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WatersMoon110

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Everything posted by WatersMoon110

  1. Wow. I didn't know having a live iguana would cause a crash there. Oops. Thank you, almost 3 years later.
  2. There is already a perk that allows for this. "Merchant" which is under Speech at level 50.
  3. Anyone know where I could find the dog in this picture?
  4. I would also like to see this. It would be really great if this were done.
  5. I knew I couldn't be the only person crazy enough to want more than one dog. There seem to be two of us. I would really like to have a mod that would allow me multiple dogs. I don't understand the Creation Kit well enough to do this. I have the Pets of Skyrim mod with adds multiple dogs to the game, but I can only have one with me at a time. I would be forever grateful if someone would make me a mod that allowed multiple dog companions.
  6. I still can't save my script! I ran it as admin - both regular GECK and with the Power Up. The script is a simple CMF Companion. It will save without compiling, but it doesn't work.
  7. I use The Gimp with this plugin. One can just edit the .dds files directly.
  8. I probably don't have much more experience than you do (and maybe less), but I believe that Nifscope and GECK only allow one texture per mesh (at one time), but some of the models are made of multiple textures with their own meshes. Like the Pack Brahmin have a texture/mesh for their body, a texture/mesh for the pack, and another texture/mesh for the lantern they can carry. But that is about the limit of my knowledge at this point. Good luck!
  9. Thanks, this seems to have fixed my stuttering issue.
  10. My not? (You are = You're) *grin* I run on XP, have my game installed in the Program Files, and have tons of Mods, and I've never had a problem with a working mod (as opposed to one that I'm making). Also, even without the loader, some mods can be added to the game. The GECK Tutorial, made by Bethsoft, says this:
  11. *Edit* I do have the Pack Brahmin that I made available in this thread: http://www.fallout3nexus.com/downloads/file.php?id=9304 It is a very basic companion - so it might not be what you are looking for. I strongly encourage you to try your hand at Modding. I had never made a mod for Fallout 3, until last month. It is really fun, if challenging or frustrating at times. Do you have the file Brahmin_n.dds? Did I upload those? The game should have them. All textures need the *_n selected in the mesh that uses them, or it won't work. If that is your problem, it should be easy to fix. Otherwise, it is going to be harder. To change a texture, if the texture isn't unique (if it used the texture from the game) then you'll have to change the mesh in NifSkope. You need to search out the proper instances of the right TextureSet file, right click on the correct texture and Choose your desired texture. I hope that made at least some sense. This is the Tutorial that taught me all that: http://www.fallout3nexus.com/downloads/file.php?id=6107 You might find it easier to make a new Pack Brahmin companion, rather than changing the existing Mod. This tutorial is what showed me how to make a new follower: http://www.fallout3nexus.com/downloads/file.php?id=5506
  12. To change the sound of a creature's animation: First copy (or create) a creature. It will need a unique name - to associate with its texture and mesh folder. Make sure the mesh is pointing to the texture in NifSkope. Find your custom sounds (there are many free sound files on the web) and group them into folders that describe which animation they will be played with (in other words: [My Creature]Attacks or Idle or Hit). Save these into a folder under the proper paths to sound files. Open up the creature in the GECK and associate the sound files with it using the Sound Tab. -- I know that all of this works -- I think one has to extract the associated .kf files, change the sound string in NifSkope under the Key section (all I've found are in one of the middle keys), then save the .kf into the same folder as the creature's .nif file. The .kf files need to have the same names, even though they will be in a different folder. This is the way I (now) know how to get custom sounds for a custom creature into the game.
  13. Well, I've certainly explored the GECK, NifSkope, and Blender, searching for the way sounds and animations work. I'm pretty sure I need either a completely new animation with my sound effects, or have some way of editing the sounds associated with the existing animations. I feel like I am getting close to figuring this out. At least I know what I am looking for...mostly...
  14. Yeah, I was afraid that the lack of any tutorials, and even the lack of any other topics about this matter meant that almost nobody has already figured this out. Of course, who but me would even care to? *laughs* Well, if I ever figure it out, I'll try to come back and say what I did. Mostly in case I forget what I did. *wink*
  15. Before making this thread I searched this forum, the Bethesda wiki, and Google. I've read two tutorials from this site about adding sounds to other parts of the game (objects). I plan on still playing around with GECK to figure this out, but I was hoping someone here could maybe give me more of an clue as to where to look and what I'm doing wrong. I made a pretty simple (and mostly working) custom companion puppy. It is based on Zenl's puppy replacement for dogmeat, which uses all of dogmeats default sounds. And so my mod also uses all of the dogmeat sounds. But I wanted to replace the deep barking from dogmeat with a bunch of puppy yips to better fit the character. So I added my sounds to Misc/Sound. But I can't see how to attach them to the character file I've made. Under its Sound tab, it only has the sound effects for walking. So, am I even close to the right track? Thank.
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