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Everything posted by shadowofneberu
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Could the Nereverine be Dovahkiin?
shadowofneberu replied to stars2heaven's topic in Skyrim's Skyrim LE
I remember Kirkbride saying something interesting, talking about the Dovahkiin but mentioning the nerevarine prophecy word for word, "Say, something like the someone called the Dovakhiin happening to show up..."born under uncertain stars to uncertain parents." (An aside for extra credit: what in the Aurbis makes the Prisoner such a powerful mythic figure?)" But i don't think he meant much by it, just that the chosen of gods (in this case arguably the cyrodiilic mirror of Akatosh, or more understandably Lorkhan/Talos/Both) tend to be very vague in their prophetic descriptions, otherwise they'd have a tendency to be killed at birth time and time again, what if say Almalexia upon hearing the Nerevarine prophecy was told the area, sign and race of the Nerevarine? I imagine that, crazy as she was, Morrowind would have been a very short game. Which is to say no, they won't be the same being. Let's not forget that Indoril Nerevar killed wulfharth, an avatar of lorkhan, and very vocal enemy of alduin, while he defended the heart chamber with Dagoth Ur. Now Dagoth Ur was crazy sure, but essentially what he was defending was Zero Tower, screw the dragonfires, this is what was holding prophecy still. The Nerevarine essentially allowed the oblivion crisis to begin, with good intentions of course (would a shitstorm of ash vampires rampaging through nirn be any better? i think not). Dagoth Ur himself asked if the Nerevarine was sure that he (dagoth) were the real enemy in morrowind. On the Nerevarine in Akavir? I only have opinions, i had hear that he was being led to his execution too, but by whom? who could be powerful enough to simply march a Pelinal Whitestrake Level demigod to his execution, unless of course the Nerevarine went willingly? I don't know, but I'm assuming he's still alive (corprus is handy like that) and active in Akavir. Whether he has conquered it or plans to? Hell no, Tosh'Raka is essentially a god (and not in the way that the ALMSIVI were "gods", Tosh'Raka Mantled Alduin through faith just like Akatosh and Auri-el) and he has his own plans for Akavir. No i think the Nerevarine is looking for something or just straight up exploring. -
Most annoying Thing to run into in the Desert.
shadowofneberu replied to Spizzay69's topic in Fallout New Vegas's Discussion
That isn't possible even on normal. I play on normal and they still do a lot of damage. Sure they might kill you instantly on hardcore mode but instead they do a lot of damage. I tried to fight face to face against 4 deathclaws, i died pretty fast because they all hit me at once. And if you're going to melee one you'ill have to use a lot of stimpaks. They have high damage resistance. Legendary deathclaws, impossible to melee. It killed my 26 character in one hit. you don't do enough drugs 100 unarmed skill + ballistic fist Turbo Lots of Psycho Med-X Whiskey clicking finger dont even need vats just pop some drugs and punch the living s*** out of it, even on very hard mode it'll be lucky to get in a single hit. -
Most annoying Thing to run into in the Desert.
shadowofneberu replied to Spizzay69's topic in Fallout New Vegas's Discussion
THE GOD DAMN KINGS i told the barkeep in the wrangler to put in a 1000 caps worth of good words, and now as soon as i walk into freeside i get an entire god damn army of kings charging at me with stimpaks and fancy lads snack cakes. after the hundredth damn messenger i just started shooting them point blank in the face with a grenade launcher and im still idolized and being rushed by these suicidal gift bearing maniacs about 50 corpses later. worst 1000 caps spent ever -
I think i just made mine: Playing on very hard - hardcore mode i was trying to do the unmarked NCR rep quest where you have to kill the Deathclaw alpha and mother, i had to reload so many time for the alpha because i was just doing it wrong, i tried getting my followers to hang back while i mine the path run him through em then me veronica and rex jump out and punch the crap out of him, took like 6 tries to work. so for the mother i just had nothing left to really do tricky, i used 20+ mines and a dozen stims on daddy so i thought screw it, ill mess around with chems, 3 doses of psycho and medx, a dose of turbo and some whiskey later and i turn into, pardon my french, the motherf*#@ing fist of the north star, punched her right off the cliff, Jumped Off(and thats the most badass part, i crippled both my own legs just for the sake of impressing myself) after her and hammered my mouse button until all that was left was a messy red paste, plus a "beautiful takedown" perk to boot, which lets me get an extra hit or two in in vats with that ballistic fist i now love so much.
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[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
wierd, i guess just the usual people not installing mods correctly maybe archive invalidation or vista programs folder issues. -
[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
anyone who's downloaded this able to confirm some issues with the armor textures, i've had one report that the raiders are just invisible, which sounds more like someone just didnt know how to install the mod properly, but then i got a message about some or all of the non vanilla textures coming in something like this: Data error in textures\kelso\shattered claw\metalarmors\metalm.dds. I've had no such problems myself so im guessing whatever it is is a problem with how i exported or packed my file. -
[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
So far that's it, arguably its a cheat putting up such a simple placeholder but i find it motivates me more right now I'm just working on that direct area, basically within the confines of all the larger dunes you can see, make the region area by area and make it worth looking around before i worry to much about quest lines and encounters and such. my main gripe right at this moment is this damn purple LoD terrain problem, -
[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
If your install is in the programs folder then probably, not sure why but since reinstalling FNV and FO3 in Documents > My games i havnt had to worry about archive invalidation there is some fook 2 armor being used. -
[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
http://www.newvegasnexus.com/downloads/file.php?id=36310 pre pre pre alpha file being uploaded now, What we have here is a large battle between Kelso Expats and Shattered Claw Raiders, check the descript on the download page for more info. just a moments shoddy work to let people know this is indeed alive and hopefully worth watching :) -
[New Worldspace] Kelso Dunes
shadowofneberu replied to shadowofneberu's topic in Fallout New Vegas's Discussion
Valid point, and yes it is kind of Cliche in the fallout universe, and to answer your question, very very very many if the fallout 3 modding community was anything to go by. But don't worry i have no intention of making just another dungeon crawl. People venture into Kelso in search of Power and Riches, what they find is Blood and Sand ;) not to say there isn't gonna be a pot of gold at the end of this painbow -
Sand, Suffering and Secrets. I Don't know what else you expect to find here in Kelso, friend. The Idea; Once a famous tourism hotspot, the Kelso dunes south of Vegas are now nothing more than an irradiated hell, full of man-eating mutants, prospectors, ex patriot soldiers of many backgrounds and the Shattered Claw Brotherhood, Deathclaw worshipping raiders packing the arms and armor to lay an unsuspecting Mojave into the dust. Sustained by rumors of a secret military complex somewhere beneath the dunes prospectors and deserters from the NCR flock to the region ill prepared and uninformed of the dangers Kelso hides, the Fortification known as Hellsmouth was erected at the bottleneck entrance to the Mojave after numerous reports of a heavily armed nomad army from terrified prospectors and fortune hunters reached the organised expatriot forces who desperately prepare to defend against an unknown and by all accounts, unstoppable enemy. Responding to a radio broadcast for immediate aid you, the courier venture south out of the Mojave to investigate. -------------------------------------------------------------------------------------------------------------------------------------------------------------------- If anyone has any solutions to problems/plotholes/information on the Region (Kelso Dunes, i personally know nothing except what wikipedia tells me) that could be useful. Links and such will be more helpful for me, but i'm down for reading a novel of a response if its gonna solve my problems, read on for how you can help :) -------------------------------------------------------------------------------------------------------------------------------------------------------------------- barely more than an idea at the moment gents, My heightmap editing results in a GECK CTD every time, so im landscaping by hand all the way unless someone can provide a solution "Bottleneck" area and surrounding dunes are meshed, not cluttered up much yet, just lazy dunes and very little texture variance until im more comfortable with the geck. having some LOD issues, generated meshes and textures of my most up to date landscaping and get some annoying graphical errors, pictures below. also objects dont seem to want to generate at all in LOD, i still get that "appear out of nowhere" crap when i get within 200ft or so of a fort or camp. Kelso is going to be HUGE, like area wise, and while its basically a big desert dune area which isn't a problem landscape and clutter wise, i need some kind of help or documentation on random encounters so a) i dont have to manually place every bad guy, and b) for replayabilities sake, surely theres a way to do this, i'll be doing my own research as well so no need to go out of your way to help me here. (i need to read up on the region editor, its for procedural clutter generation and can be used for npc placement right?) another idea i plan to implement once i have more stuff down properly and smoothly, is a harsher survival system, heat fatigue, increased rates of hunger and thirst, perhaps it could be done with a perk introduced and removed when you enter/leave kelso, some kind of Mirage / all around Going-Insane-In-A-Desert mechanic would be cool too, but one thing at a time. I'll be updating this with more whining and such unpleasantness as i digress further out of my depth with this so stay tuned :) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Containers have missing textures.
shadowofneberu replied to CyanideCloud's topic in Oblivion's Mod troubleshooting
hah, oops maybe not as horrible as i made it out to be. still annoying that i cant fix it for the life of me, or find any feedback other than "reinstall." -
Containers have missing textures.
shadowofneberu replied to CyanideCloud's topic in Oblivion's Mod troubleshooting
this is a common problem with OOO 1.34 reinstalling it wont fix it no matter how many times you do it im afraid, theres a bunch of people who are complaining about it but the issue tends to get drowned out from the "omg this mod is so awesome" comments. if you really want the only thing i can think of is backing up OOO o 1.3 or 1.33, and trying to run that with FCOM if you really want it. just dont hold your breath on an easy fix.. -
After months of fallout 3 i decided to re-start oblivion again, at least until mothership zeta comes out anyway. the thing is the last time i had oblivion installed i had so damn many mods that it would CTD every 20-30 mins and any sense of immersion was completely gone. so this time i decided to try a little exercise and limit my mod use to say... 20, this will only include mods of over say 10 megabytes, and large .esp gameplay tweaks. My main priority is immersion, so sauron armors and skimpy constumes are gonna be nudged aside for more 'lore friendly' mods. i have a few i have decided on so ill post a little list, which ill add to if any of you guys suggest something awesome :) ive been a bit out of the loop on oblivion so my mod knowledge is a little fuzzy. this is what i came up with. 1: FCOM (latest, including all required content. i count this as one huge mod.) 2: Unnecessary Violence/deadly reflex (if these dont conflict then they will both take up a number, if they do then which one is better? in your opinion) 3: Midas Magic Spells of Aurum 4: HGEC *drool* 5: Dragon Captions 6: CM companions 7: Ancient towers 8: The lost spires 9: Ruined Tails Tale 10: 11: 12: 13: 14: 15: 16: 17: 18: 19: 20:
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Problem with Lighting
shadowofneberu replied to shadowofneberu's topic in Fallout 3's Mod Troubleshooting
thanks for the reply but i ended up figuring it out last night. because i hadnt selected a lighting template and left it at 'none' my fog was by default pitch black. so the darkness all over the place turned out to be the fog. -
http://www.youtube.com/watch?v=f3TCmMDgoQs :3 i made a little vats carnage compilation for my "scary psychotic randomly evil" character, i have a lot of characters, ridiculously so. but i think Freyr has the most personality. the pic is of her (yes... at normal scale) after a 5 minute fight with an emperor rad-scorp, which is freaking gigantic by the way, the picture doesnt even do it justice
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Alright, so I'm building a space ship... well the interior for now anyway. I'm trying to light it up, and i have the look I'm after with just a cool fill that looks very 'space shippy' my problem is that i cant figure out how to get it so i can look down the hallway and see everything lighted, it seems as though the lights are only loading as i get closer to them, or something. basically i look down the hallway and around my character its lit, but further down its complete darkness, even though i know that there's a light on down there. my question is how do i fix this so that i can walk down my hallway and be able to see more than 50 ft. halp gais =[
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i hate old olney (CTD after saves bug)
shadowofneberu replied to shadowofneberu's topic in Fallout 3's Mod Troubleshooting
urgh nevermind i think i found the issue i made a custom pistol that the game must have disagreed with overnight, because it worked just fine yesterday but i just turned it off then and im not having that CTD issue anymore this sucks -
alright, so i had this problem aaages ago before point lookout and 1.6 came out. where after entering old olney power works and playing through that part of the BS quest, i could make one autosave (upon leaving the powerworks), and then any saving after that, quicksaves autosaves or from the save menu, would result in a CTD. i tried everything from running no mods to a complete clean reinstall of fo3 and nothing worked until i found fo3edit and ran that, then everything worked just fine. however, i now run 1.6 (which should have fixed this) and have played back through the main quest up until olney, now im getting the exact same issue! no matter which save i use, even starting a completely new game only works for a short time. and to make things worse fo3edit and fo3masterupdate dont seem to work at all this time around. they tell me i have a load order conflict that i COULD fix if fomm hadnt conveniently decided to not let me change my load order for some reason -_- technology hates me. please halp :(
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Point Lookout - missing water texture
shadowofneberu replied to Highlander666's topic in Fallout 3's Mod Troubleshooting
Indeed, another thing worth pointing out even if its off topic, im finding with patch 1.6 im getting 4 times LESS CTD's, like 1 every 4-6 hours instead of 1 every 1 to 1.5 hours. could it be that bethesda actually released a good patch? =/ -
Point Lookout - missing water texture
shadowofneberu replied to Highlander666's topic in Fallout 3's Mod Troubleshooting
Alright so i just got 1.6 installed and im glad to say the water now works just fine, and in fact point lookout in general looks amazing compared to with 1.5 where there were a number of issues that made it look like crap. no conflicts with 1.6 as far as mods go so far and if there are then a quick run of fo3edit should fix it up (?) best of luck -
Point Lookout - missing water texture
shadowofneberu replied to Highlander666's topic in Fallout 3's Mod Troubleshooting
I'm having the exact same problem, perhaps ill need to patch up from 1.5 (which works fine with all my mods and stuff btw, just need to run fo3masterupdate often) to 1.6 but yeah the no water thing is extremely annoying and takes the swampy feel away from point lookout completely, just feels more like a wet crappy non deserty desert. another big one im having is that since installing point lookout i've been getting missing meshes alot, especially on enclave tesla armor and some rocks, interestingly no missing meshes at all in point lookout, just in DC ever since installing it. im downloading 1.6 now ill tell you if it makes it any better