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Shady_Sam

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Everything posted by Shady_Sam

  1. When I launch my first mission it goes to a black screen. I've tried reinstalling and all of that, but it doesn't seem to be helping. And somehow I forgot to mention that this is with Long War.
  2. Hey guys, I seem to have an invisible health drain effect or something. My health bar never quite fills all the way up. It's not a REALLY big deal, it's only like 20 health, but the fact that my health and mana bars aren't lining up is making the OCD guy inside me squirm a bit. I'm running a plethora of mods, but whenever I disable them, the effect is still there. I think I may know what caused it, but I'm not sure how to fix it even if that is the case. I did the OOO quest "Light in the Darkness" or something like that where you rescue an anti-vampire Aylied sword from a bunch of vampires. Thing is, I'm also a vampire, so when I picked it up, it gave me a constant damage health effect. Much to my annoyance, the sword was a quest item and unable to be dropped. I didn't like this, so I changed it in the CK to not be a quest item and dropped it in a box with all of my other sentient swords. I removed the damage health effect with the console and things seemed to be going well until I noticed the small amount of health missing. That was like oh...10 hours of game time back, so any solution that doesn't require me to simply reload would be very much appreciated!
  3. I had a mod a while ago that made all of the wraiths in game into ringwraiths from LOTR, complete with animations and everything. It really made dungeon crawling a lot more spooky because you'd have these black shadowy figures to watch out for instead of the weird disembodied torsos that are in vanilla. I can't seem to find it on the nexus though, does anyone know if it's still around? I don't see why the author would've taken it down.
  4. After I escape from the vault I end up back on the executive suites floor, and the quest just doesn't update.
  5. Yeah, I'm aware of the insane amount of work that would be required, but I'm mainly talking about for personal use, so I'd only have to convert like 4 or 5 weapons. And also, maybe posting a tutorial for people to do it themselves. And also, why would weapons added by mods not work?
  6. I was thinking about this as I went to sleep last night. Why isn't there a mod similar to Armed to the Teeth for New Vegas? In other discussion it seems like people are mostly concerned about the inability to display weapon mods. After looking in the meshes for the base game, however, you can see that modded weapons have their own meshes. So with that being the case, shouldn't it be a simple matter of writing a script to detect what mods your currently equipped weapon has, and equipping a "dummy" mesh that is appropriately modded? I'm quite rubbish with scripting however, so things may seem overly simple from my perspective.
  7. I extracted the entire meshes archive (I've had it extracted for a long while now, minus the hair stuff because of that one particular bug) and removed the LOD meshes. Then, after I cut the process short, I put the original meshes back into the appropriate folders, and skipped the ones the GECK had made a new version of. I figured as much with the LODs relation with the references, I just haven't gotten around to thinking of a solution.
  8. Okay. Sorry about the lack of updates. What I ended up doing was remove all of the lod meshes, then letting the LOD regeneration run for about a day and then stopped it by ending the GECK process. (20 days? Ain't nobody got time for that). When I loaded up the mod in the game, I discovered that the ground meshes had been correctly relocated. Although, now I'm having a problem with the lod meshes of the rockface I relocated. Whenever I enter the area from an indoor cell, the lod meshes are present and sort of "explode" all of the npcs in the area into the air, where they then proceed to fall to their deaths. But this is actually just one guess. The other explanation is that my poor navmeshing abilities basically let the npcs climb up the new rocky area, where they would inevitably fall to their death (since all of the deaths have occurred in one specific area). I believe the navmesh has been appropriately adjusted, so I'll know soon enough which explanation to rule out. But I'm working on a different problem at the moment (different mod), so I haven't tested it out yet. P.S. I think your idea would actually work quite well, wish I thought of it.
  9. Alright, thanks. Is this really the only way though? I'm kind of skeptical that one mod that alters the wasteland world space makes it instantly incompatible with a mod that alters a different area.
  10. Hi all. I flattened out a large area to use with wasteland defense/RTS, and now the LOD textures are showing up where I flattened a hill. Is there any way to fix this?
  11. Yeah, I've tried some of the texture mods and the like, but there doesn't seem to be anything that really makes a difference. I looked around for a racemenu replacer, like the one you linked for Skyrim, but there doesn't even really seem to be one, or any discussion about making one (which is odd, because, frankly, the default one sucks). Ahem, well somethings can NOT be changed in a game its built into the engine. You can not make FNV/FO3 look and act like Skyrim as they are not using the same engine or are even remotely close to the same game. That said you do not give any information on your character so I have to assume its pretty female character you are looking for, now that said "nice looking" is subjective to personal taste: http://newvegas.nexusmods.com/mods/38093/? http://newvegas.nexusmods.com/mods/38788/? http://newvegas.nexusmods.com/mods/51084/? http://newvegas.nexusmods.com/mods/44312/? Try looking through the Models and Textures and the Hair and Face Models sections. Yes, I'm aware of the limitations and differences between the Fallout engine and the Skyrim engine. I said I wanted something like the mod in question. I wasn't strictly talking about female characters, just characters in general. I've already combed through most of the mods in the models sections. My question was mainly asking about the general skill that goes behind using the race menu tools.
  12. Yeah, I've tried some of the texture mods and the like, but there doesn't seem to be anything that really makes a difference. I looked around for a racemenu replacer, like the one you linked for Skyrim, but there doesn't even really seem to be one, or any discussion about making one (which is odd, because, frankly, the default one sucks).
  13. I'm not sure why, but I can never get quite what I'm thinking of when I'm making a character. I just spent like 30 minutes tweaking my new character, but I'm not satisfied with the results. The eyes are too big, but I can't make them any smaller, the face overall has a longish appearance which is annoying, etc.
  14. Thanks for the advice. I did try verifying the files beforehand. It didn't work. I restarted Steam and that seemed to work. Odd, considering the problem was exclusive to Skyrim, and none of my other steam games.
  15. I took a few days off from Skyrim, and when I came back, the game simply wouldn't work. Whenever I attempt to launch it from either clicking on the .exe itself, the launcher, or launching it from Steam, nothing happens at all. No Bethesda logo, no process detected, nothing. I'm a little stumped, really. It was working perfectly fine when I stopped playing it.
  16. I'm looking for the armor that's in this screenshot. I had it a while ago, but deleted it because it was bugged for my character. I tried asking the mod author, but there wasn't any response. http://i.imgur.com/7FkUtpO.jpg
  17. I'm looking for a mod that adds in an ability called "Vampire puppeteer" or something to that effect. Basically what it does is it gives vampire characters an ability that allows them to either frenzy, pacify, or drain someone's health. I had it a while ago, but I don't anymore, and I can't find it again.
  18. I've started having this problem where the game crashes whenever there's a laser/plasma effect going on. I first noticed it when I was in the Citadel courtyard, being idle near one of the initiates shooting at the target range. Often, when the initiate would hit the wall with his laser pistol or whatever, the game would crash. During the Liberty Prime mission, I had to console kill the guys with the gattling lasers and walk backwards most of the time to keep my graphics card from rendering the effects. I'm running EVE and FWE (if that matters, some of the googling I did, sort of pointed them as the culprits, but the nature of the crash for those problems seemed unrelated), but I don't think that's the problem. I think the problem is more about my graphics card. My computer is relatively middle to high-end (or at least it was when I bought it like 2 years ago) and runs FO3 at 60 fps in pretty much every area, even though I have a moderate amount of mods installed. It's worth noting, however, that when I first installed FO3 a couple weeks ago it initially set the graphics preset for low quality. I set it back up to the high quality preset and there haven't been any noticeable performance drops. My graphics card is an AMD Radeon HD 6800, if that makes a difference. Simple google troubleshooting didn't seem to work, so here I am. Does anyone have any ideas?
  19. Hey guys, I was wondering if someone here could help me out. I've been trying to modify my skeleton files to be compatible with Realistic ragdolls as well as Armed to the Teeth, while ALSO having weapons placed where I want them. The only thing is, whenever I move one of the nodes (like for the quiver) to where I want it, and then load up the game, it's like nothing's happened. I'm sure I'm missing something here.
  20. Did you delete the scripts that came with Deadly Mutilation? When a script imprints onto a save, you can't remove it or it'll look for it and not find anything, usually resulting in a crash.
  21. Thanks, I'm not sure why my text was being garbled as well, but thankfully my message made it across.
  22. <p>Hey guys, I wanted to take today to learn how to make a follower, so I started following a guide and it tells me to go to the relationships tab and make a new relationship for the player or something like that. Well, whenever I go to make a new relationship, nothing happens. Nothing at all. I right click, select "new" and that's it, no error or anything like that. The guide says to make sure that the npc is flagged as "unique" and it is, so I'm a little confused. I tried closing the CK (and losing my work up to that point) and trying again, but it still won't let me create the relationship. Any ideas? EDIT: Well, okay, when I went to change to a different tab, the unique box became unchecked and every time I swap to a new tab it becomes unchecked again after I check it.
  23. The most annoying part was how this was on the hot files list, that's the only reason why I persuaded myself to actually use it. I figured that if that many people liked it, then it was harmless and tested. I think there's something more at play here *tinfoil hat*.
  24. I downloaded a 1 handed animation replacer. Most of it is decent, but I had to tweak some of it and remove some parts because they're a little too anime esque for my tastes. There's one animation that really annoys me, but I can't figure out how to remove it, whenever I sprint with a 1 handed weapon and a shield, my character raises his shield to his eye level and does an anime type running style (I swear it's not the block runner perk) using his shield as a...shield, I guess, except it's not really that functional, so I'd prefer the regular style of running.
  25. I recently started using the .ini tweak that allows you to "equip" multiple weapons similar to Armed to the Teeth. But I was having problems with the script for Armed to the Teeth which caused CTDs for me, and on top of that, the guys who were doing the custom weapons work seemed to have discontinued their project. Anyway, the .ini edit has a really annoying drawback, if you use a hotkey to equip a weapon or spell while another weapon is already out, the first weapon will be stuck in your hand along with the spell/other weapon, which becomes annoying when you're fighting a swarm of draugr or a dragon, or in any other situation where you need to switch weapons at a moment's notice. I've found that going into the inventory menu while the first weapon is stuck in your hand and unfavoriting it and refavoriting it takes the mesh out of your hand and back on your back/waist. But doing this in combat is also annoying and breaks the flow of combat. So the obviously solution would be to make it automated, although I'm not entirely sure about what effect this would have on the hotkeys, whether it would unbind them or not. So if there's anyone out there who could do this, if it's even possible, that'd be pretty nice.
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