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leotheEliteMajor117

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Everything posted by leotheEliteMajor117

  1. Well, it is for my personal use only. Is this allowed? I mean I will not distribute it to other people, or make it downloadable unless the maker of the mod gives me permission to publish the modified one or should I do it intentionally, besides, I would rather use it by my own, since, well I doubt that the maker of MojaveTerror, Aarius is still active. But I would likely want somone mod it for me and use it by myself, I will never publish the modded one without permission.
  2. Well, since we have the distributed necklaces mod, I also want medals and other decorations bcoz, why not? To add diversity and also, more vanity. Medals like medal of honor, Honor medals from school students with high grades, military medals for the NCR for their heroic actions. Something like Iron Crosses and other german medals cuz they look cool, or chinese ones to support the American-Sino Nuclear war, where you find the medals of the brave and honourable from their corpses, medals still in good condition, and maybe too other decorations? Because it's the wasteland, there may been students that have medals in their houses still in good condition, or U.S Military veteran medals in their walls just hanged, prolly still hanging, or dead chinese soldiers, where their medals were stolen by prospectors and raiders just to either decorate themselves or sell it for caps. Just a simple mod, for more vanity and diversity of the clothing in NV.
  3. Is it allowed by having someone else modify the .bsa? I clearly am not good at stuff like that.
  4. I'm not basically sure. Also remind you that I am modifying a mod called "Mojave Terror" by Aarious. That is the mod which has its bsa called "MojaveTerror - Meshes" inside it, the characters folder we're talking about. I tried making the bsa into a folder using BSAOpt, removed the characters folder, and turn it to a bsa via FOMM's bsa creator. I tried going in game, and I see red (!) on the various weapons of the mod, but the animations aren't there. This is really confusing ngl.
  5. What do you think is the one causing it? Just Mods Assorted or PN? I disabled PN features that Just Mods Assorted has.
  6. Btw how about a good tutorial for the /characters folder of mine? As I dont much get for Skyrim.
  7. Ahh, yes, a MKII variant seems very fitting, lets say the first one does 50/50 damage to the target and welder? Yeh, could be more expensive, however, how shall we make the bucket? Scrap metal, yes but because of Obsidian, they didn't let us collect buckets! Curse their time limit given by Bethesda to finish the game. Also, how bout we put in the satchel charge from Lonesome road? Idk, but I suggest high damage to target but half of the damage done to target to welder as the satchel charge has a big and strong kick tbh, unless we give it something like the bucket to it. Still nonetheless the mod progress is great and awesome thx to you! I owe ya one! Also for the brahmin egg, I think that is cut content, because of Bethesda giving the time to Obsidian to finish the game, Obsidian didn't have time to implement wildlife laying eggs. Idk about that, but I guess that egg could've been a recipe to some food.
  8. Sorry I forgot my LO Here's my current LO: [X] FalloutNV.esm [X] DeadMoney.esm [X] OldWorldBlues.esm [X] HonestHearts.esm [X] LonesomeRoad.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] ClassicPack.esm [X] CaravanPack.esm [X] GunRunnersArsenal.esm [X] YUP - Base Game + All DLC.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] Project Nevada - Cyberware.esp [X] Project Nevada - Rebalance.esp [X] Project Nevada - Extra Options.esm [X] Navmesh Fixes and Improvements.esm [X] Functional Post Game Ending.esm [X] TLD_Travelers.esm [X] CommonwealthSurplus.esm [X] Tammer's NIF-Bashed Weapons Mega-Pack.esm [X] SomeguySeries.esm [X] EarJRAmmoProject.esm [X] MojaveTerror.esm [X] AWorldOfPain(Preview).esm [X] AWOPDeadMoney.esm [X] More Perks.esm [X] More Perks for Companions.esm [X] More Traits.esm [X] More Perks for Dead Money.esm [X] More Perks for Honest Hearts.esm [X] More Perks for Old World Blues.esm [X] Interior Lighting Overhaul - Core.esm [X] Interior Lighting Overhaul - L38PS.esm [X] YUP - NPC Fixes (Base Game + All DLC).esp [X] Unofficial Patch NVSE.esp [X] Asterra's Many Fixes.esp [X] Logic and Consistency Fixes.esp [X] Unofficial Patch Plus.esp [X] Unofficial Patch Plus - Addendum.esp [X] Project Nevada - Rebalance Complete.esp [X] Project Nevada - Cyberware Additions.esp [X] Project Nevada - All DLC.esp [X] Unofficial Patch Plus - PN Rebalance Patch.esp [X] Unofficial Patch Plus - Project Nevada Patch.esp [X] Unofficial Patch Plus - PN Cyberware Patch.esp [X] Functional Post Game Ending - YUP Patch.esp [X] CorpsesUseVanillaSkeletons.esp [X] HeroinZero Weapon Fixes.esp [X] ImmersiveRecoil.esp [X] The Mod Configuration Menu.esp [X] dD - Enhanced Blood Main NV.esp [X] Uncut Wasteland.esp [X] Functional Post Game Ending - Uncut Wasteland Patch.esp [X] CASM with MCM.esp [X] RetrievableThrowables.esp [X] UnlimitedCompanionsFixed.esp [X] The Weapon Mod Menu.esp [X] 1nivVSLArmors.esp [X] YUP-Spice of Life Patch.esp [X] Ragdolls.esp [X] More Realistic Aiming.esp [X] Follower Home Marker.esp [X] NPCs Can Miss.esp [X] Melee Reach Revised.esp [X] Companion Sandbox Mode3.esp [X] Project Reality Footsteps.esp [X] Pipboy2501.esp [X] HacksawM249.esp [X] Camon, Scottmack, darthbdaman Weapons.esp [X] Immersive Hit Reactions.esp [X] ADAM Complete.esp [X] ADAM - MERGE.esp [X] R&S_InnovativeMod.esp [X] ADAM - Trooper Gloves.esp [X] NewVegasBounties.esp [X] Russell.esp [X] TheInheritance.esp [X] NewVegasBountiesII.esp [X] FOVSlider.esp [X] Better Pickup Prompt.esp [X] LWRC M6A2 PSD.esp [X] IMPACT.esp [X] Centered 3rd Person Camera - Unraised.esp [X] Distributed Necklaces and Chains.esp [X] LiveDismember.esp [X] Inventory Search.esp [X] MojaveTerror - Level list.esp [X] Diagonal movement.esp [X] Quickthrow.esp [X] JustModsAssorted.esp [X] Mojave Arsenal.esp [X] More perks updates DLC merged.esp [X] FO4 Power Armors - FNV Standard Edition.esp [X] ILO - PipBoy Light.esp [X] B42Bash.esp [X] AWOP Revs - Original Goodsprings Fight.esp [X] FO4PowerArmor.esp [X] AWOP - Russell.esp [X] ILO - New Vegas Bounties.esp [X] Fo4PALoreFriendlyLoot.esp [X] WeaponAnimations.esp [X] Reload Sounds.esp [X] HIIheadgearpack.esp [X] CommonwealthSurplus - LevelList.esp [X] CommonwealthSurplus - Sounds.esp [X] ILO - New Vegas Bounties II.esp [X] AWOP Revs - You Are The Hero.esp [X] B42Descriptions.esp [X] ILO - YUP Patch.esp [X] AWOPLow4DStorage.esp [X] AWOPLowLootAll.esp [X] Primm Reputation Restored.esp [X] AWOP-LowNPCS.esp [X] AWOPDeadMoneyVendorPatch.esp [X] Weapon Retexture Project.esp [X] WeaponModsExpanded.esp [X] WMX-ArenovalisTextures.esp [X] project nevada - wmx.esp [X] WMX-DLCMerged.esp [X] WMX-POPMerged.esp [X] EVE FNV - ALL DLC.esp [X] WMX-EVE-AllDLCMerged.esp [X] SimpleStreetLights.esp [X] SimpleStreetLightFix.esp [X] AWOP-IMPACT-WMX-EVE AllDLCMerged.esp [X] ILO - A World of Pain.esp [X] Interior Lighting Overhaul - Ultimate Edition.esp [X] Performance Of The Gods.esp [X] FNV Realistic Wasteland Lighting - All DLC.esp [X] FNVEdit merged patch.esp
  9. This happened to me after I shot a fast firing weapon, i also noticed now I was losing AP too. Any help?
  10. Is BSAOpt the right tool for this? If so, can anyone of you show me a tutorial? I am confused on how to use the tool.
  11. I don't quite get it guys. All I'm trying to say, is how to remove a folder in a .bsa file? Like for example, I want to remove the /characters folder inside a .bsa file. Can you guys give me an in-depth instruction?
  12. By "Unpacking" do you mean removing those files in a certain .bsa? And by "Packing", do you mean by putting files on a .bsa?
  13. Moving on from my topic from the Mod Troubleshooting "Anims of weapons still stay even if their anims are deleted" I found out what was causing the trouble: Animation files inside a mod's .bsa that the game uses. I need instructions on how to delete these .kf files in the mod's .bsa, I don't want to delete the weapon meshes with it too.
  14. NEVERMIND FOLKS! I found out the problem and it's from a BSA file a mod uses, inside the BSA file of a mod I have called "Mojave Terror", it has weapon animations that seem to be from Hitman's. I'll post and look for help on how to delete files in a .bsa.
  15. This is a serious problem, tried deleting all .kf files for weapon anims(doesn't include the Locomotion ones) from 1st to 3rd person folders and they still exist in the game. I used Hitman's mostly, but I wanted to revert back to WAR for a Vanilla experience, however, the reload anims, fire anims, from 1st to 3rd person is still being used by the weapons! Any help pls?
  16. Now that's a sexy looking Wasteland lunge mine for the perfect suicidal fiend! https://www.mediafire.com/view/lq90b2eukam9n6h/images_%282%29.jpeg/file That's one of the images of the lunge mine, the spear head in the WW2 variant looks like an upside down cone with what seems to be these 3 stick looking thingies on the other end of the cone. We can do this easily for the Wasteland variant, for the upside down cone as the spearhead, we may use a Pot for the spearhead and stick 3 empty bullets of the .308, mostly equals to 1 Case of .308 for it, as those in the WW2 variant which look like small pressure trigger cylinders. We stick the 3 bullets using wonderglue, add those wires using scrap electronics and maybe the sensor module for the trigger? Any thoughts?
  17. For a jury rigged how about a bundle of TNT strapped around the end. That's simple, and we could add something that look like a spring or other device at the tip as a trigger.  I'm not particularly well versed in history, but I do believe there are historical precedents for Chinese suicide troops; From the wiki entry; "WadeâGiles: Kan-ssu-tui) or "Suicide squads"[85][86] were frequently used by Chinese armies. China deployed these suicide units against the Japanese during the Second Sino-Japanese War." Here is a pic of "Chinese suicide bomber putting on 24 hand grenade-explosive vest prior to attack on Japanese tanks at the"; We have a much greater cultural awareness of Japanese suicide bombers, and that may be in part because we didn't engage the Chinese   I think there could be a few points to consider. 1. it ties in with Chinese warfare supporting fallout lore of Chinese conflict, 2. it allows the creation of a retro sci-fi weapon which fits with fallout, 3. it'd be fun to create (for me, personally). I will (and have quite a few times) create requests for stuff that doesn't appeal to me, but I prefer to work on assets that I find personally compelling and I think a retro sci-fi version would be interesting. Maybe a plasma version?  I think the thermic lance could work in this case since the lunge mine will explode upon contact (ie. don't have to worry about the continual damage/chainsaw like part of the animation, we'll just have the stabbing part).  Sure, I can understand your POV on that one. Woah, long quoting dude but lemme summarize. Yes, make the jury rigged version look like that, Also, yeah I changed my mind about Chinese Plasma lunge mines, you can make one if you want but I hope you have a good time making it! :) Ahh yes, forgot about the Thermic lance, the thermic lance animations is enough to make a lunge mine for fnv! Great idea!
  18. I'm looking for a WW-2 relic, and a jury rigged one, the jury rigged version will be easier to find and make, but weaker. Who needs chinese plasma lunge mines tho? The Chinese never wanted their soldiers go on suicide tactics like banzais. Bayonet stabbing animations? Ahh yes, iirc, Hitman is making one for a mod called B42 Bash mod. If it's possible, I think that bayonet stabbing animations can be implemented for fallout new vegas, like the Knife Spear from DM uses like a Bat-swing animation instead of a stab animation. I doubt it's possible but if it isn't, well let's make the lunge mine use bat-swing anims. Also, i would only want a melee version, having thrown of a kind sounds a bit too "OP" and makes grenades have less use. I think the self-destruction effect shouldn't be too "Lethal", unless of course your character has very weak endurance or strength, and has small DT. Thx for the response btw!
  19. I have a weapon mod that has big-ass guns(e.g M249 SAW) that, whenever I'm in first person, half of the gun blocks off a chonky portion of my screen! I can't see properly and hell it's annoying. Any help pls?
  20. I've seen some peeps flex their weapon animations in some TTW videos I've watched and it looked cool. IMO, it looks like WAR but it's WAR Plus. Is there a separate animations file for TTW I can download?
  21. It's another japanese weapon, all I know it's accurate, deadly, and has a slow fire rate. 30 rounds of arisaka bullets(let it use .308 in game) and that's all there is. I hope this gets in the making!
  22. Yo guys, I want somekind of cool weapon that, if you stab someone, your weapon explodes, hurting you, (killing you without high endurance and explosive damage) and your foe either dead or alive. Lemme explain: Anyone knows the history of the "Lunge Mine"? It's another suicidal tool of death made by the japanese back in ww2, an explosive replacement weapon if one banzai soldier can't kill 5 American soldiers with a bayonet, damn japan loved to make soldiers bring a gun with a bayonet to a heavy gun fight with lead firing everywhere and they're using the bayonets not the guns. That's WW2-era Japan everyone. Basically, maybe a stupid request, but it actually is pretty cool seeing enemies explode or get blasted away by a lunge mine. The lunge mine is a spear weapon that, if stabbed at something, will explode, used mainly for tanks or groups of American soldiers back then. The japs always loved using their soldiers as banzais, and this lunge mine made even a single Sherman scared of going straight to mow down a group of banzai soldiers with its' tracks. Possibly one of 'em carries a lunge mine that, if stabbed to the tank, the tank goes boom, or maybe the soldier who used the lunge mine against that tank too. Very long explanation but that's about it, I heard that, there is going to be a bayonet stabbing weapon animation being in the works and it could make the throwing spears actually spears too. Lunge mines in fnv might use a frag grenade explosion when stabbed on someone, however it's stronger, and a little bigger. The lunge mine is one use only, however, since the mine is a special use type(stab once and the weapon is gone), the lunge mine has full durability but if used once, the durability is depleted completely and the owner has to buy another one or magically rearm(fix) the mine and stick to a repairman somewhere in the waste, however for a hefty price...oooor, for those who have long sticks, mines and sensor modules taken away from House's dead minions and kept in the basement or in a fridge with unlimited storage space, can make his/her own by combining a throwing spear and a mine, also a sensor module and voila! A handmade lunge mine! For when you're suicidal and want to explode the living hell out of those fiends and ancient roman soldier mimics, including you too, of course! Do note that the handmade lunge mine you made is weaker than a real one, the real one uses a stronger mine made in japan, so the handmade mines are less powerful but hey, maybe you can give it more boom, or make it use plasma, OR, for taking down power armored bois and robots, use a pulse mine bought or found in the waste, ooor...strap a nuke to it, if you're ready to explode a city block in one stab.
  23. Oh, okay. Well back to the show. Is the zombievariants mandatory for the mod? It's an xml file in the sources that's ready to be turned to a bmd. Also, the only solution to end that bug is go to a new level I suppose and don't change any bmd files until I'm close to go to a different level.
  24. Well, missions can still be completed, mostly these are for Breakdown, and it's the players choice to go upclose to the zed and kill it. Is zombievariants actually required for the full experience of your mod? If possible, what code did that mod use to make the zombies walk instead of run? I mostly prefer walking zombies instead running ones, if that ain't the case, can I create somekind of random percentage that, a regular zombie is a runner or a walker? Or should those green-eyed zeds be the runners while the red-eyed ones be the walkers? Green eye zeds seem to be newly infected humans, still showing clear skin, having the brain go awry, and being very aggressive, in search for live survivors, running for their flesh, while Red eye ones show to have dead skin color and are all bruised up, shot, or rotting because of time, these zeds should be the slow ones. IMO, the Green zeds should be the aggressive, runner ones while the Red zeds should be less aggressive ones and move slowly.
  25. In my guess there is incompatability. Now I remember, I installed the "Zombies don't run" mod and seems to also overwrite your files of your mod of Ver 1.6 Non-YOSE. They seem to not go well I think. Also, I was reviewing your XML sources of the non yose version, and I found a zombievariants.xml that the mod didn't add and turned to bmd, is that required for the mod to work properly? Also how do I manually make the zeds walk instead of run? So I can fully integrate the Zombies don't run mod with your mod. Update 1: I recently modified one of the xml files and it's rtsevents.xml then turned it to bmd by overwriting the old bmd file to the new one. Is this the culprit? Never touched the globalconstants, expertise, rtsdata files.
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