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trashgarbage666

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About trashgarbage666

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    Caves of Qud, Kenshi, Magic the Gathering: Arena
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    Kirby Superstar, Chrono Cross, Ultima Online, Metal Gear Solid 2, We Love Katamari, Sweet Home, Brave Fencer Musashi

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  1. I'm not upset or anything, just curious. I could've swore they dropped sometime between the 1st and 3rd of every month.
  2. Sorry about the confusion, I was trying to convey that my textures have more or less been left untouched. No loose textures in my Data folder, because I haven't unpacked any, and no texture filepaths have been reassigned. I finally caved and loaded up a backup and redid all the lost progress. And sure enough, the textures on distant objects are as they should be. It's always frustrating when you fix a problem without learning what caused it. Oh well. I guess the lesson here really is to just save often and make frequent backups.
  3. I'm still confused. I have no intention to use custom textures, or to make changes to existing vanilla textures. My problem is that textures on LOD objects were working just fine, and after making more progress on my map, they aren't. I don't know what you guys are suggesting.
  4. I'm a total novice when it comes to LODs, so I'm not going to be able to intuit some of this. By texture path, do you mean the BSA? Since I'm using all vanilla assets, I don't have any of the textures or models unpacked at the moment. And if I click on one of the roads in the GECK, go to Edit > Edit Base, it just shows me the path for the model, not the texture. I'm not really sure where to look.
  5. Hey there! So, I'm working on a custom worldspace. Whenever I make a decent amount of progress, I use xLODGen to generate LOD for my world and then run around in-game to get a sense of how it's all coming together. Today I generated a new LOD, and now the roads in the distance are light blue, almost like they're textureless. https://i.imgur.com/9MGqTDY.png If I revert to yesterday's backup and try generating LOD for that version, the roads are fine. The only thing that's happened between yesterday and today is that I put down more roads and painted the terrain under the roads with a more appropriate texture. This map only uses vanilla assets and textures, and the only mods I have installed are things like xNVSE, Tick Fix, and so on. Basic stability stuff. Hopefully someone here knows the cause behind this. I'm worried that if I continue work from yesterday's backup it's just going to happen again. Any information at all would be greatly appreciated. Thanks for reading!
  6. I'm working with a custom worldspace, and the initial texture of every cell is Land_Default. I'd like to change the entire worldspace to use a different texture without having to manually paint every inch of the place by hand. Is there a way to do this?
  7. I've tried following a handful of tutorials, and in all of them, there's a point where they ask you to use a program called TESAnnwyn. The idea is, you feed the program your height map and it spits out an .ESP that can be loaded into the GECK. Unfortunately, all the .ESPs I've generated freeze the GECK when I try loading them. Would someone with some experience with TESAnnwyn be willing to take a look at my height map and the commands I'm giving it to see where I'm going wrong? Here's the image I'm working with, in .PNG and .RAW format. https://drive.google.com/file/d/1w5nLnjm5YVa9a29pNKKm57Je3LXcqWsF/view?usp=sharing Here are the commands I'm giving TESAnnwyn. I save this as a .BAT in my TESA folder and run it there. TESAnnwyn.exe -i FalloutNV -p 1 -b 16 -d 4096x4096 -x -64 -y -64 -h 10000 -s 3.0 -w "VBNVWorldGrandCanyon" heightmapimage.raw EDIT: I noticed the .ESP TESAnnwyn gave me didn't have a master, which may be the reason why it causes the GECK to freeze. However, trying to add FalloutNV.ESM to its masters in FNVEdit gave me this error: [00:00] Error saving tesannwyn.esp.save.2021_04_19_21_54_22: Assertion failure (P:\TES5Edit\wbImplementation.pas, line 14743)​[00:00] Errors have occured. At least one file was not saved. No idea what it means! Perhaps someone here knows?
  8. I'll take you up on that offer! I was kicking around the idea of making a randomizer a couple months back, but never got around to it. I'll get to work on it first thing tomorrow! EDIT: Had a few questions, so I sent you a DM. Didn't know if you'd see it, so I figured I'd mention it here too.
  9. Hey there! I'm working in a very small worldspace. The game's draw distance cuts off just short of the entire length of the zone, so I'm looking for a quick and dirty way to increase draw distance, rather than learning how to make and implement LODs. Hopefully it's possible! Fingers crossed.
  10. No idea why, but my clouds are showing up black, and nothing I change seems to affect it. https://i.imgur.com/dRYZ2Ws.jpg I also made the worldspace's climate and weather. If I put it together incorrectly, maybe someone here can spot the problem? https://i.imgur.com/NMBRt9U.jpg EDIT: This is strange. I changed the clouds in the weather from "sky\alpha.dds" to something else, and it revealed that the black clouds are on a different layer or something? The correctly colored clouds are also moving at the speed I specified, while the black clouds are completely stationary. https://i.imgur.com/5UZoztM.jpg EDIT EDIT: Well, I duplicated an existing weather and plugged in all my previous RGB values, and the clouds are fine. So I guess that's one way of solving the problem.
  11. The way I check if / how often a script is running is by printing a message at the top of the block, like this: scn 0AER14SW9700GreenScript begin GameMode PrintToConsole "running!"; if GetNVSEVersion > 0 SetWeaponCritEffect LaserDisintegrationGreenFXSpell WeapLaserRifleUnique SetWeaponCritEffect LaserDisintegrationGreenFXSpell NVDLC05WeapGatlingLaserUnique else MessageBox "This version of AER14 and Sprtel-Wood 9700 Green Critical Disintegration requires NVSE." endif StopQuest 0AER14SW9700GreenQuest end Then, once you're in-game, just open the dev console every once in a while and see how often the message pops up!
  12. I think these are what you're looking for! https://geckwiki.com/index.php/GetGameLoaded https://geckwiki.com/index.php/GetGameRestarted
  13. I think you're looking for fMinFatigue! It's the setting responsible for the -30 Fatigue cap. I have it set to -300.
  14. Just to add to what Unvalid said, the OnStartCombat block only runs at the start of combat and it only runs one time! You can confirm this yourself by temporarily adding this line to the script: Begin OnStartCombat Player; MyRef.StopCombat; PrintToConsole "firing script..."; End; Then, once you're in-game, just open the console and see how many times the message prints. If you were running this in a GameMode block, your console would be flooded with messages.
  15. I've tried filling in as many fields as possible, and it's just not giving me anything. I think the problem is that these topics don't have a voice file. There's a similarly structured dialogue tree in VFreeformGoodsprings, two dialogue choices isolated in their own topic that each lead to a dead end, and yet they work just fine and even run a Result Script. The major difference between these topics and the ones I'm working with is that they are fully voiced. It's the part where you do an Explosives skill check to get dynamite from Easy Pete: GoodspringsEasyPeteTopic001 GoodspringsEasyPeteTopic002 GoodspringsEasyPeteTopic003 So right now I'm trying to figure out how to add voice files to my topics, but all the tutorials I've found are basically like "and now hit the Record button and say your line." I don't want to do that for multiple reasons. Is there a quick, soundless voice file from within the GECK that I can use? And if so, how do I go about applying it?
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