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psycho2112

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Everything posted by psycho2112

  1. I did load it after, but for some weapons the biggest beef was with Weapon mods expanded it seems. I could try making them masters, but I don't know. I'll try loading it last again. Yeah, Weapon mods expanded is kicking my rear end. I'm going to see if I can somehow patch it with FNVedit.
  2. Trying to brainstorm here, so I just tried modifying the load order to put my esp first, but that won't work because it will be overwritten. I could try editing the esp to match some data on the last overwritten esp which is weapon mods expanded. Or, I could try some sort of merger patch. I'm not very good with this stuff.
  3. Ok, After using FNVedit I can see that the conflict is with FOOK. FOOK's version of the weapons is different and shows up red in FNVedit. Thing is, I don't want to get rid of FOOK, so How can I have my esp override FOOK and win the conflict? Alright, after checking some more it seems weapon mods expanded also has some issues with it. My esp wins the conflict actually, but it puts the Fook and Weapon mod expanded files in the red.
  4. Actually, I spoke too soon. All the vanilla weapons I edited cause problems now. Specifically, when I get my pipboy out and scroll down the weapons, if I mouse over any weapon I edited the game immediately CTD's. What may have caused this? I only changed the ammo list, projectile, and shell casing. Actually, some weapons are ok like the 9mm pistol while others like the assault carbine and 12.7 mm pistol are not.
  5. Alright, changed the vanilla weapons! Sweet, now how about the dlcs?
  6. So I can create a mod that changes the vanilla calibers? Interesting, the only 'mods' I've made were the activation of different calibers from caliberx, so what you're saying is that I must create a mod with FalloutNV and Caliberx as master and somehow use it too modify the vanilla weapons?
  7. Alright, now I'm cooking with gas here. Figured out all the projectiles and cartridges n whatnot. Now, editing the vanilla weapon calibers. senterpat, you said I could edit the vanilla weapons in GECK with the esp loaded after, but Caliber is not an esp, it's an esm. So now what?
  8. Well, I found the .nif files for the casings from caliberx, now how do I incorporate that into FNVedit?
  9. So, does anyone know where those cases are? It's a projectile and a .nif file, and it has proven damn difficult to find where these are.
  10. Really? sweet. Fixes one problem. Problem 2, I can't find the individual bullet casings. I found the cases that appear in a pile to pick up, but not the ones on the ground. Anyone know where they're at?
  11. Ah, it appears that I've encountered another roadblock. I tried to adjust the bullet casings that came out of the guns, and I'm getting those piles of shells that you can pick up. I just want gun to eject the correct rounds, but I can't seem to find the spent casing IDs in FNVedit.
  12. Alright, I've gotten a little bit of the hang with caliberx regarding the adding of new calibers and casing and adding them via the implementation quests. But, so far I've only been able to modify weapons that have been added via other mods (like millenias). How do I modify weapons that are in the vanilla game? I have FNVedit, so do I add a master to FNV esm?
  13. Well, why not bump again! Seriously, I'm sick of seeing the wounds go away.
  14. I have the enhanced blood texture mod, and I have changed the default ini. file, but wounds keep disappearing after a few seconds. Not just humans, animals too. I don't get this, shouldn't the ini. file have changed the length? Also, is there a way to make the enhanced texture mod work on Beware of Girl body mod?
  15. Hello, I am using Fallout 4GB NVSE compatible, and ENB with MIllenia preset. It does not seem to work together, because when I install ENB and use 4gb, it doesn't show up as ENB. I need to use administrator mode to make 4gb run, would this have anything to do with it?
  16. While Slave in pose was ported to FNV, it does not seem to include all the animations from the FO3 version? Is there a way to rectify this? Also, would it then work with the Groovatron?
  17. My question is how to use caliberx to make guns from other mods (like Millenia) use some of the new cartridges. For example, let's say I want Millenia's AK47 to fire 7.62x39. Or, having the Tokarev shoot 7.62x25. I don't really have much modding experience, can someone give me some good advice?
  18. What am I supposed to use/do instead? Activate them manually?
  19. Okay, I have FOMM but it says that some mods were deleted before they were deactivated, which means I have to delete all those mods for FOMM to work. I don't get that, and I don't want to delete my mods! Is there any way to fix this?
  20. So I just joined the college and I'm supposed to go to saarthal for excavating with a class but when I got there, the two male members J'zargo and Onmund, were not there. I went back to the college and found that they didn't move. I could talk to them but they couldn't move. I tried unrelenting force but they get up and don't move still. So I started the quest Under Saarthal to see if that would activate them but they still weren't there. Any suggestions?
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