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Everything posted by SpikeWolfwood
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I just can't google this inquire anymore, I can't find any help out there on this question I have. I've tried quite a bit. . . even uninstalled Windows and reinstalled Windows. ( went from win 7 x64 professional to Win 7 x64 Ultimate) I tried to patch geck.exe with a program called 4Gb patcher from Nt-core utility. ( allows x86 programs to use more than 2gb of ram...) Of course, I run as administrator. and am more than qualified to run the Geck. ( in terms of ram.. ) I then tried running in compatibility mode ( Vista SP2) I've read that if you can run the game, you can run geck... well, when I launched the game for the first time, the hardware auto detection set the graphics for Ultra High Settings. which runs beautifully. Not sure that whenever I try to load a cell that contains an NPC, the geck crashes.. NVSE Installed Geck Power-up installed thats it, no mods.. Running the latest version of the game, All DLC included. Win 7 Ultimate x64 architecture 6gb of ram intel i7
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[x] Weapon mod button not working.
SpikeWolfwood replied to ImAustin's topic in Fallout New Vegas's Mod Troubleshooting
maybe you can install a simple mod ( such as TOZ sawn-off shot gun) that comes with a mod-able weapon. try and use the (x)mod feature within your pip-boy and let me know what happens? -
TCL console command not working right.
SpikeWolfwood replied to Morgwynn's topic in Fallout New Vegas's Mod Troubleshooting
any mods installed recently ? something a lot like this was happening to me... I uninstalled all of my mods, and fast traveled away. if you can't fast travel, maybe you can load to the most recent autosave ( with any mods you have uninstalled) ? Then exit the game, re-install your mods and try loading back to that save file where you're stuck. let me know if anything along those lines helps. -
[x] Weapon mod button not working.
SpikeWolfwood replied to ImAustin's topic in Fallout New Vegas's Mod Troubleshooting
does this happen on different game saves or a new game in general? even if the " (x) mod " isn't greyed out and I press "x", it wont open for me either.. but thats usually because the weapon I have, isn't modable.. but the option to "modify" my weapon still looks and seems as though it is still available. catch my drift? if you think im nuts, I can try and grab a screen shot for you the next time im playing. -
Blank title screen
SpikeWolfwood replied to Leethaxor1337's topic in Fallout New Vegas's Mod Troubleshooting
when you say you loaded your last game save... how long has it been since you've last played? have you tried a new game or different game save? have there been any modifications added or taken away? what about Mod managers and Script extenders? lets get into more detail. -
how much do you like Win 8? theres always the option to downgrade. It's a pain if you're going to do it all by yourself like I had to for my Gf's Win 8 laptop. ( I only say its a pain because the file system format for Win 8 OS is partitioned in GPT [ Globally unique identifiers partition table] instead of NTFS [New technology filing system] )
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Moving mods to new drive
SpikeWolfwood replied to eakers's topic in Fallout New Vegas's Mod Troubleshooting
Sounds to me as if your laptop is more of a mobile desktop with that hefty load of 2 hard drives and such ( maybe not if the screen is a 13" like mine...) anyway, what is the Drive letter for your 1.5 tb ? is it (E:) or (D:) ? press start and navigate to "My computer" ( Or simply press Windows Key + E) you should see both of your drives ( your local / solid drive and your data storage drive / 1.5 tb) PM me or post here once you're there.. its quite simple to take the next steps but easier to explain rather than blow up this forum thread. -
Geck Crashing upon Rendering
SpikeWolfwood replied to SpikeWolfwood's topic in Fallout New Vegas's Mod Troubleshooting
Thanks for the reply Roy! I will attempt this ASAP. -
Geck Crashing upon Rendering
SpikeWolfwood posted a topic in Fallout New Vegas's Mod Troubleshooting
Hey everyone, before I state my problem, please understand that I am not an idiot with no experience in using common sense. . . I HAVE "googled" my inquiries, I have done research ( although it is has been a minimal search compared to others) in an attempt to help me with solving this issue... Issue: plain and simple, I'll run geck.exe either as administrator or not ( I still get the same appcrash), I will then proceed to file > data..> I select / double click falloutNV.esm so that it is the only file being loaded. I then proceed to the worldspace dropbox where I can select: 'Interiors' then I double click OR right click and select view on the cell titled: " neon sign factory" . . . this is when I get this crash : Problem signature: Problem Event Name: APPCRASH Application Name: Geck.exe Application Version: 1.4.0.518 Application Timestamp: 4e0415d8 Fault Module Name: Geck.exe Fault Module Version: 1.4.0.518 Fault Module Timestamp: 4e0415d8 Exception Code: c0000005 Exception Offset: 00500669 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 what am I doing wrong? SPECS: 2.9 GHz Intel Core i78gb ram ( 1600 MHz DDR3 ) Intel HD Graphics 400064-bit Architecture Thanks in Advance -
Hey community, Would anyone happen to know the reference Id for the Helios one "God Ray" or "Death Ray" used in "that lucky ol' sun quest? I've been doing my home work on scripting and im in the process of scripting a weapon. I've looked through the quest script and i've been "trial and error" testing to see if I can make this weapon project that "god ray/death ray". could this be it? : if (bTargeted) set VEuclidQuest.fTimer to 5; StartQuest VEuclidQuest; set VEuclidQuest.bEnablePointer to 1 the command im trying to use is : BEGIN OnFire Thanks
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I'm currently looking for a modded "Geranium" coat. as for the weapon. Bacteria42 has a beautiful model for thee .45 Long Colt that fires GREAT and sounds GREAT! You should give it a try for sure. Compare it to the actual anime even! You'll be surprised! 2 Hand Cannons (Vash's .45 Long Colt)
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Hey there is a really great .45 Long Colt mod out right now! The texture problem has been solved and I am waiting for a response from the user who re-created this mod, for the file has been temporarily removed for a short period of time. here is a link to the user who will be re-posting this beauty sometime soon! Bacteria42 EDIT: Heres the link for the new-improved .45 .45 Long Colt
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Thank you Apixaez. If and when this is complete, expect to be in the credits for your help and suggestion.
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that's helpful... i never used to model anything new with a texture to start with. I always modeled it first then mapped it all out on a UV map then i would begin texturing off that. makes it easier to "color in the lines". plus it usually had the added effect of not smearing the map weirdly after done the model. but thats just one way to do it. anyways onto the topic, is it possible to do this mod with an object effect? i dont know all the conditions all that well, but i know theres one for crouching that might be usable to make it apply some effect (which in this case could be a new model to the character maybe?) so it does your ... transformation thingy. i dont know scripting all that well for this game so i dont think i can help with that. Thank you for your feedback, I appreciate it!
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Hey, That all sounds a little on the harsh side, I guess you deal with quite a lot of idiots often. If people would take just a little bit of time out of their day to look at the things I descriptively post and go into depth with, such as : My link I would not post blank questions like this a few days later... Thank you for taking some time out of your day to even look at this AND leave feedback. Thanks for caring just a little bit as to lead me in the correct direction. I appreciate that more than you may assume I do. I hope to put a little grin on your face in the future if and only if I complete the goal I am attempting to accomplish.
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My link those look a lot like Vash's glacier model sun glasses. they also have a glow effect. check it out.
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there is a Great mod for his .45 long colt that is ACTIVE by Bacteria42 found here : My link the only problem this mod has, is a small texture problem. thats it. it may be fixed soon.. as for the glasses, hair, coat, im still looking my self!
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Dear Nexus Community, Can anyone help me with a weapon project? I want the weapon to do something like this : Thank you for looking at this.
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I'm willing to voice act. If you're willing to text, my number is 702-756-0577. I am also a musician ( I DO NOT SING LOL) and at the moment I do not have music writing software of my own ( although someone in my house uses Cubase and writes with it, we need a new version with a better pc to run it..) Any way, feel free to hit me up and I'll "collaborate and listen" ahaahha. as for the way my voice sounds... I can ATTEMPT to conjure a request. for example, I can do Smeagle from Lord of the rings, studio quality. If I study a voice, its most likely that I am able to manipulate it as well. what I ask in return? If I ever have a modding or scripting question in the future, if you could help a brother out, that'd be nice.
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Dear FONV Modding Community, I am new at scripting in terms of using the Geck ( I have programmed / made some scripts in Java before in the past). So I was wondering if you all could take a look at my idea and maybe point me in the correct direction to get me started on this project. ( I DID take a look at My link So please do not try to rub that in my face for fun... thanks...) My Idea comes from an anime titled; "Trigun". The weapon of the main protagonist ( Vash The Stampede), has a "hidden power" sort of, and I'm tying to re-create it in Fallout New Vegas. How do I want to re-create this effect of his weapon? I want to re-create it by using the ARCHIMEDES blast Helios One generates during the end of "That lucky ol' Sun" quest ( if that is the proper quest name..) [NOTE: The blast I am referring to is activated when you select the option to "arm archimedes defense system" and wipe out the current ncr patrol.] What that looks like is a rather powerful and giant "blue blast" from the sky, followed by the destruction set of a fatman/mininuke. Heres my problem...: I cant seem to mod a weapon OR an ammo type to do ALL of this. I modded ammo to produce an Archimedes blast ( I tried Archimedes1 and 2) and both of the effects were not what I was looking for. So I tried modding a weapon that ran off my custom ammo, changed all the sounds, edited the weapon to closely resemble the ARCHIMEDES weapon.. still, no luck. I did see a script called "HelioslaserTop" script, but I could not get that to work ( which I really thought that was going to be what I was looking for..) Now, I have modded a weapon in the game that runs off of the same script that "Euclid's C Finder"... but the blast it produces is weak and it comes straight from the sky and not from the weapon its self.. ( which.. come on now... a blast like that coming from the barrel of a .45 long colt revolver/hand rifle!?!?! that would be sick af ladies and gentlemen! ) Any Feedback would be greatly appreciated. P.S: Here is what I'm talking about