Jump to content

ZephyrWarrior

Members
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About ZephyrWarrior

ZephyrWarrior's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I've been annoyed since I started my mod that I couldn't reorder the mod slots I added to Power Armor. I asked around to Gambit77, drdanzel, etc and no one knew the answer of how to do it, so I did some investigating. After searching for quite awhile I stumbled upon the answer. Located at do_ModMenuSlotKeywordList "Order of attachpoints in mod menu" [FLST:0005F814]is a list containing all of the mod slot keywords ("ap_" prefix, Type "Unknown 2" in the latest F4E release), which determines their order in the crafting menu. Any mod slot not on that list is haphazardly appended to the mod menu without any semblance of order. Just thought I'd share for the benefit of everyone. :smile:
  2. Unfortunately it's not easy to walk away from them when they incessantly report your file and slander you at every opportunity. I have my morals and most other on Nexus won't really care about them, so I'm fine really. I'm more annoyed with my file being hidden for so long than I am with their immaturity. I ran Garry's Mod servers for years, two people throwing tantrums is nothing, trust me.
  3. I will say now, that this guy is talking out of his nether regions and has no idea what he's talking about. invock's was an honest mistake as others have said, although with incorrect details. I wasn't working off of them as suggested above, rather they were in an identically named folder (textures/Actors/PowerArmor, durr) which I had been using during a playthrough and modified slightly to embolden the logos. I apologized on my page and in a PM to him, after which he continued to slander me so I posted the PM on his page with a sarcastic prefix. In resolution we were supposed to remove all references to the incident from our pages, which he did and then promptly posted mentioning it again right after. I defended it initially because I believed (and why wouldn't I?) that I had included my textures and not the ones invock used in his imgur album. I feel kind of bad that he spent all that time making that album to make me look bad when he could've just done one texture and sent it to me pointing it out. What the guy I quoted may be referring to is Worsin's claim. I didn't rip off his textures, however I spent a lot of time compiling master files from a number of sources including PSDs from multiple people, and they may have contained sample layers or something. I don't know the exact chain of events and quite frankly it doesn't matter. The point is I acknowledged it and fixed it. Both of these issues could have been resolved over PM without even involving the site staff had either of them been mature enough to do so. invock responded to my Merry Christmas PM in a threatening manner and by the time I could even respond he had already taken to spamming and slandering me everywhere he could. At least Worsin cut the slander when told to (AFAIK, I'm blocked from his page, anyone can correct me if he didn't stop). As of right now, my textures I have on my PC to include in 1.0.0 have 0 influence from anyone but Bethesda. Not my friend's PSDs or anything. More detail to follow once I get back to my PC.
  4. How is it someone hasn't sent me a link to this until now? Jeez. I'll respond when I'm back on my desktop. Everyone cool your jets until then please. /technically/ this thread shouldn't exist as you aren't supposed to talk about hidden mods, but I don't see any harm in responding to it since I didn't post it.
  5. I should also clarify I mean change the string itself, not swap it to another existing one.
  6. So I've determined through experimentation that the "dn_Has*TYPE*" keywords determine the name of the item, but where is the script / database for the strings and associations for these keywords? Has it just not been decoded in FO4Edit yet or am I looking in the wrong place? Example: dn_HasMisc_Tesla [KYWD:0023842C] will prefix "Coiled" to a body plate (or any item that has a mod with the keyword). How would I change "Coiled" to something else? Thanks in advance. ~Zeph
  7. I'm using a reference variable, but it is pointing to the base item. The reason I need to use a variable as a parameter is because I only want one topic for a "How many would you like to give?" topic, and use it for multiple items, with the item defined in the previous topic. ref ActiveTech set ActiveTech to ArmorTeslaHelmet player.additem ActiveTech 1 Is literally the whole script in that case. It was a simple test script I hooked onto a basic conversation, to test the logic. It doesn't give any errors in the G.E.C.K. or in game, it simply doesn't trigger. If I hook "player.additem ArmorTeslaHelmet 1" into the same line, it triggers fine and gives me a Tesla Helmet. In the latter ones where I used a variable embedded in the "FFOutcastsSCRIPT" script, which is tied to the quest (FFOutcasts.ActiveTech), that does give errors in the G.E.C.K.
  8. Hey, so, I'm not sure where to post this, but this seemed like the most applicable subreddit. I'm trying to make a G.E.C.K. script accept a variable to add items to that player (or anyone)'s inventory. My goal is to accomplish this without having lengthy if statements checking against a numerical variable, for example "If var == 1, add item x. If var == 2, add item y." etc. Ideally it would just be "player.additem var #". Examples of things I've tried: ref ActiveTech set ActiveTech to 6b465 player.additem ActiveTech 1This did not error out, but did not work either. ref ActiveTech set ActiveTech to ArmorTeslaHelmet player.additem ActiveTech 1This did not error out, but did not work either. (Other script) ref ActiveTech(This Script) set FFOutcasts.ActiveTech to 6b465 player.additem FFOutcasts.ActiveTech 1"Reference not allowed in this context." (Other script) ref ActiveTech(This Script) set FFOutcasts.ActiveTech to ArmorTeslaHelmet player.additem FFOutcasts.ActiveTech 1"Reference not allowed in this context." It's entirely possible I'm just being stupid. I'm not a scripting novice, but I am relatively new to the G.E.C.K. Any help would be greatly appreciated.
  9. You also need mono 44100Hz 16 bit files to use the lip sync feature of the G.E.C.K. but they have to be wav files for that. After creating the lip files, you can use ogg files with the lip files with no problems. Also: You can plug any 3.5mm plug into the microphone jack, could be headphones, a m/m cable, anything should work, but I know headphones work.
  10. I'm making my own version of this mod: http://www.nexusmods.com/fallout3/mods/9345/ Since in my opinion these expansion mods are incomplete and in cases coded shoddily. Also, neither of the mods in this category on Nexus have voice acting. Unfortunately, my voice sounds nothing like Protector Casdin, so I'm going to require some voice acting assistance. Here is a reminder of what his voice sounds like, in case you are unsure: http://puu.sh/gUmPx/11883120d7.wav Unfortunately I will be unable to pay a voice actor for their time, but of course they will be given full credit in the mod description, FAQ and specific thanks on the mod's page. Please respond or PM me if you are interested in "trying out" for the role. Thank you in advance to anyone who responds. Please also feel free to suggest other places I can post or look for a candidate, besides here and the Fallout subreddit.
  11. So the folders in the GECK are just pulled from the subfolder of where the weapon's model is?
  12. I know all that. I'm asking how to edit the hierarchy. The sub-folders of weapons. "clutter", "DLC03", "dlc04", etc. Creating new folders like those as well as editing those.
  13. http://puu.sh/aFsNE/ff94351a90.png The sub folders under "Weapon", how do you edit what falls under those lists, as well as the names of those lists? They aren't Form Lists, nor do they have any relevant right click options. I can't find any documentation anywhere. Long story short, how to you edit / add to the hierarchy? Thanks
×
×
  • Create New...