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Deadliest Shade

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Everything posted by Deadliest Shade

  1. What the guy above said would be an option, as well as using FXFireMed. My suggestion: use Imagespace modifiers
  2. Could you please add the ability to add Fallout 3 add-ons as a requirement to F:NV mods? Because some mods require players to copy files from their FO3 to FNV folder without infringing copyright by adding files. Thanks, and a great addition :).
  3. When saving as the highest quality mp3 the quality will be optimal when converting to OGG, which will decrease quality slightly. This way it has the highest quality : size. In my experience VLC is better at converting, though that's just a matter of opinion.
  4. a. Wav files are huge. The filename in there ends in wav and the dialog box will not let me choose a format. How can I use mp3 files instead of wav? Or ogg, if that works? OGG all the way. Obsidian/Bethesda use them themselves. b. What is a good compressed format to use, which the game will support? MP3, at a certain data rate? Ogg? I have tried with some custom sounds (in the sound dialog) and I can only get wav to work, not ogg or mp3. Save as a 123kb (something like that) 44000 Hz Stereo MP3 and convert to OGG using VLC Media Player (open source download). See following link for tutorial: c. Can I edit the directory name? I don't mind that it's long, but it contains "esp" in it. During development I work on an esp file, for release I flip the bit and use esm. That will break all the filenames, which seems retarded. Can I fix the directory name so it doesn't depend on the mod file extension? Nope. You can't. It has to be the name + extension of your mod. Just use the esm you will eventually release. d. Can I edit the filename? I'm going to be creating like 300 of these files, and I would rather have a little bit of my own directory structure and filenames. Nope.
  5. I'll make sure the users are properly informed on how to extract the bsa's (won't include any myself). And partially correct - my mod does contain SOME textures/meshes, however these are all custom meshes/taken from F:NV so are fully legal. I've double-checked that ;). Generally unpacking an archive isn't that hard, and I'll create a video. Thanks for the advice guys :). I really appreciate it.
  6. I won't get banned - http://www.newvegasnexus.com/downloads/file.php?id=34987 has been up for months and uses the same structure. The problem here is I have to use the BSA, so I have to copy all the folders. EDIT: Found it. Seems like FOMM supports regex. Just use the following regex to copy all necessary files: Textures FO3: (textures)\\(terminals|weapons|clutter|armor|dungeons|architecture|effects|furniture|scol|vehicles) Meshes FO3: (meshes)\\(terminals|weapons|clutter|armor|dungeons|architecture|effects|furniture|scol|vehicles) Meshes FO3:BS (meshes|textures)\\(dlc03\\)?(terminals|weapons|clutter|armor|dungeons|creatures|architecture|effects|furniture|scol|vehicles|characters)
  7. To make my mod legally use FO3 textures, I need to extract the FO3 textures BSA to my Fallout New Vegas Data directory. This moves all the textures to the right place, but also overrides all loading/main screens. How do I fix that? How do I make the FNV textures override the FO3 ones?
  8. Yeah, it happened to me several times. Just remove the door and replace it with a new one fixed it for me.
  9. I might work on this later. Anyways, the radiation should is easy to remove, just look for "RadiationMarker" in the object window (I've already found them, there are 3 of them each with a range of 10000).
  10. Ah, gotcha, so it works the same as a dead npc. Because of that bug the skeleton didn't fall but now I didn't select it and it did fall. Thanks mate :).
  11. Simple question, if I put in a full skeleton body, how do I move its seperate body parts in GECK? I can move the entire body but not parts of it... Any suggestions?
  12. Hi. In the GECK you'll see the File path when opening the piece of dialogue. Copy the name of the file and record a voice file with that exact name and paste it into the file path displayed there (for example /sound/voice/YOURMOD.esp/...).
  13. Mmm. That must the one I mean. The index thing: "Data Ref<NiGeometryData> 413 (GearDoor01)"
  14. I need a bit of help: I'm trying to add a custom texture to the Vault Gear door by adding BSShaderTexture (#564), however, when I save, I get an error with "link points to wrong block type linking to "data" of NifSkope. Any suggestions?
  15. So, I've stumbled upon the same problem? How exactly do I do that? I can insert the .dds textures into that NIF, but when do I insert the normal textures and when the ones with _n? Gotcha: 1. If using a Furniture NIF, do not select a texture from the GECK, but: 2. Open NIFSkope 3. Open the selected flie 4. Open BSFadeNode at the left hand side 5. Open NiTripsStrips (left hand) 6. Open BSShaderPPLightningProperty 7. Open BSShaderTextureSet 8. At the bottom, click on the purple flower-like icon 9. Open the texture (not the _n, but the normal one) 10. Open the list Textures at the bottom screen 11. Click the second purple flower and choose the texture (not the _n one) 12. Click the third purple flower, and choose the _n texture 13. Click the fourth, open normal texture 14. Click the fifth, open _n texture 15. Do this until they're all filed 16. Import NIF into GECK
  16. What exactly should I merge... Oblivion crashed last time I tried to. Could I be given a tutorial?
  17. Hiya. Recently I've been experiencing a lot of crashes. When waiting, sleeping, fast travelling, new interiors/exteriors loading... So what's wrong? I'm not sure if it's incompatability... I run OBSE 18, pluggy V91 and the most recent patch. I've run BOSS, TES4Lod gen, TES4Edit... I don't know what's wrong. What's wrong? Any help is greatly appreciated! EDIT: When loading new save game crashes right away.
  18. Hiya. So I've been reading a bit about FormID's, and the CS wiki article on it is really vague, so could someone help me by giving the following ID for the item and also an explination: FormID: 030053BE Load order MOD: 67 Mark
  19. I did, for about 5 minutes... Should it take thát long?! For one different word? Anyways, I'll try anyway. Thanks for the advice, I'll keep posted. Update: Now it's just crashing again when saving. Does anybody here has modular Oblivion enhanced and is willing to change the script "zPosTeleportLeyawiinMagic" by changing the teleport location from LeyawiinCastleNEW (something like that) to CUOLeyawiinCastleMapMarker? Save it as an esp, and upload it? I'd greatly appreciate it. Anyways, any other fixes?
  20. Odd... The CS doesn't crash now, though when saving it just keeps on loading and loading, though I don't get a crash message with a mic... So, what to do now...
  21. Nope, it doesn't work. Thanks for the reply btw! Anything else I could try?
  22. Hiya! When I save my plugin, the CS doesn't save it and Windows (7) says the program isn't working anymore, forcing me to close it. Masters enabled: Oblivion Curp_Controller CyrodiilUpgradeResourcePack Plugins enabled: CUOLeyawiin M.O.E. - Teleportation magic (and some more). What I'm trying to do is changing "zPOSTeleportLeyawiin" (or something like that name), and then change the destination marker from some maker to "CUOLeyawiinCastleMapMarker", so that the teleportation magic will put me at the right place (currently I land in the water due to CUOLeyawiin). Why can't I save? Any help would be greatly appreciated! Mark
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