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DizzasterJuice

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Everything posted by DizzasterJuice

  1. There's probably some leftover meshes installed by one of the mods. IIRC, all the nifs for scopes and sights are in Data/meshes/interface/hud Try temporarily removing or re-naming that file and see if that fixes it.
  2. 16Bit Mono .wav files 44.100Khz. Make sure you only have wav files or the sound won't play, for instance if you have both wav and fuz in a file it won't work. The lip file is made automatically once you place the sound file in the "voices" file (or maybe it was 1 level up in "sound"? can't remember) and name it "Temp" then hit the save button.
  3. Make sure you remove AOE spells from followers such as fireball or any rune or wall. This is probably the problem in most multiple follower fights.
  4. I actually made this for myself for Oblivion years ago originally then modified Skyrim's hug animation into a kiss recently. I was going to use it in one of my romance mods but haven't gotten around to it yet. Right now I have it as a playidle command but I guess I could make into some kind of mod. Any suggestions? Just add it in conversation maybe? like "kiss me"? Have it only work for spouse/love interest or for all npcs? edit: BTW, it doesn't work very well for 2 different size characters.
  5. And you tried console command "player.dispelallspells"? You could also try "player.setactoralpha 100" The effect isn't listed in your spells UI? If there's a command to show all active effects you could use "removespell <spell ID>" to get rid of it permanantly.
  6. Usually a missing texture shows up in game as a blue/purple solid color. My game does the same thing (random textures that change as you move) only in Quarry Junction when I try to run too many mods.
  7. Try this mod, or you can enter console command "pcb" when it starts getting slow. http://newvegas.nexusmods.com/mods/36805
  8. I made a quick attempt but it probably needs some more work. If I had a better pic to work from I could probably make it look better.
  9. By making them all the same I mean make sure the prefs and default files match the original fallout.ini that you know is correct. I included mine just for reference but I'm not suggesting that your original fallout.ini would match this exactly.
  10. I'd start by making sure that all 3 ini files are the same. Mine looks like this: under Menu (I think this is just for the console) ifCreditsScrollSpeed=40.0000 iConsoleTextYPos=940 iConsoleTextXPos=30 iConsoleVisibleLines=15 iConsoleHistorySize=50 rDebugTextColor=255,251,233 iConsoleFont=2 iDebugTextFont=3 and under Fonts sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt sFontFile_2=Textures\Fonts\Monofonto_Large.fnt sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt sFontFile_9=Textures\Fonts\NVFont_Test.fnt That is in 3 places -- Fallout.ini and FalloutPrefs.ini in documents and in the game file Fallout_default.ini I'm not sure which you changed but hope that helps
  11. I think jim_uk has a pretty good grasp on re-texturing secuitrons....heheh http://newvegas.nexusmods.com/images/234717-1346750774.jpg
  12. This quest has a few bugs. Going back to the shack and downloading the info again will cause Veronica to start the "which technology do you want to persue..." dialogue again and you can select a different one. Here's some fixes at the bottom of this page for some of the other bugs in this quest: http://fallout.wikia.com/wiki/I_Could_Make_You_Care
  13. It's not broken because lot's of people create new cells all the time with little to no problems. I've never made new cells in Skyrim but I've done a lot of them in Fallout 3, FONV, and Oblivion and it's pretty much automatic except for a few areas as previously mentioned. Starting out you might want to try creating new cells from duplicating existing cells, that way they will already have a navmesh.
  14. yeah someone did this already, but I never tried this mod http://skyrim.nexusmods.com/mods/12419#content
  15. "SetStage MQ103 10" starts the conversation with Farengar "SetStage MQ103 50" starts the quest to retrieve the dragonstone "SetStage MQ103 180" delivers the dragonstone to Farengar
  16. All you need is the DDS plugin for Gimp -- http://code.google.com/p/gimp-dds/
  17. I just downloaded it from http://newvegas.nexusmods.com/mods/39880 and it's not the same as what I have on my game. The body texture has been changed and there's no n & sk for the head and no hand textures at all. In textures/characters/male there is: headhuman.dds upperbodymale(HAIRY).dds upperbodymale.dds upperbodymale_n upperbodymale_sk mine looks like: http://i136.photobucket.com/albums/q166/timsibson/robertsmale.jpg
  18. Thank you so much!! It finally saved after i removed the "SetFollowingLong to 0" Line. now i can finally finish and develop my mod. deleted
  19. I remember I originally had this with Roberts but it's been awhile so I don't know if it's been updated since. What it was that there was a upperbodymale.dds, upperbodymale_n.dds, upperbodymale_sk.dds, headhuman.dds, headhuman_n.dds, but there was no headhuman_sk.dds. Since the body sk was just a dark (#130505) 128X128, I just copied the body sk and named it headhuman_sk.dds. There was no sk for the hands either. I would think the game would default to the sk that is in the original Fallout - Textures.bsa but I'm not sure.
  20. On the Factions tab what factions are listed? On the AI tab under All Attributes -- check Aggression, Mood settings edit: I don't usually use any faction and AI settings "Unaggressive", mood "Neutral"
  21. Like ClayboTGW said above this is a problem with Bretons and CBBE. Bretons are 95% of other races and CBBE has a shorter neck than UNP. It has more to do with height than weight so the weight slider won't necessarily fix it. In CK you can change the NPC's height or you can change the height of all Breton's if it's happening to all of them. edit: In the C.K. the term "height" does not just refer to Z scale but it refers to X, Y, and Z scale. The weight slider only changes the X and Y scales because the 0 and 1 meshes have the same Z scale. The command "setscale 1" would work if the particular NPC's height had been changed in the C.K. or you can try "setscale 1.1" if it's a Breton.
  22. You can use coc command whenever you get stuck somewhere. http://fallout.wikia.com/wiki/Fallout:_New_Vegas_cell_ID
  23. I'm adding one next week that starts at about lvl 10 and needs about lvl 40 to finish because of difficulty. ARES Project is basically a pilotpunk remake of Nellis AFB with a follower, quests, a F-80 air strike weapon, and some new gear, etc. Also has end game scene and ending bink. Add ons incluse a F-86 Sabre weapon upgrade with a short quest and hopefully a working flight sim VR pod at Nellis if there's enough interest.
  24. You not only have to discover the Biological Research Station but you also have to bring it back online to get that ending if I remember correctly. There's a holotape for it in the X-22 botanical garden. You can also use setstage command code if you open OWB in geck and look at the quest stages for that particular quest.
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