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BarefootWarrior

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Everything posted by BarefootWarrior

  1. oops..ok, I tried. LOL! Good luck then and have fun. :laugh:
  2. When this happens to me it is telling me that there are too many 'master files' selected (checked). Now I'm no expert using GECK, but if you are going to make a new mod, then all you should have checked when you load up the 'data' is the FO3 or FONV master file and nothing else. Un-check everything else, then make it the 'active' file and continue, GECK should load up. I know that when I open up GECK for FONV, it has all of the DLC's checked and I have to un-check all of them, why this does this I have no clue. After you make a new mod or get started on it, GECK should(?) save an esp file (GECK will ask you when you close it) and the next time you load up GECK to do more work on it, you will check your file only and make it the 'active' file. GECK will use FO3 or FONV (or Oblivion, Skyrim..what ever) as the master file. That's about all I know, someone else will no more I'm sure. Hope this helps.
  3. I'm building a new system and am trying an SSD to load the OS onto. The SSD is a Samsung 840 Pro Series 256 Gb. The motherboard is an Asus Crosshair V Formula A-Z matched with an AMD FX 8350 eight core @ 4 Ghz. But, I have a problem. Trying to install Win 7 64 bit Ultimate (onto the new shiny SSD), I dont get very far. During the first part of the install, Win 7 says it needs a 'driver', but doesn't tell me what driver. I have tried the ASUS install disc, and looked up what I could on the net...have no clue what driver it wants. If there is a driver for the SSD, I'm not having any luck there either. I did install the SSD onto my existing sytem to see what would happen, and Win 7 downloaded a driver. The system did find the SSD and I took a look at the properties. The driver listed is ' 6.1.7600.16385' or 'Win7-rtm.090713-1255'. I would like to copy this driver, but I can't find it. I am guessing that the driver is located in Win 7 somewhere, but..where? Any of you folks have any ideas on this or have had similar issues? I have been at this for two days now and any advice or thoughts would be appreciated. Thanks! :wallbash: EDIT: Found the problem. Win 7 wanted an HD audio driver to continue installing. Have no clue...here is the driver it wanted nvhdac64.sys I eventually just started searching for drivers for SAT III, USB controllers, disk...and out of despertation, tried audio. It worked. My new system is now up and running but still have a ways to go. :laugh:
  4. I'd be 'green' with envy if it was a skooma thing.... :teehee: Sorry...I really could not resist that one... :whistling:
  5. I have always used just FOMM myself and the archive invalidation. As much as I hate to say it, I haven't had much luck with NMM.
  6. Hi Frantar... I can see where this would be annoying. This has happened to me how ever, and in my case...I was running my game at around 60 FPS. I used both in game screen shots and Frapps. Typically...the screen shot is fast enough that it captures the screen while it is still 'drawing' the image on screen...hence...part of your desk top being shown. I don't know how fast you are running your game, but for the moment...bracket shooting as you are doing...will get a full screen...eventually. Not a big help, but that is part of the issue just looking at the image. What are you using to take your screen shots with?. I am now running the 'stutter remover' and this keeps my game at 30 FPS and most of my screen shots are working fine. Some one else might have a better idea what's going on here. :biggrin:
  7. Typically when I see this (in my case) it is usually and issue of the textures being placed in the wrong folder, or the install did not create it's own folder as it should have. What I have found, and looking at the screen shots is, this is a case of the mesh not finding the textures it needs or two textures are trying to be placed on the same mesh. Oddly, the red trianlges or flags dont't show up. I don't know if load order would have anything to do with this because NMC's textures over write the game textures and is not in the load order. Take a look at the read me for the MG's clutter mod and see if NMM or FOMM installed it correctly. Might look at the site comments too and see if someone else had this same issue, I'm sure you're not the only one this has happened to. Not much help but I'm sure the solution is probably simple. :blink:
  8. Hi Kathrine. This is a common issue in 1st person mode especially if you are using an ENB or other environment mod. There is a fix for this... Try this: http://newvegas.nexusmods.com/mods/49420 This might help.
  9. Just leave EDE there , he (and any other companions) will be there waiting for you when you get back. :thumbsup: EDIT: Oops....not quite right. EDE may go back to Primm and you can pick him up there. If you have Boone with you, he may go back to Novac and you can pick up there (again). In my case, EDE and Boone were there waiting for me, but in another game, they did return. In any event, no worries...just leave them and you can pick them up again.
  10. Just wondering...you are 'toggeling' the 'archive invalidation' when you make changes in your load order....right? :biggrin:
  11. Here are a few links to get you started. This first one is using GIMP, but the guys voice is terrible. He also goes into some Blender stuff that you don't need right now, but for your purpose, the first part is pretty good. The other two links have good information and the last one goes into details on the 'shine' aspect of the normals map. The normals map gives your texture some 'depth', and also gives you a way to control 'shine' in your texture. The diffuse map (texture) and the normals map work together. Focus only on these two right now and don't worry about specular and glow maps and such. gimp tutorial normals / you tube What are maps http://wiki.tesnexus.com/index.php/What_are_all_these_texture_files%3F tutorial / download from Nexus http://fallout3.nexusmods.com/mods/17452/? Be patient, this takes a while to get the hang off and many trial and errors.... :blink: Have fun, I'll check in once in a while or you can message me.
  12. That's a ton of mods! Ummm...from what I see...'Ling's' ESM is supposed to be loading under Honest Hearts ESM, I belive the mod read me text says this. Also, 'Vurts WFO' should be somewhere at the end of your load order. Electrocity Imaginator, Dynavision should be loading towards the end of the load order. For myself, I don't rely on BOSS to figure things out, more often then not, it usually get's me into trouble. Keep your Project Nevada esp files together, I see one kind of out there. Not much help, but might help...good luck.
  13. Posting a screenshot of your texture would be a big help on this one. From what I am reading, you have 're-textured' an exisiting armor in the game, right? And it appears shiny in game once you apply it, using the same file name or default name. This is fine, but you don't say anythng about your normals map. If you 'modify' an exsisting texture, you really can't rely on the default normals map for your modified texture, you need to create a new normals map to go with it. You have the following files for textures. mytexture.dds or the diffuse map mytexture.dds_n or the normals map These two work together, and the normals map will control 'shine' on a texture once in game. Been there done that and at first this drove me nuts. I am some what familiar with GIMP. I can't remember if GIMP has a normals map plug in or not. Seems to me there was one available and you may want to look at that. I'll leave it at that for now and I hope this helps awnser your question.
  14. Hi, Thanks for that info and the link, it was a big help and a step into the right direction. It appears that the .MAO files are part of the ERF? I have the gyff4 and the toolset, but still getting things figured out. This little project is turning into quite the education for sure. I hope there will be some more comments on this topic. Thanks for the response.
  15. I need some help and I'm sure this has been asked many times, but I can't seem to find a simple anwser to my question. I am trying to re-texture some of the armor and incorporate some alpha / transparency with the textures (dds files). I have no problems doing the texture work and I found out I have to make the normals maps different, so far, so good on that one. But, in trying to get these textures to show alpha or become transparent in game is another matter. What I am trying to create is a more 'earthy' or natural / organic very light leather armor for the Dalish male Elfs. The attached picture will show what I am trying to do. Creating a composite screen shot and editing in Photoshop shows the look that I am trying to create. I would like to create leather bracers, possibly shin guards and maybe boots to go along with this. In FO3, FONV...you have to assign the alpha property to the mesh / model in order for the alpha to show correctly in game using NifSkope, or at least that's how I do it. But in DAO (maybe DA2 as well) I am not able to do this, I have nothing to show the .msh / model to attach those properties. But...now I have found out that you have to edit an 'MAO' file and add the alpha / transparent property in a text editor? What? News to me.... So, some of you have more experience then I and I would like to ask you folks simply....How do you incorporate and alpha texture into the game and have it work correctly? Is it possible? Where are the MAO files located and how to do tell the texture to be transparent...if this is the case that is. And a refferal to some tutorials would be great, I have literally spent hours on line trying to find this out and most tutorials I have found are no longer available or give very little in the way of an explanation. Next step...on to You Tube and hope for the best.
  16. I am aware of the new Blender, and am in the process of learning how to use version 2.62, and 2.49. But I was under the impression that for early games such as Oblivion, FO3, and FONV...you had to use Blender 2.49. The reason being that a plugin was needed to read and save 'nif' files, along with the texture, UV map assignments and such, and this was available only for version 2.49. Is there a plugin available now for the newer Blender version for nif files now? Guess I'll have to look into this. I hope some one who is experienced with Blender can anwser this.
  17. I'm a bit confused here. Are you using NMC"s 'Large' texture packs? If so, that could be a problem. My system is not low end by any means, but I had issues with the 'Large' texture pack as well. I removed the large texture packs (using the script provided at NMC's page under options.) and then re installed the 'Medium (Performance) packs. you don't loose anything (detail) by using the Medium packs. The reason for this is (if I understand correctly) the 'Large' texture packs are all 1024 X 1024 textures. The 'Medium' texture packs are 512 X 512 and don't take as much in resources to render on screen. Also, unlike the NMC's texture packs from FO3, the FONV NMC texture packs include the normals maps. I would also recommend the 'stutter remover' which limits the game to 30 FPS. I was running at 60 FPS and having crashing issues, I'm not sure, but I don't think the game engine handles a high frame rate to well. Just my opinion, but it seems to solve a lot of problems with both FO3 and FONV. I am now running the Medium texture packs at Ultra-High settings without any issues. I am using the fv4gb enabler and FOSE as well. My system specs are... Asus Crossfire IV Formula motherboard Phenom II T1055 six core AMD Coolit ECO R-120 liquid cooling for CPU Vengeance DDR3 1600 RAM / 16 Gig Zotac GTX GeForce 660 Ti / 2 GB 310.70 drivers Corsair AX 850 power supply / 70A on 12V rails Creative Labs Supreme FX XFI audio Cooler Master Sniper Case / black edition 28 wide screen i_Inc monitor, not the best but works nicely 1920 X 1200 Win 7 64 Ulitmate Hope this helps. :thumbsup:
  18. FONV would CTD as soon as the game would load. I figured it was because of a mod I am working with and tried to find the fault. There was none. I looked at my load order, no issues there either. I am running the ' fnv4gb' enabler along with 'NVSE' and thought that might me the problem. After wasting an hour on that, could not find anything there. :down: Unlike some folks out there, I am only running 32 mods, so I didn't worry too much on how many mods I was running. I had to think on this one for awhile. I use 'Advanced System Care Pro' to clean out my system on a daily basis, and wondered if there could be a connection. Looking at the logs, I saw that there were some changes to FO3 and FONV, but the log quoated a few hex addresses which didn't make sense to me. All the changes took place when I ran Advanced System last night before I quit for the night. The only thing I have been doing in FONV was testing new textures and kind of playing the game, which made me think about the 'saves' for yesterday. I started loading from previous saves until the game finally loaded and started. Turns out that I had ten (10) corrupted saves, all from yesterday. I have since deleted all the bad saves and FONV is running fine now. SO..word to the wise... IF, FONV CTD at game start / load....look at your saves. If you run an application like Advanced System Care Pro, it may corrupt your days saved games. Why? I have no clue. If anyone else has had this happen, might be good to post it here. I just wanted you folks to know, a CTD at game start, may just be some corrupted saves. I tested FO3 and it seems happy...so far. :thumbsup: Happy Gameing! :teehee:
  19. I can join this club, I also feel that vegetation would return, even it it isn't safe for humans (or other critters) to live. I was using 'Green World' and then just recently found 'BA Wasteland Restoration' and it really adds a nice touch to the game, including green grass. So there is an interesting element added to the game, a hostile, yet beautiful environment. Good topic. :thumbsup:
  20. There are no default 'nudes'. They all have painted on 'underwear'. I suppose one could extract the default 'uderwear' texture and create a nude, but it would look wierd. No, better to install a 'body' mod and go from there, that way you do have a choice. I could be wrong on this, but that is what I have found so far.
  21. DDS files are known as 'Direct Draw Surface' files and are used for textures. The textures are applied to the model to give it the look. Example, a leather (DDS) texture applied to a leather armor model. Depending on what you want to do, you can apply an 'alpha' or transparency to your texture to make it partially sheer or see through. If you use Photoshop or GIMP, you can get the DDS plug ins to look at or create your own DDS files / textures. For Photoshop, go to Nvidia.com and look for the 'tools' section and download the plug in, it is free. For GIMP, go to GIMP.com and get the scripts for DDS files, and of course GIMP which is an open source application that is just as capable as Photoshop and is free. There is also the issue of 'UV' maps for placement of your textures onto your model. If you are just changing a texture on an exsisiting model, the UV map is already made and you would use that. You will need other applications such as NikSkope to work with your models and textures, this too is free. Much, much more, but there is the basics for what a DDS is. You would use these applications to create your textures (DDS files) and get your project together. You would use GECK to incorporate your project into your game. I'm sure someone else who knows more about this then I do will add to this as I'm just a novice at this point. :thumbsup:
  22. I'm guessing, but I think your 'Street Lights' should be the last ESM. Should be...Fallout / Anchorage / Broken Steel / Point Look Out / Zeta / The Pitt / Then Street Lights. Your game ESM's should load first..least that's the way I understand it. Game ESM loads up first, then your ESP files. Hope this helps. :tongue:
  23. One other thing that might work is to reduce your texture aperture..example: ultra high textures down to medium, then see what happens. I had this happen to me a few times. Sometimes your GPU or system can't handle the flow of texture data changing from one area to another quickly enough and you crash. Not knowing what your system specs are, I'm just guessing. :whistling:
  24. I think I may have this figured out. I did not see anything in game as far as your mod goes. I then opened your esp file in GECK. It took me a while to find your mod, but once I did, I could see an issue. I could not see your gecko in the preview. You did rename the mod, so that part seems to correct. I think this is a texture issue. For some reason the 'NVGecko' nif can't find the texture, hence the large red exclamation point in the preview. If your texture path is correct (using NifSkope), then I have to ask, did you use the right UV map for your new texture? NifSkope will show you the UV Map for that model, what ever it is. Since I don't know what texture you replaced, it is hard to say. Example would be: Using the NVGecko as your model, you need to use the UV map for that model, then apply the new texture (using NifSkope) and then save it as before. If you already have the default texture for the NVGecko, then use that as a template to make your new texture. But my experience is telling me that this is a simple texture (missing texture) issue. Try this again, I may have missed a step, so it may take you a few tries. But that's what I saw, the game (and your esp) are trying to use a default model which is trying to use the default texture and can't find it. Hope this doesn't confuse you, but the best I can do. Good luck.
  25. I downloaded your esp, then figured out I had it in FO3, not FONV...oops. :unsure: I'll try your mod in FONV and take a look at it. But, don't give up! I went through tons of frustration while attempting to make my own mods too, and there is a lot to learn. I'm sure many others have too, so keep with it and take your time. We learn by our mistakes and there are many more mistakes then successes, believe me, I know. And..I still have a long ways to go, as I am self learning the modeling end of things using Blender and also 3D Max. I'm quite busy at the moment, so I'll get back to you as soon as I can. :thumbsup:
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