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Loneshade's Achievements
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Problems to activate a mod
Loneshade replied to LyktstolpeN's topic in Fallout New Vegas's Mod Troubleshooting
that|s the way to do it... sounds like windows can't store the changes...?! Are you logged in to windows with an admin user? -
putting a room on fire?
Loneshade replied to Loneshade's topic in Fallout New Vegas's Mod Troubleshooting
thanks @DeadliestShade, this object fits pretty well :) Imagespace modifiers is probably a good idea though to increase the effect. Gonna play around with that. Thanks a lot there!!! @WastelandAssassin - not a bad idea either, though I'd still have the problem to ignite it; so I'll stick to the other suggestion for now. Anyway, I like the sound of that - gonna add it to my todo list, to have a gas filled room somewhere *evil grin* -
Script Help
Loneshade replied to kellogsfrostedflakes's topic in Fallout New Vegas's Mod Troubleshooting
have you tried the function GetIsSex? Not sure if the function works on dead bodies, but if it does, then I asume [...] elseif rTarget.GetDead if rTarget.GetIsSex [... loot list one...] else [... loot list two...] endif endif [...] should do the job? -
hmm, not sure if its related, but what properties are you using for your .dds file format? Maybe doublecheck those are correct - it seems game and geck support slightly different formats and I once had the opposite problem with graphics showing in game but not in geck when forgetting to generate the mip-maps.
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I'm trying to basically "ignite" a room, having flames shoot out after some trigger-based event... however my original idea didn't quite work out - found a lot in reference to weapon effects only, but I merely want a nice fire ;) Any idea how i could realize that?
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undeleting models in geck
Loneshade replied to Loneshade's topic in Fallout New Vegas's Mod Troubleshooting
cool - thanks! :) -
Ouch - I accidantly deleted an item model in geck (namely the rusted metal toilets) and saved my mod. --> They are marked "deleted" in my geck. Any way to undelete them and get rid of this delete flag, so I can replace them in game? Workaround I could imagine is to extract the model and re-insert it in game, but that would make the mod larger. Not to mention having to replace the items in game... but still better than having to go back to my last save without this. so thanks for your hints in advance!
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How do you make a pulsating light (e.g. to make a regular lamp flicker/pulsate)? Editing light base objects, there's that Flicker-effect "pulse" checkbox which in theory I guess should do just that, but I don't see any effect whatsoever. Does this only work with specific lights? Or do I have to do something in addition?
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doors 'open by default' issue
Loneshade replied to Loneshade's topic in Fallout New Vegas's Mod Troubleshooting
wow, that fixed it indeed :) thanks a lot for the help! -
Has anyone else experienced the issue: I'm placing doors and setting them to be "open by default". They do show open (both in game and geck), but first time I activate them, they will not close now (though sometimes I see bits of an opening animation). Starting 2nd time it works fine. --> so seems while open, their status does not seem to be aware of that. Same effect with switches. Any chance I can circumvate that? Or do I have to make a custom script for them, to have them handled properly?
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How to prevent Clutter going frenzy?
Loneshade replied to Loneshade's topic in Fallout New Vegas's Mod Troubleshooting
still checking into it... as said, I only use vanilla items there. It's not that the objects behaving different as such either, but as if they are unhappy with their initial placement. Only idea I have atm is it might relate to some resized furniture in the room (as opposed to that, the bottles etc. placed are normal size) - but maybe that messed some colission boundaries? not sure yet. I'll post in case I figure it out - in the meantime more hints and ideas are welcome! -
coc devarmory not working!!!!
Loneshade replied to gmodder110's topic in Fallout New Vegas's Mod Troubleshooting
Guess you made sure the command is not case sensitive.... hmm I just looked at the cell labeled DevArmory in geck, and on my version it holds no content - no coc marker either. So uhm, either the content doesn't show in geck and its coded elsewhere... or it's really empty. Not sure if that helps, but oh well - maybe someone else has more knowledge on that.;) -
How to prevent Clutter going frenzy?
Loneshade replied to Loneshade's topic in Fallout New Vegas's Mod Troubleshooting
hmm, I'm using default vanilla clutter. Ocationally I notice a similar effect in vanilla game but very rare and to a low level of effect. Pretty sure it's something geck/placement related, as its a one-time only effect: It's like everything is aligned neatly in geck - looks good, items are about as far from each other as they are big (so pretty far). Once I move a single such item in game, all other items around act as if they had been touching it, moving away in frenzy. Once they settle everything is fine again. That said, piling the objects manually that close in game is not an issue. That said, I've downloaded quite a few mods by now showing a similar problem, yet seems they didn't mind it. -
Ok, thing is this: working on my interior, I try drop some useable clutter (bottles, books, guns, etc.) on shelves and tables. Now if I pick up some of that stuff in game, all nearby parts are going into a frenzy: Bottles fall through the floor and down from the roof again, riffles jump up and down until they come to rest in a new spot, items start pushing each other around,... --> how can I prevent this from happening? I've dropped 4 whiskey bottles on a shelf - so not a huge amount really - but they still affect each other unless like 5m apart! Any helpful hints how to avoid this are definetely most welcome!!