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LennyHayes7

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Everything posted by LennyHayes7

  1. Exactly as above. However talking about the NPC's doesn't really solve the problem. But thanks for the replies.
  2. I'm not particularly keen on firing something as in-game and theoretically weak on the arm like a .22LR pistol. I mean, the player should be able to quickly double or tripple-tap enemies OUTSIDE of VATS except the best is a half second interval between shots so you're left walking backwards for miles. What I'd like to see, is a mod that allows the player to fire one-handed PISTOL weapons as fast as they can click. That way when someone walks unsuspectingly into a feral ghoul and doesn't want to drag out the battle, they can whip out a Silenced .45 Auto Pistol and quickly poke however many rounds into the thing and move on. Slow pistols are very unattractive. Despite the .45 and 12.7mm pistols being very high powered weapons in theory, the ability to fire off as many rounds as fast as possible would be heaven. Don't you think?
  3. So I'm looking to start actually building my own weapons for Fallout 3 and probably New Vegas. I have Blender 2.49 (why?) because it's the only version that seems to work with all of the necessary plugins like Python ffi, Nifscripts etc. So here's the deal: I open blender, whip up a basic cylinder, export it open it. Blank. Not just grey or gradient blank, I mean mono-color blank. The cylinder is completely white. No problem I say, so I copy the strips data and paste it over something with a texture property etc. Still nothing. I know people have encountered this before but I've search everywhere and simply can't find a solution, so this is my last hope before I probably give up. In turn my question is: How do I apply textures to blank models in nifskope? is it something I need to to in blender? if s what? can it be done in 2.49? is there a tutorial on what I need? OR am I talking to the dead? :'(
  4. I am aware that there's a mod or two out there that applies suitable reticules for different weapons, like shotguns, smg's, snipers. This is all to cater for hip fire spread which is great. This is where I need to make a mod that ignores the standard reticule/cross-hair (which looks like this >< ) and make one that is only applied when a specific gun is brought to bare. It would go very well with my SMG-mod as the Finishing touch.
  5. Simple. Replace the older file with the newer ones manually or use Nexus Mod Manager to do it for you.
  6. A good way to start would be to GRADUALLY increase the amount of mods you have. My Laptop is only i5 @ 2.30 Ghz and it runs Fallout 3 on ULTRA with no lag. Also. Fallout 3 has issues with new computers where it only needs two cores. Not 4. If this is one issue and it crashes your fallout regularly... search "Fallout 3, Crash Fix code"
  7. Hey all. So after finally installing Blender, NifScripts, Python and pyFFI I modelled myself a neat looking Anti-Material Rifle and exported it as a NetImmerseFile (.NIF) I loaded the weapons mesh over the original AMR and made a copy so that everything would work fine because the strips were simply changed. No Nodes, BSShaders etc. I can view the weapon in GECK, it doesn't crash Fallout New Vegas on startup. In fact it only crashes when I enter the cell I placed it in or equip it (If I get that far) I'm using......... Python 2.6Blender 2.49bNifSkope 1.1.3BlenderNifScripts 2.5.9Lastest FNV GECK.I've tried to localize the issue by comparing the Original NIF to the modded NIF and found the load order was wrong, I corrected it by moving the BSShaderPPLightingProperty, NiTriStripsData and NiMaterialProperty back to the same order as those in the original. I noticed the small numbers next to the Original are: 15, 41 and 43Whilst the Scopeless one has: 42, 44 and 41Any shred of help would be pretty amazing... This is the LAST BRICK WALL in the way of my mod project and it's killing me.
  8. Okay. There's nothing on that page btw. Can you suggest specific versions please?
  9. Depending on where you edited the mesh will be the issue. Try exporting the file from nifskope as an .obj, .3ds or just save it as a Nif Modify it in blender then re-import it into NifSkope and see which one is causing the problem
  10. Hey all. Just wondering what versions of what programs I need to mod meshes without any further hassles. So far I've been editting .obj and .3ds files in Blender 2.69 and GECK crashes when importing the mesh. I currently have: NifSkope 1.1.3GECK for Fallout New VegasBlender 2.69I know I need NifScripts and Python. but what versions? and what versions go best with which version of Blender??? NifScripts 2.5.5 doesn't want to install because it can't detect blender 2.69. Can someone please help by listing what three programs versions are compatible together. Eg. NifScripts 2.5.5 goes well with Blender 2.49b and Python 2.4 etc etc
  11. OKAY. Once upon a time I was a noob with modding and have decided to take a step into the r e t a r d e d and crazy interface of Blender. NifSkope is a good tool for a few things here and there as we know...... but using Nifskope and Belnder together in harmony was never going to end well for me. Ever. My issue: I can easily make a shape in blender from scratch and import it into a Nif mesh file. (I put a test red dot sight on a 9mm, no ingame issues except for the shaders)I was feeling brave and exported the AnitMaterial Rifle, took away the scope and gave it a shorter barrel, done, exported it back to the desktop as a .objAfter trying to import it into NifSkope the program tells me I need to triangulate the mesh*Pro's shake their heads* I want my new AMR strips to replace the old one. Simply slotting it back into the originals place but it just won't work.What am I doing wrong? please help. nexus pls plz
  12. Try mine ;) http://newvegas.nexusmods.com/mods/52617/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D52617%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1135435&pUp=1
  13. That's a help for a start, but atleast you understand my problem!
  14. I'm struggling... All of my mods I have uploaded since I began modding (7 mods ago) have failed in some miserable way whether it's meshes or textures. I don't allow my mods to be downloaded with mod manager because I have no idea Mod Manager could possibly sort through all my textures and meshes and make it work. My main issues were the file paths, using NIF skope and GECK to detect file paths, even when tripple checked they encountered regular problems on my clients ends. My question is.... how the holy f*** (excuse my frustration) do some of these novice and professional modders put their mods up on the site without a single error? does Nexus Mod Manager do it all for them? is there a mod folder structure I should follow? where does NMM install the mod folder? I'm on my knees here praying for help.Help is the only thing that will save my miserable project now. So TRULY, THANKS if you can offer any.
  15. Fallout New Vegas Again the title says it all. I've made some 7.62.39mm Ammo (I wonder what gun could possibly use that...) and have put sample ammo in a cell for an upcoming mod, now I just need to make it so that the users can go to the Gun Runners, 188, Mick and Ralphs and so on to buy more. I'm sure there's a simple solution, any help would be great and feature in credits.
  16. Would it be too much to ask if you could repost that but with comments to label? thanks
  17. I have a bit of modding experience and know my way around both GECK and NIFskope. I'm not entirely sure about the syntax involved with fallout scripting but I'll give your instruction a go. Thanks.
  18. So the title says it all, or most of it. I'd like to make a standalone shack in the Wasteland and fill it's walls with 6-7 guns, I'd like those guns to function in a way like the broken 9mm SMG in doc mitchells house. So to say, instead of being repaired with the right amount of skill, I want the caps to do the talking, an argument like this: - - - Clicking a gun which you can't afford POP UP message: "You don't have enough caps to purchase this item" Options available: Okay Clicking on a gun you CAN afford POP UP message: "Are you sre you would like to purchase the (Gun Name)?" ​Options available: "Yes" and "No" Deduct that guns cost in caps from the player - - - Any help would be greatly appreciated, this mod will feature credits for such assistance.
  19. The title says it all, the real question is can someone help me in those areas? I have an AK47 model and would like to assign it to its own weapon "form", the only things I've been able to do so far in Geck is replace weapons which sucks. Ammo is even harder, no idea what to do there after playing around, want to make one called "7.62x39" with almost exact ballistics of the .308 Then I have to somehow replace or add it to vendor and shop inventory locations, impossible for me but easy for someone, who can point me in the right direction?
  20. Super bump, use NIF skope, load the gun, then change the sighting node.
  21. Okay so all I'm trying to do is change the reticule from that mil-dot one used on the Anti-Material Rifle to my own specialised one. This is how I see it plausible. Make a copy of the Mildot reticule DDS texture file and open itOpen DXT BMP and export the "Alpha" to Paint, black out the whites and draw a white dot at the crosshair intersection to simulate a red dot, save it.Reopen DXT BMP and "import alpha" which will replace the scopes mask with a red dot.Open up a new NIF copy of the Mildot scope mesh and replace the Mildot.dds with RedDot.dds where necassary.Open GECKFind the gun I want and tick the scope box, set the reticule to RedDot.ddsSaveI thought that would've done the trick, it seemed logical but when I go in game and zoom half of the scope is vertically blacked out and the reticule is gone, it's a blank, semi blocked view. Any help would be great because it's the main feature of my next mod.
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