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clanky4

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  1. is the mesh mirrored? I've had a similar issue when i had a mesh that was mirrored that had an overlapping UV map. Moving the uv of the mirrored side so that it wasn't overlapping might help if that is the case.
  2. I'd suggest checking the scripting used in one of those "controllable" creature type mods. The frontier has some and hopper made a were-claw mod that also has one: https://www.nexusmods.com/newvegas/mods/60946 There are script functions within these that play a certain animation for a creature when the player presses a certain button. That might be what you are looking for.
  3. There is a fairly extensive guide dealing with making custom creatures for new vegas made by mindboggles: https://www.nexusmods.com/newvegas/mods/69752
  4. Progress far enough the main quest, Veronica as a companion, 100 lockpick, or find holotapes on the dead BoS patrols.
  5. Have the package have a a condition that is set by the specific switch. For example have a quest called "TravelPackageQUEST" with a script in it to establish a quest variable: scn TravelPackageSCRIPTQuest short Traveling; 0 no 1 yesThen have your switch change that quest variable: scn TravelPackageSCRIPTSwitch begin OnActivate player ;start when the player flips the switch set TravelPackageQUEST.Traveling to 1 end Then you would have your TravelPackage have the condition: QuestVariable TravelPackageQUEST.Traveling == 1
  6. As had already been previously stated it appears to be in that videos description. The description of the mod itself states: " I've done my best to keep a vanilla theme while kicking the model quality up to modern AAA standards. I've also done an overhaul to the appearance of almost 30 Legion-related NPCs and the mongrels. "
  7. Yeah, you'll have to use blender 2.49b to import/export new vegas nif/kf files. Be sure to follow the installation instructions in the correct order, it won't work properly if you don't. Also, should be able to have multiple versions of blender installed at once. I have several for all the different versions that different games modding tools have required.
  8. I've heard that there are some niftools that function with later versions of blender. But, from what I understand, the Blender 2.49b niftools are the most functional right now: http://niftools.sourceforge.net/wiki/Blender
  9. You are using the recommended version of blender? 2.49b and followed installation instructions for the niftools? http://niftools.sourceforge.net/wiki/Blender I know there is also a prepackaged version of blender with the niftools. I can't speak to how it works since I haven't used it: https://www.nexusmods.com/oblivion/mods/12248 Here are the import settings I usually use to import a skeleton.nif with a .kf file attached to it, they should be the default settings outside of Keyframe file. If that still doesn't work you can send me the .kf, I'll see if I can get it imported into blender.
  10. Never tested it, but I think that destruction can be set for NPCs as well.
  11. You have to import .kf files attached as a keyframe file to the skeleton.nif, or a similar nif file that has the skeleton in tact. The way the skeleton, and how the animations expect the skeleton to be, set up is that a certain bone is connected to and influences the movement of subsequent bones. Most outfits and creature models in New Vegas have their "skin flattened", at least I think that is the term for it. That basically means that everything that is exported, including the skeleton are just loose nodes that won't properly work with any animation files.
  12. I don't know about showing up on the radar, but under the destruction tab for creatures if you add destruction data you can set whether or not the creature is VATS Targetable.
  13. Day time passage is weird in the GECK. Most vanilla scripts that deal with it use an internal value to keep track of it. The only ones that I know of and have thoroughly looked at were the assassin squad scripts. Which are a HUGE mess and really difficult to understand. Here is an example script that I've tried to make as easy to understand as possible. It sets a quests stage to 20 three days after it was set to 10: scn ThreeDayQuestScript short DoOnce ;set istartday values once short DoOnceA ;do the thing once int iStartDay ; the start day begin GameMode if getstage ThreeDayQuest == 10 ;whatever stage you want to have three days pass from if DoOnce == 0;set iStartDay set DoOnce to 1 set iStartDay to GameDaysPassed endif if GameDaysPassed - iStartDay >= 3 && DoOnceA == 0 ;three days have passed and this hasn't happened yet set DoOnceA to 1 setstage ThreeDayQuest 20 ;whatever effect you want to happen endif endif End
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