Jump to content

Sealurk

Premium Member
  • Posts

    33
  • Joined

  • Last visited

Nexus Mods Profile

About Sealurk

Profile Fields

  • Country
    United Kingdom
  • Currently Playing
    Fallout 3
  • Favourite Game
    Fallout 3

Sealurk's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Would anybody be willing and able to make the mesh and texture for a stun gun? I've got the weapon itself to work in my mod thanks to a lot of scripts, effects and playtesting, it's just the art assets I'm missing at the moment - up to now I've been using the Plasma Pistol but this looks out of place and doesn't fit the backstory of the weapon. Like the game's custom/crafted weapons, the Stun Gun is supposed to have been cobbled together from junk and spare parts, so ideally it would have a fairly haphazard look. In gameplay terms it is a melee weapon and needs to be in contact with the target, however to make it work in-game and keep it balanced it has actually been implemented as a one-handed Energy Weapons pistol using Small Energy Cells as ammo. I'm hopeless in Blender and not much better in Nifskope (though I did try to think about trying to assemble a crude version of the weapon using the paint gun, conductors and pilot lights). I'd really appreciate it if somebody could take a stab at making this.
  2. That's brilliant, thanks for working on that.
  3. There are pieces of furniture and idle markers, however the NPCs aren't using either if that's significant - they generally just stand around doing very little (which possibly says volumes about the quality of my navmeshing in the first place). I will definitely try modifying those aspects and seeing if it has an effect.
  4. Would somebody with more Nifskope and Blender knowledge than me (i.e. everybody else, particularly in the latter case) be able to create a few more mounted animal head statics like the Brahmin and Molerat ones in Dukov's Place? I'm looking to add them to a house mod I'm working on and specifically I'm looking at Deathclaw, Yao Guai, Ant Queen and maybe an Albino Radscorpion's stinger. I had a quick go at doing it myself a while back but the GECK freaked out so I was obviously doing something very wrong (can't for the life of me remember what).
  5. I'm working on a Megaton house mod, part of which involves being able to access the roof of the building and the amenities there. Since I would like companions to be able to go there as well I've navmeshed it... only to find random Megaton NPCs spawning there. The roof navmesh is entirely disconnected from the main Megaton mesh but obviously exists in the same space - however, so do the navmeshes for Lucas Simm's roof and Stockholm's guard post, and neither of them get unwelcome visitors. I've run pathing tests and let the GECK optimise the navmesh (which has the side effect of working on all of Megaton). Is there something really obvious I've missed, or simply some way I can get the same privacy as Simms and Stockholm while allowing companions to follow me onto the roof, or am I better off just deleting the navmesh?
  6. Just noticed this myself. Changing my notification preferences seems to have wiped out the two that were showing, but nothing new has yet shown (probably because I've disabled notifications about comments on tracked files which were beginning to overwhelm everything else).
  7. So, I've tried various combinations of compatibility modes and running both with and without the Power-Up, with no noticeable difference. In every instance I can go into a perk or ability dialogue box and create the condition I need (GetEquipped, the perk's associated form list, comparison and value) but the condition absolutely will not save. There's nothing but a blank space. Even if I come out of the dialogue box and go back in, which sometimes works in other parts of the GECK, there is no trace of the condition. At this point this tiny little bug is so frustrating I think I am going to save my .esp to a USB stick, unplug my PC, plug my wheezing, ancient XP PC in, edit the condition in the GECK installed on that machine and switch PCs again (unless there's an easier alternative?). Not the end of the world, but inconvenient and annoying.
  8. I already run as admin (no effect), but I can't remember if I patched it to be large address aware. I'll definitely look into that and keep my fingers crossed it works - it's going to be a little tricky modding without being able to use conditions.
  9. I found the GECK to be extremely unstable and unreliable under Windows 8.1 even using compatibility modes (it would crash at the drop of a hat, especially if you had to open a dialogue box of most descriptions) but the GECK Power-Up has made it a much more stable and user friendly application. Since I'm using the FO3 version of the GECK it, as RoyBatterian said, was intended for use under XP. I would guess at this stage from your feedback this is likely to be something to do with my particular system so I'll try a few variations with regards to Power-UP/no Power-Up and various compatibility modes. Since for me at least it's a very easily replicated bug I should be able to tell quickly if its worked or not.
  10. This is starting to give me a headache and after an hour of searching the forum and just Google in general for the answer or even an insight I've given up. Does anybody know why the Fallout 3 version of the GECK (specifically v1.5.0.19 with the GECK Power-UP, running under Windows 8.1) will not save any conditions, at all? A bit more context: as part of my current mod I'm trying to create a perk, one that should be a piece of cake to implement. Quite simply, as long as the character with the perk is wearing a piece of armour or clothing in a specific form list, they get a bonus to a few stats. Nothing overly special or difficult about it - all I need to do is create an ability or perk entry with a condition along the lines of GetEquipped "Insert form list name here" == 1... except the GECK will not allow me to create, modify OR paste any conditions. I've noticed this happening in AI packages as well, not just perks and abilities. Is there a fix or a workaround anybody is aware of, either within the GECK or using another application?
  11. Sorry for the delay in responding. Thanks for the advice Africaisstarving, I've gone down that route and it works well. I was going to look into attributing the deaths caused by the steam/gas to the player for the purpose of generating XP but a little bit of GECKsploration suggests that's far too complex at this stage and I should either grant a one-off XP bonus for using the steam or leave it out altogether.
  12. Yeah I've got it working thanks, seems to be working pretty well. Now I just need to work out how to attribute any deaths caused by the gas to the player so they can collect the XP (and maybe so it shows up in the stats), but I have a few ideas to start with.
  13. Well I succeeded, after a fashion at least - I used an activator based on the gas trap but with a different script. Not perfect, but effective enough and it works on any actor that passes through which was definitely what I needed.
  14. Yeah, I was thinking that too but I'm not entirely sure how to script it since as far as I'm aware DamageActorValue needs to be called on specific references, i.e. "Guard01REF.DamageAV health 10". I might look into attaching an effect if this is possible, or if not an explosion with a PlayExplosion command.
  15. I'm trying to include a feature in a current mod whereby a player can use a specific terminal to open some nearby vents that will discharge superheated steam, toxic gas, cryogenic coolant or something equally nasty that will deal significant damage to any actor in contact with said gas, offered as an alternative to directly engaging several enemies. The problem is I'm not sure how to effectively implement this - should I use a trigger (enabled by the terminal) with an attached script, a flame-like projectile (most likely using the FXSprayJet01 animation in place of the flame if I can get it to work) or something else entirely? Ideally the hazard should work on anything that comes into contact, but I'm not sure how to make this work yet. Any help gratefully appreciated.
×
×
  • Create New...