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Frewhausen

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Everything posted by Frewhausen

  1. Thanks for the feedback, it's currently at bottom of the load order. I'm running a test load list with Viva New Vegas basic utilities only xNVSE, 4GB Patcher etc. So can't be a load order issue unfortunately. I'm going to add lStewieAl's Tweaks and Engine Fixes, Unofficial Patch NVSE Plus and YUP one by one to see if they have an effect on the issue. I didn't have these issues with my last mod either, the only major difference I can think of is that it's a NVMini World Space although I don't believe they should change anything.
  2. Hello fellow modders I'm currently finalising and testing an overhaul in Aerotech Office Park and have encountered a perplexing issue. When I initially disable and Z drop (either -10000 or -30000) some static references (see below) they still appear in their original spot in a new test game. Another example (not included) is a park bench when three others disabled fine. For the record I've probably initially disabled and Z dropped approx 50 other references with no issues including other Dead Sassafrass trees, litter, dirt piles etc. I've checked FNVEdit and can't see any scripts or other reasons why they would still appear and my research has turned up dry. References: dlc04streetlitter01 - 00173ddc, 00173de0, 00173ddd, 00173dde, 00173ddf NVSassafrasDead05 - 00173dae Any thoughts or ideas are appreciated. SOLUTION - I stumbled across the solution in FNVEdit when I noticed some deleted references. Cleaned up all the deleted references and problem solved.
  3. Dice - Playable Casino Dice Minigame is probably a good lore friendly starting point for a small time gambling operation mod in the Capital Wasteland.
  4. Hi all, I'm seeking any advice on utilising pure black doors / void assets for creation of mine/cave/void entrances as none of the generic cave entrances will work for what I'm doing. A CK asset example would be something like "CaveGLHallEntrance02Snow" or for in game purposes Broken Fang Cave. The idea being you click on the black void and are taken into the mine. In my attempt to get a black void I utilised a scaled up door overlayed with a Dark Elf eye texture to make the top half of the door pure black and then buried it down to suit the entrance. If you look underground there is a giant eyeball staring at you. I am looking for a clean/correct way to achieve this, as I assume there has to be a better way. Perhaps it is as simple as I skipped over the correct asset, if so I would love to know what it is. Any help would be greatly appreciated. I've spent a lot of time playing around, watching videos and forums trying to work this out. Cheers Frewhausen
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