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Coolipy

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  1. So I've got my custom weapon in game, it works like the double barrel shotgun from Point Lookout, (2hrreoadG). I've even managed to get the reload sounds working! Except in 3rd Person sneak... What I can't seem to do is get the reload sound working if the Rapid Reload Perk is selected. If the perk is selected then the reload speeds up as expected, but the reload SoundFX falls out of sync as it still plays at the original speed. Messing around and looking at other reload animations in NifSkope I can see they have more TextKey entries and include different part values like Sound: WPN(name)reloadPt2 etc. with varying float values. but I don't know how to add TextKeys, otherwise I would have made an attempt What am I missing?
  2. Here are the files in NifSkope and GECK am I editing the wrong NumTextKeys? I've changed the value in the third NumTextKeys or the second after looking at existing ReloadG animations The animations were extracted to my NV meshes\characters folder
  3. Yeah, I've extracted the Point Lookout wpn\shotgundoublebarrel\wpn_shotgundoublebarrel_reload to my NV sound folder in NifSkope all three parts are set to WPNShotgunDoubleBarrelReload in the GECK the sound object WPNShotgunDoubleBarrelReload has been edited to play the extracted Point Lookout reload soundfile but now it's gone back to no sound in 1stperson, no sound in sneak and wrong sound in 3rd person! It's driving me mad! :huh:
  4. I'm trying to get the Point Lookout double barrel shotgun back in the game, The model and texture is all fine it's just the reloading sound GECK: I'm using ReloadG (the correct anim from Fallout 3) NifSkope: I've got the first person, _male and sneak 2hrreloadg TextKeys set to WPNShotgunDblBarrelReload < this sound can be played from the GECK The directories are as follows: meshes\characters\_1stperson\2hrreloadg meshes\characters\_male\2hrreloadg meshes\characters\_male\sneak2hrreloadg It either doesn't play any reloading sound (3rd person in sneak) or it does play sound BUT it's the wrong sound. I have gone from wrong sound in 3rdperson with no sound in 1stperson, to wrong sound in 1st and 3rd, but no sound in sneak.
  5. Hi **(my original post was in the wrong place, sorry :ohdear: :wallbash:) I was hoping someone could help me create (or understand) the script used for repairing ED-E. Specifically when you first find him, you need to collect certain parts, then the "dead" ED-E is replaced with a functioning one. I've tried to understand ED-E's script, aswell as Rhonda's and can make out some of it, but it's a bit much. Can anyone help me create a similar Script involving collecting parts that replace a "dead" NPC with a live functioning one, as well as what I would have to do to make this possible? Thanks/
  6. Sorry Moderators, could someone close this topic? I realised I posted it in the wrong place!! Sorry!
  7. Hi, I was hoping someone could help me create (or understand) the script used for repairing ED-E. Specifically when you first find him, you need to collect certain parts, then the "dead" ED-E is replaced with a functioning one. I've tried to understand ED-E's script, aswell as Rhonda's and can make out some of it, but it's a bit much. Can anyone help me create a similar Script involving collecting parts that replace a "dead" NPC with a live functioning one, as well as what I would have to do to make this possible? Thanks.
  8. Hey man, thanks for your help, I started it again and got it to export. I've got two other questions that I hope you can help me with/ 1. How can I see the games textures of items in blender? it would make it much easier than working with gray masses! 2. How can I remove actor effects from creatures in the GECK? I've tried but it doesn do any thing/ Cheers again.
  9. I tried something like that last night, I got it to export, but it crashed the GECK, I've also tried deleting everything aside from the BP groups, but that crashed the GECK aswell. It really feels like clicking "assign" doesn't do anything, this problem has got me really stuck, and I know it will happen with future things i try to export! :unsure: :unsure:
  10. Yeah, it's got me completely confused, all the vertices are assigned, some are twice. There are no free vertices? So I tried messing around and purposely unweighted some faces, what I have noticed is that there are two error error messages, One it says "Some faces of [Object name XYZ] not assigned to any body part, the unassigned faces have been selected in the mesh. So they can easily be identified. Check the consol..." When I get this one, it highlights the guilty vertices, Another says "Cannot export unweighted vertices. The unweighted vertices have been selected in the mesh." This is the one I'm getting where it doesn't show anything?
  11. Ok guys, It's been a while. I'm in need of a little help, I'm trying to export a creature mesh, I've got everything weighted properly (evidently I don't?), parented to the skeleton. but when I go to export it I get the export error: "cannot export unweighted vertices issue, unweighted vertices have been highlighted" etc. However, when I go back to try and fix the issue in edit mode, nothing is highlighted? Does this mean the whole object is unweighted? Does this mean I need to delete vertex groups? How can I fix this please... I've used the vertex group select function to see that everything in the object has been weighted right(?) I've messed around trying to fix it but no luck. Kinda self taught myself how to use Blender, so there's probably "a little bit" of stuff I'm missing out on. Maybe I shouldn't have, because I have no idea how to fix this/ :facepalm: I've had this problem before with a different creature mesh, but I managed to fix it, and somehow got it to export. Any help? thanks.
  12. Hello guys, I'm planning on working on a mod, I've had some experience working with scripts in F3/NV, but I need help creating a script in the Creation Kit, I have no idea how the papyrus works! Could I have help please? :laugh: This is what I'd like to create, a spell that would create a ghost copy of the creature/NPC it hits, which would turn hostile and attack the original. Then upon death of the original the copy would also die. Also, I'd need a way so that when the ghost copy dies it doesn't leave those annoying ghostly-ash piles! Thank you.
  13. What about using BOSS? That could help you find conflicts? EDIT: Just read you already used BOSS sorry
  14. Thanks for the answer Sunny, but I wasn't after the console command, as I already know it :). I'm looking to make a mod that would use it, so I was hoping for help to get it to work in the Creationkit.
  15. Hi guys, (sorry if in wrong place) I'm trying to make a conjure spell, except the conjure would be an NPC version of the player. So t's essentially like a conjure atronach spell, except it summons an NPC that looks exactly like the player, wearing same clothes etc. How would I go a bout this? Thanks.!
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