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Jaaam posted:It's caused by the speed loader nodes in the nif not having a NiVisController. A simple copy/paste from a version of the gun that has them will fix it. Someone want to translate this? Or otherwise assist me in fixing it?
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# ? Jan 22, 2011 18:04 |
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# ? May 9, 2024 21:49 |
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Capn Beeb posted:Well, looks like you found a Mad Radhu Gumbeer to go with your Jerusalem. I have to ask, where did you find those badass glasses?
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# ? Jan 22, 2011 18:30 |
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What was the texture mod that replaced third-person weapon textures with their first-person versions? e: Found it. Schubalts fucked around with this message at 21:32 on Jan 22, 2011 |
# ? Jan 22, 2011 20:59 |
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So why does 3GB New Vegas strip steam ties out? Was it necessary to make the mod work or does the modder just have an irrational dislike of steam?
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# ? Jan 22, 2011 21:28 |
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RagnarokAngel posted:So why does 3GB New Vegas strip steam ties out? Was it necessary to make the mod work or does the modder just have an irrational dislike of steam? It's necessary to make it work. Mister Bung posted:gently caress. Every single one of my saves is now affected. Fast travel crashes and saving crashes. Removing the New Bounties.esp from the load order makes it crash on startup. I tried going back to before I started the particular quest and no dice. Does running FNVMasterUpdate do anything for you by any chance?
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# ? Jan 22, 2011 21:48 |
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Cream-of-Plenty posted:Where'd you get that C96 weapon mod? I miss the Chinese pistol. MilitantBlackGuy posted:I have to ask, where did you find those badass glasses? Right here. There's bunches in there
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# ? Jan 22, 2011 22:04 |
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Mister Bung posted:I got rid of it and every file associated with it and it seemed ok. Looking through the comments of the file there are a handful of 'now I have fast travel crashes and my saves are broke great mod really enjoyed it thanks thumbs up' so I guess the system works... I just started getting this exact same thing I reaaaallly didn't want to start over again.
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# ? Jan 22, 2011 22:08 |
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If I want to use GECK to edit spelling mistakes in the dialogue in someone's mod what's the process? It's a fairly small mod but the mistakes are annoying me. It seems like when I make the mod the active data file it loads all sorts of stuff completely unrelated so I have no idea where to go digging.
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# ? Jan 22, 2011 23:21 |
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Electro-City is making my game crash around Novac. No lights are on yet since I haven't touched the quests. It always crashes when I go in the motel's main office to talk to the owner. Only other mods are MAD world preview, perk every level, sorter, and a QuickStart mod. Sorry. I said MAD. I am using World of Pain. Machismo fucked around with this message at 23:25 on Jan 22, 2011 |
# ? Jan 22, 2011 23:21 |
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A stormy Nevada sky and Existence 2.0 = holy poo poo. Not pictured: Me swishing a frag through an open part of the barn wall. Not even tfc 1 will let you capture a grenade in your hand as you throw it: ~*ping*~ Get out of my barn Also is there a mod that adds in properly sized/prettier brass that sticks on the ground for much longer?
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# ? Jan 22, 2011 23:23 |
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Dick Trauma posted:If I want to use GECK to edit spelling mistakes in the dialogue in someone's mod what's the process? It's a fairly small mod but the mistakes are annoying me. It seems like when I make the mod the active data file it loads all sorts of stuff completely unrelated so I have no idea where to go digging. when you load an esp, it automatically loads the base FalloutNV.esm as well, so there are a couple ways to go about this. 1. If you're lucky the modmaker prefaced all his custom data with with some sort of initials you can filter for (IE a lot of new content added by New Vegas is prefaced with NV) Otherwise: 2. Load the the mod esp using TESsnip (from within FOMM) to see what data it contains and then track the changes down in GECK Machismo posted:Electro-City is making my game crash around Novac. No lights are on yet since I haven't touched the quests. Amstrad fucked around with this message at 23:33 on Jan 22, 2011 |
# ? Jan 22, 2011 23:27 |
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drat, I was going to post that I was having crashing problems and decided to try to corner down what the problem was, and it turned out to be Electro-city's "Highways and Byways" file that causes it. So I went to the Nexus to see if there was a hotfix and then I noticed he just updated it 5 minutes ago. What are the odds? EDIT: Didn't fix my problem, sadly. Mordaedil fucked around with this message at 00:14 on Jan 23, 2011 |
# ? Jan 22, 2011 23:35 |
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Dick Trauma posted:If I want to use GECK to edit spelling mistakes in the dialogue in someone's mod what's the process? It's a fairly small mod but the mistakes are annoying me. It seems like when I make the mod the active data file it loads all sorts of stuff completely unrelated so I have no idea where to go digging. After you load the .esp in the GECK, reopen the .esp loading menu and choose Show/See Details. It pops up a window with everything the .esp adds or changes. Just a matter of finding the parts after that.
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# ? Jan 22, 2011 23:42 |
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Schubalts posted:After you load the .esp in the GECK, reopen the .esp loading menu and choose Show/See Details. It pops up a window with everything the .esp adds or changes. Doesn't this force a reload of the esp though? Annoying.
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# ? Jan 22, 2011 23:48 |
Capn Beeb posted:Where'd you get that C96 weapon mod? I miss the Chinese pistol. Check out the Original Fallout 3 Weapons mod linked in the OP. The author reintroduced the C96, R91 AR, Chinese Assault Rifle, Chinese Officer's Sword, and the (unique) Infiltrator to leveled lists. Pretty smart mod.
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# ? Jan 22, 2011 23:49 |
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Amstrad posted:Doesn't this force a reload of the esp though? Annoying. No, you can close the menu without reloading the .esp.
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# ? Jan 22, 2011 23:52 |
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Schubalts posted:What was the texture mod that replaced third-person weapon textures with their first-person versions? FYI, it’s part of the community bugfix patch now.
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# ? Jan 23, 2011 00:09 |
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This playthrough I want to play a chem addict, using all the drugs and alcohol I can, is there any mods that could help with that?
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# ? Jan 23, 2011 01:25 |
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I've played through the entire game with Electro City and Highways And Byways active and never had any problems with the world space acting up. Weird. It might be one of those 'your results may vary' bugs that happen so often with Fallout 3 and New Vegas - the creator may have never come across it.
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# ? Jan 23, 2011 01:34 |
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Since original FO3 weapons were brought up, does anyone use a mod to reimplement any of the FO3 craftable weapons, like the railway rifle and nuka grenade? There are a few, but I'd like to hear recommendations.Amstrad posted:I had some weird poo poo going on with Novac and Electro-City myself.. the first time I walked up to where the motel should have been, the entire goddamn building was missing. Disabling Electro-City made the motel re-appear and after re-enabling the mod the motel was still there, so I don't know WTF, but something isn't right there. I have a feeling the creator was a little sloppy when he made some of the changes to the worldspace. Interesting, I had the exact same thing happen to me, but I didn't realize there was even supposed to be a building there. I tried entering the dinosaur, which caused the game to crash. When I loaded back in, the building was there. I didn't disable electro-city. I also didn't attribute it to it, because on my way from goodsprings to primm an entire cell of the highway failed to load, so I had to noclip my way across it. I figured it was just an engine bug since I'd heard so much poo poo about this one and didn't run a vanilla play through first.
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# ? Jan 23, 2011 01:53 |
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Vita posted:This playthrough I want to play a chem addict, using all the drugs and alcohol I can, is there any mods that could help with that? What do you mean "help"? Give you some perks for doing it like Cass's whiskey rose perk but apply to more stuff?
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# ? Jan 23, 2011 01:55 |
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Vita posted:This playthrough I want to play a chem addict, using all the drugs and alcohol I can, is there any mods that could help with that? This mod lets you craft a bunch of chems. Not too sure if you can get addicted to them or not, I haven't crafted enough of one to try. Of course vanilla NV is pretty chem friendly if you can up science up to 50.
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# ? Jan 23, 2011 02:18 |
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A Lamer posted:Since original FO3 weapons were brought up, does anyone use a mod to reimplement any of the FO3 craftable weapons, like the railway rifle and nuka grenade? There are a few, but I'd like to hear recommendations.
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# ? Jan 23, 2011 02:47 |
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SovietSteel posted:This should work for you. Thank you for this, I was looking for 'money' and 'currency' and didn't think to look up the words to find that mod. I appreciate it.
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# ? Jan 23, 2011 02:54 |
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Edit: Ugh, double post.
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# ? Jan 23, 2011 03:21 |
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Dickeye posted:Someone want to translate this? I'll give it a shot. First you need to open the nif in nifskope, then open the vanilla version of a gun that uses the same reload animation. So in this case it'd be a .44 Magnum (it's best to extract it from the .bsa using FOMM). Now, find two nodes, one named ##speedloader, and one named ##swmcasing, both should be located in the ##swmCylinder node, which itself should be inside the ##swmCrane node. You can find them quickly by just clicking on the speed loader in the render window. Do this in both models you have open. You'll then see the original has NiVisControllers inside the casing and speedloader nodes. Just right click one, go to block, copy branch. Then in the gun you're fixing, highlight the appropriate node, right click, block, paste branch. If you already see NiVisControllers in the nif you're trying to fix, then remove them and replace them. That should work.
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# ? Jan 23, 2011 05:01 |
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Capn Beeb posted:A stormy Nevada sky and Existence 2.0 = holy poo poo. Your outfit, what is it
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# ? Jan 23, 2011 05:34 |
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Dickeye posted:Your outfit, what is it Sunglasses, I use the "Ozzy model Steel" ones. The rest. I'm using the black field jacket and black hatch operator gloves. Cigar.
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# ? Jan 23, 2011 05:41 |
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Is it possible to add "bosses" to spawn points within the GECK? What I want to do is take all the different weapon and armor mods and poo poo that I have and put them on different named NPCs around the wasteland.A Lamer posted:Since original FO3 weapons were brought up, does anyone use a mod to reimplement any of the FO3 craftable weapons, like the railway rifle and nuka grenade? There are a few, but I'd like to hear recommendations. This guy added a bunch, I'm using them and they work great. Finally, my internet prayers have been answered - Fully Integrated DLC Items adds all the preorder items into the leveled lists, so you don't start out armed to the loving teeth. Gyshall fucked around with this message at 06:03 on Jan 23, 2011 |
# ? Jan 23, 2011 05:59 |
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gently caress, double post
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# ? Jan 23, 2011 06:03 |
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Capn Beeb posted:Not pictured: Me swishing a frag through an open part of the barn wall. Not even tfc 1 will let you capture a grenade in your hand as you throw it:
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# ? Jan 23, 2011 06:06 |
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rope kid posted:Use sgtm 0.2 before you do anything finicky like that. Well aren't you a peach
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# ? Jan 23, 2011 06:09 |
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Capn Beeb posted:The rest. I'm using the black field jacket and black hatch operator gloves.
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# ? Jan 23, 2011 07:01 |
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Seems that the Electro-City guy put out another mod: DYNAVISION: http://newvegasnexus.com/downloads/file.php?id=39756 Looks...interesting. At first I thought it was some crazy-high DOF mod, which it essentially is, but it has autofocusing, which sounds kind of nuts. Apparently using it with FNV Enhanced Shaders Lite is almost as good as using the non-lite version, but without a performance hit. I think I'll try it out when I get home today. EDIT: Also, uh. Nazi Zombies Fallout Style updated??? http://www.newvegasnexus.com/downloads/file.php?id=39765 Here's the description: "In Goodsprings. Follow the road that goes to the left of the gas station to a building. there are the zombies" They just look like feral ghouls to me potaties fucked around with this message at 09:03 on Jan 23, 2011 |
# ? Jan 23, 2011 08:13 |
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Gyshall posted:This guy added a bunch, I'm using them and they work great. potaties posted:Seems that the Electro-City guy put out another mod: On top of this, pretty much everything in the entire family of mods (which now officially includes URWL I guess) has received an update. Electro city is claiming to have given the strip some love so that should be interesting (still patching )
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# ? Jan 23, 2011 09:16 |
potaties posted:Seems that the Electro-City guy put out another mod: Honestly, I'm not sure how I feel about this mod. I've been playing around with it for a while and it doesn't seem to generate a "blur" for out-of-focus objects so much as a bloom or softening. The result is pretty subtle (not a bad thing) but after an hour of running around with it, I'm not sure the effect is pronounced, realistic, or pretty enough to warrant using it. That being said, I could certainly see this doing all the right things for somebody. Also, the impact on performance is negligible (as compared the ENB DoF.)
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# ? Jan 23, 2011 09:31 |
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Ok, so I'm trying a new install sans New Vegas Bounties (gently caress that mod) but why can I no longer find any mention of Nevada Skies - URWLified ? Has it been superseded by the newest version of Electro City?
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# ? Jan 23, 2011 09:41 |
Mister Bung posted:Ok, so I'm trying a new install sans New Vegas Bounties (gently caress that mod) but why can I no longer find any mention of Nevada Skies - URWLified ? Nevada Skies - URWLified? I just checked the link in the OP and it still works. As far as I can see the mod is still up.
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# ? Jan 23, 2011 09:45 |
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Mister Bung posted:Ok, so I'm trying a new install sans New Vegas Bounties (gently caress that mod) but why can I no longer find any mention of Nevada Skies - URWLified ? Just want to point out, after looking at your load order earlier, I decided to give Underwater FX + Godrays a shot, but I distinctly could not get them to play nice with NSkies URWLified. Just a forewarning, but then again maybe someone else knows how to shove 'em in the load order to make them work together. Also yeah, Nevada Skies URWLified even just got an update today, so it's definitely still up.
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# ? Jan 23, 2011 09:51 |
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# ? May 9, 2024 21:49 |
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potaties posted:Just want to point out, after looking at your load order earlier, I decided to give Underwater FX + Godrays a shot, but I distinctly could not get them to play nice with NSkies URWLified. Just a forewarning, but then again maybe someone else knows how to shove 'em in the load order to make them work together. Also yeah, Nevada Skies URWLified even just got an update today, so it's definitely still up. Ah right, I'll grab the new version then. I had no issues with UnderwaterFX+Godrays, the effect worked fine regardless of whatever weather effects were going on etc. It was always sitting at the very bottom, so who knows? BOSS has done weird stuff though in that it's done a significant rearrange of the same mods into a new order (seemingly with no difference) now that I have a new install. I'm just finishing up the reinstall so fingers crossed I can salvage my 54 hour game
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# ? Jan 23, 2011 10:07 |