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BadPenney

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Everything posted by BadPenney

  1. 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.
  2. That is right, but it is unnecessary to extract them too. If you have not deleted the .bsa files from the original game then the meshes and textures are still there and would re-emerge once any replacement files that overwrite them are gone. If you had deleted the meshes then you wouldn't have invisible weapons, you would have large red diamonds with white exclamation points in them. If you had deleted the textures but not the meshes then you would see purple colored weapons. BTW, asking people to upload files from the official game is a very bad idea, as it generally gets people banned from this site.
  3. That's a really good idea because this place is crawling with lowlifes like me just waiting to steal good ideas. But let's get back to the thought of honoring people...
  4. I see that there is a ResetQuest command. I haven't used it, but GECK help shows: ResetQuest QuestID Example: ResetQuest FFEUniqueA
  5. Generally, install instructions are included on the mod's download page or the mod's readme file, often times both. Be sure to read them.
  6. I don't work with menus much, so I didn't think about using a menu to toggle stealth effect on and off. Again, Cipscis has some tutorials for menus that you may find helpful in that regard.
  7. Well, I solved my bomb problem, so now back to your NPC multiplicity problem: Check to see if setting your travel AI package schedule to a certain time with zero duration prevents the extra clones from showing up. I looked at my man and saw that his travel package was set to 9am with 0 duration and the UseItem package was set to 9am with 12 hour duration. That way he is only told to go to the bar one time and he can sit down whenever he gets there. Setting travel duration to zero does not make him get there any faster. It still takes time for him to walk, but the travel package condition is only valid at exactly 9am. That makes it something like a DoOnce command, I think. Anyway, it seems that I only get one copy of Screamin' Jay Hawkins in my bar with that arrangement.
  8. Yes, you will need some sort of trigger. You could create a quest script if you haven't already to associate with the quest. You could create a quest variable like "starttalking" then maybe add lines to the script so that if player.getdistance NPC1 <= 50 then set starttalking to 1. You could then add a condition for the first line of conversation that if starttalking == 1 then the NPC delivers the first line, add a result script to set starttalking to 2 so that he doesn't keep repeating the line, then the first line should be set so that it will lead to the second which leads to the third, and so on. I can't say that I followed that tutorial to the letter, but rather used it as a starting point. You will have to experiment to some degree. It is not really a simple process to do, especially the first time that you try. As for your multiple NPCs, all I can say is that it is 99% likely that it is operator error. Being willing and able to debug your own work is essential for success. A high tolerance for frustration helps too. Right now I am trying to understand why a bomb that I made with a timer and a placeatme mini-nuke explosion that is used to advance a quest will kill the player when detonated if he is too far from the target, but will not kill him if he stands too close when it is detonated within the target zone. It advances the quest alright, but the player should die if he is within the blast radius of a mini-nuke explosion, so it annoys me. I am sure that I have caused the situation, but don't yet know what I have done wrong. I've had enough for now, so I'm going to sleep on it. Helps preserve what little sanity I have left. Sometimes beating your head against the wall only gives you a headache. And sometimes leaving the problem for a day or so and then coming back to it with fresh eyes reveals that the explanation is embarrassingly obvious.
  9. I had to extract voices from the vanilla voice-bsa files in order to paste them into new data/sound/voice folders in order to reference them for new dialogue. I don't know of any way to select dialogue of conversation lines from vanilla resources other than that, so if that is what you are attempting then you will probably have no luck. When you create new dialogue or conversations, the GECK assigns a new filename for them. You must rename your stored files to match the assigned filename. You must also store the new voicefiles in folders that match the name of the NPCs voicetype exactly. As far as multiple NPCs showing up, I can't say for certain what is happening. Have you created new NPCs? If you are copying existing NPCs and making new ones with them, have you deleted their existing AI Packages? No type of AI Package should create multiple incidents of NPCs on its own.
  10. In the case of the man at the bar, I made the stool a persistent reference with him as the owner so that no other NPCs would sit there. I gave him a travel package to got to the bar at 9am, but then gave him a UseItem package with the stool as the target and checked the "sit" box and told him to stay put for 10 hours, like a true barfly. The conversations between him and the bartender were placed in a quest and set to trigger during certain time periods of the day if and when the player enters the bar. Every three hours there is a different conversation, to give a little variety. Another NPC comes in at 5pm till 11pm to chat up the other bartender in a similar way.
  11. Then you would need to create the sign with a program like PhotoShop or GIMP, save it as a .dds file that FO3 recognizes, store the file in the Textures folder of your Fallout 3 Data directory, and create a textureset that refers to the .dds graphics file that you've made. Then you could edit a sign, save it as a new object and reference it to your new textureset. Then place it in the desired location. ..................... Gloria in Excelsis Deo
  12. Yes, you would have to use the Conversation feature. Here is a tutorial for a 3-way NPC conversation: http://geck.bethsoft.com/index.php/Three_W...sation_Tutorial You can make them talk while seated by giving them AI packages that tell them to sit down before they start chatting. I used similar methods to make NPCs chat in my FO3 mod (shameless plug). My 3-ways didn't involve sitting, only two-way conversations. Should work the same though.
  13. In my opinion, when it comes to Fallout 3 scripting Cipscis is the man. So I'm going to refer you to his Beginner's Tutorial Recompiling all scripts is not a good idea. It certainly is not necessary in your case. I don't know if it is disastrous because I've never done it. Normally I am satisfied if the GECK allows me to save a script. It may not work because of logic errors in my script, but at least it accepts the syntax. There are a number of test scripts and cells left over by FO3 developers. I've always considered them bad housekeeping. At any rate, I don't trust them and don't base any of my work on them. The script that you have shown has what appears to me to be unnecessary baggage and a loop that probably prevents it from working. Other than that, the timer would not heal the player until 120 seconds after combat has ceased, even if it were not set up as an endless loop. Is that what you want? In contrast, vanilla scripts that handle companions will heal them to full health immediately after combat ends. For the sake of argument, say your armor is named Oblivion187Armor. To modify that companion script into an object script for your armor it might go something like this: SCN Oblivion187Armor Script BEGIN OnCombatEND if (player.GetEquipped Oblivion187Armor) player.resethealth player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 endif END That should heal the player and remove crippling and concussion immediately after combat is ended as long as he is wearing the armor at the time, I think. It should only run once, and would not heal the player if he was injured outside of combat, as written. You could modify the script so that the armor would heal the player OnEquip also if you wanted. It would run without polling the player's condition, but that should cause no harm. You could include a timer if you wanted. If you want the healing process to be gradual rather than instant then that would take more scripting. I haven't tested this exactly as written, but did use something very similar to heal an NPC involved in a quest. As far as the stealth mode, I showed you one of two ways that I know of to toggle an effect using only vanilla methods. You could create a method that would toggle the stealth off and on by a key press, but that would entail using Fallout Script Extender which you can download from the Nexus files database.
  14. Yossarian22's script would most likely reveal the mapmarker when the note is found, but it would not prevent the map marker from showing up in the PipBoy immediately if you have set its marker data to visible. If that has not been done then it should not show up until the player has gotten close enough to "discover" it in game. I think that discoverable is the default setting for map markers. If you want to prevent a player from stumbling onto the mapmarker and your camp without finding the note, then you could set the marker to initially disabled, and make it an enable parent for all of the objects in your camp. Then your camp would not exist until the note was found. ......................... "They're trying to kill me." "They're trying to kill everybody, Yossarian." "What difference does that make?"
  15. You can copy and paste scripts into your posts if you wrap it in code tags. That is an option that you can see above the text window when you are adding a post. It preserves all of the text formatting of a script when pasted in your post. Example: ScriptName StealthBoyStopCombatScript Begin ScriptEffectStart scaonactor End I believe that an efficient way to accomplish the steathboy effect is to create an object effect of invisibility for the armor that is conditionalized to be active only when the player is sneaking. Then every time the player crouches the stealthy effect would begin and it would end when the player stands up again.
  16. Doesn't Fallout Mod Manager include Archive Invalidation Invalidated! now? BTW, I think that after you post 600 times on this forum users can modify the title that appears under their name on the left of the screen. So Smosh and Skotte can both change their titles from "Veteran" to something cool like "Master of the Universe" or something... if they are so inclined.
  17. Do you mean that you want to create something like a street sign that a player sees in the landscape, or a message that pops up on the screen like when you start a new quest? Kyrie eleison
  18. Yup, Lars has orders to shoot on sight. :verymad: I just can't remember why. :unsure:
  19. If a mod author has not created a FOMOD with their mod then you can do it yourself before installing it. I think that there is a downloadable reference for Fallout Mod Manager that explains how to do it. Not only does using a FOMOD make it easier to install a mod, it makes it very simple to uninstall as well.
  20. I make a good number of mods only for my own use, mostly so that I can set up scenes for videos. They can be good practice and fun to make. They don't have to be clean because they are never intended to be uploaded. They are disposible after the recording is made, but sometimes I have created small features or discovered little tricks when making them that can be incorporated into regular game mods.
  21. Try using Update Facegen Model Availability under the character pulldown menu after modifying headgear. That will usually put it back on top of your head.
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