I only make patches/ tweaks for something if I play with it myself. So, if I ever get to have Weapon Lowering in my load order, I sure will ; )
I only make patches/ tweaks for something if I play with it myself. So, if I ever get to have Weapon Lowering in my load order, I sure will ; )
I know about the bundle, it's great except anything concerning Vincent, specifically the new voiceover is... lacking, to keep it politely.
Hello, thank you very much :)
I'll think about redoing it into an article.
Love Oblivion too, basically all Elder Scrolls games are <3
Just saw this comment : /
Couldn't recreate this bug, doesn't crash for me.
This man digs it.
Also Astron-6 reference ;)
Hello, thank you.
Is it possible? Yes. Will I do it? Probably not, coz they are intended to be hardcore unpredictable wildcard annoynce :)) (How many times they appeared in most inapropriate moments and **** everything up for me in my own playthroughs I can't even begin to count, and that's the fun of it). If I reduce the blind effect, then considering they are not that hard to kill (Even if deadly with their poison), and sometimes can be clumsy navigating the not so-flat surfaces coz of their size, they'd became too much of an easy prey for gunslingers.
I can't believe I missed this comment (Then again, considering this place doesn't give notifications for new comments, can believe) or the fact that I was even in competition for that, but here's a "thanks a lot!" for you in the time machine xD , appreciate the support.
A bit of a late reply (I'm not very active these years in comment sections, sorry.), but for the first question, yes, the fix is in my mod already.
And for the second, no, there is only one esp, which is not tackled for FPGE, so you either gonna have to use my mix, or install all the individual files yoursel : /
Just coz something is updated, doesn't necessarily means it is improved, from one point of view or the other. I'm aware of the updates and also new adobe mods that came out since the release of these mixes, and to my personal taste (From which these mixes were made in the first place), those updates were rather not significant enough or simply added or rearranged things that I didn't like (For example, Metro Sewers got extra npcs deleted in one of the newer updates, for "performance", which for me is a downgrade). And some of the fixes in the new updates (A missing floor in King's school, etc), I fixed myself in my versions anyway.
Most importantly, they didn't change anything in relation to meshes/ textures to my knowledge, so the original mods being requirements doesn't mess up anything, it's still just install them/deactivate their esp/ install and activate mine over them.
So it's all cool, don't worry, if there's a need for update, or something I'd like to add from newer versions or just by myself (Like I did with Freeside Review), I'll definitely do it.
This mod is everything my childhood memories of Vice City imagined it to be :)
Gigantic appreciation to you for this gem of GTA modding, sera.
That's nice, you suppose to overwrite the original plugin with it, not have it after the original (I mean, it has the same name).
Also, this edit is unlikely to help if you install it AFTER Dooley went "missing". It's for the fresh playthrough of the quest. In your case, just use noclip in the main Freeside street (Where Kings are located, and fly back through the gate, Dooley will be there).
His anims or lip sync shouldn't be affected by this mod, make sure that you have all the files from the original/ no other mod conflicts.
And I never encountered such a bug with Houston, you should be able to tell about her return to Apogee, and then she should be disabled from the game, that's it.
Wa alaikum assalam. Duskill, Bafonet fella is long gone to the better wastes :)
A bit late maybe, busy with the war in my country, but yeah, fixed it. Never noticed it myself, hence whhy it wasn't fixed in the first place.
Howdy, thanks for your words.
Most of the questions that may rise during your adventures with this mod have answers inside the "Trails of the Guide" guide.
Concerning specifically "Spook the Wanderer" outfit, it's an upgrade/alt version of the original Spook outfit which you have to create first (Then you should have all the stuff you need for those changes).
Asalam, first of all, absoulutely love your retextures (For this and other clans).
Second, there's a minor glitch with the second and last last outfit's eyes missin' texture.
For anyone who's experiencing this though, you can easily fix it by dropping files eyeball_l.vmt and eyeball_r.vmt from any outfit you like (Including previous outfits from this mod) into the materials/models/character/pc/male/gangrel/armor_3 and armor_1 folder (the armor folders _1,_2,_3,_0 is where you can find the "replacement eyeballs" too).
Cheers for the awesome mod author and his work.
Don't think it, don't dream it, just play it, just be it
Freeside Review, no problems, load order doesn't matter.
There might be some minor baboos with Adobe Mojave, and I've heard there might be quite a few clippings with Superbly Better Lil Places in NCR bases. But in general I don't use TGMIO so can't tell. Only thing I can say is that probably the problems, if any, will be only visual (Clipping and such).
If you gonna try to run them together, put these lower in the load order.
Haven't ever played with it, so I don't even know what (If anything) needs patching. If I ever will and find problems that would bother me, then, maybe.
Nah, it's about characters who can live up to that quote.
Asalam, Axonis. Duskill's here Nexusmods.com
Just wanted to thank you, you kind of inspired me to use this place as one of my new mod hosting places.
Also, on those forum threads related to Nexus's betrayal of mod authors, you were one of very few people who actually was saying and showing some useful things, instead of just endlessly whining, bickering and pouring water into the lake.
Plus, you seem to be the only person who figured Nexus will be doing it two years before it happened. Too bad I didn't read your points back then.
So Shukran to you again, and have a good one!
OmanAtDusk
joined
A refugee from Morrowind. Everything you see here or anywhere else that is of mine, can be considered a modders resource and free to use with credits given UNLESS you're planning to release it on nexus. Then, No. Also, Please don't ask me if my mods are working with TTW, perhaps they do, perhaps they don't, you're always welcome to try and if not, make a patch for it, but you'll never see me doing it coz TTW is just not my thing, I prefer my games seperately and also I use GoG, not Steam version of Fallout 3, so never had any problems running it or its mods on modern systems. Just like pretty much everything that comes from GoG instead of Steam (Giving a hint right here).