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Posts posted by hiddenidentity1
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I can take a peek at it when I get some time, I'v worked a bit on companions.
Thank you sir or madam
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The author says "i don't mind anyone using this in there own mod or even releasing there own modified version of this mod".
I didn't trace the various permissions back further than that, though, and if the sound files are actually ripped from fo2 they'd be a no go.
The mod doesn't rip sounds from fallout 2, it just has his script dialogue lines remade in audio less text speech for fnv.
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We cannot take over someone else's mod. Also the voice files shouldn't be with it as you cannot port assets from one fallout to another
This mod was already a copy of a companion resource mod someone else took over from.
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Since the mod author seems to have abandoned this mod, is there any experienced Modders who can takeover this great mod and fix the bugs that have long since limited this mod's capability?
The Frank Horrigan companion version is unreachable without using console commands since the Ghoul Gatekeeper NPC (Bezen) does not show up in Goodsprings but is stuck inside the EZ companion room.
Also Frank Horrigan comes with ranged weapons but no matter what command or companion mods you use he will only use his fists and some melee weapons.
I presume Frank comes with audio clips from Fallout 2 for his dialogue but none of that appears to be working.
The Original mod
https://www.nexusmods.com/newvegas/mods/54980?tab=posts&BH=1
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I believe there was a mod that transferred many of the human clothes to fit for super mutants so you get enlarged legion centurion armor, helmets, powder ganger outfit, etc. Resized for a super mutant player mod or supermutant NPCs, otherwise you might have to look for a re-texture mod.
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How about a mod allows players to roleplay as some monstrous feral ghoul master/ Necromancer.
The player can collect feral ghouls into their army that can be can commanded to defend or attack for them, even against other feral ghouls.
The player of course will need to obtain some feral ghouls for their service by getting real ones or by ghoulifying human/civilized ghouls using some kind of radiation weapon or necromancy.
And eventually allow the player to make his ghouls stronger so that they can transmit their mutagens so other "dead" humanoid NPCs growing the ranks of the player.
It must all come at a cost through the player's reputation, relationships and sanity in co-mingling with the feral dead.
If Anybody can make or point me into the direction of a mod(s) like this, let me know it will be greatly appreciated..
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How about a mod allows players to roleplay as some monstrous feral ghoul master/ Necromancer.
The player can collect feral ghouls into their army that can be can commanded to defend or attack for them, even against other feral ghouls.
The player of course will need to obtain some feral ghouls for their service by getting real ones or by ghoulifying human/civilized ghouls using some kind of radiation weapon or necromancy.
And eventually allow the player to make his ghouls stronger so that they can transmit their mutagens so other "dead" humanoid NPCs growing the ranks of the player.
It must all come at a cost through the player's reputation, relationships and sanity in co-mingling with the feral dead.
If Anybody can make or point me into the direction of a mod(s) like this, let me know it will be greatly appreciated...
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How about an expensive call in weapon that marks an area to be bombed by the Boomer's bomber once you complete that quest for them.
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Is this Version 1.0 of Vortex?
Because if it's deleting Edited ESPs, why in the world would I want to use it anymore?
98% of my load order has edited esps.
It was indeed version 1.0.0
What is supposed to happen when Vortex detects modified ESPs and you select Apply:
1) Vortex will delete from the mod any ESPs or other files you manually deleted.
2) Vortex will copy your modified files back to the mod, replacing what you installed from the Archive.
3) Vortex will NOT delete files from the mod that were unmodified.
Selecting Reinstall from the mod dropdown will refresh the mod and all files will be back to what they were originally.
Deploy will make the game directory match the mod folder. It should handle conflicts from your manual update.
This is all assuming import from NMM was not part of your process.
The files were not imported from NMM and also edited esm files got deleted to. Luckily, I think FNVedit has successful backups of the edited files
So.....which option did you pick on the files when they got deleted?
Did you pick REVERT, SAVE CHANGES, or USE NEWER FILE?
Save changes
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Is this Version 1.0 of Vortex?
Because if it's deleting Edited ESPs, why in the world would I want to use it anymore?
98% of my load order has edited esps.
It was indeed version 1.0.0
What is supposed to happen when Vortex detects modified ESPs and you select Apply:
1) Vortex will delete from the mod any ESPs or other files you manually deleted.
2) Vortex will copy your modified files back to the mod, replacing what you installed from the Archive.
3) Vortex will NOT delete files from the mod that were unmodified.
Selecting Reinstall from the mod dropdown will refresh the mod and all files will be back to what they were originally.
Deploy will make the game directory match the mod folder. It should handle conflicts from your manual update.
This is all assuming import from NMM was not part of your process.
The files were not imported from NMM and also edited esm files got deleted to. Luckily, I think FNVedit has successful backups of the edited files
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There should be backups of those esps in your data folder. Check there and rename them to end in esp.
Do you mean the FNVedit backups, because all I see are the bsa files mention anything about the mods in the data folder?
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So like a quasi-noobie I was doing some cleaning/editing of dirty mod edits with FNVedit and here after Vortex detected these changes and like a spas I rushed through prompt about wanting to apply these changes or revert them.
I clicked apply not thinking about the ramifications and little did I know a bunch of mod ESP files were deleted and Vortex states that I have a bunch of missing mod masters all of a sudden.
Is there any way to get back those clean mod ESP files that vortex deleted or am I screwed and have to start over from scratch with some Fallout New Vegas mod reinstalling?
Thermic Lance and other wasteland Weapons
in Mod Ideas
Posted
Fallout 4 sorta has a lack of diverse melee weapons when compared to its other predecessors.
The Thermic Lance being my favorite melee weapon, I think it would make a great high end melee weapon in fallout for taking out heavily armored enemies or doing light crowd control.
Fallout 4 could use more wasteland style weapons like the bumper sword, the rebar club, the cudgel and more as everyone getting a hold of super sledge hammers and power fist when you level up doesn't seem right.