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I have no idea, but you're doing God's work, COP. Here is a hat I like: http://newvegas.nexusmods.com/mods/44676 Bowler style hat. Gyshall fucked around with this message at 20:18 on Jun 23, 2012 |
# ? Jun 23, 2012 19:44 |
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# ? May 18, 2024 06:41 |
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Okimin posted:Hey I got this glitch here, I think it has to do with Satchels, where the NCR seems to shoot me on sight despite the fact I just got out of goodsprings and had little to no run ins with them. My rep is fine but I'm guessing satchels has made me look like I'm permanently in a disguise as a powder ganger. Any ideas on how to fix this? If you put on a Powder Ganger outfit at any point, that might be what's doing it. I know on my first vanilla playthrough I did this and found that I was somehow hard locked into the Powder Ganger faction. You can solve this with the console by removing yourself from the faction. Just remember that if you do it the way I did (removing yourself from all factions) to readd yourself to the player faction. I didn't do that and found some pretty interesting bugs, like Dead Money and Honest Hearts being easy as gently caress because none of the enemies would attack me unless they were scripted events.
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# ? Jun 23, 2012 23:12 |
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Hey, I'm getting a CTD whenever I try to access Sierra Merde. Here's my load order, anyone know what could be wrong?code:
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# ? Jun 23, 2012 23:24 |
Gyshall posted:I have no idea, but you're doing God's work, COP. Your link is broken! So far, I've completely integrated:
Police Uniform > "LVPD Uniform" Wasteland Soldier Armor > "Ursus Arctos Armor" Wasteland Soldier Helmet > "Ursus Arctos Helmet" Raccoon Cap > "Frontiersman's Cap" Pickelhaube > "Great Khan Pickelhaube" Hawaiian Shirt > "Casual Hawaiian Outfit" Super Mutant Goggles > "Moreau Goggles" Vault 105 Excursion Armor > "Vault Expeditionary Suit" Diving Suit > "Pre-War Diving Suit" I've flagged them so that they can be repaired and repair similar items, and so that they interact with some perks (like "Traveling Light" and "Four Eyes".) Unfortunately, there are a lot of things I'd like to do, but cannot without directly changing NPC pages and leveled lists. This would undoubtedly cause some pretty serious conflicts, and thus wouldn't really be in the spirit of LPAM. The current item count is around 30 helmets, armors, and miscellaneous items. I'm planning to add a few more, but I think I'm reaching a point where I'm happy with the selection provided. Chinese Tony Danza, I sent you a PM! EDIT: Cream-of-Plenty fucked around with this message at 04:10 on Jun 24, 2012 |
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# ? Jun 24, 2012 03:39 |
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Okay, does anybody know how in the hell I'm supposed to get an item to react to physics? I've got the biker hat pretty much finished, but when I drop it, it just floats in midair and I can't pick it back up or even select it with the console. I've tried using the Pre-War Baseball Cap as a base by just deleting the mesh for that and parenting the biker cap mesh to the invisible thing it came with, but that did literally nothing. Won't be able to make use of this until I can figure this out, and I can't find a tutorial on the subject for the life of me. EDIT: I'm using Blender, for the record. Mentioning that is probably important. Also, convert the hell out of this thing from Scavanger Armors. Even if you don't put in LPAM, I want to use that in New Vegas. So bad. Chinese Tony Danza fucked around with this message at 05:25 on Jun 24, 2012 |
# ? Jun 24, 2012 04:15 |
Chinese Tony Danza posted:Also, convert the hell out of this thing from Scavanger Armors. Even if you don't put in LPAM, I want to use that in New Vegas. So bad. I couldn't find that in the most recent resources file for Scavenger Armors. It's sort of disappointing...
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# ? Jun 24, 2012 05:42 |
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Chinese Tony Danza posted:If you put on a Powder Ganger outfit at any point, that might be what's doing it. I know on my first vanilla playthrough I did this and found that I was somehow hard locked into the Powder Ganger faction. You can solve this with the console by removing yourself from the faction. Just remember that if you do it the way I did (removing yourself from all factions) to readd yourself to the player faction. I didn't do that and found some pretty interesting bugs, like Dead Money and Honest Hearts being easy as gently caress because none of the enemies would attack me unless they were scripted events. Thanks this worked out!
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# ? Jun 24, 2012 06:03 |
GENTLEMEN... ...with every passing hour, we are getting closer to the freedom to look like complete assholes. There's nothing quite like toiling with leveled lists, only to load up a game and find out that NPCs are actually wearing new stuff.
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# ? Jun 24, 2012 07:13 |
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Exciting! Hoping to see a few of the less tacticlol armors from the Scavanger pack make it into this. The gas mask with the long hose, too. That thing looks great. I'm hoping somebody can shed some light on my biker cap problems so I can get it working properly, since it'd also fit pretty well I think. Also, check your PMs. There's a surprise in there for you.
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# ? Jun 24, 2012 07:30 |
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Chinese Tony Danza posted:Exciting! Hoping to see a few of the less tacticlol armors from the Scavanger pack make it into this. The gas mask with the long hose, too. That thing looks great. I'm hoping somebody can shed some light on my biker cap problems so I can get it working properly, since it'd also fit pretty well I think. Cream, if you're taking suggestions for porting armor from that Scavenger pack these are pretty cool (no idea what they're called in-game or if they're in it at all, I'm just going by the mod page screenshots): http://fallout3.nexusmods.com/mods/images/10228-3-1259872071.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1260468470.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1261353428.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1261509397.jpg http://fallout3.nexusmods.com/mods/images/10228-2-1269700862.jpg --- I was sure someone already ported this but hell if I can find it now http://fallout3.nexusmods.com/mods/images/10228-1-1269896655.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1271094012.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1276631145.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1277138498.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1277233533.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1277914681.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1278190368.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1278616910.jpg http://fallout3.nexusmods.com/mods/images/10228-1-1278633833.jpg I also really like the Scavenger pack's (intentionally) lovely looking M14: Horns fucked around with this message at 09:46 on Jun 24, 2012 |
# ? Jun 24, 2012 09:29 |
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Are there any mods out there for making MoMod less of a punch in the dick? I feel like I'm getting jumped about twice a minute, which wouldn't even be so bad if it weren't for the fact that MoMod monsters all have absurd hitpoints and do equally absurd damage. I installed Monster Mod - Rebalanced Leveled Lists, but it doesn't seem to help any.
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# ? Jun 24, 2012 12:20 |
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Ooh, if we're recommending armours: http://newvegas.nexusmods.com/mods/38887 Looks kinda Resident Evil Protagonist-esque to me. Might be getting a hair close to being too tactilol modern, but I don't think so. A couple of that guys other ones are pretty good as well, though one of them is way too much like something from Mass Effect to really fit New Vegas, in my opinion.
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# ? Jun 24, 2012 13:37 |
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http://newvegas.nexusmods.com/mods/35817 Should probably be included in the OP somewhere. It works as both a pseudofullscreen and a way of fixing the annoying but where the mouse doesn't lock to the New Vegas window causing it to leave said window or click on stuff when used in full screen. Also works with anything else.
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# ? Jun 24, 2012 14:29 |
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Hey Cream-A-Plenty is it possible for you to add some halfway decent female clothes to this mod too?
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# ? Jun 24, 2012 17:03 |
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Cream-of-Plenty posted:GENTLEMEN... Sir, your penchant for hats and modding moves me to ask a question: How difficult would it be to model a hat made from the head of a gecko? In that vein, is it possible to script the gecko head to emit a stream of fire into the face of whoever you're looking at? Accompanied of course by the trademark Godzilla scream.
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# ? Jun 24, 2012 17:20 |
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I have a suggestion for an expansion for your mod, Cream-of-plenty. You should take individual parts of those armors, such as gloves, webbing belts, scarfs, backpacks, hoods and pants, etc. And separete them from the rest of the armor. There's plenty of gear in there that would look really nice with vanilla armor or armor from other mods. I don't know how difficult that would be to make, though.
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# ? Jun 24, 2012 17:53 |
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Merry Magpie posted:Sir, your penchant for hats and modding moves me to ask a question: Godzilla doesn't breathe fire. (Make it a blue laser that gives radiation.)
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# ? Jun 24, 2012 18:40 |
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Cream-of-Plenty posted:Your link is broken! Weird, it works for me. Search for "Cables Derby Hat" on the NV Nexus.
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# ? Jun 24, 2012 18:46 |
Many of those armors you listed were never actually released. Tumba Jamba has a tendency to post really enticing things that never make it into his mods. Then, at some point, he loses interest and posts a "modders resources" file, which is a big loving mess of meshes and textures, and which still doesn't include half the things he had pictures of. He's done this for both FO3 and NV. The guy's incredibly talented, but he'd be so much better if he could commit to a project and release it properly. I've been going through his FO3 scavenger resource and I haven't been able to salvage anything that hasn't already been salvaged. Unlike most armors (which are composed of 1, 2, or even 3 separate texture sets) some of Tumba Jamba's armors have 12-15, and the names for a lot of them make no sense, which reduces rebuilding them to trial and error. The_White_Crane posted:Ooh, if we're recommending armours: Unfortunately, there's no female equivalent for this, and it's meant for a special "after market" body called "Robert's." xanthan posted:http://newvegas.nexusmods.com/mods/35817 I can do that. Rirse posted:Hey Cream-A-Plenty is it possible for you to add some halfway decent female clothes to this mod too? Honestly, only if there are male equivalents. I intend for all armors included in LPAM to fit both Male and Females, for the armors to not require a 3rd party body replacer, and for the armors to not require any additional mods like PipBoy3000 remover. There are already a bunch of female doll mods, and I think it's sort of unfair to add "one gender only" things to the game. Ace Oliveira posted:I have a suggestion for an expansion for your mod, Cream-of-plenty. You should take individual parts of those armors, such as gloves, webbing belts, scarfs, backpacks, hoods and pants, etc. And separete them from the rest of the armor. There's plenty of gear in there that would look really nice with vanilla armor or armor from other mods. I don't know how difficult that would be to make, though. I'm just a basic modder, really. I know my way around easier things in FNVEdit and GECK, but that's about it. I'm not sure if you've used them before, but Tailor Maid and Satchels do exactly this, and probably a lot better than I could. I've entertained the idea of adding bits and pieces of armor to the leveled lists--and just last night, I pulled a few more resources from Tailor Maid to use in LPAM--but the problem is that, with the way the leveled lists are set up, it's really problematic. You end up with dudes wearing ONLY a bandoleer, or dudes wearing every single thing that they could, transforming into one big abomination of clipping textures and models. Merry Magpie posted:Sir, your penchant for hats and modding moves me to ask a question: The first part? Probably pretty easy. A little while in nifskope, some snips from this model, some additions to that model. The second part? I'm thinking it would be possible...some sort of script that triggers whenever your cursor rolls over an NPC... PoliceAutomaton might know more...this could be 2012 Molerat Boobs.
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# ? Jun 24, 2012 19:02 |
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Yes, I agree. Let's invoke the name of Police Automaton. Mostly because I still need help getting my hat's world model to work and I really, really don't want to have to resort to using the Nexus forums to get help.
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# ? Jun 24, 2012 19:11 |
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Having trouble pinpointing the exact cause of the Fear the Reaper HP bug. All of the usual suspects don't seem to be the reason for the glitch, which concerns me. It also means that this may have some unfortunate implications for CCO's Classic Perks module. So! If any of you have the time, I'd appreciate it if you'd be willing to do some bugtesting for me. I've already gone through the motions myself, and at this point I need a larger sample size to solve things and put my concerns to rest. The problem: I am beginning to worry that more than just the Fear the Reaper trait screws up gaining HP at level up. In fact, I have some reason to believe that other traits in CCO might also cause level-gained HP to break, even if they have absolutely nothing to do with HP. What I need from you: People who've played with CCO's Classic Perks installed, have you had any problems with not gaining any HP when you level up? If you haven't had any problems like that, post what CCO traits and perks your character has. If you do have problems like that, again post which CCO traits and perks you have. A simple way to test this out quickly is to just load the game, open your Pip-Boy and see what your max HP is, then use the rewardxp console command to level yourself up, and then see if your max HP has increased or not. What would also be helpful is if any of you would be willing to quickly make a new character, choose some of CCO's traits at creation, check your HP the second you're out of Doc Mitchell's house, and then use the console to level yourself up and see if your HP has increased. If it has and there's no problem, post which traits you chose. If it hasn't and there is a problem, also post which traits you chose. I would really appreciate any help you guys could offer. Like I said, I've tested things very thoroughly on my own, but I need a bigger sample size before I can be sure where the problem is. The sooner I sort this out, the sooner I can crush this one last elusive bug.
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# ? Jun 24, 2012 20:35 |
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Cirosan posted:testing Heres my perks: Built to Destroy Comprehension Rapid Reload Skilled Voice Modulation Skilled is the only one from your mod so there you go. I only read your post recently, so I went played from the game I started a few days ago for a while to move from 3 - 4 and noticed it. Didn't move up from 180 HP. edit: would there be a fix for this or is that save game now dead?
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# ? Jun 24, 2012 23:21 |
I use this in conjunction with JSawyer.esp and I noticed that I would gain 2 HP on level-up with a character that had 5 END. I started with 100 HP and at level 5 I had 108 HP. I thought that was so subtle a change as to be pointless, but perhaps it is a bug? Tactical Bombing Trigger Discipline
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# ? Jun 24, 2012 23:50 |
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Chinese Tony Danza You need a collison mesh. Luckily, how to do this is very well documented. https://www.youtube.com/watch?v=sADeZhuv748, for example for blender. It's not hard. Merry Magpie A pure hat without function, pretty easy, you'd just need to position it in blender, make the appropiate weightmap and put it into the game. There are full tutorials for this kind of stuff out there. Would probably look like rear end though without remodeling of the Head/Neck area which can be pretty difficult. There are also script commands in nvse to find out what the player character is pointing at with the cursor, then you'd probably somehow need to emit that breath attack the ants have. Should be possible. Cream of Plenty Besides the stuff that's in the game there are a lot of outfits I had no time to finish in the armor collection. A lot of it is just linking the nifs to the appropiate textures that are also in the pack, it should be easy to do, as all folders are logically named. I think there's even one or two Cowboy outfits in there, I know the Outfit from Mothership Zetas' Cowboy is in there. If nothing else, that should fit nicely into New Vegas. Feel free to take whatever you like, I didn't make or own any of the meshes and textures to begin with (neither did the people I took these conversions from) Little bit of information many armor modders don't know: When you have an armor mesh, every armor part named "Upperbody" in the nif (or rather, beginning with "Upperbody") won't be rendered in first person mode. This is kind of important for many armors to avoid camera problems. I'm currently a bit stuck on screwing around with skyrims engine, it has a lot of neat features I wish I had in my NV days.
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# ? Jun 24, 2012 23:55 |
Not going to lie, Police Automaton, there's a FEAR armor in here that I'd really like to add. Its quality is about on par with preexisting New Vegas armors and the style is (surprisingly) not too different from some of the more outlandish things like the Sneak Suit or Combat Armor MK2. I might just make it a rare and expensive thing being sold as a curio, sort of like the Diving Suit. Thanks for the Armoury compilation, though. I'm finding a few gems.
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# ? Jun 25, 2012 00:47 |
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Heh heh. I told him to call it The Armoury but noooooo.
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# ? Jun 25, 2012 00:58 |
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Rabhadh posted:Skilled is the only one from your mod so there you go. I only read your post recently, so I went played from the game I started a few days ago for a while to move from 3 - 4 and noticed it. Didn't move up from 180 HP. @Cream-of-Plenty - I noticed the same drat thing - always 2 HP on level up, without fail. The odd thing was, when I completely removed Classic Perks and loaded the save with nothing but FalloutNV.esm active, I was only getting 5 HP on level up, without fail. This has only added to my confusion.
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# ? Jun 25, 2012 01:35 |
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Cream-of-Plenty posted:Many of those armors you listed were never actually released. Tumba Jamba has a tendency to post really enticing things that never make it into his mods. Then, at some point, he loses interest and posts a "modders resources" file, which is a big loving mess of meshes and textures, and which still doesn't include half the things he had pictures of. He's done this for both FO3 and NV.
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# ? Jun 25, 2012 01:35 |
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Police Automaton posted:Chinese Tony Danza You're a life saver. I Googled this to no end, but never once thought to use the word "collision" so I never got anything worthwhile. By any chance do you know of any good tutorials for putting pieces of armors together and getting them rigged to work in game? EDIT: Nevermind, I got it. Chinese Tony Danza fucked around with this message at 04:34 on Jun 25, 2012 |
# ? Jun 25, 2012 02:40 |
Adding on to Chinese Tony Danza's questions, I have some questions: I've been entertaining the idea of adding Metro 2033's gas mask to the game, but I noticed there are some bothersome clipping issues on the back of the head. I'm afraid it will take some sort of editing to resolve the problem, as flagging "head" under the helmet entirely removes your head while wearing it. It's not a HUGE issue. Would people be fine putting up with it, or should I not use it until somebody fixes it? I should say I also experimented a lot with different hairstyles and heads, but the clipping persists. EDIT: It's possible that the helmet is sitting too far forward, but in-game, it really doesn't look like it. The snugness of the oxygen mask's lip around the character is pretty solid. I don't know poo poo about exporting and cellphones and technology, so I'd have to start from scratch on learning how to do that. VVVVVV Cream-of-Plenty fucked around with this message at 03:20 on Jun 25, 2012 |
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# ? Jun 25, 2012 03:11 |
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Is the model itself sitting too far forward on the head? It looks like there's some clearance between the nose and where it should be touching inside of there. That being the case it would be easy enough to fix; just move the model slightly back and export it again. EDIT: It's actually pretty simple. Even I could do it, and I couldn't even solve what turned out to be a simple problem with my thing. The problem in the end turned out to be that when it was exported, it was set to adjust scale by 10. This option is correct most of the time apparently, but in this case it made the hat and collision data both ten times too big. So if you want it, my biker cap is ready. I can shoot the files over to you and, if you want, you can shoot the Metro 2033 gas mask to me and I'll do a quick adjustment and see if I can't fix the clipping issue. Chinese Tony Danza fucked around with this message at 04:37 on Jun 25, 2012 |
# ? Jun 25, 2012 03:17 |
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Cirosan posted:Having trouble pinpointing the exact cause of the Fear the Reaper HP bug. All of the usual suspects don't seem to be the reason for the glitch, which concerns me. It also means that this may have some unfortunate implications for CCO's Classic Perks module. What I did: Gave my (New Game) character the "Fear the Reaper" trait at doc's house, started off with 105 HP (with 5 endurance, did not have any of your other modules running). I quicksaved right before getting the message to respec your character. Without respecing, the character still had 105 HP after leveling up. With respecing (just got rid of the trait), I had 150 HP before levelling up, and 150 after.
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# ? Jun 25, 2012 05:24 |
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You should try moving that helmet a bit backwards in nifskope, I think it would work then already. This one? http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1 It's what I used.
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# ? Jun 25, 2012 05:51 |
Police Automaton posted:You should try moving that helmet a bit backwards in nifskope, I think it would work then already. I've opened up the file in Nifskope and have moved all the helmet pieces back 0.5 units (-0.5) but the clipping persists, and doesn't appear to have changed at all. The changes were saved and overwrote the file, but is there something additional required to get the changes recorded in-game?
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# ? Jun 25, 2012 06:53 |
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Cream-of-Plenty posted:I've opened up the file in Nifskope and have moved all the helmet pieces back 0.5 units (-0.5) but the clipping persists, and doesn't appear to have changed at all. The changes were saved and overwrote the file, but is there something additional required to get the changes recorded in-game? Yes, after transform->edit you also have to select transform->apply. Also I am pretty sure -0.5 is too much. Be careful to remember how much you move the helmet into every direction. After apply, there's no going back (without knowing the exact steps you took)
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# ? Jun 25, 2012 06:57 |
Police Automaton posted:Yes, after transform->edit you also have to select transform->apply. Also I am pretty sure -0.5 is too much. Be careful to remember how much you move the helmet into every direction. After apply, there's no going back (without knowing the exact steps you took) I tried -0.25 and it wasn't enough. -0.4 showed faint clipping, and -0.5 clips in the front of your nose is too long. I'm going with -0.5 because none of the NPCs the helmet spawned on had the nose issue. Thanks for the information.
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# ? Jun 25, 2012 07:45 |
Hey, I need a place to host LPAM V2.0. It's 206 MB compressed and Mediafire cuts off at 100 MB or something.
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# ? Jun 25, 2012 22:32 |
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Cream-of-Plenty posted:Hey, I need a place to host LPAM V2.0. It's 206 MB compressed and Mediafire cuts off at 100 MB or something. PM me if you can handle FTP, if you can't, PM me with a dropbox link or sth.
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# ? Jun 25, 2012 23:03 |
Alright, LPAM v2.0 is up and available Download Link FEATURES:
-Two versions: One balanced for vanilla armors, and one balanced for JSawyer.esp. -At least 50% better integration than LPAM v1.0, guaranteed! Most armors have been added into repair lists with similar items, conform to traits like "Four Eyes" and "Traveling Light." -Better than LPAM v1.0! Cream-of-Plenty fucked around with this message at 01:10 on Jun 26, 2012 |
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# ? Jun 26, 2012 00:52 |
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# ? May 18, 2024 06:41 |
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Cream-of-Plenty posted:Alright, LPAM v2.0 is up and available If I'm wearing armor from LPAM 1.0 I can update to 2.0 and everything will still work, yes?
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# ? Jun 26, 2012 02:04 |