpha channels of my textures. So I darkened the alpha in both the color map and the normal map. But once I did that, the textures don't show up at all in Nifskope! The model of my new weapon is just solid white. Even if I click on the little purple flower and link to the texture maps directly, it still appears white. The same problem happens in the GECK and in the game, only the model is taking the texture of whatever bit of ground its currently above. I even tried opening up another project of mine (a hat) and editing the alpha channel, just to see what would happen. When I darkened that and saved it, it also turned solid white in Nifskope. So I undid what I had done in Photoshop, saved, and it STILL appears as solid white! Even deleting the Alpha Channel doesn't do anything. And now they're stuck like this and I have no idea what to do or what I'm doing wrong! The textures appear just fine in both Photoshop and 3DS Max 2010, but it doesn't show up in either Nifskope or the GECK. I swear, every time I solve a problem with these mods of mine, five more pop up out of nowhere. After five days of constant problems, I'm three seconds away from either an aneurysm or just starting all over again from scratch. Can anyone help me?
  16. Okay, I darkened both the alpha channels, but now I have a new problem: textures aren't showing up at all now! In Nifskope, the model just stays a solid white, even if I set the texture paths directly via the purple flower things. I even tried opening up another project of mine (a hat) and editing the alpha channel, just to see what would happen. When I darkened that and saved it, it also turned solid white in Nifskope. So I undid what I had done in Photoshop, saved, and it STILL appears as solid white! Even deleting the Alpha Channel doesn't do anything. And now they're stuck like this and I have no idea what to do! The textures appear just fine in both Photoshop and 3DS Max, but it doesn't show up in either Nifskope or the GECK. I swear, every moment it's one step forward and five steps back with these f**king mods. I'm three seconds away from either an aneurysm or just starting all over again from scratch.
  17. which alpha channel? I've tried darkening the alpha in the normal map and that didn't work.
  18. I can't seem to figure out how to control the glossiness of my own meshes, or at least in a way that I actually want it to be. See, I made a couple items- a weapon and a hat- and I've got almost everything done with them except for their specularity. When rendered in-game, they both have this weird, shiny quality to them as if they were lacquered. I know this is a common problem from what I've seen, but so far none of the solutions I've tried have been helpful. I've been messing around in NifSkope for the past three hours and achieved little success. Can anyone help me? For reference, I've been using Photoshop for the maps and 3DS Max 2010 for the meshes.
  19. Well shoot. I'm afraid I don't know much about scripting, and I don't want to risk breaking my game, so I'll just stick to what I know for now. If anyone else has any suggestions let me know.
  20. I'm working on an inventory sorting mod similar to Brumbik's Inventory Sorter, with each item having a four-letter prefix to sort them out easier. So far I've renamed loads of things one at a time, but is there a way to add a prefix to multiple items at once?
  21. Yeah it's a pain. Had the same thing happen with a protectron bobblehead I made. But essentially it has no Havok data in the model and you need to enable it. That doesn't really help me because you're just repeating what my problem is rather than telling me how to solve it. Anyway it doesn't matter anymore because I've already jumped over that particular hurdle- I realized that I had to input collision data into the bounding box in 3DS Max. But now I've got a new problem: when I drop my weapon, it falls down and I can take it and even pick it up, but once it hits the ground it starts to wildly twitch and jerk and spaz around, sometimes it even falls partially or all the way through the ground or through objects like roads and rocks.
  22. Okay, here's the situation: I've made a melee weapon from scratch in 3DS Max 2010. I've made the meshes, the textures, the normal maps, the collision box, and I've wrapped it all up in a neat little NIF file. However, I am at a major bump in the road here. See, after pulling my new weapon into the game via GECK, I turned on New Vegas, brought my weapon into my inventory via the console, and it works perfectly. All the textures are there, the animation is great, it all looks perfect. The only problem starts when I try and drop my new weapon: As soon as I do that, instead of falling to the ground with a satisfying "clunk", it just hovers in mid-air about 5 feet off the ground. I can't move it, I can't pick it up at all, I cannot interact with it in any way. The collision box works fine because I don't pass through it at all, but other than that it might as well be a rock. So what am I missing? I'm using 3DS Max 2010 with the Nifskope plugins.
  23. Okay, scratch that, I figured out how to add collision boxes to things in 3ds max. I have a new problem however: I go into the game, get out my custom-made melee weapon via the console, and it works just fine. It animates well, the textures are all right, all that good stuff. However, if I drop it, it just floats in mid-air and I can't move it, pick it up or interact with it in any way. I no longer pass through it like before, but it's just not being affected by gravity or anything else. My melee weapon is just stuck. What am I missing? What am I doing wrong?
  24. I've finished up modeling a new weapon for New Vegas, and I've placed it in Doc Mitchell's house (yeah I know, unoriginal, but I'm only testing it at the moment). Unfortunately I've been having problems with placing it in the world via the GECK. First of all, I'm having extreme difficulty actually selecting the weapon once I place it in the world. If I unselect it, trying to click on it directly just makes me select the wall or object that's directly behind my new weapon. I have to rotate the view so there's nothing behind my weapon and select it via click-and-drag. Very inconvenient. Even then, I can't seem to move it around at all. After being fed up with trying to move it around, I just left it hovering in mid-air, thinking gravity will knock it into place. But once I actually saved and loaded up the game, I went into Doc Mitchall's house and my weapon was indeed floating in mid-air in the middle of his living room. I can't touch it or pick it up, and everything I throw at it or shoot at it just passes right through it like a ghost. Can anyone help me? I've been trying to make my own weapon for a long time, but I've been having difficultly because I can't find a single damn tutorial that's up to date or requires the software I have. After weeks of skating by on bits of multiple tutorials here and there, I've finally gotten this close and yet so very very far. If it helps, I'm using 3DS Max 2010 with NIFSkope as well as the NIF plugin for Max.
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