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Fraktyl

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Posts 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. Well, that doesn't help me... it's the same thing.

     

    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?

  3. Same thing, ArchiveInvalidation totally messed up FalloutNv, i shouldn't have installed it... now Doc Mitchel face is Purple, and a lot of other things are too...

     

    [Archive]

    SInvalidationFile=ArchiveInvalidation.txt

    iRetainFilenameOffsetTable=1

    iRetainFilenameStringTable=1

    iRetainDirectoryStringTable=1

    bCheckRuntimeCollisions=0

    bInvalidateOlderFiles=1

    bUseArchives=1

    SArchiveList= Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

     

    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.

  4. @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

  5. 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

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. The rules here have been updated to take account of the potential mischief, and that is a very good move indeed.

     

    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.

  12. Umm...errrr....but I thought Dark0ne said THIS;-

     

    I would like to remind all users that you cannot convert and reupload mods that you did not create yourself from Fallout 3 for New Vegas without permission from the original author of the Fallout 3 modification. This is in line with our rules on using other people's work without permission.

     

    Most authors provide information on how they would like their files to be used and distributed in their ReadMe's or file descriptions. If the author has not provided this information then you must request permission from them. No information does not mean no permission needed, it means the reverse.

    If you convert a file and upload it without permission or even crediting the original author of the work you are very likely to be banned from the network without warning.

     

    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.

  13. 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. :)

  14. 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.

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