Jump to content

jonas66

Premium Member
  • Posts

    155
  • Joined

  • Last visited

Nexus Mods Profile

About jonas66

Profile Fields

  • Country
    United States
  • Currently Playing
    New Vegas of course.
  • Favourite Game
    Morrowind, but I can't play it anymore.

jonas66's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I really want to hear Ron Perlman voice "You . . . are a dog. A very good boy. But you're last game of stick . . . has gone terribly wrong" and then the music crescendo. Epic.
  2. I got it to work using Edit. I had to first remove all NV-specific references, which in this case was one cell that I had dropped a briefcase into. I had to change the Master from FalloutNV to Fallout3, and I did have to change the version to 0.940000, but it's working. I'll be taking pics for the title and uploading to the FO3 nexus either tonight or tomorrow. Of course, I also had to delete a few things that were NV-specific resources, but most of them were in both games. Appreciate the help.
  3. Thanks for the tips. I haven't gotten around to it yet but I think I'll take the Edit approach since I'm more familiar with the program. Might also go ahead and compile some of my other mods to transfer over too, been meaning to for awhile, but such a pain to do it manually.
  4. I've been thinking of porting my pose pack, with a bunch of new poses, over the FO3 in addition to the NV release, but there's like 200 of them all together, including mine and some I'm releasing for a friend, and it's tedious as hell to manually enter all of them in. Is there a method to use TESSnip or FNV/FO3Edit to transfer them en masse?
  5. I went, in heart, with the Independent ending, but not following the slides or canon, because I don't think it makes all that much sense given the available resources you should have by that time, but I agree that the Courier, a foreigner with uncertain mental stability, might not be the best fit. I envisioned the Courier leading the Battle of the Dam, overthrowing House, NCR, Legion, and then handing the reins over to her friends and the people of the Mojave to rule, using House's resources. Sending the Bunker Securitrons to help bolster the defense of the various communities and protecting the most vital trade routes. The people you meet forming a council with this roster: First Mojave Council Arcade Gannon -- Presiding Emily Ortel -- Vice President Veronica Santangelo -- BoS Ambassador to Elder McNamara Cass -- Crimson Cassidy's Caravan (obviously she takes over Crimson after McLafferty's arrested) Pearl -- Boomers Sunny Smiles -- Goodsprings Doc Henry -- Jamestown Marcus -- The Jamestown mutants Manny Ramirez -- Novac Sw-ank (ha, filter) -- The Families Judah Krieger -- Westside Julie Farkas -- Freeside Meyers -- Primm Crocker -- NCR Ambassador The Courier, meanwhile, purses other adventures (DLC), eventually settling in Big Mountain, which allies with the Mojave and further bolsters their strength. It bugged me that with all of the tech and power you could have available by the end, nothing in the slides suggested that it was every utilized to its full extent, and everybody just kind of gave up on any sort of unity.
  6. Interesting analysis, Charwo. I did some map-scanning when I was working on my comic, set largely at Big MT and in the Divide, about 17 years after the game (Independent New Vegas), and trying to place those things was pretty damned tricky. I wound up throwing the whole thing out the window and decided that for my world the Divide was in the remains of Lake Havasu and Fort Mohave AZ, because the roads and valleys worked with the topography, and I wanted it to be the Divide between the East and the West, being Legion land versus Mojave/California, and Big Mountain was built in the Mojave National Preserve or Providence Mountains, to allow close enough proximity between the two for their relationship during before the Great War. It nominally fits into the NCRs annexation plans, opening up a new trade route via I-40 E and Hwy 95 N. Doesn't really work with the game map or the full lore of the story but hey, I've always liked my version better anyway, haha.
  7. I think that was it, thanks. Had to look up the window instructions, but when I went into vertex paint mode they were painted a purplish hue, so I'm guessing that's going to be it. I can't quite figure out how to simply delete, but I did just repaint to white. Thanks!
  8. I'm kind of at a loss here, which doesn't happen all that often. I'm working on a new outfit, and I'm having some trouble with the way the mesh and textures interact. Here it is in nifskope. The issue is with the boots. There should be no reason for them to be showing up that dark. It's using a custom texture, but the color of the boot leather in the texture file is maybe just a shade darker than the loincloth and tights. There is something in the mesh property that is making it much darker, and I can't figure out what. I've erased the material settings and completely re-done them, but it doesn't change anything. The boots are from vanilla resources, cut out from one of the merc outfits. I can always switch out the boots, but I like this one for this set, and I'd like to know why it's doing this in case I run across it again in the future. Any ideas?
  9. Edit - removed, asking in mod author forum, forgot that there was one. Please delete this one if you would, modmins.
  10. In response to post #8307686. I wouldn't say it's certain that they've all downloaded. The nude body freakout is certainly possible and applicable to both sexes. Gamefaqs has a moralizing post every two days about it, and that's just the boobs. We're just f'd up about sex and the body in general in the West, it seems.
  11. Actually, I got help from a friend. Strangely, I've had some problems importing fallout kf files into Blender at all. I can only export. But the fix wound up being deleting the initial keyframe from Backsteppo's rigged package (linked through his tutorial), then posing the skeleton, then going through the export process. But working now.
  12. I'm trying my hand at making a number of new poses, because I'm starting a new comic and want to have the freedom to get the exact posing that I want. I did this successfully with one pose a few months ago, but I can't seem to replicate the success now. I've followed Backsteppo and C-3445's articles on pose creations to a hilt. http://wiki.tesnexus.com/index.php/Blender_create_and_add_custom_poses http://wiki.tesnexus.com/index.php/Blender_make_a_pose_for_Fallout_3 Trouble is that when I go activate it in-game, my character just vanishes for the duration of the pose. On a few occasions he pops back into view in the T-pose and floats through the floor. I'm not sure what I'm missing here. I've compared my kf files in nifskope to the working kf files from Few Poses, Backsteppo, Sari-D, etc., and I don't see any differences in values that should matter (or are even consistent between the other working poses). Does anybody have an idea as to what's going on here?
  13. An interesting read. Thank you for all the information, Dark0ne et. al.
×
×
  • Create New...