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Everything posted by exile650
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Every time I use a spell that covers my character's entire body, the eye texture breaks. Here is an image: http://imageshack.us/photo/my-images/207/unledsi.png/ The only things I've touched in the .ini files are turing off Vsynch and changing the FoV so I have no idea what could be causing it. The only thing I can do to fix it is to open the race menu but as soon as I cast a spell again the eyes break.
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Here is my BOSS report: Special Mod Detection FCOM not detected. OOO detected. Better Cities not detected. Recognised And Re-ordered Mod Files *Oblivion.esm* * Note: Masterlist Revision: 2243 *Cobl Main.esm [Version 1.72]* * Note: Do not use Tamrielic Ingredients and COBL at the same time. *Oscuro's_Oblivion_Overhaul.esm [Version 1.33]* * Bash Tag suggestion(s): {{BASH:Actors.Spells,Graphics,Invent,Scripts,Stats,Relations}} UndiesUnderneath.esm *Cobl Races TNR.esp [Version 1.53]* * Bash Tag suggestion(s): {{BASH:NpcFaces,NoMerge}} * Requires: the Cobl Cosmetics Res 01 files installed. *Cobl Races TNR SI.esp [Version 1.53]* * Bash Tag suggestion(s): {{BASH:NpcFaces,NoMerge}} * Requires: the Cobl Cosmetics Res 01 files installed. *Unofficial Oblivion Patch.esp [Version 3.2.0]* * Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM\OOO. Both versions can be found here: http://www.tesnexus.com/downloads/file.php?id=28537 * Note: Recommend installing UOP Supplemental for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710 * Bash Tag suggestion(s): {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Music,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version). *UOP Vampire Aging & Face Fix.esp [Version 1.0.0]* * Note: Recommend removing if using Wrye Bash. A tweak for this exists in "Tweak Settings". Oblivion Citadel Door Fix.esp DLCShiveringIsles.esp *Unofficial Shivering Isles Patch.esp [Version 1.4.0]* * Note: Remember to use the 'MOBS' version when using Francesco's and FCOM. * Note: Newest MOBS and non-MOBS versions have the same name. * Note: Alternatively, consider using the standalone MOBS/OMOBS mods together with the non-MOBS patch. * Bash Tag suggestion(s): {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Delev,Factions,Invent,Names,Relev,Scripts,Stats,Relations}} *Living Economy.esp [Version 3.6]* * Note: Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one. Living Economy - Items.esp [Version 3.62] Enhanced Hotkeys.esp [Version 2.1.1] *DLCHorseArmor.esp* * Bash Tag suggestion(s): {{BASH:Scripts}} *DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]* * Bash Tag suggestion(s): {{BASH:C.Owner}} *DLCOrrery.esp* * Bash Tag suggestion(s): {{BASH:Actors.AIPackages}} DLCOrrery - Unofficial Patch.esp [Version 1.0.3] DLCVileLair.esp *DLCVileLair - Unofficial Patch.esp [Version 1.0.5]* * Bash Tag suggestion(s): {{BASH:Graphics}} DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] *DLCSpellTomes.esp* * Bash Tag suggestion(s): {{BASH:Relev}} *DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]* * Incompatible with: 'CDM-CGO Compatibility plugins'. *EVE_StockEquipmentReplacer.esp* * Bash Tag suggestion(s): {{BASH:Graphics,NoMerge}} * Note: For Vanilla, do not use with OOO/MMM/FCOM, use that version instead. Ancient Silver Armor.esp *DamascusGlamdring.esp* * Bash Tag suggestion(s): {{BASH:Invent}} *KDClothCirclets.esp* * Note: Avoid using Potion Belt and KD Circlets at the same time. Character can wear belt or circlet, not both. Schwertleite Armor.esp SK_Berserk_v0.6.esp [Version 0.1] tkRapiers.esp UU_Female_Undies.esp *DLCThievesDen.esp* * Bash Tag suggestion(s): {{BASH:C.Name,C.Light,Actors.ACBS,Actors.AIPackages,Actors.Stats}} *DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]* * Bash Tag suggestion(s): {{BASH:C.Light,C.Name,C.Music}} *DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]* * Note: Not need for 'DLCThievesDen - Unofficial Patch.esp' v1.0.7+ Cobl Glue.esp [Version 1.72] *Cobl Si.esp [Version 1.63]* * Requires: Shivering Isles expansion. *Cobl Tweaks.esp [Version 1.44]* *Oscuro's_Oblivion_Overhaul.esp [Version 1.33]* * Bash Tag suggestion(s): {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,R.ChangeSpells,Relations,Relev,Scripts,Stats}} OOO-Container_Trap_Instant_Effects.esp [Version 1.33] *OOO 1.32-Cobl.esp [Version 1.72]* * Bash Tag suggestion(s): {{BASH:Delev,Invent}} *EVE_StockEquipmentReplacer for OOO.esp [Version 1.33.]* * Bash Tag suggestion(s): {{BASH:Graphics,NoMerge}} * Note: For OOO, do not use with MMM/FCOM or EVE_stockequipmentreplacer.esp. Tona's_ModsStore.esp DLCBattlehornCastle.esp DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] *DLCFrostcrag.esp* * Bash Tag suggestion(s): {{BASH:C.Name,C.Owner,Factions}} *DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]* * Note: Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur. * Bash Tag suggestion(s): {{BASH:C.Name,C.Owner}} and remove the C.Climate and C.Light tags DLCFrostcrag_MysticEmporiumPatch.esp *Knights.esp* * Bash Tag suggestion(s): {{BASH:Actors.AIPackages,Factions}} *Knights - Unofficial Patch.esp [Version 1.0.9]* * Bash Tag suggestion(s): {{BASH:Actors.ACBS,Actors.AIPackages,Factions,Relations}} *EVE_KnightsoftheNine.esp* * Bash Tag suggestion(s): {{BASH:Graphics,NoMerge}} *Harvest [Flora].esp [Version 3.0.0]* * Bash Tag suggestion(s): {{BASH:Graphics,Scripts}} * Note: Make sure you have v3.0.1 or later, which removes a CTD bug with the Harrada root. Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] dbpoisonapple.esp EVE_ShiveringIslesEasterEggs.esp *Get_Your_Arrows_Back-9403.esp* * Note: Consider using Bash Patch tweaks instead, if possible. *Salmo the Baker, Cobl.esp [Version 3.08]* * Bash Tag suggestion(s): {{BASH:C.Owner,Names,Invent,Factions,Actors.Stats,NPC.class,Actors.AIData,Actors.AIPackages,Graphics}} * Note: MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash. sr_enhanced_magic_system.esp [Version 0.84] LeveledMagicka.esp *FasterArrows250.esp* * Note: Use Wrye Bash Bashed Patch tweak instead where possible. *Poisoned Apple Fix.esp* * Note: Will probably break Dark Botherhood guild quest. Staffcraft.esp [Version 1.0] StealthOverhaul.esp [Version 1.4] *Duke Patricks - Actors Can Miss Now.esp* * Note: Causes CTD with companions. Use 'Duke Patricks - Friendship Ring For Companion Detection' to avoid this. Faster Skills x5.esp Enchanting Skill.esp [Version 1.2.1] Smarter Mercantile Leveling - Multi.esp [Version 1.65] RetroHealth.esp All+5AttributeModifiers.esp Faster Magic Levelling.esp *EVE_KhajiitFix.esp* * Bash Tag suggestion(s): {{BASH:Body-F}} *IDKRRR_C_race_closed_mouth_version.esp [Version 2007.10.25]* * Bash Tag suggestion(s): {{BASH:NpcFaces,Hair,Eyes,Graphics}} *DKImperials.esp* * Bash Tag suggestion(s): {{BASH:Hair,Eyes}} *Cobl Races.esp [Version 1.52]* * Bash Tag suggestion(s): {{BASH: Eyes, Hair, R.Relations, Voice-M, Voice-F,R.Description,R.Skills,R.Attributes-F,R.Attributes-M,R.ChangeSpells}} * Note: Do not use with RBP. *bgMagicEV.esp [Version 1.7EV]* * Bash Tag suggestion(s): {{BASH:Names,Delev,Relev}} if you are running more than one magic overhaul and want to use LAME spell names. * Note: Move Supreme Magica after LAME if you want Supreme Magica spell stats. bgMagicEVStartspells.esp [Version 1.68EV] *Cobl Races - Balanced.esp [Version 1.52]* * Bash Tag suggestion(s): {{BASH:Body-F,Body-M,Eyes,Hair,R.Relations,R.Description,R.Skills,R.Attributes-F,R.Attributes-M,R.ChangeSpells}} * Note: Do not use with RBP. *bgMagicEVShader.esp [Version 1.7EV]* * Bash Tag suggestion(s): {{BASH:NoMerge,Graphics}} bgMagicShaderLifeDetect.esp [Version 1.68] bgMagicLightningbolt.esp LightSpellWhiteDimmer.esp MiniMap.esp [Version 0.7.2] Cobl Silent Equip Misc.esp [Version 01] Unrecogised Mod Files Reorder these by hand using your favourite mod ordering utility. Unknown mod file: HentaiSeraphimArmour.esp Unknown mod file: MaxArmor100-3370.esp Unknown mod file: Bigger_Soul_for_Soul_Gems-4479.esp Unknown mod file: Gattsurus_Easier_Black_Soul_Gems-2708.esp Unknown mod file: clone.esp Unknown mod file: Double Damage for Bows - Csimbi.esp Unknown mod file: Ranokoas Extremely Faster Spells.esp Unknown mod file: Female_Helmet_Improver-7073.esp Unknown mod file: Tona's_ModsStore UU Patch BAB.esp Unknown mod file: zzCCAO.esp Done.
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http://img829.imageshack.us/img829/8895/oblivion201102082214524.jpg This has started happening lately to me. Only in cities. I don't have any big city overhaul or texture mods installed either. Anyone have a similar experience or know how I can fix it?
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I'm working on this mod: http://www.youtube.com/watch?v=PxbOkblXd8o but because the impact data for the explosions is on the grenade launchers rather than the grenade ammunition, any ammunition that I make the grenade launchers fire will cause that splash of debris. What I need is a script that I can attach to my new ammunition which changes the grenade launcher's impact data from the regular explosion set to a ballistic set (like the one used on the shotguns). I'm not familiar with scripting for the GECK so I have no idea how to do this myself, or if it's even possible.
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Removing an explosion's splash
exile650 replied to exile650's topic in Fallout New Vegas's Mod Troubleshooting
I've already done that by having my Flechette ammo use the Buckshot Projectile (which have no explosion effect). The problem isn't the ammo, that's working just fine. The problem is the weapons that fires it (grenade launcher/rifle) have their own setting for causing the explosion effect, and it's that Impact Data on the weapon that's giving me grief. I could simply turn off all launcher's Impact Data, but then that would make this mod incompatible with mods that add grenade launchers (since they likely would retain their impact data). http://img.photobucket.com/albums/v696/Exile650/problem.jpg Here is a video of the mod in action http://www.youtube.com/watch?v=PxbOkblXd8o -
Removing an explosion's splash
exile650 replied to exile650's topic in Fallout New Vegas's Mod Troubleshooting
I have them set to fire 15 projectile at 11.1 damage a piece with -10 DT on hit. A bit overpowered but I like it. The whole point of this mod is to have these fired out of a grenade launcher though. And from what I'm seeing so far the impact data (what causes the explosion/debris) depends on the weapon rather than the ammo. What I need is a script changes the impact data to what a shotgun uses when Flechette rounds are loaded, preferably attached to the ammo rather than the weapons. But I don't know how to write something like that. -
I've been working on a new type of 40mm grenade ammo which fires flechette (like the Shotgun AR attachment from Battlefield: Bad Company 2). So far I have everything working just the way I want it. However, the biggest problem I'm having is that while the ammo functions like a shotgun shell, the game still treats it as an explosive and each one of the projectiles (currently 15) causes a big splash of debris that would happen with a standard 40mm grenade. Is there a way to remove the explosion effect from the ammo I added without modifying the game standard 40mm grenades or the grenade launchers?
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Anyone who's used Fellout know that the Pipboy light is worthless. There are lot of Night Vision mods available but they usually require you to use a particular piece of equipment. There are also light radius increasing mods but those don't work well unless you go x4 or x6. What I'm looking for is either a mod or a script that replaces the pipboy light with the cateye effect. Or even proper green night vision if someone wants to go that far. I'd do something like this myself but I'm not familiar with the scripting language the GECK uses.
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Oh I see what I missed now, thanks. How I need to figure out how to use the Assault Carbine's extended magazine model on the Service Rifle.
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So I've been trying to make the Service Rifle not suck, and I've done OK so far (namely making it automatic and tweaking the spread). The problem I'm having now is trying to add a new weapon mod to it: an extended magazine. I figure I could use the Assault Carbine extended magazine, but I'm guessing that will only increase the magazine size to 26, and I'd like to have it set to 30. What I'd like to do is make a copy of the Assault Carbine's extended magazine effect but change the number from 6 to 10, but I can't seem to find where these effects are located in the GECK. Also, I'm curious if it's possible to have the Service Rifle use the correct extended magazine if I get my first problem solved. How much work is involved in that? So far I've only used to GECK to change some setting here and there.
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I'm wondering if there's a mod to allow my character to summon the clone from the Shivering Isle quest: Symbols of Office. I figured something like this would have been made by now but I can't seem to turn up anything.