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LXD9

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  1. Just playing...
  2. I have looked around for awhile and not found a thread that answers this question for me. I am trying to turn the Staff of Magnus into a wand. Changing the model has not been a problem but the swirly effects on the end of the staff are still in the same place and I can't find out where the positional data for the effect is kept. I have looked at what I assume is the effect's .nif, staffofmagnusfxhand01, but it seems fairly centered in this file and if there is some sort of transform being applied I can't see it. Would this be controlled in the Ck somewhere?
  3. You seem to be operating under a misconception. The size of textures used in a game have no correlation to the resolution of your monitor in anyway. Many people and many modders don't really understand how texture size works either so you're in good company. They seem to all be of the mind that 'bigger is better' rather than learning how to deal with texture compression in the game engine. That's a different discussion though. So, briefly, when a texture is described as being '1k' that means it is 1024x1024 pixels wide and tall. Textures, for the most part must be scaled in multiples of 2, technically multiples of 4. So the next biggest size is 2048x2048 this is what people typically refer to as '2k' as far as I know there is no such thing as "3k" the next of course is '4k' 4096x4096. The textures that come with the game are generally going to already be optimized for your rig. If you feel there is some deficiency, check your anisotropic settings and anti-aliasing. I run a gtx770 also and have no real problem with SSE or Fo4. Another issue is people's preoccupation with their graphics card, you also need a good processor and hard drive to have optimal performance. In summary though, I'll just reiterate that the resolution of your monitor doesn't mean you cant use '2k' or '4k' texture mods. Try them, if they lag you but you like how they look otherwise, you can down-res the textures yourself using a graphics program. I imagine there are tutorials scattered about for that.
  4. In this day and age it might be easy to be seduced into thinking that the Enclave's plan is "good". If you have been raised in a culture where your government controls far too many aspects of your life then this would seem only natural. In fact, my first character I played exactly this way. As a young man, growing up in a sheltered controlled environment, fed on the propaganda of pre-war America, I decided that his sudden expulsion into the wasteland would be a horrifying and traumatic experience and he would be inclined to latch onto any sense of order he could find. That would ultimately be the Enclave for him. He would then go along with their plan, and consider it "good" because it would be a step towards returning to the status quo he was used to. However, it would be a mistake to believe that he, or the Enclave, had any right to do this. It's not "political correctness" to believe that people have a right to live how they choose to and that they have a right to life, liberty and the pursuit of happiness. That isn't just a slogan, it's means exactly what it says. Just because people aren't like you, even if you consider them "savages", they have a right to choose their own destiny. You, as the Lone Wanderer, are walking into other peoples lives and interfering and at the end of your story, you are given a choice of murdering thousands of people that did no harm to you, or making life better for everyone. You'll also note that this is a recurring theme with Vault-Tec. A group of people deciding that they have a right to use and victimize other people for their own ends. As far as considering the BoS the "good guys" well, you will note that their actions in Fo3 are fairly atypical and rest on the good will of one man that was convinced by other people to help them. The Outcasts broke away for exactly this reason. I will reiterate though that there is nothing wrong with playing a character that considers the Enclave to be "good". This is fantasy and it is a place where we can safely explore ideas that we might not in the real world. The goal of presenting you with these kinds of choices is to learn. I will say from my point of view, my character believes he is helping people and is blinded by his belief to the motivations of his superiors in the Enclave. As a player, I recognize my character is a self-centered, petulant child being manipulated into furthering their goals at the expense of everyone else.
  5. I was curious if anyone had this in the works. Also whether people want this or not. I have a couple weapon mods in the works that would ideally use new ammo and was thinking now is the time we need to start thinking about a community resource for it. Now, I could shoehorn them into the vanilla ammo but it would be more fun to have the appropriate ammo. However, I have noticed that when I offered options for calibr or vanilla, vanilla was downloaded twice as much. I am not sure what the hesitation in using Calibr was, I always found it fairly innocuous and handy to have. Anyone care to share their thoughts on it?
  6. patiently waiting for the tools...
  7. BlackBlossom has one in a couple of her mods one of which is this one, http://www.nexusmods.com/fallout3/mods/14383/? It is not exactly the same model as the example above but is pretty close. If you use the bittercup mod to get the 500, and suffer from the premature aggro bug that Bittercup sometimes has, she WILL kill you with it. I also made a replacer for the Blackhawk which is heavily influenced by the Smith and Wesson "hunter" model which they used for both the 500 and .44 mag. You can find that here http://www.nexusmods.com/fallout3/mods/16849/? Mine is a .44 but BlackBlossoms is a .500 and has ammo included for it.
  8. I wrestled with this same problem recently. In first person the game does not render the whole body. So anything not on the render list is left out which means anything marked as 'add on'. You'll notice the unarmed weapons come with their own hand model because they are marked as covering the hand, and anything marked liked that makes the whole hand disappear. What really scrambled my brain, and i still haven't figured it out yet, is how to make a new glove work with unarmed weapons because they are both marked 'hand' and when I do it, one just over writes the other even though they seem to be setup exactly the same way that the vanilla gloves are. And it is the same problem, I can make it work in third person but not in First, so it has something to do with the render list.
  9. I didn't see anyone mention whether you were using BOSS or not. http://fallout3.nexusmods.com/mods/10193/? That will help sort you esp's your mantis imperative esps's don't appear to be in the correct order, not sure if there is a 'correct' order though. Also you should try turning off the auto saves, they will cause crashes. I only use some of the mods you have listed so I can only comment on those. The Institute, Mantis Imperative, and Arefu expanded all caused problems for me. Which isn't to say they are bad mods, I enjoyed all of them, but it took some fo3 edit work to get them to not crash. Arefu expanded caused some corrupted saves, don't save anywhere near there while that mod is active. I actually just got passed a bugged spot in one of the quests there I had never been able to finish, I think it was hanging up on a conflict in the initial greeting dialog that i just fixed in all my mods. But just running your mods through the Fo3edit cleaning process will help alot You also might want to try out the updated Unofficial Fo3 patch http://fallout3.nexusmods.com/mods/19122/?
  10. I think you'll find that anyone that has a large list of mods working together has made them that way themselves. Every time you add a mod you add potential conflict and if you are not prepared to resolve them yourself then they are not going to work well. And honestly if you learn to fix these yourself you will have a lot more fun with mods in general. Barring that, you probably want to look for large mods that do a lot of changes in an integral manner, that already merge together several mods or concepts like Fallout Wanderers Edition or Fallout Overhaul Kit. Fo3Edit is a tool you will need This is a guide for it
  11. Is there a way to generate a cube/environment map in-game? I have already made one by hand as an experiment now I want to make a few more and just checking to see if there is a command for that.
  12. Hmm, have you tried the Maverick? http://fallout3.nexusmods.com/mods/16229 Its the last gun in the series of screen shots, not the first. It may not be breech loading, i haven't used that mod in a long time and do not remember for sure.
  13. Installing with NMM is the problem, you need to install that using FOMM so that the body choosing script will work. Barring that, extract the archive and install it manually.
  14. How many barrels is 'multi', more than 2 I assume? And are looking for something like an old pepperbox or one of the modern 4 shot pistols?
  15. It might help if we had more information on what you are working with, but the errors seem pretty straight forward. The LoD object you have needs to have fewer verts so take out a few in whatever 3d program you have available, or if this is some sort of auto generated object, there must be some settings you need to adjust to result in fewer verts generated. The second error means your UV's are wonky somewhere and need to be fixed.
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