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madmongo

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  1. 200 hours in the GECK gets you to the realization that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Flushing out an entire worldspace to make it interesting will take longer than you think. Trust me. Been there, done that.
  2. Textures in FNV need to be in dds format. They also need to be sized in powers of 2 (e.g. 64x64, 128x128, 256x256, etc). Try to use the smallest texture size possible. Most meshes will look bad if the texture is too small, but large textures take up a lot of memory. FNV is a 32 bit game, so no matter how much memory your system has, the game will never use more than 2 GB of it. There is a mod/patch you can install to increase that to 4 GB, but that's as far as it goes. If your system has 32 GB of RAM, the game uses 4 GB of it and ignores the rest. It can't use it. 32 bits of address space is 4 GB. That's a hard limit. 4096x4096 textures look pretty, but using a lot of them is an excellent way to run your game out of memory and cause it to crash. Save the high-res textures for 64 bit games. Photoshop, GIMP, and Paint.Net (not the MS paint that comes with Windows) can all handle the dds file format. Photoshop costs money. GIMP and Paint.Net are both free. I've never used Photoshop due to the cost. Personally I think GIMP is more powerful but Paint.Net is much more intuitive and easy to use. GIMP is probably the most popular texture editor for FNV modders. GIMP handles alpha maps better than Paint.Net and is better for creating normal maps, otherwise both GIMP and Paint.Net are perfectly usable, so it's down to personal preference there. GIMP and Paint.Net used to both require plugins for dds files. It's been a long time since I have installed GIMP (the version I have is old) but I know newer versions of Paint.Net come with dds support built-in and don't require an additional plugin. No idea about Photoshop. Like I said, I don't use it. I usually save textures as DXT5 as that format works with everything (transparencies, etc). If you are using GIMP make sure to check the box so that it generates mipmaps. The dds texture for your mesh has to reside somewhere in your data\textures folder, just as your mesh's nif needs to go in data\meshes. I found this video which goes over the basics of texture UV mapping. The tutorial is for Oblivion but it's pretty much the same for FNV. At 0.50 he sets the colors to white, black, and white. I have never ever done this so you can skip this step. You also don't need to go into NifSkope afterwards and fix anything unless you are making armor/clothing/skins. Blender never sets the shader flags properly for those so you need to fix them. Clutter objects and statics will export just fine as-is as long as you set the export options correctly. When you are creating a real object, it's never as easy as just loading up the texture file and taking the default UV unwrapping. What you will end up doing is selecting different parts of the mesh and moving it around on the UV map until you get it to line up the way that you want it to.
  3. I personally have never had an issue with navmeshing in an esp, but I have seen a lot of other folks complain about it. I'd like to know what I am doing differently than everyone else.
  4. The default is caps on = walk and caps off = run. However, if you turn caps lock on (walk) and save your game, the next time you start the game and load up your save you'll be in walk mode regardless of whether the caps lock is on or off at that point. You can also bring up your Pip-Boy and toggle caps lock on or off to flip the caps lock state without changing your run/walk state. It's a quick and easy way to flip it if you prefer caps lock on or off to correspond to a particular state.
  5. Depending on how you create your esm, there are certain types of records that get lost in your mod. Create esp - records are fine, all is good Use older TESsnip to convert esp to esm - records are lost - new things work but changes to existing things often won't Use FNVEdit to convert esp to esm - records are fine, all is good Use Version Control to check in our esp into an esm - records are fine, all is good Use GECK extender (or older GECK powerup) to edit your esm, regardless of how the esm was created - records are lost - new things work but changes to existing things often won't Use Version Control to keep making changes and merging each esp into your main esm - - records are fine, all is good LOD only affects things in the distance. If you change something that you can see from far away and you don't generate new LOD, then the old object or landscape will be displayed in the distance but will "pop in" with your new changes once you get close enough. This happens regardless of whether your mod is an esp or an esm so this probably isn't the issue that amokrun1 is describing. Depending on what I am doing, I either use version control (for larger mods) or I keep an editable esp where I make all of my changes. After each change, I copy the file, rename the copy to .esm, and use FNVedit to convert it to an actual esm (set the esm flag in the header).
  6. With some NPCs you can just edit the NPC and add the necessary packages, etc. to make them into a companion. This doesn't work for some NPCs though. Cass in FNV is particularly difficult to edit because she rarely speaks from the top level of her dialog tree, so when you add in new companion options it's difficult to get them to even show up. What I have found the most reliable is once the NPCs quests are all completed, have the quest swap out the game's version of the NPC with your custom companion version of the NPC. Then your custom companion version of the NPC is just a companion and isn't bogged down with all of the normal in-game quests, packages, etc. The down side of doing it this way is that if you have a mod that changes the appearance of that NPC, you need to copy over that mod's version of the NPC's appearance or they'll revert back to the vanilla game appearance when you swap out your version.
  7. I personally use the older GECK powerup. I looked into upgrading to the GECK extender, but decided not to do it when I learned that you basically have to disable all of the things that make the GECK extender useful in order to make it work with version control. That made it no better than what I have. If I remember correctly, you can make the GECK extender work with version control by basically disabling everything in the ini files. I keep one set of ini files for when I am using the GECK powerup and another set of ini files for when I am using version control. You should be able to do the same thing with the GECK extender. One thing Bethesda is really good at is shrinking things down while keeping the essence of what they are representing. The vaults are supposed to hold 1,000 people. The vaults in the games are just a tiny representation of that. The same with locations. Las Vegas is HUGE compared to what you get in FNV. This is the difficult part. You have to figure out how to condense everything you want down to a reasonable game size. Definitely stay smaller than the Mojave, or roughly the same size at max. If you go too big, the physics engine breaks in weird ways. I think it's if you go greater than 128 cells in either the X or Y direction, maybe? I can't remember for sure off the top of my head. I always leave a few rows of unused cells around the perimeter of my worldspaces so the game always has something to render in the distance. The same goes with interior cells. If you place an object with too big of an X, Y, or Z offset, it breaks the game's physics engine and you can end up with everything all piled up in the center of the cell. For exterior cells, keep all landscape at a height above 14,000 or so or you can end up with floating trees when you generate LOD. Don't use placeable water outside. Sometimes it works, sometimes it completely screws up the water height in your map. Raise or lower the water height on a cell by cell basis instead of using placeable water.
  8. I like the saguaro cactus overlaid on top of an Arizona state flag. Something else to consider: In Fallout lore, the 50 states condensed down to 13 Commonwealths (one more thing the Fallout 4 devs screwed up - calling that area "the Commonwealth" doesn't make much sense when everywhere is a Commonwealth). You can see this on the 13 star U.S. flags used in the game. Arizona is part of the Four States Commonwealth, which is Arizona, Colorado, New Mexico, and Utah. You should be able to find a Four States Commonwealth flag image on google. Then maybe overlay a saguaro cactus over that. Or just put a saguaro on a plain background if you'd like. If you do a google image search on Saguaro National Park logo, you can find a lot of the logos that they have used over the years. That could give you some good ideas too.
  9. SM = sado-masochist If you attempt to recruit her for the Atomic Wrangler, she reveals that she is a bit of a dominatrix.
  10. If your goal is to create guards, why not create actual guard NPCs instead of fiddling with mannequins?
  11. You have different options. If you can set up a real network share somewhere then you can use that for your network repository, then each of you can check files into it. Whenever you load up the GECK it will check to see that your local esm matches the network esm. If they don't match, it will give you the option of grabbing the latest esm off of the network share and copying it to your local files. This is the whole point behind networked mode in the GECK. Multiple developers can work on things and check in their changes. You don't need the other developer's esp files, you just need to make sure that your local esm is up to date before you check in your changes. Alternately, if you can't manage a real network share that you both can access, one of you can keep the "official" esm and the other can just give you esp files to check in to it. Then you have to give the modified esm back to them. They'll have to copy it to their fake network share and generate new .fid .fud and .fvd files. Theoretically I guess they could also use the GECK in normal single user mode. Since their esp wasn't created in networked mode, once they give you their esp you'll need to select all and check out before it will let you check those changes in, but other than that extra step it's no biggie. Did you finally get networked mode figured out with the GECK extender?
  12. I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Make sure you export things from Blender correctly. Using the wrong export options is usually what trips most people up.
  13. I don't know how to change the default texture. I've never bothered. You can just paint over it anyway so no biggie. To create new textures you need to create a texture set first and point that to your new dds texture. Then create a new landscape texture using that texture set. Texture Set and Land Texture are both under the Miscellaneous section in the GECK. You can also find the existing landscape texture sets and land textures under those sections of the GECK if you want to use those as a basis for your new textures.
  14. You can't take assets from Oblivion and use them in FNV for copyright reasons. Nobody is going to give two hoots if you do it for your own use, but you can't upload things like that to the Nexus. You would have to do a converter type thing like TTW does. TTW doesn't include any FO3 assets. It just runs a converter that ports the assets from FO3 to FNV on your computer, and only on your computer. It would be fairly easy to make an orc race for FNV. You just need to modify the head mesh from FNV so that it looked more orc-like. It would be pretty trivial to add a green tint to the skin meshes. No one has bothered doing it yet though.
  15. I don't use the GECK extender so I can't help you there. If I remember correctly there are instructions that come with it for how to use it with Version Control. You basically have to disable most of it, if I remember correctly. I can't remember if the extender replaces the .exe or not. For the blank master, just copy it to your Merging\Data directory, then run the GECK in networked mode, click on Details and hit CTRL-SHIFT-B to generate the .fid, .fud, and .fvd files. Then just check your changes into that file.
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