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fume0101

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Everything posted by fume0101

  1. Has anyone else run into the issue with crafting where you now need to stay inside the benches in order for the crafting timer to progress. If you leave, it pauses, then resumes when you re-enter. Was this an intentional feature of the patch? Because it's unplayable this way.
  2. Everything you have outlined here is exactly the case for me as well. My most recent saves are also leagues above the previous ones, with only a few mod changes. I've gone as far as deactivating every single mod, and still freeze then crash within 2 minutes. Leading me to believe that I have garbage scripts corrupting those saves. I'm curious to know whether you ever found the direct cause in your case. I might clean out my mod list, and attempt a more minimalist approach. I'm sitting at around 75 active plugins--down from 80 yesterday, which seems to be the most common tipping point for most users. In any case, I'll likely have to start a new playthrough now, but not until I have a mod list that I am satisfied with, as my daily fiddling seems to be the source of my woes.
  3. I was browsing the site for mods that improve the way dragons behave and how difficult they are to face. Whilst reading the comments I realized that the NPC's don't behave as they should when dragons show up in towns and settlements. I remember seeing the Skyrim live action trailer, and before the dovahkiin shows up, everyone including the guards start running for shelter. The guard even shouts "RUN!", and rips off his helmet. This is how I wish the NPC's AI was coded from the get-go. The way I see it, it would help to improve two things; Immersion, and dragon difficulty. Without the aid of civilians and townsfolk, dragons are less distracted, and more focused on the player. And immersion is pretty self-explanatory. I'm not sure this is even possible without the Creation Kit, but I thought I would put the request up anyway, in the hopes that someone might have an Idea to get this accomplished without it. Specifics: NPC's should flee from dragons the moment they hear the first roar. They should attempt to find shelter indoors, or if none is immediately available, then anything with overhead cover. Only if there is no cover, should the npc's attempt to stand their ground. Certain tough, and combat-experienced NPC's should be exempt from this, as well as the obvious NPC's that are followers. Perhaps there is some way to tweak the Nord Battle Cry so dragons cause NPC's that are "receptive" to it's effects to behave in such a way. I have no idea the complexity of doing this with or without the creation kit, but here's hoping someone is capable and up to the task. Thanks.
  4. I am having difficulting locating all of the necessary files to replace the Thieves Guild's hideous vanilla mesh for the hood, with something a little more angular and sleek, like the mage hoods. I can handle all the texture work, and I have already attempted to extract and rename the meshes myself, but I am missing something somewhere along the way. So rather than spend hours figuring it out, I decided to put it to you guys.
  5. Okay, I will give it a shot and report back. To clarify; the helmet is not tilted sideways. The mask portion of the helmet I am working with drops down to about the height of the base of the neck, but the rest of the pieces are in the locations I scaled/positioned them to.
  6. Thanks for the tip on that forum post. While I will likely find it useful at some point, my mesh has not been added into an .esp in the GECK yet. I merely check the model in GECK first to ensure that it loads it properly. Therefore, there is no .esp to edit with FNVedit. Again, thanks for the assist, but it doesn't pertain to my issue.
  7. I have been attempting for the last couple days to copy>branch, paste>branch, scale/postion, and then transform>apply a piece of a helmet I am working on from one mesh to another with Nifskope. It looks fine in Nifskope, but when I load up the model in GECK, the piece I am attempting to scale and position ends up resting near the base of the neck, and none of the changes I made to the piece 'stick'. I have utilized the same process for other mesh pieces, even on the same model. It's as though, at some point along the way, the .nif just stops accepting changes you impose upon it. Essentially forcing you to start over, but I keep encountering the issue at the same section I try to edit. Finding no way to resolve this with Nifskope alone, I downloaded and installed all the necessary files to get Blender up and running, imported the .nif, and scaled/positioned the mesh there. I then exported the mesh as a new .nif, and loaded it up in GECK, but the entire helmet has become invisible. It still shows up in blender, and Nifskope, but is gone in GECK. I would like to request the aid of someone familiar with editing meshes to help me resolve this issue. I would very much appreciate any assistance, and those who do will of course be credited for their work. In case anyone is wondering, the helmet I am working on is for my mod: NCR Rearmament
  8. I am facing similar issues myself. I am curious; Did you ever find the solution to the problem?
  9. I've been working on a combat armor variant. I have two seperate upperbody pieces: the combat armor chestplates, and the kevlar vest midsection with a communicator attatched to it. I set the NiMaterialProperty on the midsection to emissive->white, but for some reason, on the female version of the armor, the NiMaterialProperty copies over to the chestplates as well. Looks fine in .nif, but adds glow to the chestplates in GECK. I can't figure out what is causing the overlap. I don't have a _g.dds file associated with the chestplates, so I don't even know where it's getting a glowmap from. Any ideas? Edit: Forgive the color html in the title, I meant to paste that into the main body of the topic. Update: Isn't it great when your troubleshooting something for hours and you suddenly have an epiphany? I know, right? Anyway, I troubleshooted this by creating a _g.dds file for the texture that was being effected, then I filled the image with all black, and assigned it to the mesh in nifskope. Effectively eliminating the glow by setting it to zero. Although there is still technically a glow map associated with the file, it's null. I hope this helps someone else solve their issues.
  10. I was sorta hoping someone would be willing to take this on. I've been researching how to do this myself, but it's overwhelming to me. Hopefully someone will do this before I complete a version myself in six months, lol.
  11. I would like to request a female variant of Toxa01's Assault Combat Gear. It would be nice to see a Type 3 female version, but that is not necessary. He has authorized full use of his mod without requesting for permission. All he, (and I), ask is that whoever uses his work credits him. I just need the model and textures for the female variant, I can do all the replacing and adding to the game in the GECK myself. I wish I had a lick of modeling skill, because I would love to be able to handle this myself. For now, I leave my request to you all.
  12. I am looking forward to checking out your mod. Any idea how soon you will be able to make it available?
  13. Not sure if it does in Vanilla, but there are mods out there that add post processing effects. ENBseries is one of them.
  14. I second that request. Big undertaking, but it would improve visuals so much.
  15. I've actually gotten the npc's to wear the armors I want them to, but I was forced to start over now, as I've run into some speedbumps determining which NCR NPC's are which. But, that's more tedium than technical issue. I don't know what I did to suddenly start getting the geck to save my changes properly, but it's working now, so I am at least glad about that.
  16. Okay, I've done exactly as you said. I loaded only FalloutNV.esm and the mod which I am modifying, and set the mod I am modifying as the Active file. Filtered search on the NPC Tab to locate Ringo, right-clicked him and selected edit, then selected the "Inventory Tab" and replaced the armor he was wearing with the one from the mod, and also added a new slot and equipped with the helmet from the mod. I clicked save, and then selected file save for double insurance. Then I loaded the game, with only the modified mod checked. The armor did not show up on the NPC, (whom, until now, I had not encountered in this playthrough.) I tested it on Ringo, the gas station caravan chicken hiding from the powder gangers. When I entered the Gas Station cell, he was wearing only his T-Shirt and Underwear, the default body mesh. I exited the game and reloaded the GECK. Progress! This time, miraculously, the armor components were still in his inventory, which has never happened before, but never-the-less, Ringo was not equipped with them.
  17. I load falloutnv.esm, his mod, and my mod, and set my mod as active. Whenever I make changes, I save the progress and exit the GECK. Then I reload the Geck and check the changes I made and see that they haven't "stuck", and that the armors the NPC's were wearing by default are no longer in their inventory. I know I am missing something simple, but I can't for the life of me figure it out. Any Ideas?
  18. I would be grateful for some basic tutorials. For example: I have searched the GECK wiki extensively for a tutorial on how to equip NPC's, (specifically the NCR), with an armor mod that someone else made. Without a hint or a clue as to how to go about it. I have done some fiddling around myself and thought I stumbled upon the solution, but I encountered a new problem that a simple tutorial would be able to solve. How to properly load up the data, and make it possible to save the changes you've made to your own mod. Sounds simple enough, but for the life of me, I cannot get any changes I make to save in the GECK. I set my mod to the active file, and I save it as it's own, new file. But every time I load the GECK back up, all the changes are gone, but the asterisks remain showing that changes were made. Sometimes, the armors I swapped out aren't there, but neither is the armor the NPC was originally equipped with. See what I mean? Complicated. Where's THAT tutorial? :wallbash:
  19. The thing is, I did save several times before closing it. Like, even now, I try to make a few changes and save it, and it just doesn't happen. I don't know what I'm doing wrong, but it seems like it won't save no matter what I try.
  20. I'm starting to get the hang of it all now. However, I've run into a huge frustration. I just spent the last 4 hours editing NCR npcs to wear exactly what I want them to, but then the geck started acting up. So, silly guy that I am, I decide it's time to save my progress and relaunch the application. To my horror, I discovered that when I reloaded my mod, none of the changes I made were saved. I followed the saving instructions from this tutorial. Am I perhaps reloading it incorrectly, or did I miss a step in saving? Because I followed that tutorial to a T, tripple-checking each phase, lest I lose all my work. Sadly, I fear I have. Any Ideas? Tips on speeding up my second go-around on changing the armors that the NCR wears would also be very much appreciated. Thanks in advance guys
  21. I'm trying to rework the values of the armors, and force every NCR npc in-game to wear their own set of the armor using GECK. I've tried locating GECK tutorials related to what I'm trying to do, but I haven't had much success. So, I turn to you guys. Perhaps it's a lot easier than I'm making it out to be, but any help would be appreciated. PS. I've been play-testing VanSchroding's mod for a couple weeks now, which is similar to what I'm trying to do. He hasn't been on in a few days, however, and I like to make things happen quickly. Thanks in advance for any help you might provide.
  22. Seriously? All the searches I performed didn't turn up a seperate version. What a waste of time lol. Thanks for the heads up. Does this version need to be updated to 1.5 as well?
  23. Error: Assert File: C:\_Fallout3\Platforms\Common\Code\BSMain\MessageHandler.h Line: 126 A forum search yielded little result. I had a hard time installing the GECK to begin, then an even harder one installing the 1.5 update. Both are installed to the Fallout New Vegas forlder and appear to function. But whenever I try to load the file\data\FalloutNV.esm, I receive the following error: Assert File: C:\_Fallout3\Platforms\Common\Code\BSMain\MessageHandler.h Line: 126 Windows 7 x64 4 gb ram Any help would be greatly appreciated. Thank you.
  24. If you've ever seen the movie Deep Rising, you'll know what I'm talking about. This gun tears s*** up. The M1L1 Triple-Pulse Assault Rifle. It's a 5 barrel minigun variant attached to the frame of a Calico M955A SMG. I would assume more accuracy, but slightly less damage when in comparison to the minigun already in-game. It fires 5.56 NATO rounds. The magazine is top-loaded, similar to the P90. But since it's a minigun, I'm thinking the M16 100 round drum would be a better fit, placed somewhere around the front of the trigger. Below are some images of the gun, in as high a quality and resolution as I could find:
  25. I second this request. I would absolutely love to see this gun, with appropriate stats added to the game. Super high-res texture variants would also be appreciated.
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