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krigulv

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  1. this sounds like a very simple mod that you should learn how to do. it would be a good introduction to the geck.
  2. I've always felt it was a bit lame that Fallout never included stabbing animations for knives. I think it would make the perfect power attack animation for those. It would be a powerful attack but leave you a bit vulnerable. After doing some searching, I still haven't seen any made. Does anyone know of any?
  3. yeah, i was worried that would be the case. thanks for the reply
  4. Does anyone know how to get rid of the critical hit message through the geck?
  5. the only true fix i know of would be to use FNVEdit to make the new vegas redesigned ESP read as an ESM. ESPs, for whatever reason, only modify the face color, not the body.
  6. i could be wrong, but i think this is the bug where the body is using the regular new vegas esm's color with the esp's face color
  7. i've tried making a custom explosion using one of the existing explosions from the game. when i tried to test it in game, the game crashed when i took out the grenade (not when i tried throwing it, just when i equipped it). i then tried saving the explosion nifs unmodified, and that caused the same crash, so i'm not sure what's wrong. nifs i tried were the nuka grenade explosion, the plasma grenade explosion, and the machine gun grenade explosion. anyone know what the problem is and how i can resolve it?
  8. Was afraid of that. Was hoping there was just some critical hit command I was missing. Well, thank you for your help again, jazzisparis
  9. I've been looking around for this, but I haven't been able to find a solution. Is there a way to get a weapon to critical hit via scripting? I want it to have a 0 chance of critical hitting during normal play, but under certain conditions, I want the script to make it perform a critical hit. Anyone know of a way?
  10. I actually thought up a much cleaner way to do this which seems to be more stable and closer to the effect I want. Thank you for the reply, jazzisparis. When the world is mine, you can have Trinidad and Tobago.
  11. Ok, so I've been trying to get this script down. The purpose of the script is for shotguns to knock down a target if it is within a certain range. This is the script I placed on 12ga ammo Impact Script: Now, here's the issue: the script works just fine at first. It knocks em way too far, but that's just for testing. Then after a few kills, it just stops working. Even when I quit and play again, it's still not working. Anyone know the issue? Is there a way I can get it more stable?
  12. i'm not really seeing the problem here. can you point out what's wrong? edit: nevermind, i see now. i'll take a look at the psd later, but i would recommend just tinkering around with it with the model open in nifskope. nifskope updates the texture pretty frequently.
  13. Where does this texture come into play? I've looked at the eye nifs in Nifskope, and it's not listed on any of them. I've looked around in texture sets and the eye parts in the geck, and I don't see it anywhere there either. When I copied the default eye nifs to use on a different model (not an npc model, but a creature), they still display the eyereflection.dds texture in game, so i'm assuming it's hidden somewhere in the nif, but i really don't know. Anyone who's worked on eyes have any info on this?
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