Jump to content

Fraktyl

Premium Member
  • Posts

    97
  • Joined

  • Last visited

Everything posted by Fraktyl

  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.
  16. Exactly. I'm glad this thread is here, because it spells out exactly what is expected. From both the original authors and those who are porting. I know Kendo took the brunt of this, but I think a lot of other addon writers are probably feeling the same way. I'm also glad that people can still act like adults and have discussions without going off the deep end. Hats off to all involved. I still think that those who won't take the 5 minutes to send an email/pm to just ask need to be lined up.
  17. That seems to be conclusive to me, Mr Hammonds. With the greatest respect, LHammonds, Kendo has made it pretty crystal clear that he didn't want any of his FO3 stuff using for New Vegas and amended his readmes accordingly as soon as NV hove into view. SO certain people went all underhand, ported it anyway and caused more trouble. Dark0ne is trying to keep the modders onside, but the NV eager beavers who just cannot be patient are doing their best to alienate them. (Oh and in case you ask, Madae, I am a lawyer as it happens...) I bolded the important part. The issue at hand (for this particular issue) is not that people aren't asking. It was the fact that it was released Open Source. There are specific rules that govern open source. If something is released open source that version stays open source. You can't put the genie back in the bottle. And without knowing how Kendo released his original work, this is all a moot point. I don't know, and I'm not arguing that he's wrong, or anyone is right for that matter. That said, I think people that are releasing others work without asking, or giving credit are worse than scum. I've had work stolen from me both in an online sense, and privately at work. It's like a gut punch. I can understand Kendo's point, and I agree with him. It's the language that's being used that is making this a big issue. It's not helping the community when the developers are fighting to keep their work instead of doing the things they enjoy. And for those who think that releasing others work (no matter how it was originally licensed) without asking is earning you any points. It's not.
  18. To change the fonts you have to edit the ini files and change the [Fonts] section.
  19. Try them both out and decide then. Both are just .esp files so there's no problem to have both in the data directory and just enable one at a time. They both are after the same goal, but have different ideas on how it should be accomplished. So it ultimately comes down to which one you find more visually appealing. I know you're just asking for an opinion but it's more subjective, and those can lead to heated debates sometimes. :)
  20. Which version of Internet explorer? I know IE sometimes has issues with PHP headers. Have you tried with Firefox or Google Chrome?
  21. What browser are you using? And when you click the file names, you're left clicking, correct?
  22. FNV Edit is the port of FO3edit. :) It's a tool that will allow you to modify esm/esp files. It will detect conflicts between to addons, and it will allow you to create a "merged" patch that combines all the changes you want into one file. This link has documentation on FO3edit in pdf form: http://www.fallout3nexus.com/downloads/file.php?id=8629 That should give you some idea on how to use it and what's possible with it.
  23. Meant to go back and add that Vagrant0. Thank you.
  24. It's not godmode that kills the achievements. Its actually opening the console. Once you do that, achievements are disabled FOR THAT session only. It's to stop people from using console commands to give them the things needed for the achievements. One you exit the game and restart, you will be able to gain achievements again until you open the console.
×
×
  • Create New...