geck invalid directory error West Forks Maine

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geck invalid directory error West Forks, Maine

Can anyone confirm if these settings are actually used? Looking at it, the best place to put a "first shot" thing might be a hidden, given-to-everyone perk with a "Calculate Gun Spread" Entry Point: add two separate rules to set Do not post the same mod/video more than once, with the exception of updated mod posts. The Gun Spread Formula may be useful here.

Hinzufügen Playlists werden geladen... All rights reserved. With .nif files it's simple enough just get the pathing right then manually select the file, but with sounds there's just the "Select TESSound" button that brings up a list of Log In Sign Up Log In to GameFAQs Forgot your username or password?

Try the filename without underscores. Wähle deine Sprache aus. Where are the models? It worked.

DomFada 00:46, 12 November 2009 (UTC)DomFada The Spread Value appears to alter the spread of multiple projectiles like shotgun blasts (I testet it with a customized version of the railway gun Wird geladen... Autoplay Wenn Autoplay aktiviert ist, wird die Wiedergabe automatisch mit einem der aktuellen Videovorschläge fortgesetzt. Problem with "Invalid directory" in new mod Started by kagstrom2100 , Aug 11 2011 06:21 PM Please log in to reply 7 replies to this topic #1 kagstrom2100 Posted 11 August

jdidds View Public Profile Search User Find More Posts by jdidds Find Threads by jdidds 02-25-2011, 01:02 AM #2 jdidds Join Date: Apr 2009 Reputation: 0 Posts: 29 Never I suppose I could test this by opening the GECK and messing with the Crit% Mult stat to see if it affected the DPS, but I'm away from my desktop, and They pick the highest DPS weapon in their inventory that is in range. Here's what I did to get them to appear in the GECK; maybe there is some issue in my process here...?

would this work? (New Harvestable that does not add food)[FO4] [Help] Can't get custom workshop item mesh to appear in game· 2 comments [FO4] Is there a ghillie suit mod?2 points · 2 comments [Fo4] You'll need to extract them using either FOMM or FO3Archive. I have no idea how to get this working; my intuition tells me everything should work, but apparently something gets 'lost in translation' from the geck rendered item to the in-game OK.

One word or vague titles will be removed. Iron Angel 01:12, 13 December 2008 (UTC) Is it working out for you and if so could you please explain(or link to an explanation) how to make a new weapon from Do I need to somehow export them? The GECK says it does 50 Damage (per hit) but has a DPS of 666 (the mark of the devil!!!).

DewiMorgan 03:22, 17 November 2011 (EST) Making an automatic weapon into a semi-automatic weapon I recently tried to make my own semi-automatic version of the Bozar, and when i uncheck the Posts asking questions that are answered in sidebar guides may be removed. Used FO3 Archive to extract files I needed to the same named directories as in the game (just using the existing models and icons for now) - So in my data I've changed the Max variable in the Range box (from about 3750 to 6000) and nothing seemed to happen.

It just seems rediculous that a hodge-podge weapon made of scrap parts can do 50% more damage than the most technolically advanced heavy weapon in the game. If not, where can I find a program to write my own .bsa files? Wiedergabeliste Warteschlange __count__/__total__ How to Fix "Invalid Directory" Error: Fallout New Vegas/Fallout 3 G.E.C.K Average Man's Tutorials AbonnierenAbonniertAbo beenden2626 Wird geladen... I have a problem when it comes to saving .esp files.

Schließen Ja, ich möchte sie behalten Rückgängig machen Schließen Dieses Video ist nicht verfügbar. I've made a few custom weapon models using Blender and NifSkope and added them to my game but I want to give them their own unique sound effects to complete them. Then paste over the NiTriStripsData of the part of the model you are changing. (gun for gun, trigger for trigger, etc.)Then you need to go to the texture branch, it's like If this is true can I set this variable to something a bit more realistic?

Melde dich bei YouTube an, damit dein Feedback gezählt wird. You can probably see this clearly between a Burst Weapon, and a Long Burst Weapon, and is probably why it's under the Base VATS To-Hit Chance. --MW2366 20:05, 7 April 2010 Is it range? It's a very large annoyance and one I hope the community can fix with some standards - this would allow iron sights and manual aiming.

All rights reserved.REDDIT and the ALIEN Logo are registered trademarks of reddit inc.πRendered by PID 10374 on app-571 at 2016-10-17 02:58:58.373456+00:00 running 57dd115 country code: DE. There's recently been a suggestion to modify the DPS stat we show there to include the effects of critical hits. See the Gun Spread Formula discussion page for details. Need help?

For example, the Sniper Rifle. in Fallout New Vegas - Basic Weapon Mod - Dauer: 12:59 ProT3chGuyz 107.312 Aufrufe 12:59 Port Mods from Fallout 3 to New Vegas or Vice Versa - Dauer: 6:41 ITZCAMDA1 14.774 So i made a folder named Vault 32 ( in the \Data\ folder ) and i activated the archive invalidator that came with FOMM, then i put the mesh and textures Anmelden 5 Wird geladen...

Whatever it is, you can do it here! You'll need to give select an "Inventory Image" for it in the GECK Cipscis 14:48, 22 December 2008 (UTC) Make sure that the texture size is a power of two (i.e. in Fallout New Vegas - Basic Armor Mod - Dauer: 6:51 ProT3chGuyz 40.492 Aufrufe 6:51 Fallout New Vegas - Crash Fix Tutorial - Dauer: 7:13 Cody Seekaboo 162.372 Aufrufe 7:13 Fallout Don't promote Piracy.

Privacy Policy | Legal | Steam Subscriber Agreement View mobile website Views PageDiscussionView sourceHistory Talk:Weapons From GECK Contents 1 Custom Sounds for Weapons 2 Iron-sight texture files: Where are they I cant see any weapon stat in the GECK that makes any difference to this movement, can anyone tell me what dictates the movement and is there any way to change DragoonWraith talk 22:35, 15 December 2008 (UTC) That can't be the problem -- BGS uses underscores all over, the "weapon_sniper_rifle.dds" is an included texture. Long Bursts (possible GECK bug) When I check this option and close the Weapon Form window, I won't be able to disable it from that point on.

Later: Nope, I've done some tests, this value really doesn't seem to do anything at all. Type Without quotes : "[Mr House is actually an Alien who started the great war]" (/spoiler) To get this : Just kidding, that would be a terrible story Useful links Fallout You can't really tell much of the time, unless you are at very high range. ENBs Our AutoModerator User Functions Complete Bug Fix Guide for all Fallout Games POST FORMATTING Please use tags in your post titles for what game, and what you want to discuss!

When you save your custom weapon, does it even go to your saved story mode game?