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FuzeTek

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    United States
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    WoW, Fallout 3
  • Favourite Game
    Resident Evil 1, 2 and 5

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  1. While its not 100% dead I cannot devote as much time to it as I have in the past. Imma let Druller have full control over a nexus release since its such a load of work to do the complete version then turn around and remove almost a gigabyte or models and textures and substitute them for vanilla versions. I want my RE2 mod to be as good as it can and i feel that removing all the extra stuff would just diminish that. Aside from cut scenes, some music and items here and there and the final G5 train battle RE2 is pretty much finished. I just cant figure out how to do G5 since its just a big blob ~_~ I planned on using the default RE2 cutscenes sound and record Fo3 with fraps to use, But Im still trying to learn how to script movements for npcs and make them do animations on command, like cower, shoot at a certain enemy, point ect. Time will tell where this project goes.
  2. Kasumi2342 did that to FO3 long time ago. http://www.fallout3nexus.com/downloads/file.php?id=10893 I'm never without it ^_^
  3. I'd be happy to help with whatever I can. If you'd like I can toss your texture onto its own Nif and upload it. Personally If I were you I'd uninstall and reup FO3 and the geck. Update FO3 to the latest version which I think is 1.7 and the Geck to 1.5, I have had no issues so far. :thumbsup: As for creating a vault, Most of my mods are based off other locations but if you can sketch out a map of what you'd like it shouldn't be too hard to piece one together.
  4. Thats perfect, I never thought of that. Thank you much ^_^
  5. The texture DDS for the Arms and upperbody are the same. so In the geck you only create 1 new texture and apply that to Arms and body in the biped model properties. They are not case sensitive.
  6. Can anybody tell me how to properly use the AMB sounds in the Geck? a lot of them have multiple sounds affixed to one file, so previewing the sound plays a different one each time, but when I drag them into the render window and test ingame only 1 sound loops, it dosnt cycle through. Theres a bunch of awesome FX I'd like to use like the EKG beep, but its not a loop.
  7. Lol wow. I guess you could try reinstalling the Geck. :/ and make sure everything is updated
  8. thats weird.... You changed the Arms texture on model data and its still blue? You could extract the vault suit model out of the bsa and open it in Nifskope, click on the body and arms and change the texture in there. Save it and put it in the correct folders in your FO3 directory then make a new item in the geck using the model you extracted The above process should work, I took the pics as I did it and tested it ingame. Dont forget to change the upperbody AND arms in model data also make sure you did them both on either the male or female, if you change it for the female only , equiping it on a female will show the custom texture but when you equip it on a male it'll be the default blue, cause you didnt change it.
  9. Does anybody know of a Script or a way to make multiple item boxes that are linked together over multiple cells? I want to be able to put items and weapons into a container and retrieve them from a different container and vice versa.
  10. You have to attach the texture to the arms seperate. If you make a new nif you can assign them in nifskope and make a new object in the geck. Or You can do this: Find the vault suit texture in the Geck and create a new reference, name it whatever you want. double click your new texture set. http://img857.imageshack.us/img857/1718/88558463.jpg Change your diffuse map and/or normal maps to your custom DDS files. Press Ok http://img847.imageshack.us/img847/3001/89862498.jpg Now find the VaultSuit Armor and create a new one, Double click it, Press the Edit button under the Male or Female biped model, whichever you want to change http://img194.imageshack.us/img194/8061/34547763.jpg Double click on arms and upper body and find the Texture file you created in step 1: Press ok and save your mod. It should show up ingame and the Geck with your custom Texture. Win! ^_^ http://img220.imageshack.us/img220/8633/92295197.jpg Be mindful, this is a seperate armor. If you want to change the suit gamewide dont change any names of the files. find the vault texture file for the suit you want to change and change the texture, then everyone in the game that has that suit equipped will have your custom texture. I hope this helps you. Forgive my shitty circles. :/
  11. Most of your questions I cannot answer :confused: However I'm sure the basic idea of what you want can be achieved with a script. Dragging the Klaxxon sound into the render window gives you the Green icon, ingame it will play automatically and forever. If you check initially disabled in the properties it wont play when you enter the game and then can be activated through the script with (EX: KlaxxonSoundREF.enable) which will cause the alarm sound to start. You can then add (KlaxxonGlobeREF.playgroup Left 1) which will cause the corresponding Klaxon Globe to start spinning. I do not know the script you would use to have this activate if you're spotted by a guard as I only use the onplayerEnter and onActivate scripts.\\ And I'm not 100% sure on this, but I think the create sound emitter button is to limit the range on sounds you have in the Cell so they don't bleed into Adjacent rooms. But Don't quote me on that
  12. Oh, hell thats easy ^_^ place a door in your vault that you want to be an exit and double click it to bring up the properties, Check the teleport box and move it off to the side. In cell view pick Lamplight or wherever you want the other door to be and place one there. On the box you moved off to the side press the "Select Reference in Render Window" button and move your red crosshair over the door in lamplight untill it turns white and click on it. You'll then get yellow heading markers that appear on the doors, rotate and move into the appropriate place. You can also double click on the markers and it'll take you to the door thats attached to it ^_^ I hope thats understandable, Ive been doing it for awhile so it makes sense to me. If you cant get it Ill take some Screenshots and post Them for ya. :D
  13. Wait, people are locking their mods now? I didnt even know you could do that :/ What you could do is just copy a vault cell in the geck and rename it, then delete all the objects and decorate it yourself ^_^ Its really not as hard as you may think it is to make your own vault :D
  14. lol that brings back memories....almost had a heart attack when the Squeeze cheese had 800 calories. :/ Nice job on this! ^_^
  15. Ok, Ive learned all kinds of stuff to do my conversion on my own However, I need someone who knows how to Animate to help me with changing the speed of the tunnel in the animated train resource here: http://www.fallout3nexus.com/downloads/file.php?id=10240 I need the tunnel that is solid without the side exits. I'm going to use it for the train platform that takes you to the laboratory in Resident Evil 2. In its current form the tunnel zips by at 80mph and is too fast for a descending platform, so I'd like it slowed down to a nice steady crawl. If anybody could Please help me with this I would greatly appreciate it. ^_^ Heres a link to my Resident Evil 2 Remake Work in Progress http://www.fallout3nexus.com/downloads/file.php?id=15927
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