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So I noticed that WMX and the Weapon Animation Replacer mods overwrite a lot of the same files. I'm going to assume this means they're not compatible, then?
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# ? Apr 26, 2011 19:25 |
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# ? May 13, 2024 09:57 |
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Cardboard Box posted:So I noticed that WMX and the Weapon Animation Replacer mods overwrite a lot of the same files. I'm going to assume this means they're not compatible, then? Let WAR overwrite WMX; I've never experienced any problems with using both, and I think they use the same animations anyway. I believe WAR uses better animations, though.
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# ? Apr 26, 2011 19:28 |
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Alright, thanks for the tip.
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# ? Apr 26, 2011 19:31 |
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Could use a little help here, just a little, when I download the New Vegas Bountie mod and extract the folder into my Fallout: NV data folder and go to enable it, nothing comes up for me to enable. Any suggestions?
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# ? Apr 26, 2011 23:30 |
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Does your folder look like Data->Textures/Meshes/NVB.esp Or Data->New Vegas Bounties->Textures/Meshes/whatever It should be the first one, with the textures and ESP directly on the Data folder.
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# ? Apr 26, 2011 23:41 |
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I'm thinking about making a mod though I haven't made one before in f3/nv but I want to make a mod so you can use Hokuto Shinken from Fist of the North Star. I think I know how to do it but I'm not sure how easy it is access some of the stuff necessary. The basic stuff like perks unlocking and giving you the different abilities are easy enough but some of the things I'd like to do might be outside the realm of the geck. I would like to set it up so an unarmed weapon can attack multiple times per button press or be fully automatic like a machine gun but that doesn't seem possible from what I can see. Though I can work around this doing some other things it would work best if I could do that. I'm sure you guys have a lot better idea of how to bend the geck to do what you want and this might be all for nothing but I think it can work.
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# ? Apr 27, 2011 00:05 |
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GECK has been updated for patch 1.3. http://download.zenimax.com/fallout/nv/geck/GECK_NVE_v1.3.zip
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# ? Apr 27, 2011 00:06 |
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SheepNameKiller posted:Actually, this mod is so new that I haven't tried it yet but it looks like it fixes a lot of the problems present in other ports. If you're going to try something, try this. quote:============================================ Is that a typo? 20 gb of RAM?
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# ? Apr 27, 2011 01:13 |
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He probably means space. A lot of people use memory and HD space interchangeably.
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# ? Apr 27, 2011 01:17 |
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randombattle posted:I'm thinking about making a mod though I haven't made one before in f3/nv but I want to make a mod so you can use Hokuto Shinken from Fist of the North Star. I think I know how to do it but I'm not sure how easy it is access some of the stuff necessary. The basic stuff like perks unlocking and giving you the different abilities are easy enough but some of the things I'd like to do might be outside the realm of the geck. If you extract the meshes\characters\_male and _1stperson directories from the .BSAs, you'd want to find the Ripper anim 1hmattackSpin.kf and a random hand-to-hand attack (e.g. h2hattackleft_a.kf). Then open them both in NifSkope, find the Text Keys in the tree, and copy the Ripper's text keys to the unarmed attack. Then click on the Controller and change the name to AttackSpin to match the Ripper's, put your new animation in the appropriate places in your NV folders, problem solved. The downside is of course the two animations are completely different lengths and the various events occur at completely different times- so you need to play around with the timings on the text keys to ensure it doesn't cut out halfway through a punch, and so that the loop isn't too jerky. There's a crude example here: Link.
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# ? Apr 27, 2011 01:28 |
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Chinaman7000 posted:Does your folder look like... Thanks, man. That fixed everything right as rain.
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# ? Apr 27, 2011 01:33 |
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RBA Starblade posted:
Yeah I'm assuming that means hard drive space. Even my hypothetical space computer that only exists in the form of links to parts ordering pages online would only be able to hold 24 GB of RAM tops, and that's about 20 gigs of overkill for 99% of games. I don't think the engine NV uses is even capable of claiming more than 2GB of memory without modifying the .exe header.
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# ? Apr 27, 2011 02:03 |
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Anyone not able to load after the patch and nvse update? I played last night but it crashed and now I just get infinite load times when trying to load any save. Auto, quick, standard, nothing works. Anybody else? I'm going nuts. I can load a new game, just not my god drat saves. Am I just boned? ElProducto fucked around with this message at 02:26 on Apr 27, 2011 |
# ? Apr 27, 2011 02:23 |
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ElProducto posted:Anyone not able to load after the patch and nvse update? I played last night but it crashed and now I just get infinite load times when trying to load any save. Auto, quick, standard, nothing works. Anybody else? I'm going nuts.
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# ? Apr 27, 2011 02:39 |
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Well they have, it should work. For anyone else who has this problem, I did finally fix it. I had to reload a REEEEEEALLY old save. I had a varmint rifle pointed at some bottles, that loving old. Then from there I could load my more recent games. Odd, but it worked.
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# ? Apr 27, 2011 03:02 |
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Does anyone know of a mod to allow Rad-X and/or radiation suits to block low levels of radiation completely? Like radiation DT instead of DR. All I could find on Nexus was some transparent helmet mod (cute, but it's wrong).
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# ? Apr 27, 2011 04:38 |
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Positronic Spleen posted:(cute, but it's wrong).
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# ? Apr 27, 2011 05:41 |
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RBA Starblade posted:
Has anyone tried this yet? I want to but I don't want to be the guinea pig.
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# ? Apr 27, 2011 06:34 |
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Cream-of-Plenty posted:How are people enjoying the Monster Mod? I'm probably alone in this, but I really hate that so many FO3/NV mods are just assets lifted from the S.T.A.L.K.E.R. games, which is why I will never use this mod.
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# ? Apr 27, 2011 08:24 |
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myname_isdoug posted:I'm probably alone in this, but I really hate that so many FO3/NV mods are just assets lifted from the S.T.A.L.K.E.R. games, which is why I will never use this mod. There's a large amount of STALKER mutants in the monster mod since those were among the first works done by the mod author but there's also a jawdropping amount of custom stuff in there. The balance on creature HP and damage needs tweaking but the art assets and monster variety is slowly pulling ahead of where MMM for Fallout 3 left off and is absolutely of a higher quality than the VVV monster mod. It seems like updates for Monster Mod have settled down so I guess I'll start on that rebalancing patch tonight. I'm already planning on toning down the ants but if anyone else has any other suggestions as to which mobs need their stats adjusted then please feel free to throw them out there. SheepNameKiller fucked around with this message at 15:25 on Apr 27, 2011 |
# ? Apr 27, 2011 15:11 |
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myname_isdoug posted:I'm probably alone in this, but I really hate that so many FO3/NV mods are just assets lifted from the S.T.A.L.K.E.R. games, which is why I will never use this mod. Most "original" content is actually lifted from Unreal Engine games, GSC games, or Source engine games/mods. True story. There's very little original art assets in the modding scene.
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# ? Apr 27, 2011 18:22 |
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Naky posted:Most "original" content is actually lifted from Unreal Engine games, GSC games, or Source engine games/mods. True story. There's very little original art assets in the modding scene. Thats not true at all. Just all the original stuff is making GBS threads nippledicks and jiggle physics. But on an actual mod note I'm trying to come up with a way for unarmed combat to be a little fairer at the very low levels but I can't think of a good way that won't cascade upwards to the higher levels. All the dr/dt just ends up being too good later on especially ontop of armor and what not. Oh and thanks for that idea about using the ripper I hadnt even thought of that.
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# ? Apr 27, 2011 18:45 |
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SheepNameKiller posted:There's a large amount of STALKER mutants in the monster mod since those were among the first works done by the mod author but there's also a jawdropping amount of custom stuff in there. The balance on creature HP and damage needs tweaking but the art assets and monster variety is slowly pulling ahead of where MMM for Fallout 3 left off and is absolutely of a higher quality than the VVV monster mod. I looked through their HP values and a few of them are kind of ludicrous. The Cave Mutant was one I toned down, I remember specifically. A few of the ghoul derivative ones I think had some 300+ hp as well. The tarantula, the antchula, and the larvae (I renamed it to larva) really need a HP reduction. I couldn't figure out which one of the ants were the reskinned ones with the retarded amount of health though. I like the STALKER monsters myself, because it's kind of humorous to me. I know next to nothing about GECK that doesn't involve ammunition, so I don't know if the bloodsuckers go invisible like they do originally, but there should theoretically be a way to make them, much like the Nightkin do.
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# ? Apr 27, 2011 22:41 |
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Woo. Thanks for listing my mod up here. I've been referencing the thread a lot, so I figured I should pay up. There's a new version of CRL9K, if anyone honestly gives a poo poo about SFX.
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# ? Apr 28, 2011 09:09 |
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So seriously, STILL no molerat boobs?
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# ? Apr 28, 2011 09:23 |
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Mister Bung posted:So seriously, STILL no molerat boobs? Don't rush a masterpiece man.
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# ? Apr 28, 2011 09:24 |
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Mister Bung posted:So seriously, STILL no molerat boobs? Pretty sure Naky made them, click the question mark under one of his posts and you should be able to find a screenshot.
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# ? Apr 28, 2011 09:52 |
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Has anyone noticed their mouse control being a little "off" since the update? I check the .ini and the script from the OP is still in there. I haven't changed any settings in windows either...maybe I am just going crazy.
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# ? Apr 28, 2011 13:02 |
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I dunno about mouse control but apparently multithreading was fixed in the update, causing crashes for people who have downloaded the d3d9.dll and who have tweaked the iNumHWThreads in their .ini file. How that would affect mouse lag is beyond me though.
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# ? Apr 28, 2011 13:46 |
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SheepNameKiller posted:I dunno about mouse control but apparently multithreading was fixed in the update, causing crashes for people who have downloaded the d3d9.dll and who have tweaked the iNumHWThreads in their .ini file. How that would affect mouse lag is beyond me though. I had tweaked iNumHWThreads, but the latest update got rid of it. When I check a dead body, the first item in their list has to be clicked several times in order for me to get it. The game crashed on me while I was doing it one time. It is also minimizing to the desktop at random again.
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# ? Apr 28, 2011 15:53 |
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Is Project Nevada worth snatching up in it's current, unfinished state? It looks pretty neat, and FWE was great, but it's been in development longer than I've been alive.
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# ? Apr 28, 2011 15:55 |
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harrygomm fucked around with this message at 22:51 on Jan 26, 2021 |
# ? Apr 28, 2011 16:02 |
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The Sweetling posted:Is Project Nevada worth snatching up in it's current, unfinished state? It looks pretty neat, and FWE was great, but it's been in development longer than I've been alive. Project Nevada is modular and the portions of it that have been released are totally finished. There are an additional two modules that are going to be released for it (rebalance, equipment) but the release of those two modules are in no way going to "fine tune" the existing two modules, so there's no reason why you should think anything that they've released is unfinished at this point. The two modules they've already released are arguably the most polished mods released since the launch of New Vegas.
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# ? Apr 28, 2011 16:18 |
Crawlius posted:Woo. Thanks for listing my mod up here. I've been referencing the thread a lot, so I figured I should pay up. There's a new version of CRL9K, if anyone honestly gives a poo poo about SFX. Hey, welcome to the thread, Crawlius. I like your work. Mister Bung posted:So seriously, STILL no molerat boobs? Like Woebin said, it came and went...but not before getting those idiots at the F3Underground all asshurt over nothing.
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# ? Apr 28, 2011 17:19 |
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Cream-of-Plenty posted:Hey, welcome to the thread, Crawlius. I like your work. This is awesome. Never saw this thread when I released it. Imagine their outrage when The Armory becomes into awareness though I'd kill to see how many denounce it and then use it anyway.
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# ? Apr 28, 2011 18:32 |
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Naky posted:This is awesome. Never saw this thread when I released it. Imagine their outrage when The Armory becomes into awareness though I'd kill to see how many denounce it and then use it anyway. Hey, some of them do defend the right for people to boob up their mole rats. They seem to think it's serious.
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# ? Apr 28, 2011 18:47 |
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Cream-of-Plenty posted:Like Woebin said, it came and went...but not before getting those idiots at the F3Underground all asshurt over nothing. Molerat boobies: serious business.
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# ? Apr 28, 2011 19:20 |
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Cream-of-Plenty posted:Like Woebin said, it came and went...but not before getting those idiots at the F3Underground all asshurt over nothing. posted:It's an interesting mod, but I didn't download it because it isn't anatomically correct. There should be two rows of tits down its entire underside that range in size. Two in the front of the body like that is just ridiculous.
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# ? Apr 28, 2011 19:31 |
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^^^^^ Haha, what the hell.
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# ? Apr 28, 2011 21:49 |
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# ? May 13, 2024 09:57 |
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Cream-of-Plenty posted:Hey, welcome to the thread, Crawlius. I like your work. They're somehow worse than the Nexus (all the arrogance perhaps), and I'm not a grammar/spelling Nazi but their mistakes make it so they're actually saying different things than they presumably mean to say.
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# ? Apr 28, 2011 22:01 |