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Showing results for tags 'impact'.
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The movable static wooden boxes (which can fit things inside of them and have handles) seem to not have any impact data... When struck with any weapon, they produce no sound and no particle effects. Does anyone know of a fix for this? If not, I'm requesting a mod be made to remedy this and add standard wooden impact data to the wood boxes. I tried to do this myself, but have no idea how. You can find the wood box here in Bethesda Archive Extractor... materials\setdressing\woodmetalcrate01.bgsm materials\setdressing\woodmetalcrate01_clean.bgsm meshes\setdressing\concmuseum\woodbox01.nif meshes\setdressing\concmuseum\woodbox01_clean.nif
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It is possible to make FWE weapons compatible with WMK modifications? And the same weapons and EVE weapons work with RH_IronSIghts and Fallout 3 Re-Animated with no problems? And the same fallout with Project Beauty and IMPACT? It is possible to make them work together?
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I am wondering what impact models and texture mods would have on Skyrim since all they change is the vanilla texture, Would I be able to sucessfully install some texture mods to change ingame textures like tree's houses or texture and meshes on food and such? or will it potentially corrupt my save file when and if I want to uninstall one or several of the texture mods later? Also I have 97 mods so far and no texture mods and the game is running perfectly and I am worried that if I install a texture mod that it might impact the game negatively. Last not on topic but what performance hit will a texture mod that changes food have?
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Hello, so i was trying to mess with the impact data for WPNBlockblade#### to achieve a sparky effect on blocking just like when you hit a metal object. if there's an impact data for blocking shouldn't it be possible ? i tried adding Effects\ImpactEffects\FXMetalSparkImpact01.nif to the impact model filename but it still refuse to show the sparks model, the sound can change but it wont show the sparks model at all :/ what i am doing wrong here ? also should i use : Effects\ImpactEffects\FXMetalSparkImpact01.nif or mps\mpsmetalsparkimpact.nif i could appreciate some help please...
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So, I am making a small modification that provides an alternative to dualcasting and provides bonuses to spell damage while having a staff equipped. I have this part done but I also want to make a second perk that provides a 25% chance for spells cast while wielding a staff to stagger an opponent similar to the impact perk. The problem is I don't understand what makes the impact perk work. I am very new to modding and mostly have figured out how to make these perks by watching videos and looking at how other perks are in the creation kit. When I look at impact I see only the conditons for destruction level and dual casting required to pick the perk and nothing about how it actually functions. Any help would be greatly appreciated.
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Hey Nexus, I searched and searched and the only mods that change the gore, give the game MORE gore... I'd really like a mod that takes most of the gore away - it looks cartoonish and unrealistic, especially the blood impact decals that float around bodies as they are shot. FO4 BLOOD - changes these decals around, but still overly large and unrealistic... would be good to get a version of this with about 80% smaller decals [if possible]. Minimal Blood Mod - changes particles, not decals. NO BLOOD - removes the decals completely and replaces them with metal spark impacts, would be good to see these sparks mixed in with the blood decals, bullets hit armor too.
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I think it would be cool if someone implemented a system that scaled with 2h skill level, or created a perk, that gave power attacks with 2 handed maces a chance to send people flying a bit and make them rag doll. I searched abunch but I couldn't find anything like that. I don't see how critical charging someone with a massive mace as a beastly orc doesnt budge someone. It would be unique, and give maces some awesome flavor. Big maces just dont feel right as is, hitting someone with a katana vs a sledge hammer in real life wouldnt have the same effect and just make them stumble back a bit equally, especially if the guy with the sledge hammer is a 250 pound nord or ect... If you've ever seen the Mace of Sauron mod think along those lines. much slower attacks but massive impacts
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Making changes to .ini files
velocipede407 posted a topic in Fallout New Vegas's Mod Troubleshooting
Greetings all, I recently re-installed Fallout New Vegas and have been having a problem saving changes to the .ini files. Making those changes to the .ini files in the past has never been a problem up until now. I installed IMPACT by weijiesen and have the option to change the number of bullet wounds that appear after shooting NPC's. The changes need to be done to the .ini files. The mod author was even gracious enough to include both of the .ini file changes in the download. All that is required to make these changes is to drag and drop them in to the respective .ini file. I have ensured that the files are not set to read only prior to making changes. After making the changes to the files I'm saving them and making them read only. The changes are not being saved. After saving I reopen the .ini and none of the changes are there? I have scoured the forum and have found a few conversations relating to this issue and have not yet found a solution. Any help would be great. Thanks -
Can anyone out there create a unique set of impact decals? They would be for a mod with a Wolverine claw melee weapon, and I would need some for bone claws and some for adamantium claws. More details on request. Can anyone help out?
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Help! Texturer needed. Like, REALLY needed.
AxlDave posted a topic in Fallout New Vegas's Discussion
So I've been asking this question every month or so, trying not to clog up the forums with spam topics. I need someone who can create impact decals. I can't, I've tried and failed despite using several tutorials and nifty gadgets like Z-brushes. I guess I just suck at textures. But there must be someone out there who can help, right? I want to release the NV version of this mod, and I have everything done except those darn impact decals. And I really need those to make the mod complete. My previous requests have not received many responses. Is what I'm asking difficult, or boring? Do the texturers not hang around the forums anymore? Or are impact decals a notoriously tricky thing that nobody has the time to take on? -
(I know there are multiple impact grenade mods on the nexus, but they also have the same problem I will describe in my post) Hello, i am currently working on a mod that lets vanilla grenades detonate on impact instead of a timer. But i came across a problem which i hope i can solve with some help of more expierineced modders. By reverse engineering the vanilla molotov coktail i managed to get my test grenade to detonate on impact with landscape, static objects,... but not actors. Instead It just bounces of any enemies. I narrowed the problem down to the projectile.nif file of a granades projectile entry. Whenever i use the nif from the molotov it looks like one and detonates on actor impact. Any other vanilla grenade nif (Baseball, frag,...) does the bounce. My problem now is the fact that i really dont know how to change that in the .nif file and why that even is tieded to it. I know very little about editing nifs and thought they where only there to dictate the visuals of an item. I know where to find the files and how to open them in software like Nifscope, but thats it. Can anyone explain to me what aspect of the file tells the game to either detonate or bounce the gernade of actors. Can i also get a few pointers on how i could ad the detonate on actor impact behavior to the other grenades projeticle nifs? Help would be very much apprichiated Have a nice day Reaktorbot
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I would love to change the sound of the impact phials to the sound of the thunder phials. The aemp of the thunder element sounds amazing.
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- charge blade
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I've been trying to create them myself, but it turns out I kinda suck at textures when it's not just recolouring stuff. The impact decals would be for a hand to hand weapon, so no bullet holes required. Detail and depth maps would be, however. If you are interested or could do this easily, PM me for specifics. Or I could post it here, whatever.
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I've been trying to create them myself, but it turns out I kinda suck at textures when it's not just recolouring stuff. The impact decals would be for a hand to hand weapon, so no bullet holes required. Detail and depth maps would be, however. If you are interested or could do this easily, PM me for specifics. Or I could post it here, whatever.
