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Fraktyl

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  1. Really? Just about every site I go to adjusts to the size of the window, not some arbitrary width. Was just curious. 1000 pixels seems awfully damn small in this day and age, but meh, forget I asked. I'll get used to it.
  2. Didn't see an answer to this. Is the width of the site fixed? There is a LOT of unused space on either side.
  3. I like the changes, but curious if there's a way to make the site wider? Right now it's only about 900pixels across and on a large monitor it doesn't fill the browser screen very well.
  4. If you remove the Fallout - ArchiveInvalidation.bsa from the SArchiveList line do all your textures re-appear? Which ini file are you modifying? For best results do all 3 of them. Which addons are you using to modify textures? If you use the SArchiveList line, it shouldn't affect any of the original textures unless you override them with an addon. Are you sure that you installed the addon correctly?
  5. I fixed the typo in the FAQ above. Your SArchivelist line should look like: SArchiveList= Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa My apologies for the confusion.
  6. @DeadYorick Which ini files did you edit? If you edit the fallout_default.ini that will update Fallout.ini in the My Documents directory. You can just modify all 3 ini files though to be on the safe side. Also, if you wouldn't mind, post the SArchiveList line from the [Archive] section so we can make sure there is no typo. Thanks
  7. Updated FAQ to reflect changes to Archive Invalidation that was causing people to crash.
  8. You'll need to put the addons into the \Data directory exactly like they are in the archive. So textures will go into the \textures directory. Use the same directory structure that the addon does. IE: Archive has: \textures\armor\MyNewArmor\armor.dds You have to have that exact same structure under your data directory or the add on will not work. If you are using NVMM, then there should be a button that says Toggle Archive Invalidation. Click that and it should configure your ini files correctly and add the dummy bsa file. I believe that works. If not: Archive Invalidation Or check this: FAQs from Mod Talk forum
  9. Ignore the "This mod does not exist in the current template". It's hard to explain what it's comparing the list too without getting too lengthy. You said you remove the textures and meshes? Those are needed so you don't see the ! points. Or am I misreading that? Also, have you set up either the ArchiveInvalidationInvalidated!.bsa fix or an ArchiveInvalidation.txt file? One of those options will need to be done for textures/meshes/etc to override the default ones.
  10. You'll need to extract the hud from the .bsa file first, then modify the .xml files to remove what you want. Getting it to splash blood is going to be a little more difficult. You're going to need to wait until NVSE (New Vegas Script Extender) is released and write scripts that will change the hud based on your requirements.
  11. Not easily. The changes to the xml files would have to be merged to play nice together. The only way to accomplish that would be if one of the authors (or anyone with XML skills) were to make a compatibility patch with the changes merged. You may be able to talk to the author of the unique weapons addon and see if they could write one.
  12. The default directory should be: 64bit OS - C:\Program Files (x86)\steam\steamapps\common\Fallout New Vegas 32bit OS - C:\Program Files\steam\steamapps\common\Fallout New Vegas If you have Steam installed to a different directory, then look in that directory.
  13. Search on the main page. He got rid of the old version and restarted a page with comments disabled and has disallowed anyone to modify and redistribute. Which is totally his right to do, please don't think that's a slam. http://www.newvegasnexus.com/downloads/file.php?id=35570
  14. I've got a pretty good idea what you're trying to do. I don't think you'll get that to work without a LOT of changes to the GECK, and probably to the executable that launches the game. And I'm going to bow out for now, not sure how grey of an area we're in and prefer to stay with plausible deniability. :) Good luck though.
  15. There's probably no way without hacking the headers (and even then I doubt it would work). FalloutNV.esm is required for all other mods. Any change you make will be based on this file at a minimum, so there's really no way to make it dependent on other esm files. What are you trying to accomplish, if you don't mind me asking? There may be another way to attack the problem.
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