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leotheEliteMajor117

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Posts 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. 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.

  4. That's LONG list. Correct me if I'm wrong but Just Mods Assorted and Project Nevada have a lot of redundancies when used together. They both add sprint and bullet time for example. I think one of these mods might be interfering with each other causing the AP cost per shot problem

    What do you think is the one causing it? Just Mods Assorted or PN? I disabled PN features that Just Mods Assorted has.

  5. OK, have a different variant (say MK II) of the wasteland version, pic

    Â

     

     

    1320939-1584520444.jpg

     

     

     

    I think this has several advantages;

    1. It's already meant to direct the force and shrapnel upward (or in this case toward the target and away from the wielder). Which means more damage to the target and less damage to the wielder.

    2. It's much easier to construct, just some superglue and a frag mine (and maybe a sensor module on top?).

    3. You can make whatever versions you want via other mines (frag, plasma etc).

     

     

    Because this is a shaped charge (or maybe that's not the correct term, maybe it's directed force, I'm not sure) I'd suggest full damage to the target and half damage to the wielder. The lower part of the bucket could have other material in it (say concrete a few inches of concrete or some other material) to direct the force toward the bucket mouth.

     

    Some disadvantages are that it's less explosive damage than a bundle of TNT, and it's probably a more expensive component (landmine vs tnt).

     

    It looks like my blender activities are going to be somewhat curtailed until I can get a new logitech m570...the one I dug out of storage is a goner. Trying to mess around in blender with a 2 button trackball built into a keyboard is somewhat an exercise in patience :sad:

     

    BTW does this pic ring a bell for anyone? I mean I've been away from FONV for quite a while, but I'm pretty sure Brahmin don't lay eggs. It's listed as dlc03brahminegg01.nif in the BSA.

    Pic;

    Â

     

     

    1320939-1584521795.jpg

     

     

    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.

  6. 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

  7. "Loose files" will override the use of those in BSAs (regardless of source). Just extract the vanilla ones from the vanilla BSAs into the correct folders, and then toggle "ArchiveInvalidation". That way you can just remove the appropriate loose file when you determine you do actually need the KF replacement in the BSA.Â

    Â

    If the KF from the mod BSA is still being used, then there is something different in either the filename (spaces are significant) or the path where it is stored that is different from vanilla. That information is actually burned into the NIF mesh. It would either have to be edited in NifSkope (see the "How to fix hard-coded texture paths in NIF files" wiki article and adapt that info) or the vanilla KF file made to "match up" in name and path to the modded file.

    Â

    If you are absolutely determined to unpack and repack a BSA, use BSArch (freeware) by zilav. A command line tool for packing and unpacking Bethesda archives. The most complete support setting the correct flags across the various games.

    (See the Skyrim thread BSAs and You for details about the pros and cons of "Bethesda Software Archives" (BSAs), but bear in mind such files in previous games, like Oblivion, FallOut3 and Fallout New Vegas, don't have "strict order" like in Skyrim. Games prior to Skyrim don't support overriding of assets in archives using other archives; only loose files can. If the same resource is contained in several BSA archives, those games won't use it from the last BSA on 100% of occasions. They may grab the resource from a random one of the BSAs containing the same file.)

    WARNING! Do not unpack BSAs directly into your game "Data" folder; potentially overwriting any mod files. The tools don't ask you to confirm the overwriting, either. All the hair textures unpacked to "loose files" will go through the head models in that case; because that's what happens when hair is not packed in a BSA. "Best practice" is to unpack to a unique folder (they are large: 1-2GB) and manually drag the desired files to the appropriate "Data" folder as needed.

    -Dubious-

    By "Unpacking" do you mean removing those files in a certain .bsa? And by "Packing", do you mean by putting files on a .bsa?

  8. 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.

  9. 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?

  10. OK started working on the wasteland model. There isn't much there yet, just a spear and some dynamite. pic;

    ÃÃÃÂ

     

     

    1320939-1583935958.jpg

     

     

     

    I need to replace the spearhead with a pressure switch. A mesh that has a spring or switch looking device. LabroLEO can you do me a solid and find something that looks like that or alternately, what you'd like to see for the triggering mechanism. Then tell me what the item is and/or take a screen shot if you can. I'll chop off the part of the mesh we need and put it on the end of the spear shaft. This will save me some time and guarantee you find a item you like.

    ÃÃÃÂ

    I'll probably rotate the dynamite 180 so the wires go into the trigger mechanism and retexture them red or something so they dont' look like the standard lit fuse.

    ÃÃÃÂ

    Sorry it took so long to get started, I have (had) to download all my old tools and set them up.

    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?

  11.  

    I'm looking for a WW-2 relic, and a jury rigged one

    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.

    Â

    The Chinese never wanted their soldiers go on suicide tactics like banzais.

    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";

     

     

     

    Chinese_infantry_soldier_preparing_a_sui

     

     

     

    We have a much greater cultural awareness of Japanese suicide bombers, and that may be in part because we didn't engage the Chinese

    Â

    Who needs chinese plasma lunge mines tho?

    Â

    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?Â

     

    Â

    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.

    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).

    Â

    Also, i would only want a melee version

    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!

  12. I don't think it'd be hard to setup the explosive effect (and a self destruction stage). Would this only work via melee or did you also want a thrown one?ÃÃÂ The model looks really simple are you looking for a WWII relic, a fallout retro sci-fi version or a jury rigged wasteland equivalent? I'd be fun to make a jury rigged version or a Chinese plasma lunge mine model. anyway if your still interested fill me in on what your thinking.

    ÃÃÂ

    BTW could you expand a bit on the "bayonet stabbing weapon animation"ÃÃÂ [/size] you mentioned, I'd be very interested in the info.

    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!

  13. 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!
  14. 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.

  15. We are getting into territory here that falls under the notes on the mod: "REMOVE OTHER MODS FIRST and then VERIFY THE GAME CACHE. The mod is not compatible with other mods that use the same files, and it is possible that while removing other mods you can accidentally delete a file that is required by the game.

    PLEASE DO NOT ASK ME QUESTIONS ABOUT PROBLEMS WITH THE MOD IF YOU HAVE ANY OTHER MODS INSTALLED OR IF YOU HAVE MODIFIED ANY FILES. I do not have the time to investigate every other mod out there to determine compatability, and I will not be installing/uninstalling other mods to troubleshoot issues."

    Â

    as well as, specifically for the sources, "2. Make changes carefully. Because of the number and type of changes already made to the mod, some techniques that you may have read or discovered may not work properly in this mod. You will need to learn how a particular task is done in this mod before adjusting it, or you will risk causing any number of other issues. Before making changes to numerical values, you should search for other instances of the variable name, because some are adjusted in multiple places, and changing only a single location may also cause problems. Essentially, you are no longer modding the game. You have to learn how to mod the mod.

    3. This mod is very heavily integrated. There are dependancies between most of the major files, so it is not possible to simply take one file and use it... without the dependant files, it will not work properly."

    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.

  16. It is not compatible with ANY mod that changes the same files. Specific things are not entirely controlled by one file in many cases, and changing one file not only breaks the changes in that file, but all of the others that depend upon it.

    ÃÂ

    Don't change the zombie speeds, it messes with many mission types. When zombies are spawned at a distance and can't get close enough in time, the mission will never complete because required targets are missing.

    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.

  17. That sounds like you have either replaced one of the files entirely, or have a typo that stops it from reading everything in one of them. Based on those descriptions, it could be anything from facilities, rtsevents, rtsdata, expertise, characters, globalconstants, or even actorconstants. Revert recent changes and put them back one thing at a time and make sure it works before changing anything else.

    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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