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Everything posted by kato85
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Is it possible to port over reload animations from New Vegas to FO3? I want to use the hunting shotgun from New Vegas in FO3 (for personal use only) but obviously since FO3 never had a weapon that reloads like that particular weapon I wanted to port over the animation and have it reload like it should. I want to avoid overwriting an existing animation if possible. I hate how modders are free to create custom weapons but if something is created that can't use a related animation resource similar to the ones provided in the GECK then we're SOL. Anyway, any help is appreciated, thanks!
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I agree with this, it's a bit disconcerting when you find a mod, try it out and decide you like it but there are a few bugs that could be worked out, so you go to look and see if it was updated and instead of an updated mod there's simply nothing, the mod disappears completely. I can somewhat understand the original modders wanting to remove their work if they're leaving the modding scene, however in the same breath you could argue why should they care? Since they're no longer contributing, at the very least leave the mods for people to use (and modify for personal use without redistributing). But the best option I think is to leave the mod with open access for further modding by the community with the stipulation that no one assumes full credit for the mod, the mods become "open-source" in their own way. That way I think everyone wins rather than everyone losing. My two cents on the issue.
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Yeah I really wasn't too pleased with the options myself, either you essentially kill Cass or you make the Van Graff's hate you. Not much of a choice if you ask me since the only other faction to really deal with energy weapons is the Brotherhood and you have to find the mods elsewhere which isn't easy. I guess for me it's really not such a big deal since I tend to use conventional weapons more anyway.
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Seriously can't believe no one's made this mod yet, so simple and yet could be interesting. They don't need to be "functional," I'm just looking for the cosmetics really, however if they were to be functional, it would be nice if they made it so your stealth was not compromised when listening to the radio while they were equipped. I think a good idea of what I'm looking for would be Nero's headphones from Devil May Cry 4. I wish I could model then I would do this myself, but alas I cannot, so I am reaching out for assistance. Thanks to any interested parties.
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I'm not certain if a mod like this would be legal for redistribution or not, but I was wondering if someone could tell me if the running/walking animations used in New Vegas are able to be used in FO3, mostly interested in the running with pistols animation, since I liked the New Vegas one more. Also the female walking animation in FO3 now bothers me since I've been playing New Vegas for a while and am now just getting back into FO3. Any help is appreciated. This is for my own personal use and will not be released anywhere.
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I believe on the NVSE website they state that the German No-Gore version of the game is not supported.
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Benny's Elevator - Vault 21
kato85 replied to METAo0oLURGIST's topic in Fallout New Vegas's Discussion
Use the G.E.C.K. PowerUp for New Vegas found here: http://www.newvegasnexus.com/downloads/file.php?id=36290. It resolves this issue amongst many others. -
adding well rested to a bed
kato85 replied to stover197's topic in Fallout New Vegas's Mod Troubleshooting
Change the name to 'My Bed' (not the editorID). Add the playerbedscript to the bed - it's named something like that. Interesting, I figured you would just need to change ownership of the bed to the player, good to know for future reference. -
Big Red Diamon Exclamation marks....
kato85 replied to DrLuv69's topic in Fallout New Vegas's Mod Troubleshooting
Make sure you've installed your textures and everything to the correct location. Typically the red diamond with the exclamation point is telling you that the textures cannot be found (or is it the mesh files?). Either way, be sure everything is installed correctly and the file structure wasn't changed when you moved the mod files to your DATA folder. If you haven't already, get the ArchiveInvalidationInvalidated utility and run that just in case. Hope that helps. Oh, also check your load order in Fallout Mod Manager. If there is a conflict with another mod, changing your load order could potentially fix this problem. Mods lower on the list override mods above them. -
I don't know anything about editing models at all. While I'd downloaded NifSkope, I don't understand how to use it. I'll just leave the visor as is for now until I feel a little adventurous and decide to give it a whirl. Thanks anyway!
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Type3 body problems
kato85 replied to Goldenmoon627's topic in Fallout New Vegas's Mod Troubleshooting
If normal armors are still working then chances are the mod is either installed incorrectly or it's not activated in game. I would also do as fatherestaban said and make sure you have the ArchiveInvalidationInvalidated mod installed and activated, although if the normal armors are working fine then the problem isn't likely to be texture or path related, still the ArchiveInvalidation mod would be required for the Type 3 body mod to work correctly anyway. -
Not sure where to really begin with this. I've seen mods, one in particular that is not being released but was featured in a photo promoting another mod, where a visor was translucent, so you could see the color of the "glass" but still see through to the model's eyes. I'm wondering if this can be done via texture editing and if so how would I go about it? In the past I've edited textures and created opacity variances via alpha channels, however it's been a really long time and I'm not sure how this would be done for New Vegas. I'm using Photoshop CS4. Thanks in advance for any help.
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Sounds like a glitch, since entering the bunker with Veronica should get you into the bunker automatically as she should run up to the intercom and get let in. Otherwise the only other time I've managed to get in is when I've seen one of the patrols leaving the outer structure and I go in, after which I'm let in but stripped of everything and forced to see the Elder.
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Thanks for the reference post, that clears a lot of things up, although why Dark0ne would go that route is kind of mysterious, or maybe he's just lazy? I know he's got a lot on his plate but as was demonstrated by the creation of this topic and a couple others, the ads are causing concern amongst users, and one of the replies in the reference topic makes a clear and logical point that new users will find the pop-under ads intrusive and could assume the ads contain malware/spyware/etc. as a lot of dirty sites use that tactic. Hopefully he's still exploring other options to get rid of this one. I understand that running and maintaining the Nexus sites is a huge financial burden and Dark0ne is doing the community a major service with these sites, but honestly I was tempted to stop coming to the Nexus because of my paranoia that my PC might be getting infected. If it weren't for my AV and the fact that Mod Resources are hard to come by anywhere else, I probably would have abandoned the Nexus Sites completely. Anyway, I guess it's a bit more comforting to know that these are supposed to be there for non-premium members and they aren't parading around my PC taking a dump in essential system files.
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So are you using Fallout Mod Manager to manage your mods and start New Vegas, or are you simply installing the mods and using either Steam or the NV Launcher to start the game? Fallout Mod Manager is the best option since it allows you to modify your load order and launch New Vegas with NVSE (if you have it) and still activate/deactivate any mods in your DATA folder. As far as the GECK is concerned, I started using it knowing nearly nothing about it with Fallout 3. The GECK wiki (which is in dire need of an update to accommodate for New Vegas) got me through a lot of the things I didn't understand right away, like creating a new NPC, creating quests, and scripting. I still consider myself more or less a GECK Noob since there is a lot I haven't yet explored, but while it's a tad bit outdated, there is still a lot of useful information on the GECK Wiki Site here. Good luck.
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I'm getting the same issue and it's only happening on the Nexus sites. I seriously doubt it's as simple as malware/spyware with so many users experiencing the same problem, unless all of us have acquired a trojan of some sort, but I think it's much more likely that the issue is coming from the server and not our PCs. Next time I get a "pop-under" ad I will screen and send it to Dark0ne. I assume for other users these ads are more or less full-screen windows that aren't maximized and 90% of the time appear underneath the browser window?
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The exclamation point indicates that the game is unable to find the mesh file (missing textures would render the untextured parts pink). There are several things to look for. Check your load order in FOMM, make sure you've copied all necessary files and folders, leaving their structures intact, and activate ArchiveInvalidationInvalidated (although this shouldn't be necessary as the Jade companion uses its own directory for the mesh and texture files, it's a good idea anyway.) EDIT: After reading this topic again, I'm a bit confused. Did you download the actual Jade companion mod or did you download a mod for Veronica? Changing Veronica's look is as simple as opening the GECK and changing around her inventory. If you're talking about the actual Jade Companion mod to add the Jade NPC as a companion into the game, the above instructions should work. As far as your load order, I have mine in the following order: FalloutNV.esm, RRCompanionVault.esm, Jade.esp. Note that for Jade to appear correctly and work correctly, the RRCompanionVault.esm DOES need to be checked.
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I think it would be sweet to see a gun blade made for New Vegas. I would personally prefer one like Seifer's, or the Lion Heart Gun Blade. I can't model or create new textures myself so hopefully someone capable will find this interesting.
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looking for a confirmation window
kato85 replied to kosmic2k10's topic in Fallout New Vegas's Mod Ideas
That would probably require editing the hard code for the game which is hardly feasible or worth the effort. Guess you'll just have to watch what keys you're pressing. -
And the Cunning Hat! :O Well, pretty much is already in New Vegas somewhat, because both the game and the series has a cowboy theme, but do you think all the outfits exist in the game? Maybe some are similar, but still lack details. I mean, Mal wouldn't just look right in a bounty hunter duster. You could probably use bits and pieces from different outfits in NV, but some would have to be created I think. Having a Firefly-class ship landed or crashed somewhere would probably be the hardest (except for voice acting, haha) for a mod like this, but would be awesome. Reavers would be really awesome aswell, cannibals with cut-open and disfigured faces with vicious home-crafted melee and ranged weapons... not to be mixed with these Reavers. :P Yeah, definitely the more BA Reavers. I mean really they'd be like fiends, only instead of being amped up on chems they'd be pure evil, their faces cut-up with self-inflicted piercings, and they'd be ten times harder to kill.
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I'd really like them to explore outside the United States, how about taking us to the other primary super power involved in the war, China? Or just somewhere a little less barren, like London or Tokyo? If the game is to stay in the United States how about the South or Upper East Coast (Tennessee or New York)? Somewhere with a lot of culture, not to say the Las Vegas area or DC lacks culture, but there are places with a lot more diversity and history, it could be interesting to take part in a post-apocalyptic Mardis Gras. So many possibilities.
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Using stealth fields results in balding
kato85 replied to ddwmk2002's topic in Fallout New Vegas's Discussion
I don't think there is a fix for this. Are you using custom hair or 'vanilla' hairstyles? I know custom hairstyles kind of end up in random places (like the sun) while stealthed but return to normal when the stealth field is inactive. -
Trog Race. Got it ingame, No sound.
kato85 replied to ObLars's topic in Fallout New Vegas's Discussion
You probably need to create a new sound list that specifies the physical location of the sound on your HD in the GECK. Then you can specify the sounds for the creature under the 'Sounds' tab in the Creature window. Specifying sounds is kind of tedious but that's the only way it will work. So in the object window, you'll need to go in the Audio dropdown, and in the Sounds submenu you can either find an existing creature sound (NPCFeralGhoulRunLeft for example) or create a new one. I like using existing sounds since then all I have to do is change the Form ID and change the sound specified. You'll have to do this for each movement individually, so for example there will be a sound for the left foot at a walking pace and the right foot at walking pace, same for running, death, attack sounds, etc. Hope this helps. Good luck. -
I definitely think having either a crashed or simply landed Serenity would be pretty amazing for a custom quest. Maybe not even Serenity specifically but another Firefly-class ship operated by a different crew. It could even be as simple as putting Reavers into the game world as a new enemy. Possibilities are endless and not all of them would require an enormous amount of work.