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drithius

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Everything posted by drithius

  1. Before you download a litany of plugins and only afterward ask yourself, "now what?" I personally think it would make more sense to ask yourself if you need/want to download that plugin in the first place. For instance, if you actually read the instructions for Convergence, you would quickly discover that all the following are pointless: MMUE-CP-FOOK MMUE-CP-WMX WMX-POPMerged MMUE-CP-WME-Complete MMUE-CP-EVE MMUE-CP-PNRebalance MMUE-CP-PNEquipment MMUE-CP-PNCore MMUE-CP-PNALLDLC Project Nevada - WMX WME - GRA - Complete And that is just covering a small selection of the mods - is there other redundant junk in there? That is a question to be asked while looking at mods, not after you've already installed everything. THEN you sort your load order. THEN you ask yourself if you really need old, unfinished, & buggy mods in your game. And only THEN do you ask, "ok, how do I merge?"
  2. The problem is possibly within your save game, so try deactivating any and all mods that you can, load and save the game, and then try leveling up again after a restart (with or without your mods reloaded).
  3. Become familiar with FNVEdit and go poking around in mods that do things you want - shift-click and double click are your friends. Little by little, you'll figure it out; once you do, either use *Edit to 'create as new record' or get thyself to Geck ang go nuts.
  4. You need the collision data. Are you copying the gun model verbatim, because you don't need Nifskope (or Blender for that); you can just duplicate entry in F*Edit or Geck.
  5. Loot for Skyrim. Boss for FO3/FNV. As BlackRampage showed, Loot routinely makes a mess of things. Of course, it's all free software and you certainly have the right to create more work for yourself if you wish... just don't espouse the inferior program to new players who then breed like maggots and post various derp CTD posts.
  6. Nothing wrong with your game; as with many of the IS compatiblity patches, the RH-FWE bridge is lackluster. To make relatively small adjustments, use NifSkope. To make larger adjustments, take the plunge with Blender. Both methods are covered to some extent by Roguehallow's tutorials.
  7. I'm making a bit patch covering several mods and it's infuriating to have GECK constantly 'fix' karma values - all the more frustrating now that I've been making edits to more and more npcs. What started off as a small annoyance with a dozen or so npcs has quickly climbed up to 100+ entries needing to be fixed in F03edit whenever I do GECK work (and this number will only increase). Short of editing the template upon which the problematic npcs are based upon (which I assume is where the problem stems from), is there any way to force GECK not to 'autocorrect' entries?
  8. Just go to the menu, edit, search & replace, enter your statics, and deselect current world, current cell, & selection only. I've never had a problem batch changing simple stuff in one sweeping step, but did you require more precision?
  9. I recently fixed this for a port of the laser rifle scope to fo3. I'm not sure if this is the 'correct' way to tackle it, but perhaps it can help you. https://www.dropbox.com/s/k0b7l8hsftdtete/Screenshot%202014-09-12%2012.31.58.png?dl=0 In that picture, there are two planes that I scaled down from 1.0 to 0.95... the keepscope01:0 and MaskRing branches. Together, they make up the front part of the scope in the mesh.
  10. I've been updating some FO3 RH_ironsights weapon meshes for WMK and I'm really frustrated with this latest weapon - the atomic pistol/pulverizer thing. It's a ReloadJ animation (ammo cyclinder popped in from the side) but the animation plays out at a slightly different location. Although the cylinder is fine from there onward, I'm trying to fix the animation placement. Thinking it may have something to do with the ##Tube & ##TubeExp nodes, I've tried shiting them around in NIfskope numerous times, only for it to be all messed up (actual tube placement way off) in game. Could someone more versed in the annoyances of weapon modeling please take a look at the mesh in question and see if they spot anything blatantly obvious as to cause the animation issue? Nif: https://www.dropbox.com/s/r5qnyft6ugmgsc2/AlienAtomizerECLS.nif?dl=0 textures: https://www.dropbox.com/s/ghcqcxrqscp509j/AtomicPulverizer.7z?dl=0
  11. I see what you're saying, but I'm not sure if injecting the NPC records into an esm would solve body mismatch issues, as the records are still found in the esp - or are they? Getting into the details of the engine now.
  12. I have a quandary: I have an esp that involves many different masters - some esm and some esp. I'm at a point where I may need to create new npcs and their templates - each of those dependent on leveled lists created within my esp (and also incorporating items from aforementioned various esm/esp mods). I'm under the assumption that creating npc records of any type in an ESP is simply a no go due to body mismatch. So, what do I do? Do I make a copy of my current esp to subsequently turn into an ESM master? Chop off anything that's not a new record, and s-l-o-w-l-y tie these master records back together with the secondary esp (which now has all manner of broken and duplicate references)? All the while eliminating other mods' entries from the leveled lists of my ESM only to subseqntly merge them back in with the esp slave? I have thousands of records that I would need to juggle around if this is my only option....
  13. Thank you, Prensa - very much appreciated. I should have spotted something so simple!
  14. Howdy - I've been modifying some meshes (in Nifskope) for use w/Ironsights in FO3 and I've run into a problem with a model that I copy/pasted branches on. I've updated the children count and moved the new NifStrip nodes to the top portion of the Tree... but I'm not sure where to go from here; I'm pretty new to anything in Nifskope aside from shifting nodes and redirecting texture paths. This is the mesh in question: Link Could someone please take a look and relay the hamfisted issues present?
  15. You copied the powerup NVSE plugin to the appropriate directory?
  16. Your load order is quite possibly the worst I've ever seen. Mod descriptions and instructions are there for a reason. Don't toss a jumble of files into your game and expect others to come to your rescue when the ramifications come to bear. If this is your first modding effort, start off small. And read.
  17. As luth stated, message is likely from UHNV DLC plugins, but the mod itself doesn't have issues. What's more likely is you have UI mod conflicts.
  18. And here I thought that FNV was already devoid of interesting locations.
  19. It's not available for FO3/FOSE in any form is it?
  20. download the latest beta version of NVSE and enable its higher memory handling: http://forum.step-project.com/topic/4490-memory-patch-has-been-ported-to-nvse/
  21. IWS works fine but you have to be careful with corpse build up in high traffic areas such as down from the Mojave Outpost, in front of McCarran, etc. Use the Zap Away mod to clear excessive corpses. Additionally, with each 30-40 hours or so of playtime, I found it helpful to deactivate IWS, make a clean-save, and reactivate it thereafter. The mod is routinely responsible for +10% file size on save files. If your game installation can't handle IWS, it'll absolutely balk at Warzones.
  22. Easier to do in FNVedit by simply editing the header information... but if there are any entirely different entries throughout the plugin (as compared to the old esp), then you'll get orphaned data that you'll have to either fix or remove altogether.
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