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SKYZOO

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Everything posted by SKYZOO

  1. In this video link here: https://www.youtube.com/watch?v=b0eLWyokJf0 (complete with reload animations and all) Hitman47101 himself explains in in good detail in the comments section the troubles he encountered trying to achieve a working independent dual wield system. He was working with Xilandro on it I believe, but stated that neither party felt it was worth the time involved to actually pull it off properly and in another comment it mentions that the assets were lost over time, which really sucks. :sad: As for the above video, I don't see any continued work on his front either. :unsure: Maybe one day we'll see it in some functioning capacity.
  2. The Long Road Back To New Vegas
  3. When you reach a finale of creating these signs you could do multiple packages, or an all-in-one combo package with mesh and texture BSA's plus one ESP, along with the idea of still having them as individual ESP files all collected on one file page as @Jokerine said. That way people can be pick and choose which signs they prefer if only wanting select ones, and it also leaves the ability to incorporate them into other mods that add to The Strip or change the layout of the area as to avoid a mod conflict. (I imagine mods like "The Strip Open" would need some sort of compatibility patches, but idk...) I could see a final combo package or two that could be made out of the individuals once they're finished, probably a lot easier than starting a combo packaged mod and having to strip the individuals out of it. It just seems simpler to me to merge / group them once you're happy with your work and have the statics' placement set with the paths all in order. That way it would be the option of one or two major ESP's at that point, and people could tweak the mod to fit it into their vanilla / modded version of the strip to their liking, without forfeiting the option of the individual signs ESP's being offered for download. (People love their freedom of choice in modding, so the more options, be it many smaller ESP's or a few large packaged mods would serve dual purposes) Btw, great work as usual, these never cease to impress :thumbsup:. Your list of signs on your profile that you plan to create is EPIC :ohmy:...purely epic.
  4. @Skyviper086 No problem. Happy to help point you in the right direction. :thumbsup: @devinpatterson I have to quote you from the older thread lol...Just giving you a hard time haha... :tongue:
  5. I think he might have replied to me about that one in the past, as he mistook our names in an older thread... I'll try to find it in my archives. EDIT: Here was the thread I was referring to: https://forums.nexusmods.com/index.php?/topic/2970734-random-lunch-boxes/ EDIT 2: Here was his response to you in your original thread: https://forums.nexusmods.com/index.php?/topic/2954284-open-nellis-hanger/?hl=%2Bhangar I lose track of a lot of my original posts and forget to check back with them, but hopefully he sees this for you. Sorry for any confusion, just wanted to clear things up from what I remembered (from about a year ago)...
  6. I used the Varmint Rifle NIF (scope & extended clip w/o the visible silencer) and applied the Ratslayer unique texture to it as well. I copied the data and (lack of) mod info that the Ratslayer has and bumped the damage to meet that of the All-American (the unique Marksman Carbine). I then changed out the range to match that of the Sniper Rifle, while copying the Action Points and Crit % Dmg along with the animation attack multiplier as well so it performs more akin to your request. I changed out the sound profile for the original Varmint Rifle (w/o the muffled silencer sounds, but the Hunting Rifle sounded too powerful & loud tbh) and placed it along with 50 rounds in an Enclave crate in the back of the truck at the Goodsprings Gas Station. Here's a link to it and a picture is at the bottom of the post: http://s000.tinyupload.com/?file_id=34071733928567073494 I call it ~"The Rat Slayer 2.0"~ If you want the gun beefed up let me know, it can be done with a quick change. I left the gun marked as "silent" still, but I can change that too in a minute or two. If it's nowhere near what you're looking for, that's no problem as well. :thumbsup: http://s33.postimg.org/3xv8bkh1a/Screen_Shot635.jpg
  7. That worked out great, thank you again for the help! :D I was actually able to tweak it to work three different ways with three separate activators, now the mod is finally coming together the way I'd imagined it. :dance: Cheers!
  8. Glad to have pointed you in the right direction. Happy modding! :thumbsup:
  9. You are a rock*. I will try this tonight, and see how I do. It looks pretty straight forward, I think all will work out good. Fingers crossed & thanks for the speedy response, I had to run off to work right after my post. I'll let you know how it goes. :thumbsup:
  10. So I am in need of a small script . It uses a clean tv set as an activator, that would be "broken and replaced by a dirty tv set and have a key & glass pop out---only if having the required item to do so". I have made the TVSET an activator already, and placed the static TVSET DIRTY (the broken / off one) as initially disabled. I have placed GLASS SHARDS and a "Mysterious Key" in front of it, also initially disabled. Everything is set as a persistent REF. I just need a script to allow or deny breaking the Tv set, with the condition depending on the players inventory for the specific "breaking item" (which would be a temporary quest item, but that's another story). Then the clean Tv set would be disabled, enabling the dirty Tv set and glass shards + key to pop in place, as to appear if the player had struck the glass and this resulted from it. It seems a lot more simple than it is to type out...Any help is appreciated. (P.S.: I know I'll have to create a message to be displayed via script command on denying breaking the TV, and also the script is meant as a once only, non repeatable action once allowed via item in inventory.)
  11. Do you mean like this one: http://www.nexusmods.com/fallout3/mods/2793/?? If so you can just port the assets over personally for your own use, like I did a long time ago. It was one of my favorites that never made it to New Vegas... Btw that's been my profile picture since I started here haha...That's one thing that always gets my attention.
  12. There was a mod released that did the texture resizing to half sized, for all things in game, without removing anything. It was removed either by Nexus or the Author, I was never clear on that, but it did contain FONV texture assets so it was probably a removal and ban. It was called "Fallout NV Halfsized - The Total Package" and I still do have it, but it is not mine to release or distribute, for obvious reasons. I only ever tried it once on a friends lower end cpu, and it did change the look of the game along with the quality of the textures, but not to the point that it ruined your experience. What it did not do was make the game look "cartoony" as the video shows, but just like an extra level of LOW settings to use. It has no mod author name or info attached, just a data \ textures folder with all of the games textures at half the size, ringing in at 613MB as a zip file and roughly 2.5 times size that when extracted. Maybe one day the author will upload it somewhere else so people can try it out again, but that would be up to them of course.
  13. @DaemonGrin Yes exactly what I was reffering to, just poorly worded and posted on my part haha. Thanks for clearing that up. +Kudos! :thumbsup: @qwertyzeldar I always thought that scorpion glitch was an isolated game bug on my part, even though I've had FO:NV on multiple consoles w/ the same problem :laugh: . But Google was relatively silent on my searches :blink:. That's awesome your comment about modders and the respect. +Kudos! :thumbsup: I've been away on vacation, sorry for my tardiness on the response. :D
  14. @qwertyzeldar Thank F*n everything I'm not the only one who's experienced that! I googled it and found nothing similar, so I thought it was always one of MY main mods that I created haha! That can only be fixed on a PC by cheating via console and disabling or doing the Zap command on that bastard. So frustrating, it followed me from a 3 hour in playthrough to my 57th hour, until I finally could catch it and delete via console lol...
  15. I PM'd you, but yeah I've never used Moddb or click bait sites before. Avoid what looks like trouble, eh? That's my take on it haha. There might be a ton, but I use Only Nexus and a few others, so I wouldn't know any different.
  16. You could expand your search past the Nexus, as some sites have different mods such as giant (mainly all) male clothing packs available, that can't be hosted on here for many reasons. The outfit you described sounds similar to a few I've seen on other sites' packs, but I forget the sites names at the moment. I've never had problems with the vanilla body matching up to most of the armors, and very few have any clipping problems. I'm sure you can google search and find a few easily, although you might have to sign up or register an account first.
  17. I've never heard of that happening from just viewing the screen or moving from one program to the other, but I have experienced something similar, and I know the cause of one way this can happen. I've ran into most things disappearing in the render window (which is the window of the cell you are looking at and dropping items into), when I accidently resize the render window just a bit too quickly. If I resize it slowly, I have no problems, but a slight tweak to it's size, one direction or the other, and I have 90% of items go invisible. Even clicking F5 doesn't re-register the correct view of all of the items. I am then forced to either save and reload my plug-in, hoping that things didn't screw the pooch, or reopen before the last edits I made just to be sure everything is in proper working order. 2 years later, and I still have the problem, but no effective real time solution. As far as it just happening in the middle of not even moving your mouse, I'm stumped. Maybe list what version of Windows OS you run, and if you have the Geck Power-Up installed / running. There could be other factors other than just a bug in Geck.
  18. In response to post #28560734. I completely agree with what you've said. +Kudos to you. Edit: I've never made a mod with the intention of making a single penny. I did it simply because I enjoyed it, and I shared it because I thought maybe a few others might too. Isn't that why we all started modding in the first place?
  19. I manually install everything on purpose, so I can know what files came from what mod to avoid deleting wrong entries and causing conflicts. It will take me 1-2 days, as far as knowing what the coming playthrough is meant to be (Stealth, melee, sniper and etc etc.), because I will make my own mods to use during the specific playthroughs. I set-up my game for longer than I actually play it in the first 5 times of my new playthrough combined, but knowing your own preferred load order is PRICELESS. I love being able to start my playthrough without crashes and conflicts, which is what accounts for the second half of the second day's time. Giving it the right prep is worth the wait in playing, IMO.
  20. No problem at all, happy to have helped. Have fun with your character, and happy modding!:D
  21. 1. Download a program called "Paint.net", which can be found here for free. http://www.getpaint.net/download.html After D/L'ing and installing it, open the program. 2. Now download the mod "Kaw Cat Outfit", open and extract the mod's contents to a folder on your desktop. (This way you can edit textures without permissions required from the program files.) 3. In the folder "Cat Outfits Vegas-36743 \ Textures \ Kaw" you will find a file called "nekomimi.dds". Drag this file into the "Paint.net" window. (If it asks if you want to open this file, say yes.) 4. Now go to the toolbar marked "adjustments", near the top and to the right of toolbars "file" and "edit". Select "hue/saturation" and you will see a box w/ three sliders pop-up (hue, saturation and lightness). 5. Drag the Hue slider backwards from 100 towards -180 for a more blue color overall, and drag the saturation from 100 forwards to add more blue coloring. The lightness slider can go either way, as with the first two, until you feel the color matches your character enough that you would want to equip the ears. Final: After achieving you desired color result, click on File, and save as. Now it will ask where you want to save it. You can either A: Overwrite the original file (best to make a backup of the file you're editing before saving it) so it receives the changes. Or B: save it to your desktop as an individual file, and incorporate it into your Data\Textures\Kaw after you move the mods contents into your data folder. Once you specify where you want to save it (overwriting or not), it will pop up a box called "Save Configuration". This box will have a bunch of options in it, BUT since you are editing a texture that is made for FONV, it will have the textures initial properties pre-applied so you don't have to mess with it, just push OK. This all looks confusing, but is very simple. Once you've done these steps, and have all of your files in the Data folder, just mark the ESP file in your mod manager program, and you should see the changes to the cat ears (default ones, not the black variant) in-game. (It will work like any other mod, but with your preferred color variant applied.) Any trouble just PM me.
  22. I hope you can get the permission, as I enjoy neatly packaging any mods I work on too, and prerequisites seem like a hassle. We all word things a little funny sometimes, I imagine no harm no foul, as you didn't mean anything by it. It's always worth trying to contact them, you never know but you might get the go-ahead from them, which is always nice. Best of luck though, and cheers.:thumbsup:
  23. If you edited the NV ESP for "BLAME GBE FNV Conversion" you would need that mod authors permission to release a modification of that ESP, AFTER you get the permission from the original author "some Japanese dude" is KOBJ and the mod is here: http://www.nexusmods.com/fallout3/mods/11877/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fcomments%2F%3Fmod_id%3D11877%26page%3D2%26sort%3DDESC%26pid%3D0%26thread_id%3D191648&pUp=1 . Without proper permission, you should never upload a mod that isn't yours from the start. That is why 'Crayne" did not upload the meshes and textures to his NV version ESP, as KOBJ did not list any permissions to use his assets in his description. you would need to contact him first somehow and get the okay. Edit: You'd be better off to release just an ESP version, without the meshes and textures, if you got the permissions from 'Crayne' to do so. Then have the original FO3 mod with the models and textures as a required download. Then you would just credit both authors for their work, and that would eliminate the problem of contacting KOBJ (as he was only last active in May). If you can contact KOBJ and get his okay as well, then you would have your neatly packaged zip file.
  24. Yep that's the one. I figured the entire upper half (as well as the full suit, depending on the OP's preference) could suffice with a short sleeved duster and biker goggles refitted to the head as an earing slot maybe. But...I don't do Blender or Nifskope, so I don't know how hard that would actually be to pull off.
  25. It's absolutely amazing looking! Kudos to you for simply refusing to give up! I've been following this thread since page 1 a good while back, and these designs are spectacular. Very glad to see one up and running, it's incorporated flawlessly IMO. Please don't give up now that FO4 is around the corner, some of us have a nostalgic love of New Vegas and will continue to keep playing and looking forward to additions such as this. Great work, seriously though.
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