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BadPenney

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Posts posted by BadPenney

  1. what was the point of this post??

    I am guessing that it was a celebratory posting to demonstrate his relief in overcoming the many discouraging obstacles that he encountered while attempting to navigate the GECK in order to make real his mod concept. He possibly expected some sort of congratulory response from like-minded individuals in the FO3 modding community who have encountered the same sort of difficulties, naively throwing his elation into a pack of ravening dogs to be torn apart before his eyes.

     

    Congratulations lad.

  2. I've never had a problem with the white out transitions that you have mentioned, but then I've never downloaded FOOK2. So if you are right and the problem was caused by that mod then perhaps a bug in the ear of the FOOK2 author or team about the bug might be a good idea.
  3. HI, im obviously a noob around this forum, and im looking for some help. On some mods i'll download there will be white exclamation points instead of the actual weapon, armour etc.

     

    How can i solve this?

    You can solve it most often by following the installation instructions that are included with the mod, usually in its readme file.

     

    If you do not install the custom meshes in the proper folder then you will see exclamation points instead of objects,

     

    In some cases, mods are made so that they can be installed quite easily with Fallout Mod Manager. Check it out for download if you have not done so already.

  4. If you open the GECK and look at the list of things in the Object Window, you will see Imagespace and Imagespace Modifier listed under Special Effects. An Imagespace is the lighting that you see when you are in a particlar area, like the Wasteland during the daytime. An Imagespace Modifier is something that modifies that lighting, like when your character is thumped on the head, or when you are in a dark subway and are using NV goggles that brighten everything up with a greenish light.

     

    I'm not sure if there are any tutorials that apply to Imagespace Modifiers, but you might do a search for some.

     

    I created a power suit with a helmet that toggles color "nightvision" in my mod "Return to Shady Sands". If you would like, you are welcome to download it, see what I have done, experiment and modify the Imagespace Modifiers, scripts or any other part for your own purposes. I suspect that there are better and more versatile NV mods out there, but mine does have the advantage that it does not require the use of Fallout Script Extender, which means that there is less for you to learn right off the bat. Maybe when you are farther along with your skills you could learn FOSE to make a more sophisticated version.

  5. Badpenny- DXT1 and DXT5 are virutally identical in RGB. the only difference is the addition of a 8 alpha channel in the DXT5(which doubles the file size), if that is what you mean by DXT1 not cutting it, I agree, but if you think it makes any difference in the rgb values, no.

    I admit that I am a bit rusty, but I never said anything about RGB did I? I use DXT1 for Pipboy icons, but not much else. I have removed alpha channel altogether when modifying normal maps for clothing, as in when getting rid of the underlying 101 of a vault suit. For the most part I believe that dds files that I have retextured have the same filesize as the original, rather than ballooning to great size. I do like to have an alpha channel in a diffuse texture when retexturing armor that has transparent parts to show more female flesh, or on posters that have ragged edges. Is that wrong?

     

    Sorry for the error in mip maps. I believe that I do not generate them for Pipboy icons, but in general they are needed. I think. If you are more knowledgeable by all means speak up and correct me if I am wrong. But is it necessary to assume that I said something then vilify me for your assumption? Welcome to disinformation. Actually, I can live with that.

     

    There are those that are more knowledgeable than me about most every aspect of modding. I have taken to saying less and less (probably for the best), mostly speaking up when I see that someone has asked a question that has not already been answered a million times and yet has received little or no response. I also post less because people here can be quite feral at times.

     

    As my "title" mentions, I am known for giving out misinformation. In fact, I believe that a great deal of the information presented in forums by posters is apochryphal (incomplete, misleading, or completely wrong) even by those who speak with great authority. Forewarned is forearmed. Or was that four armed?

  6. Yes it is possible to make power armor toggle something that looks like Night Vision.

     

    You will need to experiment with Imagespace Modifiers in order to get the look that you want. I have found that one custom Imagespace Modifier does not give the same results in all areas, so in my efforts I had to make several setups that apply in different locations ( exterior, interior, caverns, etc.) in order to give the appearance that the view is the same in all locations.

     

    I've never tried to create a thermal imaging view such as you see in the Predator movies. Causing living bodies to glow would be a challenge I think. All I can recommend is that you experiment until you find something that you like.

  7. If FWE installed itself then it must be a FOMOD file that has been tailored to work with FOMM. Easy to install and easy to uninstall. The other mods that you mention are quite popular and I would be surprised if they do not have FOMOD versions. If not, you can learn to make them into FOMODs.

     

    I expect that many of those mods may also require Fallout Script Extender (FOSE).

     

    Considering how often those plug-ins have been installed properly by other users, patiently re-check the documentations. Technical rule of thumb: Nine times out of ten the problem is operator error.

  8. Here is an object script that I attached to a trigger box that displays a message repeatedly with only a short delay between events. It could be modified easily to play a sound repeatedly:

     

    scn TombstoneSCRIPT
    
    short TdoOnce
    float Ttimer
    
    Begin OnTriggerEnter Player
    if ( TdoOnce == 0 )
    	ShowMessage EpitaphMessage
    	set TdoOnce to 1	
    endif
    End
    
    Begin OnTriggerLeave Player
    if ( TdoOnce == 1 )
    	set Ttimer to 6
    endif
    End
    
    Begin GameMode
    	if ( TdoOnce == 1 )
    		if ( Ttimer <= 0 )
    			set TdoOnce to 0
    		else
    			set Ttimer to (Ttimer - GetSecondsPassed)
    		endif
    	endif
    End

     

    If you replace "ShowMessage EpitaphMessage" with "Playsound Whatever" then it would play a sound one time when the trigger box is activated, and reset within a matter of seconds once the player leaves the trigger box.

     

    If I remember correctly, the timer was necessary to allow the player to clear the trigger area before attempting to reset.

  9. In some cases DXT1 simply will not cut it. I haven't found generating Mip Maps necessary, so if you deselect it in other modes then you may save additional memory. You will want to retain alpha channel if you are working with any texture that has transparencies, as in many clothing or signage textures.
  10. I know that FO3Edit can change a plug-in from an .esp to .esm and back, so if you are asking how to change a mod that you have downloaded to an .esp so that it can be edited then that might be what you are looking for.

     

    FOMM can also flip the .esm master flag, I believe.

  11. Unfortunately, the problem with neck seams is not only a matter of matching the head and body meshes together. It is also a lighting issue that is inherent in the Fallout 3 program.

     

    The head is illuminated separately from the body. The head and body will not cast shadows on each other, neither will they reflect light onto each other. So unless you view the combined parts in exactly the right conditions, the seam will still appear regardless of how you have manipulated the mesh.

     

    Following are examples to demonstrate this lighting problem that I created for an earlier thread on the same subject. The image on the right is the neck seam as it appears in game under hard shadow conditions. The image on the left was Photoshopped to show a more realistic appearance that would be viewable if the head and body were lit as one solid object.

     

    http://www.fallout3nexus.com/imageshare/images/1103832-1246211272.jpg

  12. When you create a new voicetype there is a small box in the center of the window that is followed by "Allow Default Dialogue". If you don;t want your NPC to say any generic greetings then perhaps not checking that box will do the trick. Just make sure that you really are creating a new voicetype and not overwriting an existing one. That mistake can be easily made.

     

    If you want an NPC to remain silent try selecting "None" under voicetype in the NPC edit window.

  13. Perhaps you have never read the book or seen the movie called "On the Beach". It was a cold war story from the 1950's about an American submarine that survived a nuclear war because it was submerged during the exchange of missiles between the US and USSR. The boat and crew settled in Australia because it had received no nuclear strikes and was intact. But even though most all of the missile hits were in the northern hemisphere, the radioactive fallout was circulated by the weather until it reached down under and killed everyone there too.

     

    The story was based on science of the time. I don't believe that current global nuclear strategies of "superpowers" spare the major cities of Australia. Even with the so-called disarmament there are still more than enough nukes to spare for allies of enemies.

  14. Tectonic forces great enough to raise mountains on both the East and West coasts of Australia are not very plausible. The Sumatra-Andaman earthquake that caused the massive tsunami in 2004 shifted the ocean floor about 20 meters, caused the whole earth to vibrate, and triggered secondary earthquakes as far away as Alaska. Earthquakes that could cause mountain ranges to appear in short order would be vastly more devastating to life on earth than a nuclear war.
  15. A red diamond with a white exclamation point inside it means that the game cannot locate a referenced mesh. If you have Archive Invalidation Invalidated installed then it's probable that a mesh has not been properly placed in the correct subdirectory. Recommend that you review installation instructions for the affected mod.
  16. I use Photoshop for texturing. Not sure if GIMP works the same way.

     

    To make a decal or poster with irregular edges I create a new image as a blank. It should appear as a white and light grey checkerboard showing that it is transparent. Then I create a new layer that is 100% opaque to make my image. Making a poster look old is easy this way, as you can start with a rectangle and cut jagged tears in it. You can also airbrush your poster to look dirty and faded easily because it will not overspray onto the first layer. Once you are satisfied with the look of your poster, then flatten the layers and convert the file into a .dds file that Fallout 3 recognizes. NVidia makes a .dds converter plugin for Photoshop. The area around your poster should remain transparent.

     

    Find some poster NIFs and Textures and unpack them from the default BSA files. FOMM works well for this. You can use Nifscope to view your new textures on the vanilla NIFs to make sure that they look good. Fallout 3 often places several posters on one texture that are then referenced to several different meshes. I followed this convention, so that I could minimize the number of files needed to add to my mod.

     

    Once you find meshes that work for you, locate them in the GECK and save them as new items with unique names. Create a textureset with your new images and apply that textureset to your new poster items. Place the new items with the GECK and check them out in game.

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