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BadPenney

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Everything posted by BadPenney

  1. Maybe something like this, as an object script attached to the mine: Haven't tested this, but GetSelf is a handy way to create a variable reference. The distance is just a number that I picked at random, and the "warning" is just to prevent the sound from playing repeatedly and continuously. Increasing the distance from the mine will reset warning so that the proximity alarm would work again. Disarming the mine and picking it up should remove it from the environment and effectively count as a greater distance, but I'm not certain about that. It might require some adjustment to reset the alarm.
  2. But it is new and shiny and bright. The place is an occupied raider club house. Not everything in the world has to be 200+ years old. A raider has to do something when he isn't raping, murdering and cannibalizing. Yes, but even still, it should not be that bright and opaque. The Khans graffiti is the only one that I made from scratch, the rest are pics of murals painted on concrete in the real world. Most of the artists don't go for home decor blending. http://www.graffiti.org/la/brase.jpg
  3. I expect that opinions will vary. Although making this sometimes drives me mad, I have enjoyed the process overall. If anybody enjoys playing it then she'll be apples.
  4. Conspiracy? lol "The same thing we do every night. Plan to TAKE OVER THE WORLD!" But if there is already a savegame with that face, the OP might just download that.
  5. I can't say that it is impossible, only that I have never done it and have no idea how I would go about doing an actual in-game terrain edit. I have given the illusion of terrain editing though. I've created the appearance of an underground cave-in by enabling a large debris pile with a mini-nuke explosion. Some of the canyon rock meshes and debris piles are quite large and could be toggled to give the appearance of a terrain edit. It might be possible to retexture a large mesh as any sort of ground terrain and place it over terrain that has been lowered, then disable it to make it appear as if the terrain has suddenly been lowered during the game. Digging too far into the terrain will expose a close up view of LOD terrain though, so that is a limited option.
  6. Nice work. It would look good even as a non-usuable, burnt-out hulk.
  7. I am troubleshooting it right now. The caravan guard quest is giving me some grief. Once I can play all the quests through from start to finish without glitches I will upload it. Thanks for you interest.
  8. I don't know how the cell duplication idea would work. Easy to pull off with interior cells, but could be difficult to pull off with the Wasteland worldspace. I would suggest enabling and disabling objects instead. If you want a barricade to disappear then disable it with a script. You could place objects that are initially disabled and then have them enabled at a certain point in the building process as well. Same thing for opening up a building for use. Disable the original barricaded door and enable a door that you have placed in the same spot that is linked to an interior cell that you have created
  9. I can't do anything about that, but does this character bear a strong enough resemblance? http://www.fallout3nexus.com/imageshare/images/1103832-1246992203.jpg "Angel" Level 1 player character saved at exit of Vault 101. Vanilla Fallout 3 Hispanic race. Uses Hairstyle Hair08 from Hair Pack v 2.1 and Luchaire's Type V body. If there is interest I would be willing to upload this save game. It started as an NPC facegen as well.
  10. Yes, I think that you can. At least, I have been able to do so. But I am glad that you were able to find a solution that works for you.
  11. Yes, it can be annoying, though "every few seconds" is a bit of an exaggeration. I try to deal by saving often, saving after any major change, and making frequent backups of my .esp file.
  12. :blink: Hmm. You posted your question and waited just over 5 hours before shouting your great disappointment at not getting an answer to your problems. I'm not in the habit of making up answers to a post if I don't know the answer (or at least THINK that I do). I'm fairly sure that most people here feel the same way, because it isn't really helpful to you. Patch 1.6 has been released for around a week now? I could hazard a guess that the newest patch has components that do not agree with mods that pre-date it. It certainly wouldn't be the first time that Fallout official patches have gummed up mods. But you probably guessed that already. I have gotten some great feedback on mod issues that have vexed me from this forum, both directly and from reading the threads that other people have posted. On those occasions that I have posed questions and gotten no answers I keep in mind that: 1. No one may know the answer. 2. No one who knows the answer may have read my question. 3. No one owes me an answer.
  13. You might try using the circuit breaker as an activate parent of the switch rather than as an enable parent. Here is a link to a thread about setting up a similar lighting arrangement: http://thenexusforums.com/index.php?showto...hl=light+switch
  14. I may be using the same method as Crow's tutorial, but I can't say because I haven't read it. I just do it the same way I did when making Oblivion mods. Oblivion didn't use .ogg files so that is one difference. And I don't use .wavs for FO3 so there must be a few differences in my approach. From what I understand, newer versions of the TES Construction Set don't create .lip files either, so you need to get hold of an older version like I have if you want lipsynchs. I have heard that there are no plans to fix the GECK to create them, so that is the only work around that I am aware of at this point. I don't really understand why Bethesda is giving us less functionality than before. I think that maybe they have a license for the lipsynch method that they are currently using for their games that isn't authorized for inclusion in the GECK.
  15. The .wav statements might be a holdover from Oblivion. I see several references to items that are available in Oblivion but not Fallout 3, such as horses and sounds of magic casting. I use .ogg and .lip files for custom voices in FO3 without problems. It requires less memory than the .mp3, .wav, .lip combination that Oblivion used. I still need to generate .wav files to make .lip files with the TES Construction Set since GECK won't make them, but once the .lip is done I dispense with the .wav. On average, an .ogg files uses much less memory. For instance, one bit of dialogue that I am using has a .wav filesize of 93.3 KB while the .ogg of the exact same dialogue is only 12.2 KB.
  16. Seems that I read that Bethesda Softworks has acquired rights to Doom and Quake. They might be moving in the same direction as you.
  17. If you are retexturing a sign that is already in Fallout, then you will not have to make a new UV map. Many of the .dds textures for signs and posters are made to work with several NIFs. The NIFs are UV mapped to read different sections of the .dds. Many NIFs also refer to multiple .dds files. I normally find the sign that I want to retexture in the GECK to find out the name and directory location of its NIF and unpack it from the Fallout - Meshes.bsa. Then open the mesh in NifScope to find out the names and directory locations of any .dds files that are associated with it and unpack them from the Fallout - Textures.bsa. Then make sure that the textures' locations are recognized by Nifscope so that you can see the NIF rendered properly. When you open the .dds image in PhotoShop, you can often tell what portion of the image is used by the NIF you are working with, especially if there is text involved. Overwritng that portion and saving the image should update its placement on the NIF quickly in NifScope. So you can adjust it if you are a little off. If you save your texture with a unique name then you will have to redirect the NIF to see its location with NifScope. Once your texture file is complete, you can create a textureset with it in the GECK which you can associate with the NIF that is still packed in the .bsa and recognized by FO3. That will save you the trouble and memory required to pack a duplicate NIF. Available tutorials should go into more detail on many of these things.
  18. Set up a timer that begins when the lightREFs are enabled. When it counts down to 0, have the disable commands issued. There are quite a few scripts in Fallout that use timers. You should get a good idea how to make one work by examining them. You'll just need to tweak the timing for the duration that you want.
  19. If you always have the same NPC continue to dance after the dance idle is disabled, then it might help to include an evaluate package command in a script. i.e. "NPCnameREF.evp" That should get them to recheck their script package and do something more appropriate. ResetAI can be useful for that too.
  20. I don't normally have problems with CTDs or navmesh saves, but I do find the GECK and F03 in general to be rather glitchy. I don't understand why moving an object out of sight would cause the cell to more clogged than if the player could see it in game, but if you know a better way to do things then I, for one, am always open to suggestions.
  21. Don't see his tag in the credits, though maybe he is incognito due to modesty.
  22. I guess I have forgotten how to do it. I'm having an out of RAM memory problem. None of mine are marked as deleted so I can't experiment without deleting something. So unless someone else pops up with the answer then I guess you need to experiment till you get it. It can't be too tough because I figured it out and I'm just a self-taught, spazzy 14 year old. :whistling:
  23. It is easy to take offense at good advice if you don't look at the intent. But then the worst vice is advice. Vainglorious pronouncements of uber programming knowledge coupled with blanket put downs of the entire modding community rank second to glorious announcements of the best mod ever. Don't do it.
  24. If I remember correctly, you right click on the reference and press the delete key (DEL) on your keyboard.
  25. Do you mean like this?: http://thenexusforums.com/index.php?showtopic=133626
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