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AdotLOM

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  1. This has probably been answered tonnes of time before, but I'll just say it anyway. I can't seem to find the answers I'm looking for. Sometimes when I equip a new weapon (anything other than a crossbow), the first swing or pull of the bow is really slow for like 4 seconds, then resumes normal speed. The animations work fine after that until I equip a new weapon. The problem is worse for crossbows. It is really annoying because the slowed part of the animation is the firing animation (which is the worst part of crossbow use that the bug could happen to, for obvious reasons). What, other than console commands, could I use to fix this issue? Load order is attached to this post, if that helps.
  2. See, why couldn't they go the F:NV route and have the armour value be damage threshold instead? I honestly preferred that system.
  3. Really, I think that keeping most of the beasts would add depth to the world. Maybe some magic too. I say this, because it would make combat SO much more interesting, and would allow you to see how firearms work in TES, but without the factions intervening. Have it be like... erm the armies of Europe encounter a world that is similar, yet slightly more fantastic than our own.. or something like that.
  4. Well, if you're happy about it, then sure. I need all the help I can get. How should I send the file?
  5. I've looked at his tutorials, and they're stellar. But this is the model I'm trying to map, the chamfers make it a b&@*$ to do; http://static-2.nexusmods.com/15/images/130/7718481-1437680161.jpg
  6. The problem is that when I try to attach polygons together, it messes up (with one of the pieces at least). I don't really know how to describe it, but there is a piece that has chamfers on it, and I chose to iron the main side on the UV map. Then I try to add the chamfers, and it distorts the shape of the side
  7. Hello, I am currently in the process of making a custom weapon for New Vegas - but I am currently having issues with making the UV maps for the object (they're very messy, almost definitely my own fault) I was wondering if anyone could tinker around with it to make it work. I am new to 3DS Max, and I would be very grateful of any help, and of course, you'll get credited if I manage to finish everything else too.
  8. Hello. I just yesterday downloaded a new scope replacer pack for FNV, but then realized that the mod didn't support my game (because I only have Honest Hearts), so I decided to just take the content from the mod and replace the vanilla scope textures with them. Now, these scopes do the modern FPS thing which is to provide a view of the scope, and maintain peripheral vision. I tried using the mod 'OONV', but it doesn't work for custom weapons. here's the kind of thing that I wanted to appear in game; <snip> link removed. Here's what I actually get; http://s14.postimg.org/qdy5xbou9/rubbishbb.png See those black bars around the side? Now, I know that there's a fix for this issue, and people have solved it before. But the only solution that I managed to find was going into fallout.ini and typing 'fScopeScissorAmount=0', which didn't work for me. Anyone got any ideas? p.s. I don't mind about the ring of opacity around the perimeter of the scope.
  9. Does anyone know of a good collection of visual replacers for spells (primarily destruction)? Like, a mod that completely replaces the lighting, sprites and particles for casted magic? I really didn't like the flame spells in particular, with regards to how they look - and I can't find any good replacers for any type of casted magic in general. I'd appreciate if someone helped me out :) !
  10. You, sir, are a GENIUS. Thank's for the bit about the ENB, now it works! Unfortunately, it was too late for my FNV game data - I had already messed it up to the point of having to re-install it AND my mods, because I tried a tonne of silly things to try and fix the GECK, but it's all fine now. Thank you, and happy Modding!
  11. I know what you talking about - currently, aiming down sights only reduces spread by, I think, 35% - which is ridiculous, because I find myself aiming at a raider, probable about 60, 70 yards away, PERFECTLY DEAD-ON i.e. my sight post is kissing the guys head, and then I pull the trigger, and it misses. I make sure that it isn't a misalignment, by going to a random place and checking how much the rifle is off by, when shooting a fixed point - then I find that there is an actual conical spread mechanic in the game. If I had a rifle that did that at that sort of distance in real life, then I'd ask for my money back!!!
  12. My thinking has always been that the reason a Gundam mod hasn't been made yet, is due to the fact that mobile suits are 15-18m tall behemoths, and it would be somewhat difficult to make a mod with them in the terrain, let alone being pilot-able. However, I realized that such a mod doesn't need to have Gundams in (even though it would be cool!), but could said mod have, for example, scale-down mobile suit weapons? So that is what I ask - It would be really sweet to have weapons from Gundam, with some examples, of course; http://paliodor.wordpress.com/files/2009/02/gn-pistols.jpg?w=300 http://img3.wikia.nocookie.net/__cb20110921152654/gundam/images/e/ea/CG_GN_Rifle_Bit.jpg http://fc04.deviantart.net/fs71/f/2013/022/b/2/gn_sword_ii_by_whiteangel117-d5sbrkn.jpg http://fc00.deviantart.net/fs42/f/2009/127/a/7/Gundam_Strike___Schwert_Gewehr_by_heretik66.jpg
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