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Everything posted by rotarydanimal
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Help would be appreciated!
rotarydanimal replied to Tremain's topic in Fallout New Vegas's Discussion
in your GECK open the "view" menu at the top of the screen. Select the "Show/Hide Window" option In the window that opens make sure "portals and rooms" is unchecked -
Recompile all scripts Mistake!
rotarydanimal replied to jncfowler's topic in Fallout New Vegas's Mod Troubleshooting
I can't give you a definite answer (wish I could), but I am struggling with the concept of trying to remove a master dependency all together. As far as I have been able to get in my research on the problem, removing all items that relate to the offending master is the first step. common sense would tell me that you should remove all of the duplicate scripts, but getting the FNVEdit to repair things after their removal is where I am stuck. -
Using the removeitem command destroys the item: GECK You will have to add the items you want to use before you equip them. This will give the character a new item everytime. That's why "Xaranth" mentioned using a container. You could then use code like this CharacterREF.removeallitems ContainerREF 1 1 and ContainerREF.removeallitems CharacterREF 1 1 which could be used in a result script.
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Recompile all scripts Mistake!
rotarydanimal replied to jncfowler's topic in Fallout New Vegas's Mod Troubleshooting
The first 2 digits in the form ID are what I have been using to identify foreign items in my mod. They correspond to the load order of the mod, EX: [00] -
Cannot find Skeleton.nif
rotarydanimal replied to Denis517's topic in Fallout New Vegas's Mod Troubleshooting
this is the location on my PC: C:\steam\steamapps\common\fallout new vegas\Data\Meshes\creatures\FO3smspinebreaker If you don't find it you might need to unpack your "Fallout - Meshes BSA" -
"wastelandNVmini" is a separate worldspace. You might need to place a separate radio reference there for it to work. Just a guess, I have not messed with the radio stations yet.
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Ok. FNVEdit says that my mods are labeled as (00) FNV (01) Sortomatic (02) UWHNV - Core (03) SpeedyResources (04)-(07) DLC (08) My mod the static that showed the error in my last post shows this before removing the master. It even has "03" as the prefix showing that it belongs to Speedy Resources. Yet, for some reason, it gets removed. ModOfficeFloor01 [sTAT:030030C3]
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I can't seem to figure out what is going on. I have been all over the nexus and google reading everything I can. I even downloaded the FNVEdit tutorial off the nexus. I have all 4 DLC, Speedy resources, and sortomatic loading with my esp. The mod that got accidentally loaded is underwater home (A mod that I like to use when I play the game)
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How to remove master file from mod
rotarydanimal replied to jurasbatas's topic in Fallout New Vegas's Discussion
I have tried removing a master using FNVEdit and by deleting it from the data window. The problem is that doing so deletes a lot of statics in my .esp that are not associated with the master I am deleting. Has anyone had this happen? If so, any info on how to fix it would be greatly appreciated. EDIT: removing the master is deleting statics that I borrowed from "lonesome road" and "Speedy Resources" -
Removing a master file from the mod
rotarydanimal replied to eLucifer's topic in Fallout 3's Mod Troubleshooting
I have tried removing a master using FNVEdit and y deleting it from the data window. The problem is that doing so deletes a lot of statics in my .esp that are not associated with the master I am deleting. Has anyone had this happen? If so, any info on how to fix it would be greatly appreciated. -
its under clutter\junk\NVSandwichBoard01.NIF There are 2 of them the other is clutter\junk\NVSandwichBoard02.NIF You can use the filter box at the top lef corner of the oject window. You just have to tell it where to filter, if you click on "statics" it will show you everything with what you searched. If you don't see what you are looking for in any of the folders, then try using "all" at the bottom of the list.
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I have recently come across a problem with the water level in the GECK. Here is a pic of my situation. If anyone knows how to resolve this issue I would really appreciate it. Water Glitch EDIT: After some Investigation I have answered my own question.
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Height Map Creation and Editing Tutorial
rotarydanimal replied to vorlondark's topic in Fallout 3's Discussion
Using Google Earth. You can turn off the labels by resting your mouse over the map button in the top right corner of the screen and unchecking "Labels" in the drop down menu. -
curious if you have seen "project white north preview" on the nexus. it is similar to what you are talking about, except they decided to use Toronto, Canada! http://newvegas.nexusmods.com/mods/44287