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MonoAccipiter

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Everything posted by MonoAccipiter

  1. I noticed. I've asked darthbdaman if I can potentially build a plugin of off his file. "I renamed all of the weapons to match the vanilla style of New Vegas." Seems someone has been influenced. Kinda curious why so many of these FG-42 mods end up including a drum magazine though. Not that it matter game-wise, but it kinda goes against the purpose of the weapon.
  2. Thanks. It's up now. Most important change to be aware of is that it no longer includes the backpack patch from F&L, since I moved all my changes over to the one plugin (much easier to keep track of).
  3. Don't have the energy to write a changelog at the moment, so here's the file until then. I now do all my changes via the modified PN patch, so you can use the normal 1nivvslarmors.esp
  4. Actually finished that last night, but I've not been feeling that well today so I decided to take a break and check out Automatron (Fallout 4 DLC). Will upload it later. I also added gave all the appropriate helmets Advanced Recon compatibility with some help from darthbdaman.
  5. Don't worry about nitpicking. If you have an issue just ask. ::
  6. It's a pretty cool vault. The sadly ironic ending was also very Fallout-like. [spoiler=Spoiler]It's even better with Project Nevada because of the awesome Vault-Tec Power Armor. :) EDIT: Hid spoiler, as Hackerpcs suggested.
  7. It should. I've changed the instructions again.
  8. Without quotations. That was a mistake, which I've edited out now. Nice catch. I also edited to say that "you will need to add" instead of just "add", so as to avoid any confusion with the 4GB loader being added later.
  9. Wish it was just seen as basic game design. :confused: At least the general appreciation for TW3 might serve to encourage in that direction.
  10. Yes, that works fine.
  11. First time it's a good idea to install everything exactly as instructed in the guide. Eventually, when you become more familiar with the process you can add and remove mods from your setup, within some limits, but if you're not all that experienced it's much easier to offer help when you've followed the guide every step of the way. When using MO it doesn't really matter all that much if you made a mistake at the beginning or the end of the guide, because you can go back and alter whatever you did wrong. So there's no need to worry about that yet.
  12. There seems to be a typo in the CaliberX file. Try opening it up in FNVEdit, enter "000651D0" into the FormID field and hit enter. Then change "MODL - Model Filename" under the Caliber.esm file from "projectiles\44magnumRprojectile.NIF" to "projectiles\44magnumprojectile.NIF". Let me know if that does the trick. @salaboy: No idea. Might have to do with how MO handles the virtual directories. If you have no issues with the hud in game, I'd just ignore it. @darkside: Add it to my worklog and I'll take a look.
  13. The Generate Bahed Tags script seems to be kind of erratic when it comes to the merged mods, so I'm considering just removing them from the instructions (i.e. not including a list to cross check against).
  14. Looks like a python error. Try rebuilding the Yuki Merged Mods file, and if that doesn't work see if you need to redownload WF.
  15. My guess is that something else you have equipped uses the BodyAddOn2 slot which the pants use, try unequipping everything, then just equip the armor and see if you're no longer floating.
  16. I'm glad you're enjoying it. We seem to have increased in size to a nicely sized community over the last few months, and that's always nice. Will eventually get around to helping out to adding a bit more to darkside's screenshot thread myself, but in the meantime I encourage anyone to head over there and share. :: I've added MGs Neat Clutter Retextures to the Texture Overhauls section. For anyone who's just found there way here, I'll just throw out a reminder that I have a worklog where you can add any mods you'd like me to take a look at (and consider for inclusion). @Shad73: I haven't experienced that, sorry.
  17. Ignore it. It's included in the Advanced Recon Patches plugin, but there's no way to install the other files without getting that plugin also, hence the instructions to hide it afterwards.
  18. I've added the bandana and cards from the Rogue Ranger Helmet onto ADAM's high poly meshes: Had to change the shape of the bandana, but the UV maps are good so it doesn't look bad at all. Now I need to do the same thing for the GO version (i.e. the one you see when you drop the item from your inventory) and decide how to handle the leveled list integration. I was thinking something along the lines of the original PN patch for SoL, where the helmet you find on raiders is a broken version and you can craft the fully functional version. That kinda strikes the perfect balance between the want to have something awesome-looking be good enough to actually use, and wanting to have it in leveled lists without messing up their balance.
  19. I actually have that file tracked already.
  20. No problem. Thanks for adding it. @darkside: I've had the chance to look at the new Nuka Cola Bottles and the retextured ashtray, and they both looked pretty rad.
  21. By "over" NMCs pack I mean sorted before it in MO, so NMCs pack overwrites it.
  22. Sure it doesn't just move them to make place for the pumps? Talking about dirty edits... I really should do some manual cleaning for the Nuka Cola Machine mod. It moves a lot of stuff around in Doc Mitchell's house for no apparent reason. @Mikaal: I don't think I'll add this to the guide because it removes part of the challenge with finding these, which I think was intentional from Obsidian's part. Might be worth keeping the idea for a future "ease of life" package though, and in any case I'm super glad you added the suggestion. @darksdie: I placed the MG texture mod over NMCs pack and hid the following files: architecture/helios_one/solar_reflector_lod.dds armor/headgear/slavecollar_g.dds The LOD file is way too blue for the texture used in NMCs pack, and the slave collar glow file is for MG's slave collar texture, which will be overwritten by the Wasteland Clothing Retexture mod. I want to update the NNBS mod to use ACES and can probably consider testing it properly after I've finished and tested the casino overhaul I'm working on. New Vegas Landscape Overhaul still has some issues I'd like to fix as well, while not any crash-related ones (like the deleted navmeshes) anymore. In particular he's not aligned the navmeshes properly in the worldspace cells he's edited, which means NPCs will have to take some major detours.
  23. Woke up and added the two mods. Not much time to look at anything else today, but feel free to fill up my worklog if you want me to look at at something. I'm probably going to be looking at this, as some of those textures are sorely lacking from the game with the current setup (especially those washing machine windows which I think NVInteriors uses as train car windows).
  24. Oh crap! Totally forgot I changed that around so it didn't try to add the removed weapons. Hold on. :O_o: Edit: Fixed it. Thanks for paying attention.
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