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What the hell is the trick to getting the proper formID to add an item to your inventory? NONE of my modded weapons/armors/items are console-able on this new run I just started, all I can give myself is whatever the NewVegas.esm offers I'm pulling the formIDs with NVEdit, which isn't giving me a single error.
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# ? May 9, 2011 23:44 |
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# ? May 13, 2024 11:14 |
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Capn Beeb posted:What the hell is the trick to getting the proper formID to add an item to your inventory? NONE of my modded weapons/armors/items are console-able on this new run I just started, all I can give myself is whatever the NewVegas.esm offers I'm pulling the formIDs with NVEdit, which isn't giving me a single error. You're properly incrementing the first two digits, right?
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# ? May 9, 2011 23:51 |
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Male Man posted:You're properly incrementing the first two digits, right? Yep. Before I started the game I put them all in to notepad for quick referencing. Not a single one works.
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# ? May 9, 2011 23:52 |
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Capn Beeb posted:What the hell is the trick to getting the proper formID to add an item to your inventory? NONE of my modded weapons/armors/items are console-able on this new run I just started, all I can give myself is whatever the NewVegas.esm offers I'm pulling the formIDs with NVEdit, which isn't giving me a single error. It sounds like you're following the proper process to be honest. If the formID of the item is 0A00193C in FNVEdit then you type player.additem 0A00193C 1 in the console in game. There's no need to increment numbers yourself if you're using FNVEdit because it displays the proper syntax for you. This is an absolute longshot but are you possibly using a child ESP for a master file that you have deactivated but still sitting in your Data folder? I'm pretty sure that NV itself will activate the master file when it launches (therefore cycling all of the item commands forward) whereas FNVEdit will not.
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# ? May 10, 2011 00:04 |
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SheepNameKiller posted:It sounds like you're following the proper process to be honest. If the formID of the item is 0A00193C in FNVEdit then you type player.additem 0A00193C 1 in the console in game. There's no need to increment numbers yourself if you're using FNVEdit because it displays the proper syntax for you.
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# ? May 10, 2011 00:10 |
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It seems that some pre-order DLC .esp decided to launch despite not being ticked in fomm. Weird. Oh well, got all my sweet stuff loaded up and ready to go
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# ? May 10, 2011 00:46 |
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How do I get the DarN UI working properly? I followed the directions, but it still insists on using the game's default font, so it looks like crap.
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# ? May 10, 2011 01:47 |
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Mill Village posted:How do I get the DarN UI working properly? I followed the directions, but it still insists on using the game's default font, so it looks like crap. Did you edit the .ini and set it to read-only?
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# ? May 10, 2011 02:14 |
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Yes, and it still doesn't work.
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# ? May 10, 2011 02:22 |
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Mill Village posted:Yes, and it still doesn't work. You might have to edit a different ini. Try copying the font stuff to fallout.ini, fallout_prefs.ini AND fallout_default.ini. One of the three will be in your documents folder, the other two are in the game folder.
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# ? May 10, 2011 02:25 |
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How well done is the CFW mod? I'm a big fan of the original games so a throwback to the classic weapons sounds like a lot of fun. Are they generally well balanced and implemented? I can't stand my immersion breaking...
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# ? May 10, 2011 02:32 |
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Pikey posted:How well done is the CFW mod? I'm a big fan of the original games so a throwback to the classic weapons sounds like a lot of fun. Are they generally well balanced and implemented? I can't stand my immersion breaking... To be honest, not very good. I used them for a while, but having poo poo rear end textures next to Arenovalis' amazing textures breaks MY IMMERSION horribly.
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# ? May 10, 2011 02:34 |
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Pikey posted:How well done is the CFW mod? I'm a big fan of the original games so a throwback to the classic weapons sounds like a lot of fun. Are they generally well balanced and implemented? I can't stand my immersion breaking... Balancewise it's a huge improvement over the FO3 version, but I agree with the textures being bad and looking especially bad next to Arenovalis' stuff.
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# ? May 10, 2011 02:39 |
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I would just like to ask why someone would model something original, set it up to animate a certain way in that they actively separated pieces of the model so they could animate and then NOT separate the magazine from the model so it could animate? I would like to know this. My head hurts from a disease only known as 'The Nexus', it really does.
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# ? May 10, 2011 03:41 |
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I am having a problem where I can't hear anything besides the music and it also seems that Doc Mitchell is skipping all of his lines. Mod issue or something else? FalloutNV.esm rePopulated Wasteland.esm AWorldOfPain(Preview).esm Weapon Mod Expansion.esm The.Armory.esm DarNifiedUINV.esp Purge Cell Buffers.esp Lucky 38 Suite Expansion.esp Wasteland Defense.esp UHNV.esp FreeplayafterMQNVv1_6.esp NewVegasBounties.esp NewVegasBountiesII.esp Better Binoculars High.esp FO3WeaponsRestoration.esp JRougeRangerCoats4Loot.esp Tailor Maid - NV.esp TGsArmorCollectionVegas.esp SunnyCompanion.esp Weapon Mod Expansion.esp NAPA-NV 0.1.esp LegendaryHunter.esp The.Armory.Crysis.Pack.esp The.Armory.Leveled.List.esp Total active plugins: 24 Total plugins: 26
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# ? May 10, 2011 03:54 |
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Coughing Hobo posted:You might have to edit a different ini. Try copying the font stuff to fallout.ini, fallout_prefs.ini AND fallout_default.ini. One of the three will be in your documents folder, the other two are in the game folder. I put the font changes in the last two files, but not the first one. It started to work after I did that. Its weird that I would have to change three files for it to work properly, though.
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# ? May 10, 2011 03:58 |
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Mill Village posted:I put the font changes in the last two files, but not the first one. It started to work after I did that. Its weird that I would have to change three files for it to work properly, though. Depending on your startup process, the game references a different ini upon startup, hence the extra coverage. I'm probably wrong, but if you start up through the launcher, it reads fallout.ini, but if you skip the launcher (like I do), it reads fallout_prefs.ini. Or something like that. Any ini changes I make I just make to all three, save myself the headache of figuring out which one does which.
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# ? May 10, 2011 04:02 |
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Gyshall posted:To be honest, not very good. I used them for a while, but having poo poo rear end textures next to Arenovalis' amazing textures breaks MY IMMERSION horribly. I thought there was something wrong with a couple of them until I realized they didn't bother texturing some of the guns. Is there a general high-def texture pack out that's good anywhere? I don't want to install things that change just one or two of them and leaves the rest.
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# ? May 10, 2011 04:05 |
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Arenovalis posted:http://www.newvegasnexus.com/downloads/file.php?id=41721 All the thanks in the world for this. It looks completely badass in-game.
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# ? May 10, 2011 04:42 |
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V!ntar posted:Guys, does opening the character appearance screen (with showracemenu) affect my character other than in who it looks? I remember that in Fallout 3 it hosed up my perks, so I don't know if it's safe now I believe the Oblivion method still works. Once you've made your changes in the ShowRaceMenu, open the console, hit escape and save your game, then load the game you just saved. I've never tried changing gender using this, but it works fine for changing your appearance otherwise.
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# ? May 10, 2011 04:55 |
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Just got the PC version. Any mods that help with the blotchy, washed out look on faces? Also, that retexture of That Gun looks great. Awesome job!
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# ? May 10, 2011 07:45 |
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Naky posted:I would just like to ask why someone would model something original, set it up to animate a certain way in that they actively separated pieces of the model so they could animate and then NOT separate the magazine from the model so it could animate? I would like to know this. I'd guess that the experience the modder has with the gun in question is with some cheapo airsoft pistol that doesn't have a removable mag. That's why I've always thought so many of the guns are utterly pristine, anyway.
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# ? May 10, 2011 08:16 |
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V!ntar posted:Guys, does opening the character appearance screen (with showracemenu) affect my character other than in who it looks? I remember that in Fallout 3 it hosed up my perks, so I don't know if it's safe now
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# ? May 10, 2011 09:33 |
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Isn't there just the console command "Sexchange" to swap gender?
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# ? May 10, 2011 09:36 |
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Edit: Nevermind this post
The Lone Badger fucked around with this message at 11:00 on May 10, 2011 |
# ? May 10, 2011 09:47 |
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The Lone Badger posted:Help me with the GECK, I'm being an idiot.
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# ? May 10, 2011 11:01 |
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Talkie Toaster posted:The nifs have path to a texture in them (e.g. Textures\Mod A\Something.dds). If it's untextured then you're probably not loading the .BSA the textures are in- it needs to have the same name as an active mod to load. I'm extracting the files rather than mess about using BSAs. Shortly after my second edit everything magically started working, so I'm crossing my fingers and hoping I've set up the weapon mods correctly.
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# ? May 10, 2011 11:08 |
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Chronojam posted:Isn't there just the console command "Sexchange" to swap gender? showracemenu brings up the character creation thing (press ~ again to close the console) where you can change your gender. I don't know what the deal is in NV but changing race (and I think sex) in F3 broke all your perks so you had to remove them then re-add them. EDIT: The lighting in that menu is never reflected in the real world, so every single one of my characters looks like a retarded man baby. Mister Bung fucked around with this message at 12:52 on May 10, 2011 |
# ? May 10, 2011 12:48 |
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gently caress it, decided to go with the showracemenu way. Now I need some way to dump my perk list to a txt file, so I don't forget any. Anyone knows how to do that?
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# ? May 10, 2011 17:15 |
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Started on the Ranger Sequoia..
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# ? May 10, 2011 18:19 |
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V!ntar posted:gently caress it, decided to go with the showracemenu way. Now I need some way to dump my perk list to a txt file, so I don't forget any. Anyone knows how to do that? Write them down? Just use the old Oblivion method; use showracemenu, make your changes but don't finalize them, and save your game (you may need to close the console for the game to allow you to do so). Reload the save, and you'll have your cosmetic changes without affecting your character in any other way.
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# ? May 10, 2011 19:34 |
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Arenovalis posted:
Oh drat
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# ? May 10, 2011 20:27 |
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Arenovalis posted:http://www.newvegasnexus.com/downloads/file.php?id=41721 Now I have to play since I just bought the weapon on my last save.
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# ? May 10, 2011 20:48 |
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Is there a working 'perk every level' mod? Both of the ones I found on the Nexus don't work according to the comments.
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# ? May 11, 2011 01:14 |
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Danith posted:Is there a working 'perk every level' mod? Both of the ones I found on the Nexus don't work according to the comments.
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# ? May 11, 2011 01:22 |
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Danith posted:Is there a working 'perk every level' mod? Both of the ones I found on the Nexus don't work according to the comments. I've always used http://newvegasnexus.com/downloads/file.php?id=34707 and had no issues. Make sure, however, you put it AFTER a level cap mod or you will get levels without perks from then on.
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# ? May 11, 2011 01:24 |
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I take it you have Dead Money? Those mods do not work with it for some reason. It should work fine without it, though.
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# ? May 11, 2011 01:28 |
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Thanks, I'll try that one. I initially shied away from it because the comments are saying it doesn't work with the DLC which I am planning on getting.
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# ? May 11, 2011 01:29 |
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I had no issues with Dead Money when using the mod I posted. I also used the level cap raise mod that gors to 45(or 46 if you so choose) just in case some other cap mod might be loving it up.
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# ? May 11, 2011 05:16 |
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# ? May 13, 2024 11:14 |
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http://www.newvegasnexus.com/downloads/file.php?id=41749
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# ? May 11, 2011 12:18 |