Jump to content

SKYZOO

Members
  • Posts

    250
  • Joined

  • Last visited

Everything posted by SKYZOO

  1. Okay so the easiest way to do this is to: 1. Open the .zip file of the mod and extract it to desktop / a folder on the desktop. 2. Drag the "meshes" and "textures" folder INTO your FalloutNV / Data folder. (ignore the .esp file since it won't be used) 3. Open GECK with FalloutNV.esm and the CaravanPack.esm selected. 4. Go to World Objects / Static / NVDLCPre3 / Weapons / 2HandRifle / 1stPreordCaravanShotgun and click edit. Now go to Edit and find the path to Meshes / Weapons / BetterCS / Bettercaravanshotgun.NIF and select it. You will see the item has changed appearance, now click Ok, then OK again. That takes care of its first-person model for the worldview. 5. Go to Items / Weapon / NVDLCPre3 / Weapons / 2handrifle / WeapPreordCaravanShotgun and click edit. Scroll to Art & Sound and go to Model. Under "Model" and "World Model" click edit and go to Meshes / Weapons / BetterCS / Bettercaravanshotgun.NIF (Select the same one for both and same as the 1st person model you selected earlier).Since you took care of the 1st person model as the first edit, it will already take effect under the selected item in the Art & Sound / Model / "1st Person Model Object". Click OK and the tab will close.6. You can now save your file with the name of your choice, and after ticking the box in your mod manager of choice, you'll see the changes reflected in-game.(I am unaware if the animations are the same for the original and modded models, but it looks quite similar in style)(You can also make edits easier by using the search function to narrow the name field of the object you're looking for in a category) It took me longer to type this than to do a simple .NIF swap out for the guns and finish a new .esp, so it shouldn't be too hard if you follow the instructions as laid out.
  2. Have you made sure the .NIF is in the Fallout:NV/Data/Meshes/XXX folder where the downloaded file would be initially installed (If used as downloaded, to maintain the texture paths)? The only thing that instantly comes to mind is that it's not in the meshes folder in data, and tells you that its directory is read as an invalid path for that reason. Other than that, I've never heard of that instance of a problem before...
  3. So you want: A new faction (presumably with crime tracking, enemies and allies, might already exist) multiple NPC's included new armor and clothing (assuming you mean the MinuteMen clothing from FO4, might already exist) a fully functioning Preston Garvey companion (Might already exist) new settlements / locations in the Mojave and side quests to defend said settlements That is quite a bit of legwork when put into context, You should present more concise ideas of your mod request as to what armors and what settlements and/or side quests if you want to pitch the idea to capable modders.
  4. I've looked into the mod and CANNOT replicate your problems, either of them from the original solved one to the now current one. I have had no problem loading and playing my game with the mod on, throughout multiple saves on testing, and as Dubious said, the now current problem is most likely the blame of other circumstances that others have faced when exiting the game. It is quite interesting that your original problem fixed itself via anti-crash and became a new one without my intervention or editing of the mod since then, so I have to say that there is nothing more I can do to help or assess the problem unless I was experiencing the same issues with the same mods. (with the exception of editing the mesh itself which I am not planning on attempting)
  5. I'll look at it when I get the chance real soon, but I tested it out a few times and never shared that problem. Might be a load order conflict, or just the mod as well. I'll let you know what I find.
  6. Here you go, all I changed is the visibility of the Rebreather. You still need to finish the quest, and it still takes the mask slot when worn but is not seen. I could have made it so masks work with it, added a leather repair and boosted the health of it but I just did what the request said. Let me know if you have any trouble. Invisible Rebreather.esp https://www.dropbox.com/s/yvpixhbr8z7iqgc/Invisible%20Rebreather.rar?dl=0
  7. Yeah the mod was called "Alone" and last I saw it was on version 1.3 of the mod, I have old records from 4/18/2015 of downloading it. No idea where it is now though, sorry.
  8. I highly doubt it seeing as you just necroed a post from almost 6 years ago... See "Do not necro old topics" in the https://forums.nexusmods.com/index.php?app=forums&module=extras&section=boardrules
  9. No problem, happy to help. The little things are always the easiest to miss in modding. Cheers. :thumbsup:
  10. In the top left corner of FOMM, click "FILE", and go to "CHANGE GAME". It will open the small box prompt that lets you select the option of Fallout 3 or Fallout: New Vegas, as well as the "DON'T ASK ME NEXT TIME" option. Leave that unchecked if you want the prompt to pop up everytime you open FOMM. Hope that helped.
  11. @Jokerine Thank you! I downloaded 3 of the PDF tutorials to look at just for good measure. I also picked up the "Blender Noob To Pro" 700 page PDF file recommended by @madmongo , so to ask you to help any further by writing another tutorial this early on would feel like I didn't have my questions or direction of work in order yet. I do appreciate the offer though, and how willing to help you've always been. Cheers! :thumbsup: @pixelhate Thank you for the two files, especially the "repaired" version! Perfectly executed for my current project to start off with. It's nice to see I got the "cut" version to match yours, I wasn't sure I had done everything to par but had no idea how to check other than Geck and in-game (with the "tcl" or "tfc" commands). Thanks to @pixelhate for the mesh edits (EDIT: Kudos thrown your way), @Jokerine for the tutorials and help offer, and @madmongo for the not-so-obvious advice in Blender. You all rock! :dance:
  12. @madmongo Thank you for the advice and resource information. I'm going to copy/paste this into a word file to read while I open Blender tomorrow, I plan on editing my first armor of a FNV mesh asset sometime soon after getting the hang of things. It's invaluable to know to go to Nifskope after Blender export as well for shader flags, I wouldn't have even thought of that to be honest. I'll try the coffee table method as initial practice, and see how that goes until I get it right. Thanks for the starting point to base off of, I wasn't sure what would be an easy intro to getting used to the interface and functions. The interface was honestly the more intimidating point in starting off, but I imagine it all becomes second nature after time. All of your information is very much appreciated on my end. Cheers. @Jokerine Thanks again for the Nifskope recommendation on the Gamorrah mesh, it did indeed work in-game during testing. I think next I'll figure out how to copy the roof and replace the side with the now existing lip, just to cap the courtyard properly.
  13. I left modding before I ever got into Nifskope or Blender to be honest, but I've been thinking of trying to give them a go finally. If it's simple enough I could probably figure it out after a day or two I'd hope. I'd be happy just to see it not tower over the courtyard since it's practically too large to hide, so any removal works for me. I'm not picky as to the aesthetics of it at all. EDIT: That was stunningly easy, thanks for the heads up to using Nifskope for it, Blender still scares me after the last time I tried it. I just removed the blocks (about 5-6 of them) and came out with a courtyard with no hotel. Took me about 5 minutes and I checked in GECK and it seems it worked. I'll test in-game to double check, but thanks again. Cheers. http://i67.tinypic.com/2iklqc.png
  14. I was wondering if anyone had time to complete this request, as a personal favor or made as a community resource. The mesh in reference is named "Gomorrahyard" in the statics section. The Gomorrah has a courtyard in back, and albeit nice, it is still attached to the Gomorrah Casino in the NIF file in Geck. I was hoping to have the actual casino section removed (Highlighted in yellow), even though it might leave a small "lip" section of the roof missing where it once connected. I think the courtyard itself would make for a nice standalone piece, and the "lip" section could be patched with any number of items in the Geck. If anyone has the time it would be much appreciated. Cheers. http://i65.tinypic.com/5y5i8o.jpg
  15. Here's one of my top 3 favorite gun mods on the Nexus. it uses the ammo you want and is an excellent addition to the game. http://www.nexusmods.com/newvegas/mods/55872/?
  16. Knowing which ones you've used before and had not been impressed with would probably help you greatly in getting a more definitive answer, as you'll probably be suggested some you've already tried. You can also browse the overhauls section or try searching for easy keywords such as revamped or rebuilt, or search for terms such as the names of the individual cities themselves. I don't use anything similar except for Open Strip, which is awesome if your CPU can handle it. I generally would say learning to mod the cities yourself would yield the best results per the individual. That way you can customize things until the city is "Impressive".
  17. No problem, I misunderstood the request, it's worded a lot more clearly now. Super simple fix that will only take a few seconds. I answered you in your PM, let me know on there exactly what numbers you'd like to see and I'll knock it out real quick. EDIT: Fix sent to you via PM. 2 optional files.
  18. Here is the ESP file: >>>>> https://www.dropbox.com/s/cj722h30slhk4hj/Ulysses%20Duster%20Stat%20Buff.rar?dl=0 <<<<< (Requires Fallout.ESM, HH.ESM & LR.ESM...The only thing altered in the ESP is Ulysses Duster's weight, DT and Object Effect) You can even open the leveled item "NVDLC04DeathItemUlysses100", double click on the "NVDLC04ArmorDusterUlyssesOW" (the 2nd one in the list of three items), and see the changes reflected to the base stats and Object Effect on Ulysses' Duster, the wearable version that the player comes to obtain. If I'm dead wrong, someone feel free to correct me. I'm not above admitting it and learning from it. Cheers.
  19. He asked for the Duster to have the stats of the Graham armor, and seemingly nothing more. If it was to beef up Ulysses' armor the HE wears while alive in LR, then that is also an easy fix. I figured he wanted to beef up the one that the player picks up and can wear/give to a companion (Either from Ulysses himself or the footlocker on the way out of LR). I alluded for him to load FalloutNV.ESM, HH.ESM and LR.ESM, hence the two DLC's and the fallout Master. All of the DLC ESM's require Fallout's ESM as a master to open. If it's just the base stats he wanted changing, along with the Object Effect from Graham's armor, then it is literally a 2-minute job. I'll even go back and redo it and upload it so you can see. It's only part of the leveled list as one of the 3 items in "NVDLC04DeathItemUlysses100", and Joshua Grahm's armor is as well as one of 2 items in "NVDLC02DeathItemJoshuaGraham". I saw nothing difficult about this in GECK, it was two armors with two different functioning sets each, two separate object effects and two separate leveled lists with only five items in them, to look into. You only had to edit 3 literal fields, the rest was just confirmation it reflected the changes throughout. The changes in base stats should feasibly take effect on pick up, since leveled lists retain to the players' current level when an item as such is obtained.
  20. If you never got this figured out I did a quick work up in GECK and changed out the things you requested for the Duster. All I did was change the weight, DT and Object Effect on the Duster (ID: NVDLC04ArmorDusterUlyssesOW). The Object Effect is 3 rows below Weight, right under the Value category, and I changed it to "NVDLC02EnchClothingJoshuaGraham". (There are two dusters, you want to edit the one with OW at the end as this is his death item you take from him. The one with NPC at the end is the one he wears during the cinematic and battle and has different stats than the one you loot as the player, it would seem.) It only takes about 1 minute in GECK, and you just need HH & LR DLC's with the Fallout.ESM, then save a new .ESP file with a fitting name...If you wanted to leave out HH you could just create a new Object Effect identical to the HH Joshua Graham effect as well. You could probably do this in FNVEdit too, but my copy is acting up terribly at the moment. Hope that helps you, if I didn't miss anything while looking into this.
  21. Thank you, both for your responses. Jokerine, you know how much I appreciate all of the help you've given me over the years and the love I have for you as a human being and fantastic modder. Congrats on the Staff position, btw :thumbsup:. (Iguazu Shopping Center - A Mall in The Strip) Is still one of my top 5 mods to have on hand. To madmongo, I thank you for the honesty and opening my eyes in light of my extended absence, I needed to know how things were going and you delivered information valuably. (Your world building tutorial has greatly influenced me and how I approach new projects now, thank you for sharing your knowledge) I think I will get to work now. Hopefully, an update soon to follow. Cheers folks. :smile:
  22. So I made a mod two years ago, and then FO4 came out. It killed my whole modding mood and love for Fallout, but that's another story. I'm temporarily back for now though, so I wondered if anyone cared for an update. Is anyone updating their old mods anymore (I did not take the time to check tbh)? I had requests for the additions as mentioned here: "companion base across the way, and the underground bunker with a tunnel that led to a sewer hideout / escape 50 yards to the west. I also scrapped more security measures, and multiple features I had no time to complete / incorporate." If any responses want it, I'll probably drop the update, I just don't want to waste my time tbh. SKYZOO. http://www.nexusmods.com/newvegas/mods/58797/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D58797%26preview%3D&pUp=1
  23. A bunch of the FO4 PA's are already done and out there for FONV, you just have to know where to look. They're fully functional minus the whole "jump into your frame and animation commences" deal, I just did some texture tweaks and use my pip-boy readius. I can't link them here, but I've had fun using them in my game since I started playing again recently. Google will lead you down the rabbit hole. The search is definitely worth it once you find it.
  24. It looks like you got this working judging by the mod you posted, but I always have to left click and choose "Run as Administrator" when using the GECK, since my game and GECK locations have changed over the course of time. That's always my first step, second is making sure my plugin is the active plugin when loading GECK, and third is checking my load order before playing, as was stated in the post above by TrickyVein.
×
×
  • Create New...