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RayV12

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About RayV12

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    with the chic I met the night before.
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  1. I think I just heard the Nexus Servers say.... "Oh CRAP !!"
  2. @ BlindJudge, May be an interesting Idea for you that came to me earlier this year. COSPLAY I no longer really mod anymore. But I still come to the site to see what people are coming up with. But I was out of town for work earlier last year and just happened to be a Cosplay event going on while I was there. I'm not really into super heroes or game lore really, but I gotta say I had a real blast at the event meeting some really cool, interesting people. This I did not expect. The Whole time I was there I couldn't help but think the people at Nexus and it's users would love this stuff. So many users are so dedicated to Screenshot art and such, I really think cosplay would have a really good fit on Nexus. Anyway.. maybe something to think about. Good luck with the site upgrade and have a good one, ~Rez
  3. Anyone know if they are ever going to get around to bringing blender export back up to speed.. Totally skipped on Skyrim modding due to the work arounds, and looks like I'll prob skip on FO4 also. I'm NO expert but I just don't understand how Outfit Studio can convert/export a nif. But we still have no nif export for Blender without exporting as obj and the workarounds. Even just a Static Nif Export. Or is there one and I'm wrong? ~ReZ
  4. WOW.. I actually agree with every word of this post. It's good to here and I'm glad I read it. Thanks for keeping your opinion real along with taking the time to write and post it.
  5. 'prid 00002f1e' then enter then 'moveto player' does not seem to work in survival mode to get piper back. Is PRID known to not work in survival mode? and is there a work around? EDIT prid 00002f1f works but now she has no dialog.
  6. I vote for a gun reload sound when clicking a link, and a gun fire sound when clicking a post button. Sorry i'm having trouble waiting two more days to shoot something. It's not my fault :)
  7. Need a Rage 64 bit Save Game in subway town right before the power plant quest. Had a companion mod installed and it crashes trying to load the power plant. And apparently you can't uninstall a mod in rage or your saves are useless. If anyone has one I would be very grateful.
  8. In response to post #27527754. #27527929, #27528174, #27528204, #27528784, #27529469, #27530964 are all replies on the same post. @BlindJudge, You have one job.. Bring us more gamer chics :) I was expecting to see more like Males 60 % Ponies 10 % LLamas 2 % (I only know two on here) ;) Elves 20 % Females 8 % Math... I need a nap
  9. As a mod author that releases everything as a Modder's Resource, I'm kinda in limbo on this. First I would like to say I'm for anything that encourages new modders and modding in general, paid, free, whatever gets it going and keeps it alive. So with that said I will continue. I'm not really concerned about people making money off my resources. As long as they put the time into something that deserves it. not just re releasing my resources. But is this something that is manageable? No Ideas are jumping out at me on this. So this brings me back to the same frame of mind where when I release a mod as a resource, then it is "just that" a resource I'm letting go of and giving to the community. And at that point release myself from ownership and control of the mod. I think I'm ok with that because it is what I have already been doing in most part. But.... One worry that comes to mind is... Some models incorporated into mods and resource mods are taken from free obj model sites. (stating free to use as long as not commercial or money making). Even though us as mod authors take these models, basically rebuild them, skin them, convert them to the game we intend to use them in and release them as resources for Free. Then my concern comes into play. Does this make US (the original releasing mod author) liable or incriminated by someone else using, releasing and making money of them. I say this due to most of the modders resource models out there are converted models from free model sites. Long story short. My worry is not that I'm not making money off my resources or that someone else is but that I would like to release myself from ownership once I release a resource mod. If my explanation of my concern was coherent enough to understand :smile: some feed back on this or ideas would be helpful, especially from site admin. ~ ReZ
  10. Can't help but think, Modding as my 9 to 5. wow the possibilities are endless. Ok.. now back to reality.
  11. I had a dream the other night, My Kid's Grand kids where standing over my grave. One says " I just retired and am traveling the world" Another says " Just restored an old Flying Car " The last says " They are suppose to announce the release date of Fallout 4 next year"
  12. EDIT: Went back to one of my old mods and figured it out.. forgot it was just a shader flag issue with the vanilla planes... Just made some custom ones in blender shaped to the walls with window cut-outs. Good to go.
  13. Just an obvious but necessary question. have you finalized the cell's navmesh and also finalized the worldspace of megaton where the roof is after altering it's original? last have you checked for errors in the exterior worldspace after running finalize worldspace in navmesh mode? Sounds like the issue to me.
  14. hello, It's been years since I have messed with this issue and can't remember the solution. I'm using Occlusion Planes with Multibound boxes for optimization which works very well. But for some reason water behind the Occlusion Plane disappears both place-able and worldspace water level. I do remember there is a fix but can't remember what it was, no luck searching forums also. Need water ... Help.. !! ~ReZ
  15. Sup Jim, There is a max amount of lights you can use per cell/worldspace block "think I remember it having something to do with a shader limit of sorts.. Can't remember what it is off hand "think 4" but the only work around is creating a ground mesh.nif to replace the visible area of ground. Sometimes you can tweak it just enough in geck by spacing the lighting nodes and then hitting Ctrl F5 in the render window to reset the render. if it still flashes during movement in geck then it will do so also in game. ~Rez
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