-
Posts
129 -
Joined
-
Last visited
Everything posted by MBile
-
having a little trouble getting this to work. im working in fnvedit mostly. ive read through a few tutorials but i havent had much luck. what I am trying to do is make a talking activator into an item vendor similar to the owb sink central intelligence unit. a) how do i do that? scripts wise i have along the lines of: SCN vendorconsoleSCRIPT BEGIN OnLoad SetTalkingActivatorActor v08REF END a) what methods of manipulating and making scripts is there for fnvedit thanks in advance.
-
First time modder needs help
MBile replied to Deleted4779894User's topic in Fallout New Vegas's Mod Troubleshooting
i would try loading your mods up into fnvedit and take a look at what shows up red or any form list that has a [null reference] will always fail to load ingame. -
I always loved the look of it when I saw Dirty Harry use it. I assume the only reason it went out of production was it had its own propietary 44 ammo. Im also interested in a mod like this.
-
Monster Wars - New Vegas Edition
MBile replied to Ironman5000's topic in Fallout New Vegas's Discussion
awesome. will it be able to use momod and others with it? even if you are using some of those assets? -
this is bazaar. unless you have serious mod that depend on momod, another idea would be to disable the mod, do the wait 2 days in a room, then reactivate it.
-
Nevada Skies Crashing
MBile replied to WestministerTea's topic in Fallout New Vegas's Mod Troubleshooting
ive had problems with this mod too. to the point where it was so random i just disabled it. i did however have better luck with it once i cracked it open in fnvedit and corrected some missing sound fields, which made it more stable, but ultimately i gave up on the mod. not sure if that helps. -
I was just tinkering with that mod all day yesterday. im looking at the level creature lists. its not exactly a science on the spawn tables. its mostly just on intervals of whatever it wants for the higher level stuff. Its pretty random otherwise. spider are on the same spawn tables as scorpions. but from experience I have played momod to level 50 and it was giving me spiders until that point. the "Black Widow" doesnt appear to have a respawn flag. Baby Tarantula, Venomous Spider, Giant Spider, Tarantula, Antchula, all appear to have respawn flags. you might try the old hide in a room and wait 2 days trick and see if it resets that stuff. just a thought.
-
I just mashed them together myself and use both along with a bajillion other mods, but wmx seems to be the best option in most situations for the support from other mods.
-
cant hurt to try it out. if it helps then keep it off.
-
Ive been editing the heck out of the AWOP stuff to try to get it to work with the other stuff i run. its not very effective it seems but Ive been able to at least get most stuff to work. I just wish i knew how to track down a random crash so i can go and fix it. its the random ones that drive me crazy.
-
yeah there are a few. just type in zombie into the search thingy. click download and then win. some are still WIP though. dont know how much fun WIP stuff is.
-
Exciter's GB wep mod
MBile replied to maybenexttime's topic in Fallout New Vegas's Mod Troubleshooting
yeah ive seen this problem too. I try to avoid handgrip 5 since the first person grip is incorrect. the 3rd person view will be correct and the 1st person one is not. it seems the 1st person animation uses the grip 4 one. its unfortunate since the grip5 is best for short weapons which are inherently cooler looking. the best way to fix it is to modify the weapon model itself and use grip 4 or 6. the problem with modifying the model is sometimes you cant do it easily and you need to land mark it to get it to place right so follow up corrections is sometimes needed. -
that's helpful... i never used to model anything new with a texture to start with. I always modeled it first then mapped it all out on a UV map then i would begin texturing off that. makes it easier to "color in the lines". plus it usually had the added effect of not smearing the map weirdly after done the model. but thats just one way to do it. anyways onto the topic, is it possible to do this mod with an object effect? i dont know all the conditions all that well, but i know theres one for crouching that might be usable to make it apply some effect (which in this case could be a new model to the character maybe?) so it does your ... transformation thingy. i dont know scripting all that well for this game so i dont think i can help with that.
-
there is one available inside this dollhouse mod: http://newvegas.nexusmods.com/mods/44662/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D44662 if i remember correctly the mod has a number of issues with ctd and the like but it's there none the less.
-
yuup. try one of the updates. Not sure which. it should fix it. once you get past that sgt renato might give you trouble too. of the crashing variety.
-
you might have to check your load order now. ive noticed that mod has a few conflicts with other mods sometimes and on top of that the mod itself may not be 100% stable. ive gotten tons of crashes from just entering and leaving the tunnel.
-
many thanks. you did post that over a month ago, the likely hood of me seeing it isnt that high. the mod itself only has a few endorsements. ill add one right as soon as the 1 hour cooldown is up.
-
yes ive been looking into it: http://wiki.tesnexus.com/index.php/Blender_adjusting_and_exporting_weapon_meshes thats a tutorial ive been trying to fathom. basicly it boils down to opening up the nif file in nifscope and modifying the ##SightingNode. its simple enough to fix just select the node and right click to transform and edit. move it on.... the Y axis i believe and then save it. might take some trial and error to get it perfect. it recommends you take a screenshot of it being wrong then try to apply it as you look at it in nifskope.
-
project nevada... the equipment addon, seems to be what youre looking for. Turns out just before I looked at this I found it in Project Nevada's stuff. Instead of making it automatic though, I made it fire faster to keep the Iron sites aligned (something that I wish would stay with the service rifle and such... though automatic rifles is better then having a bunch of NCR troppers with pea shooters) I think that could be modable. a few of the data fields in the weapon itself should be related to the animation and how it plays. Im not that proficiency with fnvedit so im not sure which ones. sorry couldnt be that helpful.
-
Problems with AwOP
MBile replied to rockygohard18's topic in Fallout New Vegas's Mod Troubleshooting
OK the thing with merged patches: the FormIDs need to be unique for every single thing in FONV. so when you make a merged patch you need to make sure none of them are the same. this is especially challenging since the first 2 numbers(the prefix) might be different but when you first merge them but they can take on the new prefix and you could have multiples of the same entire formID after you save it which causes conflicts. I was and still am having trouble with that in my merged esps aswell. i see a lot of null references there so those would need to be all rectified and that could be a bit time consuming. the Cell stuff can be a bit challenging too. and since FNVedit isnt exactly a full version it tends to crap out on conflict stuff (unless i have an old version im not sure) so you might have to do the save exit reload thing for awhile. yes see the "Error: Could not be resolved thats a conflict. most of your problems are conflicts it seems. -
I have my real one and I want to have it in new vegas. I know there was the revolver system mod: http://newvegas.nexusmods.com/mods/42646 but its not up anymore. can anyone put one up? my modelling skills aren't what they used to be. The dan wesson ppc models held me over for awhile but I want my Monty (I named my Colt Python 6inch blued, Monty). since Im on the topic, does anyone have any fixes for the speed-loaders on the weapons? I dislike seeing the glitch and I love revolvers. I tried tracking it down but it seems to be tied into vanilla. it always shows on draw/equip but disappears on firing/reloads. thanks.
-
Problems with AwOP
MBile replied to rockygohard18's topic in Fallout New Vegas's Mod Troubleshooting
well if you find errors, which shouldnt be many, then just fix the data fields as best you can. run the check errors things and nothing should show up in the message window. did you check to see if you have overlapping awop mods too? beyond that i dont know of many other problems. -
Problems with AwOP
MBile replied to rockygohard18's topic in Fallout New Vegas's Mod Troubleshooting
have you checked your load order to make sure it has what it needs to load up properly? it could be a conflict with other mods also. ive had problems with awop stuff too. might need to run it in fnvedit and run the "check for errors" option and track it down. i like the awop stuff too, but i find it excessively buggy at times. there is also a few awop addons that contain the same areas with additional areas (the "rumble zones" comes to mind) so you might have to make sure your game isnt running the same mod twice. I have a gut feeling this is your problem. -
project nevada... the equipment addon, seems to be what youre looking for.
-
unless laws have changed I'm pretty sure making new models and textures (not using any of the original mass effect content) and making it look like mass effect and not charging any money for it would be 100% legal. no copyrights would be violated. if you started making people pay for then, i could see an issue because of intellectual rights. other than that, thats a lot of work. http://newvegas.nexusmods.com/mods/44212 here's some mass effect inspired armors. worth checking out.