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shubniggurath

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About shubniggurath

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    Real Life, Fallout 3.

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  1. Hello world. Hello Community. I'm currently working on a bigger exterior Landscape. I already textured and cluttered it with the Region Generator. Now i wanted to generate the navmesh by making a new border region and hitting the button for autogenerating a navmesh (i used JCDenton2012's settings). For a time the program computed a lot and then it gave me one "BAD LAND HEIGHT" error after another. Now is searched a lot in the internet but nowwhere i found a solution. I already tried to change the landscape of the particular cells that gave out the error. I already deleted all objects in the cells to simplify the process for the GECk. Nothing helped. I beg you to tell me a working solution for this problem. And i would appreceiate it if you know another one than making the navmesh by hand. Because in that case i would have to click my fingers off... :sad: Greetings, Shubniggurath.
  2. Hey ho. I have a scripting problem. I tried to let an actors weapon skill level "level" with the player weapon skills. I wrote the code below, tested it (ingame: console->click actor->type "getskill smallguns/bigguns/melee..."->hit enter) but nothing changed. Except the smallguns skill. Here is the code that i use: scn a01shubnpcweaponskillScript short stopme ;stop variable short a01shubsg ;stores smallguns skill short a01shubbg ;stores bigguns skill short a01shubex ;stores explosive skill short a01shubme ;stores melee skill short a01shubun ;stores unarmed skill short a01shubsum ;stores the sum of all weapon skills begin onload if stopme == 0 ; This line should calculate the sum of all weapon related skills and multiplies it with 0.5 ; But it seems to just calculate the first skill (smallguns) set a01shubsum to player.getav smallguns + player.getav bigguns + player.getav explosives + player.getav meleeweapons + player.getav unarmed * 0.5 ; These lines store the sum of the actors weapon skill + the calculated player skill sum / 50 set a01shubsg to (getav smallguns + a01shubsum) set a01shubbg to (getav bigguns + a01shubsum) set a01shubex to (getav explosives + a01shubsum) set a01shubme to (getav meleeweapons + a01shubsum) set a01shubun to (getav unarmed + a01shubsum) ;And here i set the actors weapons skill to the calculated results setav smallguns a01shubsg setav bigguns a01shubbg setav explosives a01shubex setav meleeweapons a01shubme setav unarmed a01shubun set stopme to 1 endif end Have you any idea what i did wrong?! I don't... Could you please help me?
  3. You have to toggle your archive Invalidation (With the FOMM for New Vegas) or you have to change the Fallout ini file: search and change bInvalidateOlderFiles=0 into bInvalidateOlderFiles=1 That should help. Oh, and you have to move the "meshes" and "textures" folder into the "Data" folder of the game.
  4. Hm. judging by the load order, it should work. You could try to put [X] Survival of the Fittest - MMMF3.esp at the very bottom of the load order. Apart from that i have absolutely no idea what could help... sorry :( but my advices are not the end of the line. I'm sure that you either will fix it yourself or that somebody else can solve that problem... Greetings, Shubniggurath.
  5. What do you mean by "forwarding" it? If you can send me a link with the file itself, i can download it and will have a look at what you've done. I can give you a report on moday. I have no idea what else could cause this problem... Greetings, S.
  6. Well, either the script communication of that hunger mod is suppressed by scripts of other mods who have a bigger priority or the load order is not the fitting one. Uhm... I bet it's the load order. Manage to load that survival mods .esm file after the DLCs and after every other mod .esm file that you are running and put the survivals .esp file at the very bottom of your load order. That could help. If you want to try the thing with the priority, open the survivals mod esp file (if it hasnt one, make one) with the GECK, open the quest of the mod (if it has one) and in the first window give 5 point more to the quest priority. There could also be a mod in your load order, that changes a food item. in that case, the whole eating system will brake. This are the inly three things that i can think of. Greetings, S.
  7. Yes, there is a way to increase the cost of all items by making one simple .esp file. You just have to change the fBarterBuyBase <LI>fBarterBuyMult <LI>fBarterSellBase <LI>fBarterSellMult values in the gamesettings. open yuor Geck, make a new esp file, go to the gamesettings and filter for fbarter. The filter then shows these four entries. change the fBarterSellMult number to a lower one and the fBarterBuyMult to a bigger one. A value of 1.50 will make all items cost double caps. A value of 0.5 will cut all costs in half. Fiddle around abit until you have your desired outcome. Greetings, S.
  8. Hi. I have had that problem too once. I solved it by clicking the flag at the box next to "hand changed" in the cell property window. Greeting, S.
  9. Hi, I added a ghoul with edited animations to give him new custom sounds. I added the skeleton. nif, the ghoul mesh and all nessecary .kf files to the new creature folder. Then i multiplied a feral ghoul creature entry, and edited the creatures skeleton and model, so the new creature uses the new animations in the new folder. The problem is, that the edited ghoul just runs away, when he enters the combat. The creature is neither responding to my attack nor to an attack of another actor. I properly set up all AI settings, packages, voice types and factions. (Very agressive, Foolhardy, energy 50, responsibility 50, DefaultWandereditorlocation, DefaultPatrolCasual, FeralGhoulVoice, FactionFeralGhoul). Does anybody have a clue what i did the wrong way?
  10. as far as i know, the radroach will spawn if you reached the level that you set in the EncWasteland. The creatures from that list will spawn with two variables: 1: Random. 2: The creture in the list with the level number that mostly fits your characters level is will most probably spawn. So if you have a dog, that is set to spawn on level 1 and a mirelurk king, that is set to level 999 and your character is level 999 the mirelurk will spawn the most times. To prevent this, just set the level next to the creatures name in the list to 1. But a more better way is, to add your creature for every level stage to the list that it has. So if the list contains creatures with level 1, 4 and 5, add three roaches with the levels set to 1, 4 and also 5. With these levels i do not mean the level that the creature itself has, but the level, that is set in the leveled list. As far as i know, the most interior radroaches are set particular, not with leveled templates. So if you want to see your roach in a building, you will have to place them by hand. Sorry for the late reply, i have no internet at home.
  11. Hi, About the strange weather: Either you have set a non-fitting image space OR a strange weather type for your worldspace. In the worldspace window, rightclick on the name of your worldspace and give it another weathertype. Another help can be this very useful manuskript: http://fallout3nexus.com/downloads/file.php?id=11395 Greetings, S.
  12. I voted "Others": It was the Outcast Brotherhood, preserving technology for the greater good of mankind. And such complicated and dangerous mechanisms like doors shouldn't be used by some civil loosers. I mean, at least the door could open...
  13. Hi Necropagan. i have had similar things when i first started. To let you creatures spwn in the entire wasteland, you shouldn't place them all over it. That reduces the performance. In the GECK search in Actors->Leveled Actors for the entries "EncWastelandWeak". (or something similar). Then open it, and d&d your new creatures into it. These EncWastelandWeak list is a content list for a creature Template, that is placed in the GECK (the big white/green/red M-shaped things). These templates spawn one of the creatures, that are in their list. Do the same with the radroaches. One more thing: When i first started to add new creatures, my game started crashing on saving. I asked about that in the forums and a friendly member told be, to make an .esm file from m .esp file. Then i had no crashes with newly placed creatures anymor. Greetings, S. P.s.: About the non-appearing creatures: Either they have been eaten up by another creature or you accidently placed them in the outside of the worldspace "MegatonWorld" instead of "Wasteland".
  14. Senseless or senseful, all ratings are subjective meanings of the particular member. If the modder knows that, she or he will most likely not be crashed into the ground by a few negative ratings. But i can understand your point. Because on the other side Ratings are a nice thing to have for the ego. And many younger modders (i'm 103 years old) could easily drown in the dispear of a negative vote. And the reasons that the voter chooses should always be accompanied by a comment to clear the context of the rating. In my opinion that commentar is the most important part of the vote. Sure that's a reason why there is a comment-box in the vote-popup window. And about the frustration votes: The voter does have the possibility to return her or his vote. And aside from all this, a system is only as good as the people who are using it. And i din't want to insult anybody with this.
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