Jump to content

Jax765

Citizen
  • Posts

    242
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Jax765

  1. That custom armor looks damn awesome. I think I'm gonna see if I can just get rid of the shoulder plates on the prototype armor, the clipping is terrible. Also, is there a way to make a female version of combatranger_upper.nif? The vanilla armors obviously work fine, but the modded ones only have male shapes. EDIT: The prototype armor's shoulder plates come from the combat armor mesh included in the mod files. Is there a way to delete part of a mesh instead of the whole thing? Because deleting the shoulders in this case also deletes the legs, making them invisible in-game.
  2. This sounds like a compatibility patch waiting to happen :P It's working fine now after some GECK editing. There was no reason to modify the original ESP in the first place, all it did was screw up the model. I'd take a minor glitch when combining it with a certain other piece of apparel over the model being constantly visually buggy. Only downside is that females don't get their own combatranger_upper.nif mesh, but it's not a huge deal.
  3. How would I go about changing this in the GECK then, precisely? EDIT: NVM, fixed it. The legs are fine now, but I noticed that the chestplate is still vanilla. When I use the original mod ESP, it uses the modded chestplate, but the merged one provided for the guide doesn't.
  4. I see. The mods really is a cluster**** under the hood. I noticed how wearing a holster can cause the modded armors to revert to vanilla. It's probably because it mashes together various vanilla armor parts.
  5. Ok, I made a separate profile with only ADAM loaded, and it still looks messed up. As though it's clashing with the vanilla ranger armor.
  6. I know that, I crafted the prototype armor from the schematics found at Helios One, and it doesn't look right. Gonna investigate further.
  7. For those using ADAM, does the prototype riot armor actually look like it does on the mod page (the one on the right)?
  8. I noticed after some searching that the Delev tag should be used for Right To Bear Arms, and doing so fixed the issue with Freeside thugs having absurd amounts of weapons on them, as well as NPCs having multiple armors and weapons (at least so far). I've also been finding weapon mods as random loot, which wasn't happening before. So if the mod is going to stay in the guide, I think this should be mentioned.
  9. Ah, I see. Does it by any chance cause the minor issue I have where NPCs will frequently have multiple armors/weapons on their corpses? Also, the Freeside thugs that attack me always have a shitload of melee weapons on them.
  10. What's wrong with Right to Bear Arms? I quite like how it distributes the GRA weapons throughout the Mojave, and gives NPCs a chance of having them. Also, I removed the WAR/Enhanced Camera compatibility patch from my modlist, because the weapons just look weird in first person. In addition, that annoying glitch where reloading a shotgun or 357 revolver in third person while moving makes you float along for a few seconds, also happens in first person if this patch is enabled.
  11. Inheritance should be added, great mod. Haven't tried Russell, but heard a lot about how buggy it is. Also, what bash tags should be used for the YUP compatibility patch? I notice that stuff's being overwritten, and it also has conflicts with ADAM.
  12. Definitely going to check out that logbook mod. Really been waiting for something like that Skyrim mod that lets you make notes of important locations and stuff. And regarding that YUP patch, what kind of stuff does it fix? Anything major?
  13. For those using the inventory sorter from Project Nevada, is there a way to add items that aren't sorted by it?
  14. Should "Import Relations" be checked in Wrye Flash?
  15. How should they look ideally? Because they look like that even without the sandy desert mod, and I'm using the Poco Bueno LOD for Flora Overhaul.
  16. Figured out that Mojave Sandy Desert was conflicting with the LOD, so I placed it before it in the mod order, and that fixed Red Rock Canyon for me. Are the LODs below correct? The second set seems off to me, but I'm not sure if that's how it's meant to be.
  17. When using a 44 magnum or any weapon that uses a speedloader, if you reload while a mod is attached, the speedloader will appear floating behind your character's leg, and will shift forward when you shoot. The author of WMX says this is an issue with Readius. I'm using PipBoy 2500, which I believe is a modified version of Readius. So is there a way to fix this apart from simply uninstalling the pipboy mod?
  18. I'm fairly sure that's a new development from Lutana. Could be wrong though. Is the LOD here normal, or is it a glitch?
  19. Just a heads up, it appears as though New Vegas Redesigned 3 has some issues with Spice of Life. I noticed that backpacks were strangely absent during my playthrough, and a quick look in FNVEdit showed that NPC inventories in Spice of Life were being overwritten by NVR3, even when using a bashed patch. The mod author for SOL said that I should either place their mod below NVR3 or remove the conflicting level lists from NVR3 in FNVEdit. Also, the guide doesn't mention that an update to 3.1 was released for NVR3, but not on the Nexus for some reason. https://www.dracomies.com/?p=566
  20. I'll be sure to do that. BTW, is the NCR Face Wrap armor bugged for anyone else? There's no face wrap when worn, and it crashes the game when my female character wears it (really wish Drag would finish it and sort out the issues with female characters). Also does anyone know what the NCR deputy NPC is used for in-game? I was spawning NCR troopers to see if any in the game spawn with the facewrap, and this particular type always spawned with a facewrap. Same with the trooper. The default trooper id always spawned without facewraps though. The ids I'm referring to can be found here.
  21. None of the lighting settings affect it. It makes fire and explosion effects dimmer too, so I doubt it would be a lighting parameter. Also the sortomatic processing function in Afterschool Special is quite buggy for me. I'll copy and paste what I posted on the mod page.
  22. It's just a tweaked version of vanilla 0.249 ENB that I made myself. Not a big improvement like most ENBs, but more pleasing to look at than the vanilla game while maintaining performance.
  23. Thanks, I'll try that next time it happens. Also, do you know how to adjust glow intensity within ENB? I noticed that light sources glow a lot less than without ENB. I'd like to try and get a middle ground, not as overdone as vanilla, but not as flat as in ENB.
  24. Is it possible to get rid of memory leaks, or are they just inevitable because of the engine? Using the 4GB loader, and I noticed today after a few hours that some undemanding interior cells in OWB were dropping my framerate to around 40. Restarted the game and it was back to 60.
  25. Haven't tested this extensively, but waiting for 96 hours in The Sink and then saving into a new slot seemed to resolve some issues I was getting with CTDs during fast travel and loading outdoor saves in OWB. Just a tip for anyone experiencing similar issues.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.