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Sprint mod.

General mod discussion and requests.
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Jarco
Posts: 12
Joined: Fri Mar 22, 2013 6:53 am

Sprint mod.

Post by Jarco » Fri Mar 22, 2013 9:47 am

If anyone can convert sprint mod i would be very grateful.


Thank you :-)


 



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

Why not use Project Nevada?

Post by gnubee » Fri Mar 22, 2013 3:23 pm

Why not use Project Nevada?  It has a sprint feature. Also, as a New Vegas mod, it should work already.



delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

I'm going to second using

Post by delta534 » Fri Mar 22, 2013 4:23 pm

I'm going to second using Project Nevada instead. Most of it works without issue and the only one I ran into issues with was the equipment module. 



Jarco
Posts: 12
Joined: Fri Mar 22, 2013 6:53 am

ah ok thank you, i did not

Post by Jarco » Fri Mar 22, 2013 6:30 pm

ah ok thank you, i did not think it would work :-)


Also i am hoping that perhaps someone can get PIMP (pip-boy integrated medical package MK VI) working. ;)


It wont work for me at all... the mod loads but i dont get the items needed in my inventory..



Jarco
Posts: 12
Joined: Fri Mar 22, 2013 6:53 am

i think the problem is that i

Post by Jarco » Fri Mar 22, 2013 9:35 pm

i think the problem is that i did not convert pimp (a fallout3 fose mod) to NVSE.


Have to try to figure out how to do this, being a newbie at modding hehe wink



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I once posted a picture in

Post by Risewild » Fri Mar 22, 2013 11:43 pm

I once posted a picture in the forums somewhere to show how to ADD a master, if I can find it I can post it here and use it to tell you how to CHANGE the master instead (having some visual aid always help to get started in my opinion wink ).


Found it laugh just check this spoiler tag:


[collapsed title=Hidden text] Ok that is using FNVEdit. You put your mod files in your FNV data folder and then open the .esm file of it (it might take a while to open it, so don't be scared) then you right click on the line were it says "Fallout3.esm" (it's two lines under the one you're supposed to click on that picture) and choose Edit from the menu that pops-up, then you just have to change it wink hope this helps.


[/collapsed]


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Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Yep, PN will of course be

Post by Gribbleshnibit8 » Sat Mar 23, 2013 3:58 am

Yep, PN will of course be supported. Really waiting on that 2.0 release to get started on things.


Oh, god. Please do not make me port PIMP. That mod was such a huge pain. Really the worst part is that I know so much more now than I did then that I'd have to rewrite the whole thing, which would take me a week or two at least. I had intended to, but.... I gave up.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I'm SORRY! I'm working my

Post by JaxFirehart » Sat Mar 23, 2013 4:30 am

I'm SORRY! I'm working my butt off, but I'm running out of butt...



Jarco
Posts: 12
Joined: Fri Mar 22, 2013 6:53 am

well just changing the master

Post by Jarco » Sat Mar 23, 2013 3:18 pm

well just changing the master did not work, and sadly every time i try to load the mod in geck (using the instructions given about loading it with nvse) it crashes :(


so it seems i caint get it working, oh well... sucks thou couse its defenetly one of the best/must have mods around :P


thank's for all the help thou folks :-)



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