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CowPocalypseNow

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  1. I've seen this when FormID lists are edited by accident and the GECK when it saves messes up the .esp. When I edit a weapon or some other form list in FNVEdit these changes work fine - find the FormID list that your edited weapon or whatever else you edited uses or has references to even if just changing ammo or whatever and make sure that no other mod or .esp overirdes it as last in the load order with empty or error slots in the Formlist. Other than that I'm not sure if there are other causes - but I noticed after checking the formlists of every mod in my load order that may have been changed - and making sure they never have error slots - this problem never occurred for me again.
  2. I had the same issue, I had to redo ALL the weapons in FNVEdit by copy/pasting the critical effects, projectiles, and sound entries from EVE onto the Vanilla weapons and save. For some reason when you save the changes in FNVEdit's menu it remains true but saving it in GECK removes ALL the weapon properties. It only seems to affect weapons that the original mod and any compatibility patches share - but doesn't affect original or scratch made weapons that are newly created by the patch - in other words if you created a new form ID such as 'SuperLaser22' - that weapon will be fine if saved in GECK but everything else will be messed up. My GECK won't even let me Edit any weapons anymore without crashing - I have no idea why.
  3. I've never seen this problem listed on any of my troubleshooting searches, and it suddenly appeared out of nowhere. Every time I double click on any, I repeat ANY weapon whether it be vanilla or dlc in the form editor list GECK closes. Now it allows me to edit any and all other aspects of the game such as actors, armor, scripts, actor data, etc - but the minute I double click on a weapon form it crashes . . . I'm really puzzled - has anyone ever seen this problem? I've been modding for a year now and am very adept at making custom weapons, and npc's in the GECK. The GECK works fine in all other aspects . . .
  4. If you want more to explore Dc interiors is the gold standard - and a loooong time top ten must have mod. If you want great difficulty and harsh survivalist challenge requiring eating and drinking water controlling diseases and planning your fights carefully choose Arwen's realism tweaks - warning only recommended for skilled gamers cuz it's something of a survival simulator and very brutal maybe to the not fun point. But I love it and it changes the entire feel of the game by making you vulnerable. Most armors when you wear them will require type 3 textures to be installed to work properly but most of the 'type 3, 3f, 3m, v, and 6' bodies and armors use the same textures so you have to install type 3 to use any of these armors. If you want more monsters and different enemy types install Marts Mutant Mod - but this will make the game a little more difficult so build your character carefully. If you want a science based character try Robco certifed so you can build powerful robots to fight alongside you and make them carry stuff. Mods like these can be loaded with Marts Mutant Mod to hellp you if it is too difficult. If you want to use power armor try Powered Power armor which makes you very powerful like being able to run faster jump higher and hit harder when weraing power armor. If you like energy weapons install EVE - highly recommended! For you to begin with I would just recommend load: 1. Marts Mutant Mod 2. Sharing and Caring Companions 3. Weapon Mod Kits - and see how you like it!
  5. Has anyone figured out how to create a 3d walk or subjective control movement for Fallout? It seems so simple in Skyrim where animation files for 'Victoria's High Heeled Walk' allows your chatracter to move backwards while facing/walking toward the camera. Is it as simple as renaming the .kf files in the folders for forward and back? Stupid question do the kf files for Skyrim work for Fallout??
  6. Took a vanilla scoped magnum, altered dimensions of barrel and frame, but DID NOT touch or move any of the moving parts - exported it - shader set to default - gun is invisible in GECK, but looks fine in Nifskope and Blender. Took advice of forum post on sourceforge and set shader to Frustrum and switched regular shadow off - PERFECT! - (so I thought) - gun looks fine - equips fine - shoots a little low off aimpoint compared to other .44 . . . BUT - makes my pants and gloves turn invisible on my character's body and float while animated 1 meter above my head and to my left. The normals on my floating ghost pants appears to be flipped but the flying pants are animating according to my real time character movements just like the projection of my gloves . . . WTH - why is there always a new problem when I try to mod?
  7. In response to post #7826885. I believe that modding is the future of gaming, largely due to the greed of A-rank game companies who will charge you $4.99 for ONE re-skinned outfit and ONE additional RE-SKINNED weapon while shoving political and corporate messages down your throat - and conversely the MASSIVE talent and enthusiasm I've seen on this site by private non-payrolled 'amateur' game developers who can put power-consuming night vision goggles, animated sexual relationships, hunger/thirst needs, and even vehicle physics that the original game didn't even support. I sold both systems (XBOX and PS3 - hardcore console gamer I used to be, I bought both systems just to play exclusive titles) and sold all my games without even shedding a tear to upgrade my PC so I could mod Fallout. I got sick of paying 50-60 dollars for the lack of replayability (1 week to beat a game or get bored of it) and lack of content/originality/corporate or political messages. When games became mainstream they began to exhibit the mind-numbing symmetry of a species nearing extinction to quote biologists. Modding is like the cyberpunk freezone of novels like Gibson's Neuromancer - it is a moving away from centralized development and control - the more gamers we convert to modding rather buying corporate content - we give them power and teach them something dangerous like unrestricted creativity and unlimited freedom, content release without release dates or corporate marketing seasons, gaming without predefined borders - not limited to an inbred and myopic corporate/political talent pool.
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