Skadi Posted June 19, 2016 Posted June 19, 2016 The Broken Painted Ranger helmet was showing up as invisible- only the collar was showing. I changed the biped flag to Necklace from Head in the neck cover armor addon in 1nivPNSLPatch.esp. It seemed to fix it and it has the neck cover, as was intended.
MonoAccipiter Posted June 19, 2016 Author Posted June 19, 2016 (edited) Will fix that when I get back, thanks for the heads up. EDIT: I checked the file and it doesn't have any of the helmets marked as a necklace, sure you don't have a patch that isn't from my pack? Edited June 20, 2016 by MonoAccipiter
Skadi Posted June 20, 2016 Posted June 20, 2016 It's the other way around. The neck piece armor addon, by default, is set to head and it overrides the rest of the helmet. I saw a headless Fiend and had to check it out. Changing the addon to the necklace slot fixed it. 1
MonoAccipiter Posted June 22, 2016 Author Posted June 22, 2016 (edited) Sorry for not fixing this that fast, I've been busy reviving my casino overhaul project and didn't want to mention it before actually making any progress. Will fix this tonight and upload the edited Wattz Rifle meshes, Travis gave me the go-ahead on that front. EDIT: It's fixed. Don't feel like it deserves a version number update for the pack though. Maybe when I've edited the PN plugins to remove the .223 Pistol (exactly the same as the GRA 5.56 pistol). EDIT2: Nevermind, the .223 Pistol is from WMX. Edited June 23, 2016 by MonoAccipiter
MonoAccipiter Posted June 23, 2016 Author Posted June 23, 2016 How do you guys feel about the Dead Money weapons - should they be found in the Mojave? WMX adds them to 5 vendor inventories (though as guaranteed items instead of possible ones) and I'm half of a mind to just remove them. Always felt it was kinda cool that you could only find the Police Pistol and Automatic Rifle in the Sierra Madre. You don't need to use my pack (or even like it) to answer.
GrantSP Posted June 23, 2016 Posted June 23, 2016 How do you guys feel about the Dead Money weapons - should they be found in the Mojave? WMX adds them to 5 vendor inventories (though as guaranteed items instead of possible ones) and I'm half of a mind to just remove them. Always felt it was kinda cool that you could only find the Police Pistol and Automatic Rifle in the Sierra Madre. You don't need to use my pack (or even like it) to answer.Great idea. Remove them and make them only available from where they are used.PS. I do like your packs.
MonoAccipiter Posted June 24, 2016 Author Posted June 24, 2016 Great idea. Remove them and make them only available from where they are used.PS. I do like your packs. Thanks! I removed the .223 Pistol and Battle Rifle from all leveled lists as they were basically duplicates (with the same weapons mods, so not like the two Anti-Materiel Rifles for example) and removed the Dead Money guns from all base game shops. Also renamed the .223 Pistol Long Barrel to 5.56mm Pistol Long Barrel since the 5.56 Pistol uses it too (and though Obsidian use both caliber and diameter when naming weapons, they always use the same as the one used for the appropriate ammunition).
Mikaal Posted July 22, 2016 Posted July 22, 2016 Weapons.of.the.New.Millenia.Store.LITE.esp has an error in the GUNZ container: [0500BF6B] < Error: Could not be resolved >. Can I safely delete it?
MonoAccipiter Posted July 22, 2016 Author Posted July 22, 2016 (edited) Yes, do that. EDIT: It has been fixed with v0.64 of the pack. The PN plugins were also updated. Edited July 22, 2016 by MonoAccipiter
llere Posted July 22, 2016 Posted July 22, 2016 Hey. I'm seeing some errors like these in Xedit for PN plugins, looks like some master file is missing, or am i doing something wrong?
MonoAccipiter Posted July 22, 2016 Author Posted July 22, 2016 Hey. I'm seeing some errors like these in Xedit for PN plugins, looks like some master file is missing, or am i doing something wrong?The GECK had moved the Project Nevada - Equipment.esm file to my overwrite folder without me noticing, hence the new archive didn't have it included. Fixed now. :)
llere Posted July 22, 2016 Posted July 22, 2016 (edited) Thank you for fast response! :) EDIT: Still getting some errors but much less this time. Edited July 22, 2016 by llere
MonoAccipiter Posted July 22, 2016 Author Posted July 22, 2016 Hmm, only on the statics? Those are leftover errors from the original mod, and besides the statics aren't actually used for anything, so I'm not too inclined to fix them.
llere Posted July 22, 2016 Posted July 22, 2016 Ok, im just trying to fix those because i want to merge some esps. Is it safe to remove those textures completely? Im assuming they arent doing anything anyway.
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