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Playtesters Wanted for New Quest Mod: Cabot’s Quest
Ea6t replied to Ea6t's topic in Fallout New Vegas's Discussion
Mod files have been sent to testers. I'll keep accepting volunteers until midnight December 29 PST. -
Playtesters Wanted for New Quest Mod: Cabot’s Quest
Ea6t replied to Ea6t's topic in Fallout New Vegas's Discussion
I sent a PM with the Discord link. See you there soon! -
Playtesters Wanted for New Quest Mod: Cabot’s Quest
Ea6t replied to Ea6t's topic in Fallout New Vegas's Discussion
I'll have a zip file of the mod uploaded on Google Drive. Let me know if you need it hosted on a different platform. Participants will receive a PM with a Discord invite that they can use to access a server which will have any links to the file and channels for reporting bugs etc. If you don't want to use Discord I can manage communications through Nexus Forums PMs as well. I'll send out the Discord invitation to anyone who confirms their willingness to participate here or in a PM. -
Playtesters Wanted for New Quest Mod: Cabot’s Quest
Ea6t replied to Ea6t's topic in Fallout New Vegas's Discussion
I'll take your criticism if you're willing to offer it. -
Promotional Image I am very excited to finally reveal a mod that I have been working on on-and-off for several years. Cabot’s Quest! is now feature complete and has been personally tested. At this point, I want to enter a limited playtesting period to root out the remaining bugs and to ensure a smooth, high-quality release. I ask for a few members of the community to set aside some of their time to take part in this process. Cabot’s Quest! is a quest mod for Fallout: New Vegas that follows John Cabot, an immortal scientist from Boston, as he attempts to unearth the site of a precursor civilization’s occupation located somewhere in the Mojave Desert. Seven quests are included in the mod, comprising a central questline that spans from Cabot’s arrival in the wasteland to an unexpected discovery he makes with the player. The adventure takes place in multiple detailed dungeons, such as a derelict toys factory and a subterranean nest of a resurgent criminal gang. All characters are voiced (by me, except for one, who has an anonymous VA) and can be found in and amongst a collection of custom weapons and armor. A thorough runthrough took around five hours to complete, so that should be at the upper end of the in-game time investment to expect. Please reply here if you would like to participate. Thanks all!
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I have a model of a hallway from the vanilla game that I edited in Blender, changing the shape and adapting its collision mesh. The collision mesh works fine but since the hallway is meant to be made up of three different materials (MAT_STONE for the walls, MAT_BROKEN_CONCRETE for the floor, and MAT_GLASS for the windows), I need three different sub shapes in the collision bhkPackedNiTriStripsShape. At least that is how it is done with the vanilla meshes. When exporting from Blender 2.49b, I cannot seem to get the three collision meshes to fit into one bhkCollisionObject. Instead, they are each assigned their own bhkCollisionObject, with one becoming the collision object for the scene root and the other two being put into collisiondummys. I have tried using the option "Use bhkListShape" when exporting with no effect. Is there a particular way I need to arrange the collision meshes for them to all become sub shapes in a bhkPackedNiTriStripsShape, or is there another way for me to pack them together? Should I just settle for the collisiondummys? Thank you.
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Having trouble importing .nif into the game.
Ea6t replied to 54yeggan's topic in Fallout New Vegas's GECK and Modders
Does changing the master block from a NiNode to a BSFadeNode (just by changing the name) do anything for you? -
Thank you for your reply. I am currently using the SayTo command to initiate speaking, so that is not an issue. I weighed playing the lines as sound effects as an option but did not want to do that because it would mean no subtitles. I'm not really looking for a conversation (if I was, I'd just have normal dialogue be initiated). As it is, I'm most likely going to settle for a talking activator.
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Thanks. If that's the case, I will likely just use an invisible talking activator to do this. It doesn't really matter if the dialogue seems to be coming from far away, I just need it to be audible.
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I would like there to be a scene in my mod where someone talks from a long distance from the player (without entering the dialogue menu) but still want the player to be able to hear them. To do this, I want the lines of dialogue to be played as if through the dialogue menu, but cannot find a way to make this happen. I could just use a talking activator to have the lines be played from closer to the player, but I don't prefer this option. Any advice on how to make an actor's dialogue play nondirectionally would be appreciated.
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Hello. I currently have an in-progress mod I've started for which development has stalled. I already have a significant portion of the planned content completed, but I'd like to know if there is interest in new quest mods on the New Vegas Nexus, as traffic seems to have slowed with the release of Fallout 4, and I'm not sure as to how many people would actually play any quest mod at this point. The mod will be moderately short, but feature (hopefully) interesting gameplay and locations. Thanks.
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Need Help Learning from Mistakes in Past Mod
Ea6t replied to Ea6t's topic in Fallout New Vegas's GECK and Modders
I think I know the reason the triggers don't work. The trigger scripts were using non-persistent references. Apparently this works as long as the file isn't marked as an ESM. I won't make the same mistake this time. -
Need Help Learning from Mistakes in Past Mod
Ea6t replied to Ea6t's topic in Fallout New Vegas's GECK and Modders
Thanks for the response. As far as I know, there are two skin mismatch bugs, one which causes the head to be the incorrect color and one which causes the body to be the incorrect color. The "bLoadFaceGenHeadEGTFiles=1" fix only fixes the first bug, and adding an ESM header is the only solution I know of to the second, which is why I did it. I'll check if the header changes the formID and make sure to test the finalized version of my next mod before publishing it. -
As I am currently working on a mod for Fallout: New Vegas, I decided to look at my previous mod, Vault 11 - Story of the Sole Survivor. After watching three videos featuring it (the two episode playthrough by Alchestbreach and the September 2015 top ten Fallout: New Vegas mods video by SkyttzTV) and playing through parts of it again myself, two notable issues stand out. I don't know the exact causes for the problems, so help would be appreciated. I don't want any major bugs in my next mod, after all. Minor spoilers from Vault 11 - Story of the Sole Survivor follow. 1. The ImageSpace Modifiers don't work properly in the videos I saw. The entire mod contains three instances of ImageSpace Modifier use, done with the "imod" command. Both vanilla and custom Modifiers are used to cause flashes, blur, etc. When I play the mod, they function properly, but in the videos the flashes don't work, and only blur effects are visible. In all of the videos I watched there was an ENB being used. I can't confirm if ENBs mess up ImageSpace Modifiers because I don't have one installed, but I will install one if I have to test. If someone with who uses/has used an ENB can tell me if they do break ImageSpace Modifiers, I would appreciate it. If they don't and you have another explanation, I'd be happy to hear it. 2. Cubic Activators/Triggers in the Deserters' Bunker, the third dungeon, are non-functional. I'm pretty certain I know the basic cause of this problem: giving the .esp file an ESM header (it helps with the skin color bug and other problems). Without the header, the triggers work as intended. They spawn enemies and control talking activators. I have no idea beyond that what makes them stop working as the first dungeon's triggers work perfectly even with the header.
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To anyone who wants to do this, I suggest amplifying all the tracks by 12 dB in Audacity so they are about the same volume as the normal tracks.