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SKYZOO

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Everything posted by SKYZOO

  1. I have a mod for a small city / settlement with spots for around 8 - 10 voice actors included. The characters range from male to female vendors of certain ages, but the voice acting can be done by anyone interested who can seem convincing and has a good mic / recording set up. I HAVE NOTHING TO OFFER YOU BUT CREDIT TO YOU INCLUDED IN THIS MOD. If anyone is interested please let me know and i will relenquish further details. This mod is still two weeks out from completion including the voice acting, so it may be a week before I can release the lines of dialogue seeing as I have to make them read / sound relevant and believable. For anyone who may like to participate I will send you the dialogue via e-mail or PM and hope to recieve the recordings in a similiar fashion, then I will convert the audio to lip-synched dialogue for the characters (If you have any input on what you would want your character to look like I will do my best to match the description). I will check back here every other day as possible and respond accordingly. Thankyou and Goodday.
  2. YOU CAN LOAD YOUR MOD FILES (.ESP FILES) AFTER YOU HAVE CREATED ONE. CREATION: Simply click the button in the upperleft corner resembeling a floppy disk, that will ask you to save your new file (xxxxx.ESP). LOADING: Then click the button direclty left of the floppy disk that looks like a folder (open file), click FalloutNV.ESM so the box is X'd off and your newly named file (xxxxx.ESP) so the box is X'd off and below it you will see the button "set as active file", click that so it says active on your file (xxxxx.ESP) and load it up. Make sure these are the only two files with an X in the box before loading. It may take a minute or two to load your file and the FallouNV.ESM file fully. Once loaded your cell window and object window will contain the contents of the game. To save simply click the button resembeling a floppy disk (It's best to save frequently incase of GECK crashes). AFTER 1st SAVE ON NEXT LOAD UP: Simply click the button resembeling a folder (open file), X off ONLY YOUR FILE (xxxxx.ESP) and SET IT AS ACTIVE. It will now have FalloutNV.ESM as it's master/parent file and load both upon opening your file. Repeat as Needed for editing.
  3. Yeah Fallout Mod Manager works great for me it has easy install and usage, and the option for archive invalidization for freshly added meshes and textures keeps it updated well. Always -run as administrator- if you have windows 7 64-bit and keep your copy of fallout in the program files (x86) section of your cpu. That way all changes are accounted for and mods show up properly.
  4. I don't know how to use FNVedit. How would I learn? Go to http://newvegas.nexusmods.com/ and type in "FNVedit" in the search bar. A few results will show up with MANUAL in the title. Try D/L'ing those and read up or watch. Hopefully these help I am too inexperienced to explain the process but that's all I got... Here's the direct links...FNVEdit Training Manual http://newvegas.nexusmods.com/mods/38413 Modding Fallout NV Tutorial - Part 5 - FNVEdit http://newvegas.nexusmods.com/mods/43195 All credit for those go to the respective mod holders.
  5. Just a quick question to see if I can be any help...Did you create an .ESP file (A new file a.k.a. your "mod") with FalloutNV.ESM as the master file? otherwise the cell view will be completely empty until you create or load your .ESP file (mod) to work on...Let me know so I can further help if possible.
  6. Thanks to both of you guys It's been too busy at work to log on and check up on this page so it took a minute. I will try giving my friend the mod file and see if it works on his game without any conflict or trouble and have him bug test it, and if all is well I will release it this week to the general public. Thanks to everyone along the way who has stepped up and answered all of my noob questions in here in all of the different posts I have done. Looking forward to some constructive critisism and peoples ideas for a better world space / experience in my mod, and I'm sure I'll be back with a question or two every so often.
  7. Okay I finished my mod of Bonnie Springs (I remodeled the entire town with new vanilla exteriors and interiors no out of game files added) and I have my .ESP file that works fine in FONV w/ NVSE, but how do I know what meshes,textures and sounds I need to include with the .ESP for it to work for everyone upon release? All of the modding was done with pre-existing vanilla components, nothing foreign was introduced to the game. I know what sound files I need for my newly created NPC's but I am stumped on what else I need to include. I don't see a youtube tutorial on what to do when your mod is done in GECK, so any help is appreciated. I'll check back on here every so often to see if anyone needs me to give specifics or details to help aid an answer to my question. In the mean time here is a small list of things modded. Thank you. (interiors,exteriors, altered terrain type,npc's, bartender and vendor/trader npc's packages,weapons,navmesh,activators, and a bit more I forget at the moment)
  8. Thank you for your response I will download that tool and get the hang of it asap. I was worried I screwed all of my work on my mod up, nice to know there are precautions I can take. Thank you again.
  9. Hi there I'm not new I'm kinda of a lurker on this site but recently I got into modding with G.E.C.K. and have a mod about 75% done but today i funked up. I'm modding Bonnie Springs entire town space and replacing a lot of the decrpid building with lore friendly exteriors and interiors to match. But I accidently deleted every item, marker and activator in GoodSprings Prospector Saloon when I copied the interior to edit and in a rush deleted the quest related items, npc's and markers for Trudy, Sunny and Cheyenne from the newly duplicated space, effecting the original Saloon space in turn. Can anybody tell me how I can get Goodsprings Prospector Saloon back to it's original settings without scrapping my mod? I didn't read what it said when warning me and I don't have any earlier save files of my mod (Dumb I know) so I dont know what to do in this case as I'm too new to this. Can I load my mod and the original fallout NV master file? Or can I find certain defalut files and settings somewhere? Sorry if this is confusing sounding, but I am confused. Any help is appreciated.
  10. Nevermind I figured it out through some console codes and file transfering one of the mods had a random loose file keeping it in place...
  11. I have a empty gun cabinet stuck dead in front of the lucky 38 casino interior doors and i can't get it to delete. I've tried using the console code "zap" while the item code is on screen, but it will not go away (I had a set of doors around it too but the "zap" function deleted those just fine). I deleted all mods dealing with the lucky 38 casino so it's reverted back to default, except for the misplaced/stuck gun cabinet. Any body have a word of advice or a solution? Any help is appreciated.
  12. I was hoping someone could give me a link or instructions for customizing the music played in the lucky 38 casino interiors (or just in the casino floor interior). I didn't know if I could just make a radio station for the location (my R.a.c.e. radio is 500 songs full already) or if I had to go about it another way. I run some mods for the lucky 38 including "run the lucky 38" and "improved lucky 38 suite 2.0" in case of any conflicts or restictions. Any help or feedback is appreciated.
  13. I was wondering if there was any way to port the functionability of the batcape from Ashara's batman and catwoman mod from FO3 (when wearing the batcape you could glide by pushing the J key and using the mosue and up arrow to steer) to use with the ported version of his mod for FONV? The NV version is awesome (no glide) but after playing FO3 with the glide function I just had to ask someone experienced. Is there a technological boundry prohibiting it? Anyways links are below feel free to sound off... FO3 link W/ Glide ability FONV link No Glide ability
  14. Thank you for the help much appreciated. Exactly the typeof stuff I was looking for. Cheers.
  15. Hi I'm looking to see if anyone has an Ironman suit wether WIP or finished? I have the batman suit and I got the idea to ask the maker of the mod if i could edit the suit, but I have absolutely no experience making mods (I'm still trying to learn). If anyone has any info or input feel free to comment. http://muppet.wikia.com/wiki/File:Iron_man_2-suit.jpg
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