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Doc4Holliday

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Everything posted by Doc4Holliday

  1. I'm quite new to using MO but understand modding quite well and have done it for some time. I understand that MO creates a virtual data folder and loads mods through that, however I found one mod which had a correct file structure, "Artifacts - The Ice Blade Of The Monarch" but after being installed with its scripted installer, the filestructure was right, but it's textures were misaligned on the weapon. Extracting the BSA and loading the mod as all loose files solved the problem and caused the textures to appear correctly. Is there another way to correct this?
  2. Thanks, managed to do all of that, did some testing changing the value to other materials, but it makes the same impact sound for all of them. This is how it looked by default. Even though the value for that setting is the same, they make different sounds.http://i.imgur.com/OxjS3nL.png
  3. Thanks for the information. Unfortunately, I don't know the first thing about where to find such a drop-down menu. Where would I look for this setting in the nifskope window? This is what I see when I'm trying to figure out what to set the latter item to so it has the same collision sound as the former.http://i.imgur.com/EOayF7v.png
  4. Thanks a lot! :D I might have to learn how to use nifskope, but I think I can figure this out. I already know what .nif I need.
  5. Went through the guide, they copied the records of the 9mm pistol to make theirs, unfortunately it didn't contain any enlightening info.
  6. I've managed to extract the files for impact sounds for brass shells as well as shot shells, as well as the .nif for the holorifle's casing mf cell. Unfortunately, I'm still coming up short in how to actually tell the GECK to use a different sound, the only entry even mentioning casings in it is under art and sound for what casing model to use. If what audio file it uses is linked to the texture file, I don't even know what program to use. It's funny, the base grenade launcher has shotshell sounds for ejected shells, but not the holorifle. Managed to get it working by changing the entry PHYCasingRifle to use the folder of shotgun SFX, but that's not acceptable, as that changes all weapons that use the rifle casing sound to shotgun as well. What I'm having trouble with at this point is actually finding any entry, anywhere, that actually shows the PHY selection of casing impact sounds actually assigned to any weapon, let alone the one I'm trying to work with. I can't reassign what sound a weapon uses uses if I can't find where the weapon has been assigned the sound effect in the first place. Any ideas?
  7. The MF cells ejected from the Holorifle make the same impact sound as bullet casings, which sounds off-putting. I've tried my best to figure out how to replace the sounds with the sound shotgun shells make when ejected and hitting the ground, but haven't been able to figure it out. If anyone is willing to make this small change or tell me how to do it myself, I would much appreciate it.
  8. I have the same problem, but I'm fairly certain the problem is that the animation is changed, but the original intended duration for it isn't, so it thinks the animation is over and can be fired again even though it can't.
  9. I'm attempting to change the impact sounds of the MF cells ejected from the holorifle after every shot to something other than the default sounds for guns-type metal bullets, but I'm unable to find where I can change the impact sound to something like the sound that plays for ejected shotgun shells, for example. Can anyone help me?
  10. In response to post #49200472. #49219542, #49221072, #49250507 are all replies on the same post. AutoGates is an essential mod.
  11. Apologies in advance, but I couldn't find a bug reports section for the site itself. The comments section looks like as shown in attachment while running chrome, with or without add-ons.
  12. Gotcha. Well, I'll be waiting for it. Since I take it that it's a recreation, it's a shame it would get taken down.
  13. The institute could really use the new quests. One downside to them is they have the least interesting quests aside from the minutemen. The only one worth a damn is unavailable if you kick ayo out. Anyway, I'm looking forward to it, whenever that is.
  14. That's great news! Thanks for the reply. Are you still going to make the institute companion?
  15. I actually bought supporter status because I really didn't want to use an adblocker here, but the chance of being redirected by an ad was ridiculous. And because I like to have a lot of tabs open at once, and ads make that a bad idea. I'm glad you've been trying to figure out how bad it was and stopped utilizing such advertisement. Thank you!
  16. Sounds awesome, thanks for letting me know. I'll be watching it.
  17. In response to post #37146835. #37149335, #37149555 are all replies on the same post. Since the update the DLC's are not managed the same way as mods anymore. They cannot be disabled through the mod manager, at least through the method used previously. It's likely the game looks at them differently as well. Ignore the warnings in loot, it's a failure on loot to recognize they're actually active. Loot will still work for the sorting, however.
  18. As am I. I've recently started an institute playthrough I'm going to use for a long time with DLC and all, and I'd really want to have something like this with it!
  19. I'm sure, even if, you still have more skill than me. Mods I've made sum up to stat edits in FO4edit. I'd love it if you'd give it a try when CK comes out.
  20. I'd appreciate anyone who could make a mod to swap the unique Liam's Glasses obtained from plugging a leak to the eyeglasses model rather than the black-rim glasses. Thanks!
  21. Tis lonely in here. I can't imagine changing the arrival location of a fast travel point. If anyone has any idea how to do it, it would be much appreciated.
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