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ashtonlp101

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  1. I'm currently running the GECK through XNVSE with JIP and various other NVSE plugins and it's still not allowing me to add new Actor Values. There must be something in the INI preventing me from doing it - still not sure.
  2. Hello all, A few discord members and I were messing around in the GECK and noticed that you should theoretically be able to add in new skills under the Characters\Actor Values tab in the GECK. The problem is, right clicking "New" and typing in your Actor Value ID results in said new actor value not appearing in the AV list. Is there a workaround to this, or even an .ini edit that must be made? Thanks.
  3. Hello, For some reason when hitting F5 to preview dungeon lighting it completely disables my lighting nodes. The lighting is still present, but for whatever reason the little lightbulbs to indicate where they are disappear. The only fix seems to be to reload the GECK. EDIT: Seems to be some kind of glitch. Unchecking "Light markers" and rechecking it seems to fix the issue.
  4. Okay, it seems as though going through a loading screen fixes the problem - almost as if the mesh doesn't update fully when using the moveto command. To better explain what I'm doing: The player can purchase an "Ingestible" item. When using the item it has a scripted effect that calculates the Player's position in the world, then it places 3 things in front of the player; the tent, a door and an x marker. The Tent had to be converted to an "activator" in the GECK because "static" objects don't move when called upon in the specific moveto commands I used. The player can activate the door to to pack the tent up or enter the tent. For whatever reason, when using the ingestible the tent mesh appears but the collision does not until I enter the tent then exit the tent, upon exiting the tent the collision updates and I can no longer walk inside the tent. Shouldn't be a big deal if it updates *eventually* but it is a strange glitch nonetheless.
  5. Yes they both already have collision that's not what I'm worried about. The issue is when you use the "moveto" command on an object (in my case I have to move the tent in front of the player for a camping mod) the collision doesn't move with the mesh for whatever reason - so the mesh moves but the collision is left behind so you can walk right through the mesh. The issue doesn't have anything to do with the script, it's a weird quirk with the "moveto" command. I'll try what Reneer suggested and report back with my results.
  6. Hello, So I have successfully created a mechanic where a tent, door, and x marker is moved in front of the player. The problem is when the WastelandMarquee model is moved to the player it loses its collision and I can walk right through it. Does anyone know why this happens and how to fix it? In order for the moveto player command to function I also had to use the WastelandMarquee model as an activator, so perhaps that is the issue? Thanks.
  7. Hello, I've been struggling to get even the slightest amount of info on pipboy worldmaps for *literally* years. I found TES Annwyn and tried it out, but for whatever reason the bitmap keep getting corrupted when I generate the file. I can't find an actual set of instructions on how to useit anywhere so I was hoping someone could provide me with some details. Even if you have some insight on how to create pipboy worldmaps without TES Annwyn I'd be much appreciated. I know there's an Oblivion tutorial on Custom World maps but I have no idea how accurate that is in the NV engine. Thanks.
  8. So I'm working on a feature where I want an object to be placed right in front of me when I activate an ingestible. I have everything figured out except out to place the object in front of me no matter which direction I face. Moveto doesn't work because no matter which direction I face, the X, Y and Z axis stay the same, so say my character is facing a Z rotation of 45 degrees, and I type moveto 100 0 0. It will place it 100 degrees X of me no matter where I face. Does the GECK have a command that can get around this issue, or am I going to have to do some calculations within my script?
  9. If you're at a university, you might be able to find on their library website that they either have discount codes for Photoshop, or offer licenses for free to students. But as Mongo said, GIMP 2 is the best free option. GIMP 2 actually has a very similar interface to Photoshop.
  10. Audio logs are set up using the dialogue interface. So you'd create a dialogue topic, under the "sound" button you'd select your song which you'd first have to add to the "sounds" tab.
  11. If Antistar uses FO4 assets as a base this would be illegal to post on the nexus since it would require redistributing FO4 assets.
  12. I don't think bethesda gets angry if anyone does It can be done if someone wanted to make the entire armor themselves without using any of the assets from Fallout3. It cannot be ported from FO3, however. Bethesda would get angry if it was ported. That is the reason A Tale of Two Wastelands is not hosted here. do you know any good souls who could do it? I almost succeeded but the textures are not loaded well. on Xbox everything is more complicated Someone could make the plugin, but it would require downloaders to unpack Fallout 3 assets and put them in the New Vegas folder themselves. They can't redistribute assets from other games.
  13. Looking at their permissions tab, Weapons of the New Millenia and MTIdle allow you to create patches for their mod. Although, Asurah has a ! under that permission meaning you'll have to ask Asurah before posting it. Always go by the permissions tab first, then look at the description for further details.
  14. I know what has been said so far is a lot, but do be careful about asset porting on the Nexus. Their policies allow Royalty Free assets (STALKER has these) to be added to the game, but if you do something like say, port an armor from Fallout 3's Pitt DLC to NV they will take down your mod and possibly ban you. If you want to port game assets that aren't free-to-use you should probably post on the Gun Network, to my understanding they do allow asset porting of any capacity.
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