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Posted

No problem. Welcome to the forums by the way.

 

For people who are (hopefully not eagerly) awaiting my next update for the Lore Friendly Equipment Pack, I'm still working on it, but windows won't let me use NifSkope so my hopes of turning the M2A1 into a M1A1 were crushed.  :confused:  Just realized that the 12.7mm bullet is basically the .50 AE, so making the Desert Eagle shoot its own ammunition probably just clutters up the leveled lists necessarily. I will therefore be removing the .50 AE from my next update to the "Project Nevada - Equipment Module" and either make the DE use .44 Magnum again, or change it to 12.7mm. Now don't you worry about your shop lists looking nice and tidy because of that. I will be adding the .30 Carbine round for the M2A1 instead.  :innocent:

Posted

Nothing wrong with NifSkope. Just my Windows throwing a "error 1114 a dynamic link library (dll) initialization routine failed" error whenever I try to launch it and the only solutions I could find for that was to run "sfc /scannow" which couldn't fix everything so I ran DISM which threw another error, but I eventually fixed that and it now completes successfully, however that didn't fix "sfc /scannow" not completing and I haven't really found another case where that has happened. Eventually I just gave up.

Posted

Sounds like this may be a corruption issue with the system drive. Have you run chkdsk /f (or chkdsk /r to check for bad blocks) on this system drive and then run sfc /scannow when booted in safe mode? Unfortunately if sfc /scannow continues aborting, about all you can really do is go spelunking through /windows/logs/cbs/cbs.log after it aborts to chase down each error manually. Definitely not a task for the faint of heart.

Posted

Would anyone using my pack be sad if I ripped the 7.62mm NATO cartridge from the WotNM plugin? It's basically the same as the .308 Winchester round (and according to Wikipedia you can fire them from 7.62mm NATO guns) and I would kinda like to have shops offer a bit less variety of ammunition and a bit more of each type (the CaliberX mod is inherently flawed in that it offers no way to control how much of the ammunition is distributed, so an ammo type used by a single weapon will be equally represented as one used by ten different ones).

Posted

I don't know much about ammo to comment about it, but do what you think best mate. I have been using your lore friendly pack without any problem. How is your casino overhaul mod going? 

Posted

Would anyone using my pack be sad if I ripped the 7.62mm NATO cartridge from the WotNM plugin? It's basically the same as the .308 Winchester round (and according to Wikipedia you can fire them from 7.62mm NATO guns) and I would kinda like to have shops offer a bit less variety of ammunition and a bit more of each type (the CaliberX mod is inherently flawed in that it offers no way to control how much of the ammunition is distributed, so an ammo type used by a single weapon will be equally represented as one used by ten different ones).

Whatever you consider the best. Your reasoning sounds fine to me about this matter.

Posted

I don't know much about ammo to comment about it, but do what you think best mate. I have been using your lore friendly pack without any problem. How is your casino overhaul mod going?

Deep hibernation, sorry. Still have the files, but I simply haven't found the energy to work at it recently.

Posted

Finally found some time to work on the controller setup. I'm applying SRB's format to Antimicro. Could someone please tell me what the keyboard buttons are for the following and whether they are default in the F&L MCM setup. Thanks

 

Vision mode

Stealth

Sprint. Is this Caps Lock? Is it a toggle?

Ammo Select. Is this 2?

Fire Mode

Weapon Down / Zoom Out

Weapon Up / Zoom In

Posted

Here's why "FCO - Sweat.esp" wasn't installing properly:

 

From FCO's FOMOD installer script.cs:

 

            CopyDataFile("AnimatedSweatEffect/FCO - Sweat.esp","FCO - Sweat");
InstallFolderFromFomod("AnimatedSweatEffect/meshes","meshes");
InstallFolderFromFomod("AnimatedSweatEffect/textures","textures");

 

This is what it SHOULD be:

 

            CopyDataFile("AnimatedSweatEffect/FCO - Sweat.esp","FCO - Sweat.esp");
InstallFolderFromFomod("AnimatedSweatEffect/meshes","meshes");
InstallFolderFromFomod("AnimatedSweatEffect/textures","textures");
Posted (edited)

Weapon modders are really lazy with balancing. Camon's FG42 has 627 dps, for comparison the highest in the  vanilla game is the CZ57 Avenger with 390 dps.

 

Okey, I'm going to pretend the FG42 is the American T-44 prototype (except with a mag) and make it use .30-06 Springfield, which I'm also making Camon's BAR use and in the future Trentosaurus' Springfield rifle (will probably add all of his weapons).

Edited by MonoAccipiter

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