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aj7821

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About aj7821

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    United States
  • Currently Playing
    Fallout NV and Gmod
  • Favourite Game
    Fallout Series

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  1. If you use tsnip, you must make a new file with it. then you must load that file in to your load order and THEN bring GECK into the act to complete your new mod. But Man I can't say this in public, you need permission from whom ever's mod your taking data from. Be care full and go back and erase that quote! ok they will get you for that.
  2. I did notice that the weapons I could change were from mods with the .esm extension, and the ones I couldn't change were from mods with a .esp extension. Could this have something to do with it? If there is, is there any way to override this? But when I added the .esps as masters to my weapon tweak mod the weapon still reverted back to it's original name (and duplicated it). I feel as if there is a flag protecting it that I don't know how to remove. If there is no way around this, I will try your method with tsnip and see if that works for me.
  3. Well I do understand where you are coming from, these are simple weapon tweaks to make them more realistic and this is purely for myself only; things that only go as changing the caliber to its real life counterpart or changing the stats of the gun. I would not upload it as I do clearly know that mods uploaded to this site must be original. Also, the first I time I used Nif scope I built a glock that reloaded out the barrel and fired out the magazine... =/ No, what I exactly was doing was actually just changing weapon stats such as the name, caliber or accuracy that are wrong (being a perfectionist I just wanted to have a more realistic weapons system). I then saved the changes to "My Weapon Mod Compatch.esp." I tried adding the .esps it was modifying as a master in FNVEdit but that did not do much. While testing this I noticed that when modifying them in any way creates a duplicate of the weapon; for example: I rename "AK-47 Kobra M" to "Kalashnikov AK-47 Kobra M". (editor id x00CalAK74M) When I save and reload the file, I find the weapon under editor id x00CalAK74M unchanged in any way; instead I find a duplicate weapon under editor id x00CalAK74MDUPLICATE000 with my changes to x00CalAK74M. I also noticed I can edit weapons and save changes if the modified file is an .esm, but I figured setting everything as a master in FNVEdit would likely mess something up. Maybe setting my mod as a master will do something? Also, I did consider making the weapon mods the active file but then I would have to keep track of the weapons loaded from separate mods and if I accidentally edit something without knowing and save it, it will be implanted into the mod.
  4. I tried your suggestion, but the weapons still revert to the original (and they are all eps, not masters, so that isn't the problem). I suspect the author put a flag on it that you can remove in FNVEdit?
  5. I was editing weapons in the GECK (they are from mods - Ahztek's weapons, BOE weapons and AWOP and its patches weapons to be specific) and when I edit certain weapons and save my mod, the changes do not save. I noticed the weapons are from AWOP-BOE patch v3 and Ahztek's Weapon Overhaul 3.1 that refuse to change. I thought at first the GECK had no permission, but when I ran the GECK as administrator it still didnt work. Any ideas what it is?
  6. Hi, I was downloading mods off the FO3 Nexus today. When the download box comes up after I press the download link, a black box comes up where the site would usually inform me that my mod is downloading. I noticed if I right click the download link and click 'open in new tab' it redirects me back to the mod info page. Does anyone know what the problem is? I'm using Firefox, and yes, I have java enabled. I've tried everything including other browsers, clearing my cookies and re-downloading java and flash. :wallbash: EDIT: I just realized after trying things out that I only get this error after I log in.
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