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thatguy10

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  1. TG,

    I have a question that I would like to ask you privately. Could you please send me a PM so that I may contact you? When I try to send you one, the site says that your Inbox is full. Thank you.

    Respectfully,

    Gray Wolf

  2. TG,

    I am having some trouble with your mod. There are clipping issues with the male Big Game Hunter clothes when a pistol is equipped. Also, the arms disappear when the Field jackets are worn in first person. Is there any way to fix this?

    Respectfully,

    Gray Wolf

  3. Hey i am making a tactical Merc Grunt Armor mod and i am using things from your armor mod. Can i have permission to use your stuff?
  4. Tried to contact you by pm about using one of your models as resource for my mod. No luck sending you one so if you have time please have a glance at Holster Gear mod i made to see if it is ok with you and pm me if anything is wrong
  5. Tried to contact you by pm about using one of your models as resource for my mod. No luck sending you one so if you have time please have a glance at Holster Gear mod i made to see if it is ok with you and pm me if anything is wrong
  6. ..with the textures I cant find where the meshes came from.

    I would like to use them in my mod and need to ask permission of the author. If you could help me out it would be greatly appreciated.

    (sorry about the split message, I couldn't sent you a PM for some reason)

  7. Hi,

    I am working on a FO3 mod and have needed some good gloves meshes that wont look terrible when worn with a short sleeve shirt.

    I have noticed that in you mod found here: http://www.newvegasnexus.com/downloads/file.php?id=35740 that you have some gloves meshes that seem to look good enough.

    The problem is though, that although you credit Antistar's Dragonskin mod with the ...

  8. Hi, I love your Tg armor mod for new vegas they are awsome!!, one bug i found though is that when you unequip the IBH helmets they stick to your players head. i tried couple of times of restarting the game and reloading it, it still doesnt take the helmet out, although its already unequip in the pipboy menu, but on the visual its still there..I believe you can fix this bug and this is w...
  9. Hello

    I'm planning on porting Satanabusjones's Firefly Companion mod to FNV gonna change it so players can be Firefly instead of being a npc. he told me to get permission from all who contributed to this mod first, you were listed in the credits so I would like to ask your permission to use all the resources you have invested in this mod you will be given full credit

    Best Regards

  10. Thanks for the link. That sounds really similar, although I think it happened some before I added any new vegas specific item. Im actually pretty certain when it had the big mass world spaces deletes and such were from before adding new vegas specifc items. I did however add new static meshes, so it seems more like a problem with any new item, not just new vegas specific. However its not been a problem with any other mods I have been working on which add both new items and specifically new vegas ones like item mods. What I eventually did to fix it that might be a little faster than using fnv edit(though wont always be applicable) is any new references I made before closing and saving the geck. All the new statics, item mods, weapons etc, I went ahead and made atleast a placeholder for them, if didnt go ahead and attach a mesh or anything like that. I then converted that to an esm file and edit and place the items from the esp and have had no issues since with items being deleted. Now I have to add new items I have to back up the good esm, change it to an esp, add the items, change it back to an esm, and then make sure it didnt get messed up in the process. Luckily I only had to do that once, and I would have had to make an esm out of the mod eventually anyways because it had navmeshing and other things in it that work a lot better as an esm. Maybe we will get lucky and their will be a patch for the geck. Until then I just recomend everyone who adds new items physically backing up their saves everyso often(as in copying and pasting the file somewhere else as the gecks actual backup normally didnt work for me). Also open and close the geck every now and then to make it reload the files, as I was backing some up but without closing the geck and reopening the file in between to make sure it was ok and when ever one save was corrupt normally trhe 7 or 8 backup saves before it were corrupt as well since I didnt check them and never closed the geck out.
  11. I used fnv to change the flag to and esm (and I did rename it also.) I know it became an esm because before the npcs had the correct skin color for the face, but their bodies were caucasian no matter what, but when I changed it to and esm their body skin color is now the correct, but not matter what their faces are caucasian. And they are all wearing vanilla clothing(so the shader settings on the bare skin wouldnt have been changed) plus, not its their face and not the body skin thats the wrong color.
  12. I checked the fallout.ini and bloadfacesgentfiles was set to 0 so I changed it to one, but that didn't seem to fix the problem. Its only the new npcs added by the mod that have this problem not vanilla ones(don't know if that was clear from before or even relevent)
  13. Ok, so I originally had the common problem with a custom created npc's face changing to the proper skin color, but the body wouldn't. So I converted it to an esm and now the skin color on the body is correct. But, now however the face color is caucasian no matter what I set it to. I have tried setting the "can be all races flag" as well as updating face gen, but not matter what I try the face color is white on all the npcs I made. Anyone got any ideas?
  14. A large amount of statics will disappear after adding rooms and portals, and restarting the GECK. The solution above will fix it. ;D That does not delete them, it simply causes a rendering failure. The objects will still be there, you simply cant see them. Unfortunately, that would not solve the problems in this thread. I have to turn the multibounds on and off quite a bit as I have some places that use them, so it definately doesnt delete the items, that bug only causes rendering problems.
  15. Looking at the lucky 38 world space actually made a whole lot of sense, so thanks. Now the only thing I need to figure out is how to exclude and object that is within the multibounds from actually being part of the multibounds. Mainly thinking of the exterior of the house since I made the exteriors one large mesh for each one, so if I select anythying inside of the building, its selecting part of the building as well, which will cause the whole building not to render. I feel like I saw somewhere, where to do this, but now I cant seem to find where.
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