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Antioche

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Everything posted by Antioche

  1. The Camera in Skyrim sucks. & that is putting it mildly. A perfect port of F3 or new vegas would be awesome; as it is the things that bother me the most are the 'limit on how close you can zoom in when in third person before it "snaps back' to first person view. ( suxors ) & the camera snap to rear whenever you move; making it impossible to look at yourself WHILE RUNNING TOWARD THE CAMERA. Those two exclusions in the SK camera settings seem like a terrible, terrible idea; Anyone have a fix? even if it's copy/pasting [camera] commands from F3 or NV?
  2. love the low-loot mod s'far. I enjoy the 'Mad Max' survival aspect of the game; so limiting the amount of ammunition ( primarily ) is paramount to me needing to use BANreloaded. ( A nicely thorough yet concise reloading mod posted by b-love ) It keeps me switching between favorite weapons, leaving some at home now and again and so-forth. Keep the stories and scraps of history coming! maybe add a few here or there ? ( a sad note next to the ghoul female surrounded by drugs and an empty assault rifle in the sewer-tunnel perhaps? or a continuation to the lads tale from the bunker below the skydiving school ~ did his sister manage to flee to Goodsprings, perhaps was visiting Sunny for medical supplies or some such? ) Things like that will continue to add flavor to your additional encounters, and they go an incredibly LONG way when you are trying to justify WHY you're even crawling through 'Some sprawling dungeon area beneath the wasteland' as you said in your op.. Every bit of story goes a long way in my book at least. Thanks again for the work! Jack Burton
  3. Absolutely ! Vendors are a MUST.. I find myself travelling far and wide to capitalize on the prospecting I do. It's always a blessing to see a laden pack-animal with it's entourage of wanderers looking to buy or sell! Also, incredibly pleased to see I am not the only one who plays the game 'as if I had been Tron-ed' ! It cuts off certain avenues of gameplay, ( i.e.; usually responses to asinine comments I would NEVER make. ) ...AND it gets me dead now and then as I run to the rescue of a group of lighting engineers working their way along the roads.... but what good is even having a 'zombie-survival-plan' if you never test to learn your limitations right? Anyhow, after playing through abit more; Trying to build up the caps for the Goodsprings home! The vendors don't have 5k in caps on them between there and Novac! ....and Frankie won't take trade !! Love it so far; but I wish there were SOME overall block to the ammo I get. Used to be one for F3 ( CS low-ammo ) but it disappeared, and when I lost my copy of the game, I lost the ESP. ( it actually lowered the world-ammo-drops; including those found on mobs; down to a couple (1-3 or so) shells per-mob once you killed them, and no more than 10 or so in ANY ammo box ! ) Tried to find the author through nexus in an effort to build my ultimate F3 game. No dice. a post in Nexus about the matter yielded a bunch of people asking me why I would want such a thing...but no results. I would kill or die to HAVE to use the reloading bench to keep myself in ammo. ( if I was unwilling to buy it from Frankie or the like, I DO believe they should continue to have their supplies unfettered.) In closing, here's a funny one... Frankie got me GOOD... I had ONE mod on ONE weapon.. extended clips on a 9mm ( DO so love WMX! ) .. and you know when you are selling weapons, how if you have one "in use" ..it tends to suddenly 'pop-up' under your cursor, and you have to be cautious not to sell it? ... I was in a hurry. & must have left my 9mm on the counter during a transaction for about a half dozen of the firearms... He took it. Happily I might add..& I realized my mistake after I left. I went back, explained to him that I had made an error, and pointed out my gun in his inventory stash.. he agreed. I had made an error.. Haggling did no good; smoking a joint with him did a LITTLE good...so, I tossed him a spare 10MM, and grabbed MY gun back....but wait..what's this? as I go to leave the shop, I "set my gun" in the holster ( slot 1 ) ..and..the clips are normal... I'm like; "Frankie...What the hell man?" He just gives me this sheet-eating grin like he doesn't know WHAT I'm talking about... So, frustrated, I look over his cases, and there is MY gun still... This time, I outright BUY it ( 380+ caps, No trade.. ) figuring "he's being a smart ass, you've cleaned him outta caps and he's having some fun with ya.." ...and I'll be damned if he didn't slip MY clips outta the gun he hands me AGAIN slick as goose snot !! With mine STILL in his inventory... So, figuring this is the kind of conversation that can only end in a gunshot... I BOUGHT BACK every 9mm he had in inventory; until THAT one was the only one left; and then purchased MY gun back... ( 789+ caps ) ..then ..carefully placed each un-modded 9mm on the counter for him to tag and purchase-back... o...m....g... I swear he and his guard were wiping tears of laughter from their eyes as I sulked out...was pretty smoky in there by then though.. ( The short version is, it seems a modded gun is the LAST thing to be sold to you if it's in a sellers inventory; even if you 'specifically request it' as it were. odd game-glitch i'd think. ) ( ~edit P.S. Gotten through the cig. factory, skydiving, Primm sewers ( all of it ) and only found 3 "M" class items, not bad, not bad at all. As long as they are compatible with WMX ( please! ) it's all good. I don't mind having a mil-spec weapon instead of vanilla until I find a "unique". you're spot-on, they ARE a mid-range between the two. ( Although, I must say, the M class Assault rifle I just found BLOWS away the standard one.. spread better maybe? ) Nicely done. gods I love this game. Good work, and GOOD hunting ~ Jack Burton
  4. Obviously, first of all; thank you VERY much for the mod. Re playability is key to me in these games, your mod makes exploring the world a multiple-character experience. As far as low-loot rules go, I had to laugh when I saw your comment "It's..um..ALL low loot..just 'don't take it' .." you were spot-on correct; no doubt. The trouble with me is this : I try to run the game 'As if it were me..' ..and this means, if it's not bolted down; i take it ! I store it or scrap it and turn it into a lampshade at one of Veronica and mines' multiple hide-holes. So, for the pack rat-minded; that's just not an option. I already look like the Grinch-who-stole-Christmas whenever I trudge back to my home with things; but I also EXPECT to have to do that "every-trip-out" as it were. I run without fast travel, and with as hyper-realistic a settings as possible, ( slow leveling; IMCN's needs backing up hardcore mode, Imp's power-armor mod, BAN-Ammo reloading, a damage mod, WMX as well as others.) Thus..every time I come across a prospect-able spot in the wasteland; I loot-sort-haul my buttocks back to whatever hovel is near, I enjoy the mad-max aspect of it; you know? 'finding several shotgun shells, testing each one to find those his fingers would't tear through the casings on' With a good reloading mod running, as I have; It's enjoyable to NEED to hit that ammo bench from time to time to keep a favored weapon running ( like a 12mm~! ) When it becomes a 'bother' is when a single-encounter nets SO much loot; you have to make several trips back to it to bring everything about. but that's again a matter of 'pack-rat' syndrome more than anything. but that's what the game is about..amassing 'survival loot' ( I think anyhow.. ) as you travel through the wastes. The "M" style weapons are abit of a 'huh?' ..No real basis in why they are better? Old Military Cache-style versions maybe. They do seem..redundant, Especially when so many of us run WMX or a like-mod, and already HAVE mods loaded that enhance damage; or lower limb resistance to damage. it just creates an entirely new set of weapons in the game to try and hoard above and beyond 'vanilla' ones.. It's as if all 'M' style weapons are stepbretheren of the unique weapons ( hard to locate ) and it cheapens them overall. Love the skill books, they fill the gaps as you level, you NEED every skill in the game, so having only what two? for each total? ridiculous. Absolutely LOVE the stories !!! I think NV is VERY story-driven; and the various little glimpses into the lives, and deaths; of folk are often unsettling; and ALWAYS welcome! (Would enjoy helping out with any of that if you find yourself swamped! ) I would say, lessen ammo, thus keeping reloading workbenches happy and warm. Add in primers, casings and powder in their place perhaps? Drastically (~ edit now 'slightly ~' ) reduce the number of hopped up armors and weapons ( M ) style in the encounters. MAYBE having the "named" in any said encounter having a special milspec version of a known weapon..But still NOT as good as a unique-version hidden deep in the game. ( What does the M stand for? ) oh and PLEASE tell me the weapons you add will be moddable with WMX ! ((Edit ~ looking at the new Var. rifle ( m ) and it's not THAT much better; which is GOOD imo, and they arrn't exactly dropping like flies, there was ONE in the cig. factory, ( dead prospector in the bathroom ) and NONE in the skydiving hovel! except the sweet 12.7mm; and the guy with the plasma rifle. As such, if it stays along those lines throughout your game encounters? top shelf... I still think there should be less ammo though. Anyhow, thats my two-cents. just DL'd the latest version, and I'm crawling along through it now. Have to use Victor's shack as a home base; 5000caps for Frankies' rental? damn! ....love it... Thanks a million for your work, I'll definitely keep tracking your file ! Shoot me an IM if you like! ~ Jack Burton ( ME ! )
  5. Hmmmm.. No answer in the other forum s'far. But it's only been a few days. The mod in question, which no longer seems to be available; was a 'realism' mod, aimed at reducing the amount of ammunition found in the world. Thusly making ammo-reloading mods quite handy, if not necessary. The mod affected both containers found, as well as the shells left on a fallen foe, and oftimes reduced the number to 1 or 2 rounds. (Though it was not terribly uncommon to find five or so) It seemed like it ran a %-reduction, with a "can't be below zero" or something of the sort script on loot? I got the impression that if normally there were 15 shells or so, there would be like 5 with the mod loaded. But if normally there would be 5? it wouldn't take the 'last round' leaving a single shell in an ammo box or body. No more fistfulls of shells. I found my weapons being chosen ( levels 1-10 at least! ) based on what ammunition I had the 'most' of. ( Around 15th level I would turn the mod off, so that the 'regular' amount of ammunition would show up in long-forgotten bunkers, and higher level encounters. ) I am unfamiliar with the world loot code, if there is such a script running, and have no idea where to start in rebuilding such a modification. Any ideas or suggestions anyone? ~Jack
  6. Anyone seen the "CM Less Ammo" mod? or another mod like it? ( reduces the overall amount of ammo that shows up on killed mobs, and in containers worldwide. (Gives more of that Mad Max feeling) Tony tha Wookie, the gaming god he is, saw my thread in tha wrong spot and directed me hither.. Thanks in advance !
  7. Well, it was an older mod, and had never been updated as far as I knew. I have noticed over the years, mods that are 'broken' ( or that code holes are poked by DLC's that their authors never fix ) can be purposefully removed by authors. - or mebbe admin when the authors are absent? Since there is no replacement for the mod ( Nothing that lowers the amount of ammo found in containers worldwide ) I thought the mod might need to be recreated, or perhaps there was a current ( patch 1.7 yada yada ) reason it was no longer feasable. ...but, thanks for the heads up along with the tongue lashing Tony. ~Jack
  8. Looking for a lost mod CMLess ammo or some such, Lost it, can't find it on Nexus, any ideas? Thanks guys !
  9. I used to run a mod called " Less ammo " ( CM less ammo maybe? CF? ) It simply reduced the number of shells found as loot ingame. Much more "Mad Max" like and enjoyable for my tastes. making ammo schematics actually useful to me for a change. I would turn the mod off about 15th level or so, to reconcile the advantage of "now you are looting higher level ( never been touched ) caches and the like, and during one of these points; I lost the esp in a shuffle. Can't find it on TES, none of my friends still have it it seems. Was is so severely bugged it's gone? (never bugged my game as far as I knew ) If anyone has the esp still, send me a PM or the like, I'd really like a copy of it. I have NO idea what code to re-script to build one of my own ! Thanks guys ~ ~Jack
  10. Thanks Woogie !!! 'twas exactly what I meant ! ~Jack
  11. Been through the Geck Tutorials, and used the search engine for the forums. Unfortunatly, I can't seem to narrow the search down enough to find this most likely often mentioned hassle. If an esp has multiple ESM associations, (more than one master) Can geck still open it for modding? is it a "check here" allowance in geck I'm missing? or..... ~Thanks as always guys. Appreciate the heads up.
  12. :) It's coming along nicely in fact. I Looked into the other mod that Wookie suggested, and it was a REAL eye-opener. Honestly, the coding tho change the clothing type to the body type? hadn't even yet occured to me ( The problem had, the solution was absent ! ) As it is, I have an additional problem, as you have mentioned Nimboss, this builds in an inconsistency between the master ESM, and it's own overwrites, on a heinously important area ( races ) I run Lings ( because it's a compilation of clothing, and hairs, which have to be balled up with whatever 'last' mod modified such things, or a bridge esp built as I have.) But it has the very unfortunate side-effect of attempting to add multiple races ( custom ) to the game. These also conflict and had to be cleaned out with Fo3edit. With Lings, I run 'EC', so my child-races are already ingame, and I overwrite Lings with that information. I have now created 36 custom races, each based on the template of it's parent-race, naming them ( This is the Asian group obviously ) AsianAcupwaxed AsianCcupBush AsianCcupStrip AsianCcupTrim AsianCcupWaxed AsianDcupBush AsianDcupStrip AsianDcupTrim AsianDDcupBush and so-on-and-so-forth The mesh and texture folder tree has been kept simple (folders appropriatly named with meshes or textures in the "characters" folder in data) with the D size (waxed) ( Berry HD ) as the "default" female mesh/texture. The A, C, and D cups are all based on Type 3, ( With variations based on what textures are out there, for instance, I used "Alice" as the 'A" cup, and her creator, has only her 'normal' waxed version out there) The DD cup is exem's mesh/texture; and it of course WILL look "flatter" whenever clothing is put onto someone with it. Unless the clothing was MEANT for his bodystyle. As is, my esp/texture/mesh folders are concise, and do not affect the game in any way EVEN WHEN TURNED ON. (( UNLESS you have another mod loaded that changes races, in which case, last-loaded wins. If you run a hair-pack or such? Simply add the information from it to the bodies esp, it really is easy, Fo3edit IS your friend, and the basics to do what I am explaining are within the first few minutes of your tutorial! )) The custom races are all unplayable at this point, and you have to change a character's race in an esp ( I'd suggest altering THIS esp, not another, or build a 'blank' (bridge) one that simply changes the races of the women you want to the appropriate choice in your world). Doing abit more checking, to make certain people don't HAVE to have Lings or EC loaded before mine works ! See you all later and thanks SO much for the help !! ~J
  13. Shiny, that IS the basis of it, thanks guys !! This will of course work on every person of that race you modify, if you mod the base races, but at least it gives a little variation in-game. ( all the female races have raider counterparts as well, so they could theoretically be altered also.) So I would have to make each of the specific girls in the club their own race, then I could make that race look like anything... Also, is there any easy way to convert an existing NPC to their own "race" ? or would it be easier to make a race, set what it looks like(nifs textures), then set that npc to BE that race? ( my idea at this point is to create four custom races, calling them (osstensibly enough) Acup, Bcup, Ccup, and Dcup, then I would create an esp that overrides the race settings on a group of women, say the NPC's in Bigtown? changing each of the females there to one of my custom races... Feasable? If so, is there an easy way to use another race as a "template" for this job? I think I need four templates, of EACH race? ( an acup asian, Bcup asian, etc etc ) Yes? ( or they'll all look the same race, which is....like, pretty much what I'm getting rid of to begin with ! ) Once complete, I plan on releasing ( with the different body-style authors' permission of course ) the (sixteen) custom races in a dev pack, a simple one that adds the races, not that changes any in-game people to them. ...In effect, people could then alter that .esp changing ANY girl they wanted, to any bodystyle. ( if she's in a mod, they'd have to make the mod a master for my esp file, but if you're into this you'll know why and how ) This could get crazy...as I have opted for the "hardwood floors" approach to my textures, there are technically, with type3 bodies alone, three other choices? ( each would require another race, AsianAcupshaved, AsianAcuplandingstrip, AsianAcupbush, AsianAcuptrim, and so on and so forth...That's seventy four posibilities per race... That's allot of unique races. Appreciate the heads up guys, as always, the Nexus crowd rocks. I've got some time on my hands these lately, would love to get this done and 'released' for those who have a hard time choosing a single look for their women ingame. ~J
  14. The Aliens pulse rifle has a component that loads and fires vanilla grenades. ( Been trying to get it to work with ~non vanilla schematic added~ incindiary grenades myself, no dice ) it seems to load grenades for use, as if running an inventory script.
  15. I am running into a hang-up. I am fairly certain that I can force specific characters in-game to run their own body-styles and the like. ( Some with cali, some with Alice, some with berry, etc ) This requires a change in direction to the nif and the texture. ( Fairly certain this CAN be done, using the "Bittercup companion" goth version with different textures and the like as a 'proof of concept' to do this ) I'm allright with Geck, but while it is easy to change face/hair ( three tabs for face alteration on each character in geck ) I cannot find the directs for the texture files for bodies. and am wondering now if I'd have to make each person as a new race if I wanted a different nif running. The ability to redirect at least the texture calls from f3 exists, as it's done for her "handgoth" textures and such, is it not in geck? Where are these redirects hidden? ( I am using the stripclub, so I have a group of girls to alter without messing with the world. I wanted to give a different body-type ( Nif too actually ) to each one of the dancers in Moriarties. ) Thanks in advance !!
  16. I know F3 water is slightly different than Oblivions', but I'd swear the mod I have running in Elder scrolls for weather, includes the visual effect of the raindrops striking the surface of the water nearby. Is this missing in the mod lists for F3 for a technical reason? (Has this question been asked a million times before??) or....has it simply not worked it's way into the enhanced weather mods that are the most popular for the wastelands? ~A
  17. I used to have all my mods in a folder, so I could easily refer to readmes' etc. Lost em...but, I didn't lose my game.... SO.. As I was playing a new character, I found a grenade bouquet, and disarmed it, my explosives skill was high enough, and I recieved a schematic for incidniary grenades. ( A frag grenade, and a flamer fuel ) WHAT esp added this item? I am running "Repair rethought" ( reviseted? RRR? for Pitt etc ) ammo schematics, and several other mods that may be the key... ANYone know of this item? I can't find it, and I'd like to add it the the "grenade list" if such an addition is possible ( this is the ammo list that is "allowable" for the Aliens pulse rifle ( grnade launcher add on ) I DL'd earlier this week, seems a shame to not be able to load these inciniaries into it !! Thanks in advance for any help you can give everyone ! J
  18. Getting back into the modding scene, and I'm having a hassle with Geck. I had decided to take an 'unfinished' ( semi-broken ) portion of an existing character-quest, and flesh it out abit. Silver, the former call-girl for Moriarty, assumes you have met him and are 'after' his caps; even if you've not been to Megaton. Your only responces are also 'out of context' if you have not made the deal with Colin for information on your father. I have seen one mod that addressed this problem, supposedly giving an alternate conversation to be had with Silver, but it also seemed to semi-fix other issues with the game that as I recall, caused conflicts with my mod groups. My idea was this: A simple quest, wherin whether you have spoken to Moriarty or not, Silver requests your aid as you enter her shack; her story is that she left Colin Moriarty, when he tried to make a deal with the leader of the Raiders in the nearby school ( The ones Boppo used to lead before Simms killed him...Who are now trying to get into the vault ); caps in return for Silver's younger sister. Silver had tried to run, but had gotten caught in Springvale and her sister taken to the school anyhow. ( The girl would be locked in the small cell near the stairs on the lower level, the one with all the little skeletons in it ) with the key being the springvale Basement key or some such. ( Only available once 'most' of the higher level raiders were killed I believe as the one upstairs with the dog has that key on him ) You lead the girl back to Silver, and get a reward of enough caps to buy the information you ( may not even know you need ) from Moriarty. Simple? Not really. Silver's dialogue must be altered, The little girl must be placed in the cell, with the gate keyed to an existing key on one of the higher level Raiders. She must follow you ( Ala-"Red and Shorty" even taking a gun if you have one to give? ) back to her sister ( Silver ) The quest should be 'completable' with Jade ( the little girl ) being able to enter silvers' home, Silver's rewarding you, both leading a persistent existance therafter. Bam....a better Silver mission, with more tangible "This is why I left Megaton" storyline, as well as an interesting tie-in for the local 'school' raider gang, and a reason for their creepy cell with the diminutive skeletons! What tutorial am I missing for Geck that would give me the ability to create this? ~Antioche
  19. Yes, it looks very nice so far. Noticed tha toe thing too, maybe just me though. I like the breast size; close ups won't really matter until the textures are done right? Planning on 4096x4096? ( I use HgEC and 4096 textures for it right now, it would have to beat those ! or be for races I don't have them for!! ) (Wishes those out there who do the clothing work would do more (smaller NOT larger) breast/clothing textures.) Absolutely keep up the work. You have a talent! USE it! ~ A
  20. Okay, first off, thanks SO much to SavageArtistry for giving me the heads up on what was going on. Installing custom eye/race mods can be troublesome, especially when the eye textures call for paths to meshes that don't exist, or have been changed. The effect, ( google eye ) shows up as the iris of the characters in question being oddly off-kilter, kinda like that wierd kid from third period who rolls his eyelids back, then rolls his eyes up till you can almost only see the whites, then jiggles his eyeballs. Everybody might like the class clown, but in-game it's annoying. SavageArtistry replied to my post on the problem, and showed me the difference between vanilla textures, and say textures that come in rens eyes ( Nequam ) . It is this difference that causes the effect, and most often affects non-vanilla races, or vanilla-type npc's put in with mods after eye changes have been made to your game. For vanilla races, put in with mods, ( say moddems city life, or montana's sexy companion ) altering the mods' load order in mod manager, above or below beauty-packs, elaborate eyes, or what-have-you should do the trick. For custom races, that won't respond to such cajoling; there is another, easy work around. (( THANK you again Savage Artistry for telling me this could be done!)) Simple steps : 1. Open the TES construction kit. Click the "File" tab, and choose "data".. up pops a window with oblivion's main files, and ALL the mods you have in your data folder...checkbox the mod that holds the custom race you are having issues with, click the "make active" button, and tell tesc 'okay' ..it will take a moment, let it load. 2. Once finished loading, again, along the top-tabs, this time choose character, out of this drop-down menu, choose "race" up pops a list of all the races you have loaded in the game, click on the one you are having issues with. The tabs now to the right will read "General Data" ( this is the one that is active at this time, then "body data', then 'face data', then "facegen data' etc. etc. Choose "Face Data" The list of boxes here in face data shows the places oblivion is looking to for the meshes for each bodypart. You will notice the bottom of the selections are for eyes, right and left...click one, this will open your meshes folder. ( at this point it wants to be pointed at a valid mesh for the eye textures! ) so, in this window, find and open "characters". within characters will be a file ( for me, using rens' beauty pack, it is a file called "Nequam", then inside it, a file folder called 'eyes' ) in that folder, ( or whatever eye mesh folder you use ) is a "right eye" and a "left eye" file. click the eye file, and it sets the path for that character's eye textures to look at ( no pun intended ) that folder, and that mesh... Presto, after a few times, NO more difficult than changing the wallpaper on your desktop! ~Thank you SO very much to the modding community in general ( you folks here who have guided me step-by-step ) as well, thank you to those who have made these incredible textures, and worked for hours upon hours on mod files for no other concideration than a pat on the back now and again from us. Top shelf, every one of ya. ~Antioche
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