Jump to content

Manus812

Members
  • Posts

    264
  • Joined

  • Last visited

Posts posted by Manus812

  1. Is it possible to mashup the barrel from the Service Rifle with the Marksman Carbine? Or stretch out the existing Marksman Carbine Barrel and also making it thinner in order for me to mount the Bayonet Model onto. I'm thinking something like this mock up. I'm trying to create a custom melee weapon that is a Two-Handed Marksman Carbine + Bayonet Attached, but I came to find out the Marksman Carbine Barrel is to short and stubby to mount a Bayonet too.

    And more specifically I'm working off this mod: https://www.nexusmods.com/newvegas/mods/55891/ (changes the Scope from an Overlay to an Iron Sight ACOG Cheveron Sight) so if I'd also need a working edited model but with this scope from this mod (as in extended barrel + edited scope, no Bayonet). I will not be publishing this Rifle+Bayonet Mod, Just a personal item, so I don't think I need permission as per the terms correct? If it's not-published.

    MarksmanCarbineBayonet.png?width=1025&he

  2. So I have to change the weapon models in NifSkope? Thanks, I'll try it. Because I know how to change the weapon type in the Construction Set, but the models are messed up. I didn't know hoe to edit the models themselves. I

  3. How would one make a Longsword (that sheaths at the hip) but when drawn, it is two handed? I'm sure it can be done somehow, I tried out that mod that lets you sheath 1Handers on your back and 2Handers on your hip, so something like this can be done, i just dont know how. I have a janky way of acomplishing this from my abandoned/put-on-hold Grip Changer mod that I was developing a few eyars back, but using it in game tis rather slow. So instead im thinking of instead making some two handed weapons (but in this case using Longswords) but they sheath at the hip like vanilla Longswords. Any ideas how this can be done?

     

    TL;DR - is there a way to make Longswords sheath at the hip in their scabbards, yet they are used in two hands like real Longswords?

     

    EDIT: Or how can I convert a Longsword to a two handed weapon properly, as in the sheath will be on your back, so I can just use the Sheath Swap mod

  4. Thanks for the refresher. Yeah it's been a while since I've played so I may have forgotten some things. I'll try it out and see what I get. If all else fails, its time for the uninstall reinstall......AGAIN -_-

  5. Got back into the game, reinstalled a bunch of mods. But now, the game won't get past the first menu screen to get to the main menu. I click start and it gets stuck here: afds.png

    Here is my Load Order: I've verified game integrity, but that didnt work. It said 1 file failed ot validate and will be reacquired twice. If all else fails, looks like I'll be disabling mods in order to find out which one is buggy. Before I installed only a few mods and it worked. For instance I started off with just Project Nevada, and that worked completely.

     

    GameMode=FalloutNV

    FalloutNV.esm=1
    DeadMoney.esm=1
    HonestHearts.esm=1
    OldWorldBlues.esm=1
    LonesomeRoad.esm=1
    GunRunnersArsenal.esm=1
    ClassicPack.esm=1
    MercenaryPack.esm=1
    TribalPack.esm=1
    CaravanPack.esm=1
    YUP - Base Game + All DLC.esm=1
    FNVToolkit.esm=1
    Interior Lighting Overhaul - Core.esm=1
    Interior Lighting Overhaul - L38PS.esm=1
    Momod.esm=1
    Afterschool Special.esm=1
    Project Nevada - Core.esm=1
    Project Nevada - Cyberware.esp=1
    Project Nevada - Extra Options.esm=1
    JIP Selective-Fire.esm=1
    WMVM.esm=1
    SomeguySeries.esm=1
    EnergyShield.esm=1
    EnergyShield_Extended.esm=1
    YUP - NPC Fixes (Base Game + All DLC).esp=1
    PowerArmorSize - No DLC.esp=1
    Project Nevada - Cyberware Additions.esp=1
    The Mod Configuration Menu.esp=1
    The Weapon Mod Menu.esp=1
    Zan_AutoPurge_SmartAgro_NV.esp=1
    NV Laser Bolt FX.esp=1
    NV Laser Bolt FX - HH.esp=1
    NV Laser Bolt FX - OWB.esp=1
    Battle Music Ensured.esp=1
    EnergyShield_NV.esp=1
    EnergyShield_HH.esp=1
    EnergyShield_OWB.esp=1
    EnergyShield_LR.esp=1
    WeaponModsExpanded.esp=1
    WMX-DLCMerged.esp=1
    WMX-POPMerged.esp=1
    CNR_Beta.esp=1
    CCO - Ulysses Companion.esp=1
    NewVegasBounties.esp=1
    NewVegasBountiesII.esp=1
    TheInheritance.esp=1
    Russell.esp=1
    CheckpointGary.esp=1
    NewVegasBountiesIII.esp=0
    TheBetterAngels.esp=0
    NVBIIIAmbientNoise.esp=0
    TheBetterAngelsAmbientNoise.esp=0
    CheckpointGaryAmbientNoise.esp=1
    RussellAmbientNoise.esp=1
    NVBIIAmbientNoise.esp=1
    Brotherhood and House Alliance.esp=1
    FalloutNVCheatTerminal.esp=1
    FNV NPCs Travel.esp=1
    CAGE 1.9.3.2.esp=1
    Raul Repairs Everywhere - Free Repair.esp=1
    Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp=1
    GrenadeHotkey.esp=1
    Kobu's Free Wild Wasteland Trait.esp=1
    ManualReload.esp=1
    ManualReload-OldWorldBlues.esp=1
    Dynamic Third Person Camera.esp=1
    No Ash and Goo.esp=1
    PerkEveryLevel.esp=1
    Glove_be_gone.esp=1
    lexx_armored_pagloves.esp=1
    PA Footsteps.esp=1
    Protonic Hatchets.esp=1
    GraveDigger.esp=1
    SneakPerks.esp=1
    THE5 Visors Mod.esp=1
    Rebreather.Headgear.NonquestV1.1.esp=1
    Casino UnBanner.esp=1
    Follower Home Marker.esp=1
    JIP Companions Command & Control.esp=1
    JRougeRangerCoats4Loot.esp=1
    JRougeRangerCoats4Free.esp=1
    ILO - PipBoy Light.esp=1
    ILO - YUP Patch.esp=1
    Nights are Darker - Ultimate Edition.esp=1
    Interior Lighting Overhaul - Ultimate Edition.esp=1
    ILO - New Vegas Bounties.esp=1
    ILO - New Vegas Bounties II.esp=1
    Royal Guard Armor_REDUX.esp=1

     

  6. Is there a way to make new Magic Effects in the CS?

    As we all know, Turn Undead Spells make the undead flee and it does not effect anything else (just counts as an Assault). But I am thinking of making a new Spell/Magic Effect using Turn Undead as a Base. That it will Damage Health for Undead Only.

    As in, if you cast the Spell at an Undead, it will Damage it's HP. But if you cast at anything else (NPC, Animal, etc) it will have no effect (Still count as assault as usual). And perhaps, also another seperate spell that effects Daedra in the same way.

  7. Ah, that must be the problem. I am using Roberts Male V52 BAIN. where exactly would the clothing Meshes be packaged with that? because there is a lot of subfolders. Though there are lots of meshes in the data folder already, maybe they are from the body replacers.

  8. I'm trying to make a simple retexture to a vanilla clothing but it ends up Invisible. I extracted the meshes & textures straight from the Oblivion.bsa, converted .dds texture to .PNG,then created a new texture in Photoshop CS4, then re-converted new texture to .dds format. Then I applies the new black texture to the meshes, and save. The paths for meshes and textures are:

    Data/meshes/clothing/middleclass/02/m

    Data/textures/clothing/middleclass/02/m

    Now I will admit I am doing it manually, the Textures & Meshes are just being dumped into the Data folder, I'm not so sure how to make a .bsa just yet. Or even if that's what I should be doing. I have the textures/meshes in the Data folder and then I go into CS and take a Clothing, make new id and replace the meshes with the enw ones in the data folder. This is how i've made textures for New Vegas, and I'm not sure why it isnt working here. And I also am using some Body replacers, Roberts to be exact. I think maybe the meshes I extracted from the Oblivion folders does not have any sketons attached, in Nifskope it was just the model, and no lines/nodes attached.

    Here's my load order:

    GameMode=Oblivion
    Oblivion.esm=1
    Francesco's Leveled Creatures-Items Mod.esm=1
    Francesco's Optional New Creatures Add-On.esm=1
    Horse Management.esp=1
    Unofficial Oblivion Patch.esp=1
    UOP Vampire Aging & Face Fix.esp=1
    Oblivion Citadel Door Fix.esp=1
    DLCShiveringIsles.esp=1
    Unofficial Shivering Isles Patch.esp=1
    DLCBattlehornCastle.esp=1
    DLCBattlehornCastle - Unofficial Patch.esp=1
    DLCThievesDen.esp=1
    DLCThievesDen - Unofficial Patch.esp=1
    DLCThievesDen - Unofficial Patch - SSSB.esp=1
    DLCMehrunesRazor.esp=1
    DLCMehrunesRazor - Unofficial Patch.esp=1
    DLCVileLair.esp=1
    DLCVileLair - Unofficial Patch.esp=1
    DLCHorseArmor.esp=1
    DLCHorseArmor - Unofficial Patch.esp=1
    DLCOrrery.esp=1
    DLCOrrery - Unofficial Patch.esp=1
    DLCSpellTomes.esp=1
    DLCSpellTomes - Unofficial Patch.esp=1
    DLCFrostcrag.esp=1
    DLCFrostcrag - Unofficial Patch.esp=1
    Knights.esp=1
    Knights - Unofficial Patch.esp=1
    BloodOfTheNorthTest.esp=1
    ArmorRatingUnCappedREDUX.esp=1
    Francesco's Creatures and Items Resources.esp=1
    Francesco's Optional Leveled Quests.esp=1
    Francesco's More Wilderness Life.esp=1
    Francesco's Optional Chance of Stronger Enemies.esp=1
    Francesco's Optional Dungeon Chest Locks.esp=1
    Francesco's Optional Chance of Stronger Bosses.esp=1
    Francesco's Optional Vendor Tweaks.esp=1
    Francesco's Optional Dungeon Chest Loot.esp=1
    Francesco's Optional Leveled Arena.esp=1
    Francesco's Optional Chance of More Enemies.esp=1
    Francesco's Optional House Chest Loot.esp=1
    Francesco's Optional New Adventurers.esp=1
    Bag of Holding.esp=1
    BucklerShields.esp=1
    cancelattack.esp=1
    ReteroX_ClosedEbonyHelmet_v1.esp=1
    ReteroX_ClosedIronHelmet_v1.esp=1
    Crowded Roads.esp=1
    Crowded Cities 15.esp=1
    Disenchant.esp=1
    MMDrink100Potions.esp=1
    Oblivion DLC Delayers.esp=1
    Enchanting and Spell Making Altars.esp=1
    FasterArrows200.esp=1
    JTP_GlassWeaponsRecolorsRED1.esp=1
    No Recharge.esp=1
    Oblivion Gate Markers.esp=1
    Unlimited Training.esp=1
    Purge Cell Buffers - Cell Change.esp=1
    Purge Cell Buffers - Loading.esp=1
    SetEssentialActors.esp=1
    Ushnar's Re-Skinned Hound.esp=1
    Creature Diversity.esp=1
    Let There Be Darkness - Cyrodiil + SI.esp=1
    Let There Be Darkness - Knights.esp=1
    Let There Be Darkness - Mehrunes Razor.esp=1
    SSEE.esp=1
    SigilStoneSelector-SSEE.esp=1
    Sin's Expanded Light Armor Kit [Chest].esp=1
    MaleBodyReplacerV5.esp=1
    Oblivion_Character_Overhaul.esp=1
    RTFemaleReplacerV12.esp=1
    1em_Vilja.esp=1
    Real Black Bow Bandits.esp=1
    Crossbows of Cyrodiil.esp=1
    EnchantedArrowsForSale.esp=1
    ArmamentariumKatanas.esp=1
    EM_CompInnsleeping.esp=1
    Tavern-Goers 2.esp=1
    KnightlyArmory.esp=1
    Zira's Horse Modpack - Armored Legion Horses.esp=1
    Camping.esp=1
    See You Sleep DLL.esp=1
    See You Sleep DLL - DLCVileLair.esp=1
    1em_Vilja OCOv2 Alternative.esp=1
    Push Combat Ability.esp=1
    HUD Status Bars.esp=1
    Basic Primary Needs.esp=1
    Lock Bash v99.91.esp=1
    GripChangerAlpha1.esp=1
    FineSteelDAM.esp=1
    Vilja Equipment.esp=1
    ImperialDragonHeavyShield - Greater.esp=1
    WeAreLegion - ALPHA1.esp=1
    JR_GuardHelmetSinglePalace.esp=1
    InstantKillAdv.esp=1
    Bashed Patch, 0.esp=1
    ArtifactSigilStones.esp=0
    FasterArrows125.esp=0
    FasterArrows150.esp=0
    FasterArrows175.esp=0
    FasterArrows225.esp=0
    FasterArrows250.esp=0
    ImperialDragonHeavyShield.esp=0
    ImperialDragonHeavyShield - Greater - No Enchantments.esp=0
    JR_GuardHelmetReplacer.esp=0
    Zira's Horse Modpack - Heavy Legion Horses.esp=0
    Zira's Horse Modpack - Extra Horses.esp=0
    Zira's Horse Modpack - More Horses.esp=0
    Zira's Horse Modpack - My Horses.esp=0
    Zira's Horse Modpack - Shadowmere.esp=0
    Zira's Horse Modpack - Friesian Horses.esp=0
    GambesonTest.esp=0

    And here's some screenshots.
    20170305220705_1.jpg Vanilla Clothes I am moddng off of
    20170305220714_1.jpg Invisible New Mesh
    afd.PNG New Mesh/Texure as seen in Nifskope.

     

  9. I edited the script and replaced all "Original.SetWeaponType #" to "SetWeaponType # OriginalWeapon" and still nothing. I attached the Quest Script to a Quest, and enabled it on start, made the priority 6, loaded up the game, and when loaded I press the DownArrow, and nothing.

    So far, my original Spell-Based GripChanging Works, except that it does not unequip any shields present, and it takes 1Spell to Change one way, and 1Spell to change it another way. So total it would take 4 Spells for all 4 Melee Weapon Types. IF i were to just go ahead and use the Spells

  10. Thanks for the reply. Yeah, I didnt make this current script, the other guy did. And a bug/feature of the original spell based mod that I did make, was that if you change weapon grips with the weapon drawn, it will switch, but if you do it while your weapon is stored (on your hip or back) then your weapon will be invisible when in your hands.

    Will test out soon., and might even take a video.

  11. This script that cfh85 gave doesnt work. And I do not know about scripting, or I forgot most of it. So can anyone help? All relevant info is in the old thread linked in first post

     

    Scriptname CFHCGQuestScript

    Short KeyDown
    Short MyKey
    Short WeaponType

    Ref OriginalWeapon
    Ref Shield

    Begin GameMode
    Set MyKey to 208
    If (IsKeyPressed3 MyKey) && (Keydown == 0)
    Set KeyDown to 1
    Return
    ElseIf (IsKeyPressed3 MyKey == 0) && (Keydown == 0)
    Return
    ElseIf (IsKeyPressed3 MyKey) && (Keydown == 1)
    Return
    ElseIf (IsKeyPressed3 MyKey == 0) && (Keydown == 1)
    Set OriginalWeapon to (Player.GetEquippedObject 16)
    Set WeaponType to (GetWeaponType OriginalWeapon)
    If (WeaponType == 4) || (WeaponType ==5) || (OriginalWeapon.IsWeapon == 0)
    Return
    Else
    If (WeaponType == 1)
    OriginalWeapon.SetWeaponType 2
    Set Shield to (Player.GetEquippedObject 13)
    Player.UnequipItemNS Shield
    ElseIf (WeaponType == 2)
    OriginalWeapon.SetWeaponType 1
    ElseIf (WeaponType == 3)
    OriginalWeapon.SetWeaponType 4
    Set Shield to (Player.GetEquippedObject 13)
    Player.UnequipItemNS Shield
    ElseIf (WeaponType == 4)
    OriginalWeapon.SetWeaponType 3
    EndIf
    EndIf
    Set KeyDown to 0
    EndIf
    End

     

  12. Alrighty, I got CS working with OBSE. And I tried the final script that man gave me in the previous thread. And it does not work. I paste the script into a new quest script. Save, attach to a quest. Save quest. Save Mod, load up game. Press DownArrowKey, and Nothing. Nothign happens. They said that it should make it switch grips back and forth and unequip a shield as well.

  13. I recently installed Oblivion onto a new PC and have been remaking and re-editing various mod. Now I want to remake some of my own mods that are in a WIP state. One of them is this: https://forums.nexusmods.com/index.php?/topic/3993345-custom-grip-spell-script/

    Please read to understand what it is about. Now, see the man who was trying to help me was quite blunt and rude, and he said that I should simply paste in his script and test it out. However, I cannot get my CS to load up with OBSE, and I can't seem to get it loaded up. Making obse_loader -editor isn't working, so can someone explain to me again?

    Once I get OBSE loaded up with CS, i'll test his script and see if it works as intended, if not, I will need help again. It's been about a year since I've done modding so forgive me if I'm a noob again.

  14. I've watched that Video too, it was nice. I too am not that experienced with editing cells and worldspaces, but I'm sure that some of the bigger City Overhauls corrects some of the issues. For example, JK's Solitude adds lots of gates and clutter. http://www.nexusmods.com/skyrim/mods/58055/?
    and I think there is a complete package of JK's city mods there too. It all really depends on if you can run it XD. Again, this is not the only overhaul, there are quite a few complete city overhauls, go search up some.

  15. So one of my Top Favorite mod for skyrim and #1 Weapon Mod ever is:

    "Heavy Armory" http://www.nexusmods.com/skyrim/mods/21120/?
    But i recently came across a mod called "Armoury of Tamriel" http://www.nexusmods.com/skyrim/mods/2933/?

    Heavy Armory = More Weapon Types (such as Halberds, Shortswords, Mauls, Spears, and way more) and also completes some other weapon sets like adding a Silver Mace & Dagger etc.

     

    Armoury of Tamriel = Makes weapon/armor crafting by Material & Style, meaning you can make a Daedric Iron Sword, as in it has the look and shape of an Iron Sword, but now it is Black & Red and does more damage. Or an Imperial Ebony Sword, an Imperial Style Sword, Forged from Ebony. (It also includes the Better Shaped Weapons mod)

    So I was thinking that, I know it's a very daunting task, but I was thinking that a combination of the 2. As in I can have an Imperial Ebony Shortspear, for example. Have all of the "Heavy Armory" weapon types, but craft them like the "Armoury of Tamriel" So there are Dwarven Steel Halberds, Daedric Dwarven Shortswords, Imperial Glass Maces, etc.

     

    I know this is a big task, but I think best way to do it is to assemble a team of some sort. I even will try to assit to the best of my abilities, I'm not the Elite when it comes to modding, but I can do basic retextures and basic creation kit stuff. I'm still learning. But I wanted to get this Idea out there.

     

  16. Cool, will try it out. This is my first time editing cells/worldspaces. The most I've ever dont is placing a chest in a room or an item on the floor or a merchants chest underground for a vendor. So i have zero experience with making/editing big things. But basically I want to experiment around with Battlehorn Castle and things to my liking. More cells, more doorways, more display cases or chests etc. Really whatever looks good. AND i'm going to have to figure out how to make said changes work with purchasable upgrades etc.
    I was really hesitant to edit Battlehorn Castle because it is technically an official mod, as it's an ESP rather than an ESM, but if CSE allows me to edit it as if it was an ESM, then i'll give it a whirl.

  17. Battlehorn Castle is my Favorite DLC Player Home. And while there are several mods that enhance or overhaul the castle all together. But I want to try my hand at making my own edits myself. However I am a little big weary editing the dlc. Is there someway for me to create a completely separate mod to basically edit the castle and have it able to be disabled or removed without corrupting the dlc. Meaning if I make a castle edit, and decide I don't like it or it outright doesn't work, I can simple deactivate the esp and reload an earlier save and teh DLC will remain completly the same as it always was.

×
×
  • Create New...