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YesRoyalty

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Everything posted by YesRoyalty

  1. There's an easier way to identify the mod. If you have a different one of these guns, or the ammo, or any item you know goes with that mod, all you have to do is place that item alone into a container, open the console, click on the container to select it, and enter "showinventory" into the console. The item's name will pop up onscreen, along with its corresponding ID code; the first two digits of that code will be the mod's place in your load order.
  2. I'm in the process of developing a fairly comprehensive mod for Breakdown (though I'm sure it could easily be applied to Story as well) focused primarily on overhauling the character roster and skill progression system but also including changes to items, influence, base building, and plenty else. It doesn't necessarily make the game easier, but it expands upon and refines numerous gameplay features that I felt weren't fully explored in the vanilla game. It's in a semi-finished state (mostly there, but still possessing some bugs and in need of some more tweaks) and I'm looking for a small group of play-testers, ideally but not necessarily with modding experience of their own, to provide critique, troubleshoot, and generally help me polish this thing to a nice shine for release. If you think you might be interested to help (it's an awesome mod, I promise!) just shoot me a PM and I'll explain the details of what all I've changed, and if it sounds like something you want to try I can send the files right away!
  3. Aha! I know this! It's Lone Gunman's Tools of Trade.
  4. I think perhaps Project Nevada has that option?
  5. First of all, thanks a ton for helping me out! Anyway, the GECK isn't allowing me to save this script. I've played with it a bit but I can't seem to find the problem.
  6. I've been toying with the idea of making a minigun mod wherein the gun draws ammo directly from the backpack, effectively giving it an unlimited clip size. I mean, it is a minigun, after all. Trouble is, the game doesn't support clip sizes larger than 255. Any scripting whizzes out there who might have some ideas about how to get around this?
  7. This one's a favorite of mine: http://www.nexusmods.com/newvegas/mods/42793 Doesn't do much for the gender split, but you get lots of customization options for the encounter spawns.
  8. Oh good. I picked something complicated for a first major foray into scripting. I did find the shader, yeah. I'll probably make a new one that's a different color. Thanks for the tips! If I don't end up making any progress, I'll toss this idea up on the requests forum and let someone competent handle it.
  9. Was thinking I'd like to try creating a perk that works like Rex's Search and Mark, except that you could use the Mod Configuration Menu to manually select which items are highlighted and which aren't. I've been poking around in the GECK and I can't seem to find the source scripts for the effects of those perks. Thoughts?
  10. I've already given them something of a look over. I had hoped there was a way to do it without adding the player to any faction, rather than adding them to all factions - or does it not make a difference?
  11. How would one go about scripting a sort of across-the-board faction-neutral disguise? That is, a disguise that resets all your faction reputations while you're wearing it (just like faction armor) but is not faction affiliated in and of itself.
  12. That would be the Follower Home Maker mod, but you must get the Lucky 38 suite before being able to send your companions to a custom location because, otherwise, they'll teleport at the Lucky 38 suite. Excellent! Thanks so much!
  13. Quite some time ago, I recall seeing a mod which would allow the player to designate a custom location for companions to return to upon being dismissed. Can't seem to find it now. Any thoughts?
  14. I have a wide array of voice resources that I'd like to make available to everyone here; I'm involved in my local film and theater communities and we have a recording studio at my house, so in addition to my own abilities (I've been doing voice acting for many years for film projects and such and am very good at it) I have a wide variety of other talent that I can bring in to suit any modder's needs, and of course the sound files are professional-grade, comparable in quality to those in the vanilla game. The two most accessible talents in my catalog are myself (of course) and my dad. My own voice is tenor/alto and fairly nasal; it sits somewhere between Edward R. Murrow and Richard Dreyfuss. I have a very wide range of tones, accents, and character voices which I can employ, and am able to learn new accents if something specific is required. My dad's voice sits in the baritone/bass range - think a mix of the movie trailer voice guy and Leonard Cohen - which is great both for menacing villains and for warm and inviting characters. He also does a great Tom Waits growl. If you're interested, feel free to send me a PM!
  15. Well, I'm not going to make any early visits again, that's for sure. I'll try out the "setstage" approach. Thanks!
  16. It doesn't look like I have any mods that mess with the leveled lists... I'm pretty sure that I accidentally fired a trigger or changed a variable too early by COC-ing into the Sink. I'm combing through the scripts in the GECK, but frankly my knowledge of scripting is spotty enough that I could look right at the problem and never know.
  17. Okay, so this issue might not be mod-related, but it may require a mod to fix. I just don't know. I've just completed two new playthroughs of Old World Blues, and in both cases the only enemies to appear anywhere were the one-time set-in-stone encounters (i.e. you pick up Elijah's LAER and a gang of Lobotomites shows up). Furthermore, in one of the two cases the lack of spawns/respawns extends not just to NPCs but also to ALL harvestable plants AND the Sink CIU's vendor inventory (this, of course, being the file where the Sink is supposed to be my character's main base), which tends to put a damper on actually getting a lot of use out of the place. In the other of the two saves, the recurring spawns started after I completed the DLC (i.e. the point where everything that WAS spawning is supposed to STOP), making it seem like the trigger somehow fired late, or in reverse, or who knows what. It is worth noting that in both cases I used a COC command to access the Sink before actually starting Old World Blues in order to drop off some items that I meant to store there and didn't want to haul around for like two weeks before initiating the DLC. Also, I recall that in the file where absolutely nothing is working I stepped outside at one point during that visit, but in the file where everything started working afterwards, I did not. Such visits did not take place prior to the other times I played through OWB, wherein everything worked like it was supposed to. Is there something I can do in the GECK - or better yet, a console command I could put in in-game - to get everything to start respawning again? I'd really like to fix this without having to restart these characters.
  18. I'm having yet another version of this problem; the first time or two that I went through OWB I had the frequent spawns and combat throughout and the empty crater after the DLC was complete, but the past couple of times I've played through it's been spawning almost no enemies throughout. It's clear to me that there are some triggers in the scripts that do not even come close to firing correctly, but sadly I don't have enough scripting knowledge to be able to fix it myself.
  19. Is it possible to create a unique custom version of the head_male object (i.e. some ugly looking scars, deformed nose, maybe missing an ear) that is still able to blink, move its eyes, do facial expressions and lip synching, et cetera, which only one specific NPC would have? If so, how exactly would I go about it?
  20. So here's my conundrum. I've got my character himself to a place I like, but some major story choices I made along the way aren't in-character at all, and the more I keep playing the more it bugs me. What I really would like is to restart the story - the game itself - from square one, but without having to manually duplicate my character one piece at a time. Is there a mod or a method out there that I can use to bring a finished, level 50 character into a completely fresh game but keep all his perks, equipment, etc.?
  21. That... doesn't sound like a very White North to me. The way I figure it, if you've got a theme, stick to it.
  22. Could I email you the .nif and .max files? I can't see this being a texture issue - I've never had trouble with textures before (outside of the occasional user malfunction when I was starting out), and this mesh's textures aren't set up any differently. Whatever this is, I'm 99% certain it's something that has to be corrected at the source in 3dsMax. PM me your email address if you're okay with me sending you those files.
  23. Fingerspaces, mate. Change the folder to blood_brotherhood_armor or bloodbrotherhoodarmor. Then it should work, provided there aren't more problems hiding behind this one.
  24. Unarmed weapons don't fill the weapon slot per se; instead, the weapons are equipped as "gloves" through the Armor List. Studying the Spiked Knuckles should help a lot.
  25. I always export straight to .nif files from 3dsMax. When I say object, I just mean the subcomponents of the mesh. The other thing I think could be wrong is that there are no pipboyon or pipboyoff objects (or subcomponents, whatever) in this mesh. In the mod that will feature this outfit, it's a companion outfit not wearable by the player, and in my own game I have the Pip-boy Readius mod, so there isn't any need for them. Is there some flag that needs to be checked in Nifskope so that the game doesn't go looking for those things? P.S. I would upload the file, but it seems to be over the limit even as a zip.
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