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Yukichigai

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About Yukichigai

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    Fallout: New Vegas
  • Favourite Game
    Deus Ex

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  1. Whoa, whoa, whoa, whoa. Are you the same guy who made the Shifter mod for Deus Ex? I can't believe it took me this long to notice. That's my favorite game of all time. You, sir, have my undying gratitude for life.
  2. That's a bug in the jpeg header and the way some programs process it. A dds file doesn't have the same vulnerability. Not that you shouldn't check them anyway. Just sayin'.
  3. I just updated YUP this morning at 12:30am. It is now 2pm and none of the uploads have been scanned. I'll admit there are a lot - 10 in total, each around 18 meg - but at least one should have cleared by now. Frankly, all of them should have cleared by now. If the virus scanner can't manage that then they really aren't cut out for the kind of usage nexus sees.
  4. Recently I've been doing some translation of one my larger mods (YUP) to various other languages, since it overrides quite a bit of dialog, weapons, armor, NPCs, terminals, quests, and other things that would have language-specific text. I figured this would be a long but straightforward process, mostly just copying text via FNVEdit. Unfortunately, that's when I came across something unexpected. Short version: the different language versions of Fallout: New Vegas have different FormIDs for certain records. Real example, what corresponds to an AI Package in the English edition may point to a Game Setting record in the French version. Obviously, this can cause some serious problems for some mods. If you've created a weapon that uses an existing repair list, but the Spanish version thinks it's pointing at a Dialog record, chances are your mod is going to crash something. Fortunately there is a way to figure out if your mod is affected. As best I can tell, the only affected records are ones in the main FalloutNV.esm whose FormID is equal to or greater than 17B75A. Anything below that is the same between different language editions. Anything above that is almost guaranteed to be a completely different record type, much less the thing you're actually trying to reference. This is true even between different non-English languages, e.g. the French version uses different FormIDs than the Spanish version for the records starting at 17B75A. Also fortunately, FNVEdit can detect most of this easily. Just use the "Check for Errors" option by right-clicking on the file in question. While it won't point out wrongly overridden records, it will tell you if something is pointing at a placed object when it thinks its pointing at a form list. FNVEdit will also list issues with records being the wrong type when you load up the files in the first time. Check the Messages tab and look for anything that starts with "Warning".. I realize this information comes kind of late, but here it is now at least. If any of you are planning to either run an English mod on a non-English install, or translate an English mod to a different language or vice-versa, you should check for any overrides of or references to records starting at 17B75A.
  5. No problem. I imagine the names may have changed some, things added, others removed. Even between Fallout 3 and Fallout: New Vegas there are some serious changes. Anyway there's a few things you may want to consider in checking animations. First, FNV/F3 seem to use a mix of the animations stored in _1stperson and _male, as in NPCs can holster "partially hide" weapons and have them hide, even though it's only the animation in _1stperson that has the calls to the correct block (##VisCtrl). Second, even if your specific weapon type animation doesn't seem to have calls to the Bool Interpolator, you MAY be able to trigger them as though it was using a different base animation. In FNV/F3 there's a weapon setting for Hand Grip Type. Set to default, ##VisCtrl blocks are not toggled when holstered/unholstered. HOWEVER, setting the grip to "HandGrip5" miraculously makes ##VisCtrl blocks hide/show as they should. Even better, this is the ONLY effect: the base animation itself is identical, as are the attack animations, and even the hand grip itself. I'm not entirely sure what the Skyrim editor looks like, but I suspect it has the relevant field to modify (and if not, there's always TES5Edit). Just figure out what block some vanilla weapons use to toggle, name your hidey bits to that, and start swapping HandGrips. Worked for me. Anyway, good luck, Vaya Con Queso, etc. etc. ^_^
  6. Random update here. Funnily enough, I found a way to get what I wanted without modifying anything save for the weapon shape. Like you said, 2hmequip/2hmunequip didn't have the right triggers in the default animation. Fortunately though, there are no less than six different hand grips for the 2-hand melee animation. On casual glance they don't seem to change anything about the animation, and indeed from a movement standpoint they don't. HOWEVER, setting it to "HandGrip5" seems to add the 1-hand melee triggers to the holster and unholster animations. Don't ask me why, and I wish I could explain it myself, but that hand grip seems to allow ##VisCtrl blocks to be triggered. Anyway, thank you very much for your insights. They've been incredibly helpful.
  7. What animation exactly has the coding for ##VisCtrl and ##Shishkebab? I've opened 1hmunequip.kf and 1hmequip.kf, and while I do see entries for ##batonhandle and such, I don't see any Visual transforms for anything the Shishkebab is tagged with. Is it in a different one entirely or something? Am I using the wrong tool? What tool do you use to view kf files? Also, is there one for two-handed melee weapons?
  8. Hey, I asked a similar question over here and got a reply:
  9. Yep, looking at the first person nif. I see a bunch of interpolators (bool, float, transform) but nothing that indicates why the bool interpolator is stopped when holstered. It doesn't seem to be tied to anything in the GECK record: there's no script which enables the interpolators and no special parts add-ons/etc.
  10. I'm doing some tinkering in nifskope and I'm trying to figure out what it is exactly that makes the Shishkebab's flame effect disappear the minute you holster it. I'd like to get a similar effect going for another weapon I'm working on, but I can't seem to see what it is exactly that makes the weapon do its thing ONLY when out and held. What am I missing?
  11. It would be interesting to see some of the cut weapon versions implemented. The service rifle has in incredible number of unused models for it, including versions featuring a bayonet. This was intended to work with the special VATS attack option, in particular the unimplemented "melée strike" checkbox. There's also different models for the multiplas rifle, a few other things. I think the most desired feature is going to be making certain weapons automatic. The service rifle springs to mind again.
  12. What issue, exactly? Are you saying you give him a modded weapon and it isn't modded when he uses it? What weapon are we talking about here?
  13. So this isn't a request for a mod exactly, more like a request for people to start poking around. In the Form Lists there's an unused Repair list for something called "HeavyRiveter". I can only assume this is a weapon that was cut. The whole thing intrigues the hell out of me, but so far I've been unable to find anything else realting to it. Textures, meshes... I can't seem to find any of it. Then again I didn't spend a ton of time looking. I'll keep poking myself, of course, but if anybody else decides to take a look as well I'd greatly appreciate posting here if you find anything.
  14. I would like to avoid getting dragged into this. However, I can't help but chip in with a few things: 1) With Cherchez La Femme and a high speech, Cass has dialogue where she explicitly says when she gets liquored up she doesn't care who she winds up in bed with. Alco-bi, if nothing else then. 2) Raul, the subservient vaquero, seems to be a good match for Beatrix, the dominant cowgirl. Like eerily good. 3) It isn't a Vegas wedding unless you have the option of having it done in a drive-thru and/or officiated by an Elvis impersonator of decidedly non-caucasian ethnicity.
  15. Very true, and I quite enjoyed that. If nothing else it makes the Barter skill (which is the second most frequent dialogue challenge skill behind Speech) useful, all the more because you can essentially print money for yourself by having high levels of the repair, science, or survival skills. My next run I plan on putting skill points into barter rather than speech, thus allowing me to get Cass to sign over ownership of her caravan by drinking her under the table. (Barter 75. If you have a high endurance too, 9 and up, she will say some of the most hilarious lines she has in the game while you get her drunk.) Anyway, I do think the new method is better than the old "oops I failed the speech check better reload" method.
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