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BadPenney

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Everything posted by BadPenney

  1. Scripts can be attached to triggerboxes that will spawn NPCs or creatures. Random encounters work that way. FFETriggerScript is a vanilla script that is an example of that.
  2. Oops, guess you already told him what I was going to say. Wish I could just delete my posts.
  3. One point: It is unnecessary to write ==1 in these cases. It is redundant in getdead because it is an either/or situation, not an item count. So If you want your quest to advance a stage after 3 NPCs are dead, for instance, then you could write: Begin Gamemode if Tom.GetDead && Richard.GetDead && Harry.GetDead SetStage MyQuest 30 endif End It would have the same effect as writing GetDead == 1 each time. The 1 is implied.
  4. Use Blender. It is a free download with plenty of support. 3DS Max may be better in many ways but it also costs about £2323 ($3495). So unless you have plenty of discretionary income or plan to go professional as a modeller, Blender is a better way to get your feet wet.
  5. It looks like the last two items in your load list both say Load Last.
  6. It looks like the guy in front is armed with a super-soaker squirt gun with a radar detector mounted on top.
  7. You won't make many friends here by frequently expressing your contempt for people with whom you disagree. We already know that there is a wide variety of opinions on every subject and anything that is related to sex or sexiness is a hot topic. You think things should be a certain way. We get it. No, I don't think that the military designs equipment to make women look sexy, but this isn't the military. Some players would like Fallout 3 to be a sci-fi military adventure with battlemechs and exotic weapons. Some might like mages and unicorns and sexy, nude she-demons. It is a matter of taste. Spice up your game as you see fit and let others have their fun (sex IS fun, by the way). You can easily express your opinions without adding "you are sick", "you are pathetic", "you are a pervert". It doesn't add any weight to your argument and will quite likely get you into trouble eventually. You are not free to post whatever is on your mind here. This board is not the US and your "right" to free speech and insulting people does not exist. You are still free to think whatever you want, however.
  8. That is why your suit does not have glowing bits while your helmet does. Your helmet already has a glowmap, but you will have to create one for the suit. With Nifscope you can designate one color as having high luminousity for that suit mesh ( i normally use white ), then create a glow map with only that color and black. Everything that is not black will glow. The color of that glow will be determined by the corresponding portion of your regular full color texture map for the armor. There are tutorials for Nifscope that go into better detail.
  9. Do you work for Bethesda's Quality Assurance Team?
  10. Did I recommend that you use FO3Edit to check out all of your mods? If not then I should have. Check them all for conflicts. One of them probably has a bit of author sloppiness that caused the missing house parts. It may not be one that you expect either, but it will show up clearly when tested.
  11. Without any comparison to how the tattoos should look when they are not distorted. it is very difficult to say what must be done in order to return them to their previous appearance. I should think.
  12. I am going to guess that the program expects you to have one of the nude body replacer mods loaded.
  13. This may be a special feature for those who want added realism in their game... the jammed weapon! Virtual dirt could be slowing your rate of fire. Time to use a solvent, rag and oil kit to maintain it.
  14. One of your mods includes a dialogue error. FO3Edit is the simplest way to find the affected file. FO3Edit can look through the mods that you are using and show you where any conflicts are. A mod that overwrites general dialogue responses should show up in red, Red is bad. You can then disable or uninstall that mod to solve the error. If you are kind then you will drop a note to the mod author and let him know about the bug that you found so that he might fix it.
  15. You left out an obvious option. I don't use a body replacer. Veni, vidi, veto.
  16. "This would also make possible the nice, simple 9 < .45 < 4.6 < 5.56 < 7.62, which is RELATIVELY easy for a non firearms expert type person to get." A non firearms expert type person isn't going to care, "These bullets fit in this gun and thay make big holes. I'm good."
  17. Although it can be tricky making mods with existing terrain, making practice mods with existing terrain can make things simpler to learn. You can experiment and at least know that if a command is not working for you it is not because the landscape has problems that you created. If you are able to auto place objects and trees on existing terrain then that might mean that there is something left to do with your generated terrain. Are the values all above sea level? Using little throw away practice mods can help you learn how to construct your main mod.
  18. Those are tree LOD images. Normally they are only visible at a long distance from your character. They are low resolution images of trees that give the illusion of great wooded vistas while using less memory. They are paired with hi rez tree images. The low rez images fade to transparent at a certain range and the hi rez images fade in, at about the time when your character gets close enough to see the difference. If you have moved a tree then the LOD has lost part of the mechanism that tells it when to enable and disable, so it stays visible all of the time. You can generate new tree LOD with the GECK. That will reconnect lo rez and hi rez for trees that have been moved, but it won't help trees that have been deleted. There is no object left for the LOD to link up with, so it remains visible always. It has no collision geometry. so your character can walk right through it. They can hang in mid air if you have lowered the land from where they once were. I call them ghost trees. You should not delete trees or other vanilla objects because of things like this. You may need to undelete trees in order to get rid of the ghost trees. That is often easier than starting over. FO3Edit can help you do that, if I remember correctly.
  19. I don't know what Colossus armor is. I have to assume that it is a type of custom armor from a mod that you assume everyone knows about. If you are copying and modifying the custom textures of another user mod, then are you doing anything differently with the helmet textures and the suit textures? Do the original texturesets for that armor include glow maps, or is that part of a new addition by you? Are you working with Nifscope?
  20. It can be helpful to use code boxes in posts: scn MyModOpenDoorUsingIntercom1 begin onactivate doorREF.unlock end This is especially good as the scripts become more complex. Instructions can be placed behind a semicolon ( ; ) if desired. That will allow the instruction to be copied and pasted along with the script to read by the user but not by the Fallout program. scn MyModOpenDoorUsingIntercom1 begin onactivate doorREF.unlock ; replace doorREF with the name of a unique door object. end
  21. I am not sure if all of your assumptions about how the game handles dead people are correct. Cipscis might have useful insights into the matter. I believe that markfordelete is intended to reduce savegame bloat, so if you are correct about your assumptions then it may be that your savegames do not allow calls to objects that have been removed from history. It sounds as though your work may have made a difference for a new game, but I am not sure if that is something that can be inserted into an existing game so that removed entities can be brought back into existence. And even if you were able to do so, would it turn into a bug that crashes your games?
  22. I seek clarity in the Terms of Service According to these "rules" then I suppose that this thread belongs in Off Topic, under Well Intentioned. There is a terms of service as pointed out earlier by which I feel compelled to comply while using this site. I take posts from Dark0ne or the Moderators on subjects of this nature as law on these forums. Any links that can be provided between this proclamation and rules, opinions or postings by admin concerning forum usage that confirm support of the OP's Rules of Order would be appreciated. Otherwise it seems a rather officious and presumptious post from a member.
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