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madmongo last won the day on July 18
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Removing part of collision in NifSkope
madmongo replied to gnome14's topic in Fallout New Vegas's GECK and Modders
Nifskope can't edit meshes. You can edit meshes fairly easily in Blender (or 3ds Max). But if you're not familiar with that software then that's a whole new software package you'll have to learn how to use. It's probably worth learning in the long term (in my opinion) but it may be more time than you are wanting to spend at the moment. -
rules on old Fallout assets?
madmongo replied to funkycaribou's topic in Fallout New Vegas's Discussion
It's a copyright violation. You can't use them. -
Adding a shield to the forearm is easy, though as noted it will probably interfere with the PipBoy. It's not going to function as a shield though. The best you can do is have it affect your armor stats. Actually making the shield functional is a whole different ballgame.
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Can you actually use the shields in that mod or are they just armor/clothing bits that attach to the forearm?
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How did you create your nif? It is very very very wrong. You have two SceneRoots, one a child under the other. You should probably be using a BSFadeNodeRoot anyway, not a SceneRoot. You are missing the BSXFlags. You don't have a collision mesh. You don't have a BSShaderPPLightingProperty. Your texture should be a BSShaderTextureSet under your BSShaderPPLightingProperty, not a NiSourceTexture. You have a hard coded texture path in your texture (C:\Steam... etc). You should use a relative path instead, otherwise your nif will never work for anyone who has their game installed somewhere else (mine is on my D drive). Usually when I see a nif that is so completely borked as this one, it is because someone tried to use a newer version of Blender with the newer nif tools and found out the hard way that this usually doesn't work. Use Blender 2.49b if you want things to actually work. There is a copy of Blender 2.49b under the Oblivion part of the Nexus that has all of the correct tools and all of the proper versions that work together. Just make sure you follow the installation instructions. You can run the older version of Blender and the newer version on the same PC. They won't interfere with each other. If you need to port files from the newer version of Blender back to the older version, export them as obj. Do not try to export it as a legacy blend. That doesn't work.
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I don't think the game engine for FNV supports shields. Bethesda could probably add support for shields fairly easily if they wanted to (just copy the code from Oblivion or Skyrim) but so far they haven't. I've never looked into it, but I suspect that it could be done, though it would probably be approximately the same level of difficulty as creating kNVSE. You would also have to change a LOT of animations. Personally I think it would be a good feature, but I don't see it happening any time soon. I'm guessing that it would require a skill level beyond most modders and also would just be a heck of a lot of work, especially on the animation side of things.
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Super simple script question
madmongo replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Begin OnAdd Player if xGlobalDoOnce != 1 set xGlobal to 1 set xGlobalDoOnce to 1 endif End -
[HELP] Can not use COC command
madmongo replied to laclongquan's topic in Fallout New Vegas's GECK and Modders
What does the navmesh in that area look like? Were you trying to coc to an area that doesn't have a valid navmesh? -
[HELP] Can not use COC command
madmongo replied to laclongquan's topic in Fallout New Vegas's GECK and Modders
How are you creating your esm? If you are editing the esm in the GECK using the GECK powerup or the GECK extender then you can lose certain types of records. Create your mod as an esp and then change it to an esm when you are done using FNVEdit to prevent this from happening. If you need to edit it again, convert it back to an esp (or keep a copy of the esp around for editing) then change it back to an esm when you are done. The most common symptom of this is that the changes you make to existing items and cells in the worldspace get lost. I'm guessing that this is the reason that your cell ID doesn't show up in-game. Alternately, you can use the GECK in networked mode and use version control to check in esp changes into your esm. This method doesn't lose records. -
All my terrain is black when i create a world space
madmongo replied to Phromspace's topic in Fallout New Vegas's Discussion
The GECK has a bug where it will often display water in the render window if it doesn't have anything except landscape to render. What I usually do is create the worldspace, create the height map, then go to the new worldspace and drop an airplane onto the landscape. Now if I go directly to that worldspace when loading up the GECK it doesn't display the water bug. Once I actually have something useful in the worldspace, I delete the airplane. Another trick to get around it is to go to one of the interiors first and let the render window render that area first. Then it will (probably) display the landscape correctly. Since you said that you are a noobie at worldspace generation, make sure that you use the GECK in networked mode and use version control to check in your changes. Otherwise the 16 MB bug is going to bite you and forever brick your mod. Are you aware of this issue? -
Certain voice types will trigger a greeting. Certain factions will too. If they are in a faction that expects a particular voice type and your NPC doesn't have that voice type, your character can refuse to speak to you. So yes, create a new voice type, but also be careful about what factions your NPC is in.
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[WIP] Collect Unique Weapons Quest
madmongo replied to Pellape's topic in Fallout New Vegas's Discussion
I still use the GECK Powerup. It may be older, but it still works. I looked into upgrading to the GECK Extender, mostly because Powerup doesn't work with version control and using the GECK in networked mode (necessary if you are doing large mods involving worldspaces). The GECK Extender claims to work in networked mode, but when I looked at the details, you basically have to disable all of the Extender stuff, and if you're doing all of that, then what's the point of using it? So I didn't bother switching. It's easier for me to have one shortcut for the GECK in Powerup mode and another for the GECK in normal mode for when I need version control. Powerup is rather annoying with all of its error messages. But other than that, I have no complaints. Well, not about the Powerup part, anyway. The GECK itself is an evil Vault-Tec experiment designed to test modder's frustration levels, but that has nothing to do with the Powerup part of it. -
Advice on creating a "fetch" quest
madmongo replied to MrPebbles1961's topic in Fallout New Vegas's Discussion
Add a script to the holodisk with an OnAdd block that sets the quest stage. Give the keycard a similar script. For the door, use an OnActivate script and check GetLocked==0 to set the final quest stage. Make sure that the final quest stage completes the quest. If you make the holodisk and the keycard quest items then you don't need to worry about the player dropping them and picking them up again which would re-trigger the OnAdd script to set the quest stages. Alternately, you can check and set variables in your quest to prevent the quest stages from being re-triggered.- 21 replies
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Importing a blender model into geck
madmongo replied to UndeadMartyr's topic in Fallout New Vegas's GECK and Modders
Don't mess with github. There's a complete package under the Oblivion part of the Nexus that has Blender 2.49b and all of the correct versions of the tools so that it all works together. Just be sure to follow the install directions. -
Importing a blender model into geck
madmongo replied to UndeadMartyr's topic in Fallout New Vegas's GECK and Modders
Are you still using the newer version of Blender and nif tools? The root of your mesh should be BSFadeNodeRoot not SceneRoot. Clothes/armor/creature skins (all the same thing as far as the game engine is concerned) use SceneRoot. Most other things (statics, clutter objects, weapons) use BSFadeNodeRoot. Your nif is missing BSXFlags. Your collision mesh is a regular TriShapes mesh not a bhkCollisionObject. Your tower mesh is missing NiMaterialProperty and BSShaderPPLightingProperty. Since you don't have the lighting property you definitely don't have the shader type and shader flags set properly. Your nif wasn't exported from Blender properly. In Blender 2.49b, Use BSFadeNodeRoot is a toggle button. Starting with the default options for Fallout 3, select Static under Collision Options (top center) and select the collision type under that (Stone, Wood, etc). Then select Use BSFadeNodeRoot on the top right under Shader Options. For statics, Blender usually exports the rest if it correctly. If you insist on using the newer version of Blender to create your static, export it as a .OBJ file. Then open up Blender 2.49b and import the OBJ and export it as a nif. Do not attempt to import the newer .BLEND directly into 2.49b. That won't work properly.