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BadPenney

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Everything posted by BadPenney

  1. Are you saying that you are trying to add audio dialogue to the Fallout - Voices.bsa file?
  2. Here is one link that is listed in the pinned subjects area of the General Modifications forum on Nexus: http://thenexusforums.com/index.php?showtopic=112021 A great many questions about the GECK and its operation have been asked and answered already. No one is likely to spoonfeed answers to very basic and well documented mod creation methods. You must read the supporting documentation I am afraid.
  3. It is not the Deathclaw model. I was able to add written and audio dialogue to a Deathclaw. You can not make them lipsynch the dialogue though because the model is incapable of that, but they will do Deathclaw idles while talking (picking their teeth, sharpening claws, etc.) Did you create a unique voiceset for the Deathclaw? Are you using audio dialogue or written dialogue only?
  4. If you mean that you have made an NPC character that lives in Tenpenny Tower then you need to create AI Packages to make them move around, eat, sleep, sweep the floor and stuff like that. The GECK defaults to interior cells. Scroll down to other worldspaces like Wasteland to see exterior cells.
  5. I don't see a big difference in your better dog mesh and the vanilla blue shepard mesh. The head appears to have been modified to be a bit lumpier, other than that it appears to be about the same. It might be nice to see other recognizable breeds of dogs. I think that Rottweilers or Pit Bulls would make intimadating dog packs. Might be funny to see a pack of feral weiner dogs attacking Wasteland travellers.
  6. You could try the snap-to-object function to align objects like walls and floors and such. You can also manually enter x,y,z coordinates and rotation angles to align objects. The GECK will often display errors concerning vanilla objects. It seems that some of the default items are flawed.
  7. It sounds very ambitious. Good luck with your project. I will point out that your mod as described will be a radical modification of the Wasteland worldspace and will likely conflict with a great many existing mods and many that haven't been created yet, and probably a DLC or two, If you do not include the northen portion of the Wasteland map then access to the Pitt would need to be moved, for instance. It is probable that players would need to create new characters to play your mod also, since existing characters could have savegame records of places that your mod will change or remove, and that will cause CTDs. Some people may be willing to disable other user mods they have downloaded in order to play your mod, but the majority will not. I think that modders should create whatever modifications that they wish, but most people who post about their mods on this forum are not making mods for only their own use and I would hate to see you spend months creating a mod only to get browbeaten by unkind commenteries and ratings. If you create an all new frozen worldpace, as they did in Operation Anchorage, then you could avoid a great many problems and end up with a mod that could work with other mods that adapt the Wasteland and subsequently get more downloads for your mod. That is just a suggestion. It is your mod after all, your time and effort being spent, so if you wish then disregard this and carry on as you see fit.
  8. Select a switch from the Object Window, for instance "ElectricalSwitch". Right click on it in the list and select Edit. In the case of this object you will see another box open that is titled "Activator" and shows an ID window in the upper left hand corner that is called "ElectricalSwitch". Rewrite that ID for the switch to something else (i.e. "ElectricalSwitchCustom") and click the OK button. Another box will open that announces that you have changed the Form's Editor ID. Create a new Form? Click YES. Now you have a "new" object that is identical to the original in appearance and function and can receive a unique script that will not be applied to the original object. If you click NO when it asks you if you want to create a new form, then it will rename all of the ElectricalSwitch units in the game, so be careful at that step. Scripting that switch to toggle one object that is an activate parent for other objects will allow you to control many references with one switch.
  9. Well you could start the GECK, click on the Character pull down menu, select Race, and edit the Body Data of every non-raider race so that they display raider skin textures. That would conflict with every body replacer mod available and would more or less be your own body texture replacer. Many of the body replacer mods have separate textures for raiders too, so if you want to modify a nude body mod to make everyone look dirty then you could rewrite the non-raider races to show the custom raider texture.
  10. He said that he installed using FOMM which includes ArchiveInvalidation Invalidated now doesn't it?
  11. Pinned: New to GECK & Modding? Look Here Please. http://thenexusforums.com/index.php?showto...t=0&start=0 Pinned: Fallout 3 Modding Links http://thenexusforums.com/index.php?showtopic=112021 GECK scripting http://www.cipscis.com/BeginnerScriptingTutorial.html http://geck.bethsoft.com/index.php/Category:Scripting http://fose.silverlock.org/Fallout3Commands.html http://www.cipscis.com/fallout/tutorials/
  12. Too clean for the Wasteland, but still satisfied to live in houses littered with filthy 200 year old newspapers. They couldn't possibly bathe in all that radioactive water, right? Bottle and drink the Dirty Water maybe, but not bathe. As long as the people look realistically dirty then we can ignore all of the other elements of a story that is absolute fantastical nonsense. The supermutants are awfully clean too. I can't really believe that supermutants would really take time to bathe. They should look a lot grimier to be acceptable as genetically altered radiation immune members of a supermutant horde bent on total world domination. A glaring error like that makes the whole story unbelievable.
  13. Basic design units are squares, triangles and circles. In 3d those are cubes, tetrahedrons and spheres. Learn to create them, change them, move them, combine and distort them... Well, maybe you don't need to go that basic. I couldn't say. It does seem as though you have described diving head first into complexity, retreating to something that appeared to be simpler but is still too complex, and seeking some way forward. The quickest direction might be backward to the beginning, and then again forward more carefully like a hunter tracking prey instead of a runner racing an opponent. 3DS Max forums would probably be very helpful. A good working knowledge of the tools and their potential uses has to be a requirement for more complex works. With that as a foundation, you should be able to do effective projects.
  14. Is it possible that those reports reflect your weapon display scripts being overridden by other mods due to load order? Are your scripts designed to function with vanilla weapons?
  15. If you copied vanilla NPCs to place in your mod, check out their AI Package lists. If you made a unique Shrapnel, but he still has packages that tell him to go to Rivet City, then your unique NPC is probably spawning okay, but then he immediately jaunts off to wherever his package tells him to be. You can give him different packages or at least delete the ones that he has to make him hold still and make an appearance where you placed him in the GECK.
  16. I have some trouble understanding your post, but I believe that the answer to your original question is that objects can be scripted to be enabled by a player from a different map, cell or worldspace.
  17. I made a joke once about modelling bodies that were realistic for elderly folks. Didn't get much enthusiastic feedback. Although many people claim to prefer their fantasy games realistic, it seems that a greater number of people prefer their fantasies... fantastic.
  18. While it is true that sounds can be managed and viewed as objects, you can also create a script that uses PlaySound to make the player hear a sound that seems to be centered at his location. That could be used simulate the sound of breathing inside a closed helmet. Does the MZ Space Helmet breathing sound loop? If you have a nonlooping sound that is timed to repeat play only if the player has the helmet equipped, then it will stop playing if the helmet is unequipped. It would not require following the player with a sound.
  19. Working with AI Packages in the GECK can be dicey. I always save often if I'm working with packages or idles. I haven't experienced a lot of trouble when removing packages from an NPC's list. If you have created a unique AI Package for an NPC and trying to remove it from the NPCs list of packages causes the GECK to crash, then you could try deleting the AI Package from the list of Packages in the Object Window. If you are able to delete it from the list, then I would recommend saving the .esp and restarting the GECK. Then check to see if the Package is gone from the NPC's list of things to do. You might find it helpful to diagnose your mod with FO3Edit as well.
  20. I recall a thread by a prolific modder from some months ago that mentioned a problem with orthographic view. It might surface with a search. I don't recall a resolution though, apart from "don't do that". If it is affecting your .esp because it was saved after using ortho, can you access a backup .esp made before that point?
  21. I agree with this. First, because the unmodded game is really quite broad and entertaining, and secondly because playing through with an unmodded character will extend your gameplay and make you appreciate what makes those mods as you add them. With the possible exception of performance enhancing mods and patches, I recommend taking at least a few good bites of the steak before covering it with salt, pepper and sauce.
  22. FO3Edit http://www.fallout3nexus.com/downloads/file.php?id=637 Could help locate and correct that problem. There is a Fallout3 Training Manual for FO3Edit in the downloads section that can guide you: http://fallout3nexus.com/downloads/file.php?id=8629
  23. Investigate the mod: ArchiveInvalidation Invalidated http://www.fallout3nexus.com/downloads/file.php?id=944
  24. I use Fraps for recording video clips while playing Fallout 3. You can download a free trial of it, but you will have to pay a bit to get a version that will record more than 30 seconds at a time with no video stamp. It is a very easy to use software though. Windows Movie Maker for editing video, audio, graphics and titles together. Probably not the best software available, but it seems to have come with Vista on my computer so it was free. Decent editing capability, even allows some simple animations. Can generate HD videos for YouTube. Sony SoundForge for recording and editing soundfiles. Photoshop for editing stills and graphics, animation cells. The GECK for designing and scripting scenes. Create multiple .esp files if necessary for individual scenes. You will have to experiment with scripting, AI Packages, Idle Markers and NPC creation to get scenes to play out the way that you want. You won't likely find tutorials specifically about modding for videos, but there are some that can point you to methods that can be adapted. BinkVideo if you want to produce video clips that can be viewed while playing a Fallout 3 mod. Not needed if you are planning only for your Media Player or YouTube.
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