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Mogomra

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  1. Does anyone here know why some Legendary items (ex: Wildman's Clothes) can be added to inventory via the console with their Legendary properties intact, whereas others (such as the Apolcalypse Armor and legendary items created via the method in your tutorial) will appear in your inventory sans their Legendary properties?
  2. I am currently working on a mod that features a Black Mining Helmet with a Legendary Property (Cunning), the ability to be Ballistic Weaved, and the mod_armor_Metal_Helmet_Material_2B (Shadowed) OMOD applied via the CustomItemQuestScript. Everything works fine except for the mod_armor_Metal_Helmet_Material_2B - it is not applying its armor modifier or shadowing effect to the Mining Helmet. Whenever I go into the console and type in "player.getav 00183312", the ArmorShadowHide value comes back as zero. Does anyone here know how to get the Shadowed Paint to work on the Mining Helmet short of rebuilding it to work like one of the other regular helmets? UPDATE: Figured this out this morning. Ended up using the Metal Shadowed Paint mod as a template to create a new object mod marked with the Target Object Mod Association Keyword "ma_mininghelmet" instead of "ma_armor_Metal_Helmet" and used "ap_PowerArmor_Paint" as an attach point for the mod to be installed.
  3. Bethesda seems to be committed to killing the geese that lay the golden eggs. Modding will not die, but modding for Bethesda games is definitely in trouble. Download the mods that will likely be pulled from the Nexus soon, and donate money to the mod authors that create the mods that you love.
  4. Interestingly enough, I am getting this error message when I try to run the old executables via Nexus Mod Manager. I also can't seem to "quit" - there's no option on the menu anymore. Good to see Bethesda still can't leave well enough alone...
  5. Never mind, I found the answer here in the Forums! This tutorial did the trick: http://www.nexusmods.com/fallout4/articles/161/? I specifically had to modify the dn_PowerArmor Instance Naming Rules in the GECK to get the prefix attached to the armor mod!
  6. Good afternoon! I am creating a mod that adds the Stabilize modification type to Power Armor. The effect works and it appears where it is supposed (sort of) at the PA station, but whenever I craft and attach the new mod to a suit of Power Armor, the "Stabilized" prefix that should be appearing in the PA part description is missing. Does anyone know what I need to do in order to get this prefix to display properly? Thanks! Mogomra
  7. You are a saint for 1) discovering this information and 2) sharing it with everyone else. MANY thanks for your assistance with this!
  8. It is working perfectly! Thank you VERY much! I will definitely credit you for your assistance in finishing this mod, as well as the El Rey Player Room I am working on! One (hopefully) last question - would it be possible for me to use this mesh with another window texture? I had gotten permission from NMC and tapioks to use their motel window textures to create "alternate windows" for this mod so it would mesh better with people using their texture packs. Or would this mesh have to be re-worked in order to also be used with their textures? Many thanks for your assistance! :)
  9. I went into the mesh and did as you suggested, but the mesh is still emitting a faint glow. When I look under 54 (NiMaterialProperty), I see Ambient and Diffuse color listings there (both set to #ffffff), but they are greyed out, and even when I right-click on them and try to choose a different color (black), it doesn't seem to be saving the color change. There is a similar Emissive Color section under 55 (BSShaderPPLightingProperty) that is set to #ffffff that I cannot seem to change. Should I try deleting the 55 block (or block tree?) altogether?
  10. I have a mod here on the Nexus that fixes the interior spaces of the El Rey Motel. I am happy with the way that the mod has turned out, but the interior motel rooms don't look quite right; the only free-standing window in the game is always lit, and it's not optimum for all situations/environments (like this one). It's been a long time since I've been able to sit down with FNV, and I'd like to get this issue knocked out once and for all. I was able to create a new texture for an interior window using GIMP and the original Fallout NV textures, but the new window still glows even though I have changed the texture! Would someone here be able to take a look at the texture and the associated NIF and tell me how to eliminate this glow? I have attached the relevant DDS and NIF files to this post. If the NIF can't be changed, would someone here be willing to create a new NIF to make this window work? I don't plan on doing any more modding for New Vegas, but I'd like to at least get this mod finalized in a form that I am happy with before I uninstall the game! Thanks in advance for your assistance in this matter! Mogomra
  11. Here is a picture of the NVMotelWindowEXT object that currently exists in the GECK: http://min.us/i/bnQaluFHdzsJF And here is the unlit exterior window texture that I would like for it to be "re-skinned" to: ]http://min.us/i/5p96rVGR6cyr The Novac motel windows are set up so that the "lit" windows are enabled whenever night falls, and they are disabled whenever morning comes. I basically need an "unlit" version of the NVMotelWindowExt object to include with my motel mods so the interior windows look better/more immersive then they currently do now. If there is any additional data that I need to post in this thread, please let me know! Any help that anyone can provide with this request would be greatly appreciated! Mogomra
  12. I have posted two mods here on the Nexus dedicated to renovating the hotels in Fallout: New Vegas. I am - for the most part - happy with the way that they have turned out. However, the interior motel room windows just don't look *quite* right; the only "free-standing" motel window that exists in the game is always lit, and it's not really optimum for all situations/environments. I was wondering if I might be able to enlist assistance from someone here to create an "unlit motel room window" object to include in these mods. I have NO idea how to do this myself, so I thought it might be best to reach out to an expert here on the Nexus. Any help would be greatly appreciated!
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