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Everything posted by EARACHE42
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Book of Earache is highly modular as well. You can chose new weapons only, vanilla replacers, updated uniques only, replacers for AWOP M weapons. Player home and cosmetic updates are optional. Works fine with PNV and other major mods, WMK but not WMX.
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Can anyone make a Maria reskin similar to these ?
EARACHE42 replied to Falshire's topic in Fallout New Vegas's Mod Ideas
Book of Earache - Vegas edition replaces Maria with a custom Baretta M92. Compensator and extended mag modkits. May work for you. May not. http://www.newvegasnexus.com/downloads/images/40172-5-1297103229.jpg -
In photoshop, try setting the normal map plug-in to use alternate conversion:colorspace with a scale of 3.3 and the alpha field set to height. I also find that reducing the brightness a lot and increasing the contrast a bit before conversion helps with the specular data stored in the normal's alpha channel.
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[REQ]Barrett XM109 for your anti-squad needs.
EARACHE42 replied to OmegaForte's topic in Fallout New Vegas's Mod Ideas
FYI -BOEvegas is modular and can be used without the replacer. The vendor in the suite will sell you an XM-109. Alternatively, there is a Mo'Uniques.esp files that only replaces the unique weapons with truly unique weapons. If you hate the idea of downloading a huge file only to use 1/2 the content, many people use the replacer content to simply upgrade the M power weapons included in A World of Pain, leaving the vaniila weapons untouched. -
BoE - wheres the garage in Takoma??
EARACHE42 replied to nisen's topic in Fallout 3's Mod Troubleshooting
Heh. Tacoma park is one of the all time best dungeon crawls in the fallout universe, but its off the main path and easily overlooked. I placed the last book chapter there just to make sure you found your way there. -
I need some help with fixing buckshots/slugs
EARACHE42 replied to CabooseNor's topic in Fallout New Vegas's Discussion
No problem. Great idea. Would you mind if I do something similar with my mod? I already use a Spas-12 riot gun that switches from semi-auto firing mode to pump when you chamber a low pressure load like a beanbag, so this would slot in nicely. Regarding your draft script, the first ElseIF is redundant and can be removed. Since shotgun barrels are not rifled, I don't think a tenfold decrease in spread is realistic. Lastly, as you must attach the script to each weapon in GECK, I don't see the advantage in using a generic algorithm rather than make a specific script for each shotty. That way you can fine tune the effect (more pronounced on the hunting shotgun than the sawed-off) and can get rid of the math and extra variables in favor of hard-coded values. You will also be able to wrap your logic in an " is weapon equipped" check which will limit execution to when you are holding the gun and reset to default values when you unequip. -
I need some help with fixing buckshots/slugs
EARACHE42 replied to CabooseNor's topic in Fallout New Vegas's Discussion
You might try something like this: REF rCurrentAmmo BEGIN Gamemode IF rCurrentAmmo != GetPlayerCurrentAmmo Set rCurrentAmmo to GetPlayerCurrentAmmo IF rCurrentAmmo == Ammo12Ga setWeaponMinSpread to 3 ElseIF rCurrentAmmo == Ammo12GaSlug setWeaponMinSpread to 1 EndIF EndIF -
eXcalibr Universe for NV
EARACHE42 replied to Gaikotsu Akunin's topic in Fallout New Vegas's Mod Ideas
Paperback edition. -
BOE makes an alteration to the text of the Mysterious Stranger perk. The only report of a level up freeze I ever received was a conflict with another mod that made changes to that perk. Hope that helps.
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weapon grip rotation
EARACHE42 replied to gnrbrown's topic in Fallout New Vegas's Mod Troubleshooting
Un-check "Don't use 1st person IS animation" -
Just to confirm, when you need to relocate a moving part, NEVER adjust the NiNode. Always drill down and move the child TriStrips. And make sure the moving node (##) and the BSFadeNode use the exact names n the original skeleton. Bonus answer. You can Copy\paste branch for the ##SightingNode from an existing NV weapon. Just be sure to rename your pasted node correctly. There are two ##SightingNodes you can copy. The animated one will turn off the game crosshairs when you zoom. Did you ever get NIFskope to animate the new meshes? I lost animation on the SniperRifle a while back and none of the NV animations will play. I followed Throttlekitty's advice and updated to the latest beta, but no joy.
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Improper load order is generally the reason for the lack of menu on load.
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You only have to enter once, but there's more than C4 in there, so grab everything. The latest version of BOE (v4.3) has a workaround for the cistern built in. Try upgrading first.
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Why can you not access the cistern entrance? Can you not find it?
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Fallout 3 now crashes after level-up
EARACHE42 replied to ShiftyShifty's topic in Fallout 3's Mod Troubleshooting
Have not had reports on any level up problems with any xCALIBR mod. xCALIBRuniverse BOE makes a text change to the Mysterious Stranger Perk, so there might be a conflict there. Beyond that, you are loading both the Book of Earache and Munitions shop mods. That is bad. -
I don't have access to my code right now, but I implemented a modified version of the conveyor belt mesh in the Book of Earache mod. Check the trigger near the business end of the press in Hubris to see how I worked the animation.
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Check out Lings Coiffure. It has all the available hairs integrated into one package. Plus a great selection of eyes and configurable eyelashes. Makes all races playable (including DLC races with patch). It incorporates all of Ashara's great presets, plus about 100 more. Lots of choices at the gene machine.
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RH_Ironsights - Book of EARACHE compatibility.
EARACHE42 replied to SpacemanSpIiff's topic in Fallout 3's Mod Ideas
sakura357 - It would be awesome if you could send me the patch you built. I really don't want to wade through 150 weapons and figure out what to tweak, but I can drag and drop with FO3edit for sure. -
Xcalibr, calibr. Munitions malfunction
EARACHE42 replied to braidedsin's topic in Fallout 3's Mod Troubleshooting
I believe that Tactical Weapons by gRs Frederyck is not CALIBR compliant and is responsible for the 5,56 ammo that can't be used in anything but Frederyck's guns. Recommend you download a CALIBR patch for Frederyck's or even better, grab the xCALIBR patch. There is a link on the xCALIBR ammo pack gage. -
RH_Ironsights - Book of EARACHE compatibility.
EARACHE42 replied to SpacemanSpIiff's topic in Fallout 3's Mod Ideas
sakura357 - Just found this thread. Hope you don't mind me posting here. :rolleyes: I am not planning on rebuilding all the models in BOE for RH compatibility, but if swapping the firing animation makes the default weapons play nicer, I'd be happy to incorporate those changes. If you would like to share the results of your work with me, I'll modify the mod. -
Edit your ini file and add the following to the display section: fScopeScissorAmount 0 This will eliminate the masking the game engine automatically applies.
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Editing the weapon scope view .nif files
EARACHE42 replied to Sabat9's topic in Fallout 3's Discussion
Check out my eXcalibr Munitions Shop mod for some scope specifically designed to work without the masking. Should give you some good ideas. -
What I would love to see is a prone firing position animation.
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Editing the weapon scope view .nif files
EARACHE42 replied to Sabat9's topic in Fallout 3's Discussion
Edit your ini file and add the following to the display section: fScopeScissorAmount 0 This will eliminate the masking the game engine automatically applies.