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d1vanov

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    Fallout 1,3, NV, Mass Effect 1, 2
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  1. tunaisafish Thank you! I tried the trick you suggested, it works! :thumbsup: :biggrin:
  2. Nadimos, thank you for the response. I've tried to analyze some mods with more complicated scripts - like RTS New Wave and Feng Shui. I've even managed to understand a couple of things there )) But they seem not to have something to do with my problems with extremely slow animation. I'll check out the mod you mentioned and maybe some others, thanks again for the advice.
  3. Hello there. Maybe someone here remembers my "Leather backpack" mod. It was abandoned for some months but now I'm working on it again. And I need a bit of help with scripting. For those who don't know or remember the mentioned mod I'll explain: I have a model of a backpack. When it's dropped on the floor and being activated, the PC gets the menu to open the backpack, take it or unfold the mattress which backpack contains. The last aspect of the mod is a bit buggy because sometimes the mattress appears with weird angles. Here goes my story: The idea was following: as long as the PC chooses the "Unfold the mattress" option, the quest variable "PlacingMattress" is being set to 1. In the quest script I have a following block inside the GameMode section: if (PlacingMattress == 1) Set rLBMattressMarker to Player.PlaceAtMe LBMattressMarker 1 Set PlacingMattress to 2 endif if ( PlacingMattress == 2 ) ; Using the script from "Useful scripts" page on geck wiki ; http://geck.bethsoft.com/index.php/Useful_Scripts Set PlayerXAngle to Player.GetAngle x Set PlayerZAngle to Player.GetAngle z * -1 + 90 if ( PlayerXAngle <= 5 ) Set Lont to 1300; you can change this value if you need to else if ( Player.IsSneaking == 0 ) Set PlayerHeight to 322 else Set PlayerHeight to 252 endif Set Lont to (PlayerHeight * cos PlayerXAngle / sin PlayerXAngle * 0.34118010537042257764) endif Set PlayerXAngle to Player.GetAngle x * -1 Set MarkerX to Lont * cos PlayerXAngle * cos PlayerZAngle Set MarkerY to Lont * cos PlayerXAngle * sin PlayerZAngle rLBMattressMarker.MoveTo Player MarkerX MarkerY 0 endif if ( (PlacingMattress == 2) && (IsKeyPressed 49) ) ; N button is pressed Set rLBMattress to rLBMattressMarker.PlaceAtMe LBMattress 1 rLBMattressMarker.Disable rLBMattressMarker.MarkForDelete rLBMattress.SetPos x MarkerX rLBMattress.SetPos y MarkerY Set PlacingMattress to 0 endif As you can see, at first I want to place the mattress marker and then with pressing N to confirm the position for the mattress itself to show up. This is done to avoid any potential problems with the mesh with furniture markers. The mattress marker model is a model without furniture markers and with Layer = OI_CLUTTER in the collision properties, so it should animate just fine. But in the game I see that there's no real animation, the mattress marker is too slow to follow the crosshair instantly, it just updates its position and angles once per second or two. What am I doing wrong?
  4. Hello there. I've created a brand new model of a backpack: http://img.pixs.ru/thumbs/6/7/8/ARMOLeathe_7650761_1318678.jpg It works fine in game, but I want to make it a bit more functional than other existing backpacks: as you can see, this backpack has a folded mattress. I'd like to make it usable in the following way: when the backpack is dropped out of the inventory (i.e. its world model lies on the floor) you activate it and have a message menu: 0) Open the backpack as a container (to use the backpack as a portable container, one more feature I'd like to add) 1) Take the backpack (and move all the stuff from the container to player's inventory) 2) Unfold the mattress (replace the model of the backpack to a mattressless one and make the mattress appear nearby) 3) Fold the mattress (replace the model of the backpack backwards and make the unfolded mattress "fold", i.e. disappear again) I know the portable container script can be complicated and require NVSE (there was a similar Fo3 mod that used FOSE) but now I have a much more general problem: my message buttons don't work at all :( Here's what I'm trying to do now: Begin GameMode if ( AwaitingResponse == 1 ) if ( ButtonVar > -1 ) if ( ButtonVar == 0 ) ShowMessage LeatherBackpackTestMsg0 elseif ( ButtonVar == 1 ) ShowMessage LeatherBackpackTestMsg1 elseif ( ButtonVar == 2 ) ShowMessage LeatherBackpackTestMsg2 elseif ( ButtonVar == 3 ) ShowMessage LeatherBackpackTestMsg3 endif endif Set AwaitingResponse to 0 endif End Begin OnActivate Player ShowMessage LeatherBackpackOnActivateMsg Set ButtonVar to GetButtonPressed Set AwaitingResponse to 1 ; variants: ; 0 - Open the backpack (as a container) ; 1 - Take the backpack (all the stuff from the container should be moved to player's inventory) ; 2 - Unfold the mattress (replace the model of the backpack and make the mattress appear) ; 3 - Fold the mattress (replace the model of the backpack and make the unfolded mattress on the floor disappear) End In game I see LeatherBackpackOnActivateMsg message with buttons of choice but any button pressed has no effect at all, I can't see further test messages showing my buttons work (because they don't actually). The only reason I can conjecture is the armor nature of the leather backpack world models (i.e. they aren't misc items that work pretty fine with these functions). Any help with this problem would be greatly appreciated.
  5. Trying to make cool looking leather jacket I modified the model of vault suit armor in 3Ds Max for making it fit for tunnel snakes leather jacket but unfortunately I can't get solve some problems with animation in Geck and in game. So I'm asking someone more experienced in 3D graphics to help me. Here are mesh and necessary textures and one pic from NifScope
  6. I wanna make some small changes in Megaton: notably I'd like to put some mutafruit plants on-site of Mr. Burke's home. The aim is to create any visible economic places in this town (and maybe not only this). The only problem I can't overcome now is the model and texture of mutafruit plants. I'm not a modeller but I think that's not too hard to take models of vanilla mutafruit and Punga fruit from Point Lookout to make a mutafruit plant model with textures. It would be great if someone could do it. Thanks for attention.
  7. I've got an idea of mod that makes all the Enclave wasteland patrols non-respawning (not disappear, just non-respawning) after Broken Steel main quest (if PC chooses the side of BoS, of course). It's not corresponding with logic that after the destroying of all their bases Enclave sends more and more troopers to the Capital Wasteland. How can it be? Moreover I dream of single quest or even quest line about the fight between BoS and the capital wasteland supermutants. Cause after Broken Steel they should be the only one big problem for Brotherhood (except raiders, slavers, Talon company and so on). And as the Lone Wanderer knows that Vault 87 is the supermutants base of Capital Wasteland and can tell it to Elder Lyons, I have a sense that shouldn't be the end. Maybe it should be a quest for PC to enter the Vault 87 again with the Lyons Pride help, for example, and blow that place up or something like it. After this supermutants spawns should be stopped like the Enclave ones. I see these changes as a good end for game but with freeplay for DLC's and mods like RTS. I understand that quests are hard to make but how about rather simple (but too hard for me cause I'm fool with geck) mod for Enclave spawns?
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