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}{ellKnight
Posted on: Jan 22 2010, 07:01 PM


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@ Shaun919
No idea, sorry. It is compatible with the GOTY version. You could try installing one of the face texture replacers posted on this site.

@ seronis
The "lame bumping" was because I made some modifications to the file descriptions to clarify some stuff and ask people to carefully read the install instructions. But then again I guess the file needed some bumping especially since it's #3 in the "most endorsed files of all time" list... feel free to report me though.

As for your question: look for Axil's work, he made quite a few conversions for HGEC/EBE IIRC. Good Luck!

@ pooper114
The mod lacks an ESP file (the thing you want to activate in the left list) since it doesn't need one to work, don't worry about that (replacer mods generally don't need ESP files).

@ low1991
Sorry, it will affect all NPCs. If you're familiar with the Construction Set you can make the body parts wearable.
  Forum: Uploaded Files · Post Preview: #1535645 · Replies: 1614 · Views: 29620

}{ellKnight
Posted on: Jan 21 2010, 04:06 PM


Master Hashshashin
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@ Shaun919
This mod doesn't affect faces so it isn't causing the problem

@ damaxman
If there isn't a mesh folder then create one. This mod will work with all pathes.

@ Ikana
From slender to bulkier: Normal -> EBE -> Fighter -> Guts
Look at the screenshots for comparisons or simply try them out in game and choose the one you like.

@ desiiq
It doesn't need one.

@ Everyone else
Read the install instructions. 90% of the questions that are being asked are answered there.
  Forum: Uploaded Files · Post Preview: #1533125 · Replies: 1614 · Views: 29620

}{ellKnight
Posted on: Nov 24 2009, 12:01 PM


Master Hashshashin
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Just saw LHammonds' psot over at the Larian forums. I really hope the game gets a modkit app. I finished the game 1 hour ago and I have to say that the story beats the living crap out of any OB/FO3 story. You have puzzles in the game, even some mild platforming etc. It's really diverse yet it misses the details that cold be added by mods. Have to wait and see I guess.
  Forum: Feedback, Suggestions and Questions · Post Preview: #1415367 · Replies: 3 · Views: 60

}{ellKnight
Posted on: Nov 14 2009, 08:41 PM


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Love the story so far but turn-based combat is a bit annoying (not that it's badly implemented, I just prefer real-time combat over turn-based). I still think every medieval-RPG dev out there should play Dark Messiah of Might and Magic, that's how real time combat should be like... but I digress: game is great, Bioware did it again!
  Forum: General Dragon Age Discussion · Post Preview: #1398418 · Replies: 45 · Views: 1902

}{ellKnight
Posted on: Nov 14 2009, 08:36 PM


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Yet it's more restrictive (the toolset) from what I gather.
  Forum: General Dragon Age Discussion · Post Preview: #1398413 · Replies: 18 · Views: 575

}{ellKnight
Posted on: Oct 2 2009, 07:29 PM


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I have given this image my endorsement.

Great work!
  Forum: User Images · Post Preview: #1329804 · Replies: 24 · Views: 73

}{ellKnight
Posted on: Aug 24 2009, 11:41 AM


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I have given this file my endorsement.

Nice work!
  Forum: Uploaded Files · Post Preview: #1252082 · Replies: 1006 · Views: 4417

}{ellKnight
Posted on: Aug 15 2009, 08:29 PM


Master Hashshashin
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I have given this file my endorsement.

Was away for a while, jsut wanted to say that you were right: the MasterUpdate is necessary even with the latest patches if the savegame is pre-1.6-patch. Great job!
  Forum: Uploaded Files · Post Preview: #1231312 · Replies: 1837 · Views: 4686

}{ellKnight
Posted on: Aug 11 2009, 04:52 PM


Master Hashshashin
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Just a headsup, users can't no longer add images to the mod page... I didn't enable it so others can upload pornography.

Also...stop PMing me questions on how to install it (question that has been answered only by LFact about 3 dozen times already... not to mention how many times I or others had to answer it).

Also stop asking me "where can this hairstyle/pose/texture/face/etc. be found" since none of these are my screenshots (sorry, I should have clarified that previously). If you see a name under the screenshot then PM that member and ask him/her.

I don't mod for OB anymore so having to answer these questions repeatedly is just a waste of time for me.
  Forum: Uploaded Files · Post Preview: #1221092 · Replies: 1614 · Views: 29620

}{ellKnight
Posted on: Jul 16 2009, 05:26 PM


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Hmm, this could be the case here... thanks, I'll give it a go smile.gif
  Forum: Uploaded Files · Post Preview: #1169132 · Replies: 1837 · Views: 4686

}{ellKnight
Posted on: Jul 16 2009, 04:58 PM


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1.6 fixes those issues, MasterUpdate isn't needed anymore, just that Beth didn't include that in the patch notes (they didn't even acknowledge the problem in the first place).

It has to be something else. I tried altering the load order, loading it last etc. but no dice... it still crashes sad.gif
  Forum: Uploaded Files · Post Preview: #1169077 · Replies: 1837 · Views: 4686

}{ellKnight
Posted on: Jul 16 2009, 04:21 PM


Master Hashshashin
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For some odd reason this mod crashes my game confused.gif

I was outside Rivet City, activated your mod and when I entered the ship it would crash. Deactivated your ESP and started working again.

I really wish I could use this since it looks really cool wallbash.gif

I'm using v1.6 if that helps. Any ideas?
  Forum: Uploaded Files · Post Preview: #1168986 · Replies: 1837 · Views: 4686

}{ellKnight
Posted on: Jul 14 2009, 11:53 AM


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I have given this file my endorsement.

Couldn't endorse the first time. Good job! I'll try the new pistol animation now smile.gif
  Forum: Uploaded Files · Post Preview: #1164029 · Replies: 1024 · Views: 4071

}{ellKnight
Posted on: Jul 13 2009, 02:00 PM


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Tried it out. The improvement is simply amazing! I really like how the rifle is held with the drawn-weapon-idle animation.

One "problem"... I think the running with a rifle drawn seems a bit stiff. I don't think it's very comfortable to run if you hold the rifle the same way you hold it when standing still. I say push the tip of the weapon away from the hip a bit further when walking (not much, just a little bit) and push it even further when running.

The PA idles look nice although when your turn it uses the normal anims but it should be easy to fix.

The pistol anim is nice. Reminds me of the Warhammer 40k RTS games for some odd reason.

Another alternative would be holding the pistol the same way law enforcement hold it. Something like this but standing and with the gun pointing downwards at a 45-30 degree angle with the vertical:
http://www.olive-drab.com/images/id_pistol_m9_700_09.jpg

Then when firing it you simply raise the gun and shoot (like the default pistol aim animation).

I'm really looking forward to seeing more of your work, keep it up! smile.gif

Note: aegnor81 makes some very good points. Running always looked so unnatural (that and the fact that diagonal strife uses the move forward animations which just looks like some kind of weird moonwalk).
  Forum: Uploaded Files · Post Preview: #1161905 · Replies: 1024 · Views: 4071

}{ellKnight
Posted on: Jul 11 2009, 05:48 PM


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Oh! A fellow code-monkey ^^
  Forum: Uploaded Files · Post Preview: #1157586 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 11 2009, 12:07 PM


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Trust me... 48 lines is nothing... I've written apps that had several thousands of lines of code smile.gif
  Forum: Uploaded Files · Post Preview: #1157032 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 9 2009, 04:48 PM


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That's great news. Hope the Type3 version comes soon smile.gif
  Forum: Uploaded Files · Post Preview: #1153209 · Replies: 356 · Views: 2241

}{ellKnight
Posted on: Jul 9 2009, 11:49 AM


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@ j4y1981
The BABE versions works somewhat with Type3 bodies. I looked at it in nifscope and texture distortion and seams are noticeable sad.gif

@ Azar
Any plans on releasing a Dimon Type3 version?

Also. You didn't include the hair or body meshes with the Malika Addon (having Dimon's pre-installed doesn't help since your mod looks for the body meshes in _male/CALI and most have the body meshes in the _male folder)
  Forum: Uploaded Files · Post Preview: #1152590 · Replies: 356 · Views: 2241

}{ellKnight
Posted on: Jul 9 2009, 10:09 AM


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Thanks a bunch Buddah! I'd give you more kudos if I could smile.gif
  Forum: Feedback, Suggestions and Questions · Post Preview: #1152450 · Replies: 14 · Views: 211

}{ellKnight
Posted on: Jul 9 2009, 09:52 AM


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@ Loxy38
I'll keep you informed, I only started with scripting 2 days ago (worked with Jojjo on the Frostmourne script though).

The script currently has 48 lines. Nothing fancy smile.gif
  Forum: Uploaded Files · Post Preview: #1152430 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 8 2009, 07:41 PM


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Read the readme...
  Forum: Uploaded Files · Post Preview: #1151063 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 8 2009, 04:51 PM


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It's an item that when added to a companion it will replenish his/her ammo for the weapon he/she's using in that moment. You just leave the item in their inventory and it will replenish ammo when it goes under a certain number.

The good thing is that it works for any companion and any type of ammo (even for companions/ammo from mods).

The bad thing is that the script uses a GameMode trigger so it's a bit inefficient: I tried making it more efficient but it became highly unstable since I'd have to dynamically swap scripts for the companions and that caused more headaches than solutions. The bigger problem is that it doesn't work like it should: it adds the ammo but when I pass the item to another companion it doesn't work. I think a reference doesn't get update or something.

It would be easier to edit the script a bit and add it to the companion directly but then it wouldn't be universal: each new companion would need this script to be added to him/her with the GECK.

I'll make the companion script and the object script publicly available after I finish it smile.gif
  Forum: Uploaded Files · Post Preview: #1150680 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 8 2009, 01:59 PM


Master Hashshashin
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@ Loxy38
Nope, didn't look too much into her scripting... been busy with this ammo dispenser script for companions.

At a first glance it seems OK :-

Still, I'd say merge the scripts... basically add the critical health message, eating, use of MedX and Psycho(although I'd make them dependent on other things, not necessarily health level), the weapon draw etc. Kelsey's dialog system should be ported to Jessi.

The lockup bug is puzzling me as well, I just had it again, but like I said everything looks OK in the scripts sad.gif
  Forum: Uploaded Files · Post Preview: #1150358 · Replies: 2688 · Views: 15168

}{ellKnight
Posted on: Jul 7 2009, 09:06 AM


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I have given this file a rating of 10

Downloading now... I really missed this wink.gif
  Forum: Uploaded Files · Post Preview: #1147629 · Replies: 51 · Views: 189

}{ellKnight
Posted on: Jul 5 2009, 06:44 PM


Master Hashshashin
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I have given this file a rating of 9

Just got the lockup but thanks for explaining the workaround smile.gif It's annoying indeed.

I hope you will make her on par with her older sister. These 2 companions are my favorites because I really like all the features they have smile.gif

The lockup could be because of the audio file (it's not playing) or because of the scripting.

My suggestions would be try a different audio file (might be the format... FO3 would stutter horribly when I used MP3s with the wrong encoding) and using the Kelsey script layout to upgrade her (that way you don't have two worry about two kids of scripts of you intend to further improve both of them... modular programing rulz biggrin.gif).

Then it will undoubtedly be a 10/10

But still, a great job on both of them!
  Forum: Uploaded Files · Post Preview: #1143903 · Replies: 2688 · Views: 15168

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