Jump to content

madmongo

Members
  • Posts

    1324
  • Joined

  • Last visited

Everything posted by madmongo

  1. I don't use the mod any more so I can't test it to verify it, but I'm pretty sure he is from NVInteriors.
  2. Each quad can have a maximum of 7 textures. A lot of the cells around Wolfhorn Ranch are maxed out in at least some of their quads. If you delete one of the textures in the quad you can then edit it with one of your own textures.
  3. You can call kill (killactor) on a dead body to dismember their limbs. DeadGuyREF.kill KillerREF, LimbToDismember, CauseOfDeath DeadGuyREF is the dead guy you want to dismember. KillerREF is who gets blamed for the death. If you don't care who gets blamed, pick the REF of some NPC that isn't used in the game like VHDTestLegionary01REF. LimbToDismember is an int: 0 - Torso 1 - Head1 2 - Head2 3 - LeftArm1 4 - LeftArm2 5 - RightArm1 6 - RightArm2 7 - LeftLeg1 8 - LeftLeg2 9 - LeftLeg3 10 - RightLeg1 11 - RightLeg2 12 - RightLeg3 13 - Brain 14 - Weapon Cause of death is also an int: -1 NONE 0 EXPLOSION 2 GUN 3 BLUNT_WEAPON 4 HAND_TO_HAND 5 OBJECT_IMPACT 6 POISON 7 RADIATION
  4. I am not a moderator, but I do know that you can't use someone's assets without their permission. If that person is deceased, there is no way to get their permission, so you're out of luck. There are quite a few mods and a lot of assets out there whose author cannot be contacted for one reason or another, so this comes up fairly frequently.
  5. You can probably use PushActorAway in your script. Use a fairly low value for the push force if you want her to just fall over. Or if you want to have some fun (in a sadistic sort of way), use a really high value for the force and instead of falling over she'll launch towards China. Or if you are inside she will bounce off of the walls like a pinball game. A force value of 1 will probably do for what you want.
  6. GIMP is the most popular texture tool for modding FNV, mostly because Photoshop costs money and GIMP doesn't. You'll need the DDS plugin for GIMP. Paint.Net (which is not the MS Paint that comes with Windows) also works, and is also a free download. Older versions required a DDS plugin but I believe that newer versions have DDS support built in and don't require an extra plugin. GIMP is more powerful but is more difficult for new users. Paint.Net isn't quite as powerful but is much more intuitive and easier for new users to figure out. Paint.Net also doesn't handle normal maps very well. GIMP is better if you are doing normal maps. To create an albino scorpion, extract the regular scorpion texture from the game's BSA files. There is a radscorpion.dds file in the Textures BSA. That is the file that you want to extract. There is also a radscorpion_n.dds file. That is the normal map. You don't need to modify the normal map to make an albino scorpion. Rename the radscorpion.dds file to something like albinoradscorpion.dds (or whatever else you want to call it). Open that file up in your handy dandy dds editor (GIMP, Paint.Net, Photoshop, etc). You can probably get fairly decent results by converting the image to black and white and then playing around with the brightness and contrast to lighten it up. Save your file somewhere in the Textures folder. You don't have to save it in textures\creatures\radscorpion\ but it does have to be somewhere in the textures folder. You could put it in \textures\albinoscorpion or whatever you want. Now you need to make a new radscorpion that uses your new albino texture. Open up the meshes BSA file and extract radscorpion.nif. Rename it albinoradscorpion.nif or whatever you want, but you do have to give it a new name, otherwise the game will overwrite all existing radscorpions with your new nif and you don't want that. You also do need to keep your new nif in meshes\creatures\radscorpion otherwise your new nif won't be able to use all of the existing radscorpion animations. Open up your albinoradscorpion.nif with NifSkope. If you look at the block list there are three trishapes inside this nif. Two of them are meatcaps, which are used for dismemberment. You aren't modifying any dismemberment so you don't want to touch those. The other trishape is called scorpion. That's the one you want to modify. Click on the > on the left to open up the trishape, then click on the > next to BSShaderPPLightingProperty to open that up. Click on BSShaderTextureSet to select that. Now go down to the block details and click on the > next to textures to open it up. You should see 6 slots for textures, and only the first two are used. The first one is your texture, and the second one is the normal map. Double click on the first one and change textures\creatures\radscorpion\Radscorpion.dds to textures\creatures\radscorpion\AlbninoRadscorpion.dds or whatever you called it. If you did not place the texture in \textures\creatures\radscorpion you can browse to it and select it. Just make sure that you get rid of everything before textures in the file path. Save your nif. You have now created an albino radscorpion nif and texture, but they aren't in the game anywhere yet. Open up the GECK and do the normal stuff for creating a new mod, or open the existing mod that you want to add this to. Select Creatures. You will note that there is a CrRadscorpion1Small and a CrRadscorpion2Large. They use the same nif, but have different scales and other attributes on their STATS tab. If you are making a large albino radscorpino, make sure you change the ID from CrRadscorpion2Large to CrAlbinoRadscorpion2Large or whatever you want to make the new ID, and save it to create the new creature. I always do this first so that I don't accidentally overwrite the existing creature. Open your new creature and go to the Model List tab. If you have done everything right, your albinoradscorpion.nif should be in the list. Uncheck radscorpion.nif and check the box for your new albinoradscorpion.nif. Click on Preview Full to make sure that everything looks ok. Repeat all of this for the smaller radscorpion if you want to make a smaller albino one as well. Now place your creatures somewhere and enable your mod. Have fun!
  7. They aren't tied into specific game situations. If you open up the debug console, you can select an NPC (or the player if you use TFC first) and type the command "playidle X" where X is the ID of the idle animation (LooseDanceFidget02 for example). If you try to do that with other animations they often won't play because they are tied into other game conditions and such. The loose animations can also be more easily used in scripted actions since they are "loose" and not tied to anything.
  8. That's not part of the race, it's part of the Sneering Imperialist perk. Open up the Sneering Imperialist perk (NVDLC02SneeringImperialist). At the bottom of the form are two perk entries, one for Calculate To Hit Chance and one for Calculate Weapon Damage. For each of those perk entries, double click on them to open them up, then under Conditions at the bottom select the Target tab, and add a new entry for the race that you want to add.
  9. It's possible, though it would be animations and not real physics. The existing skeletons don't have clothing or cloak bones in the armatures, so you would need to modify the male and female skeletons. The existing animations for humans don't include clothing or cloaks (since those don't exist in the existing skeletons), so you would need to redo pretty much every single animation that humans (and ghouls) use. Not just walking, but sitting, standing, sleeping, idle animations, etc. There's a lot of them. All clothing that would be animated would need to be re-rigged to the new skeletons. Existing clothing mods would not be compatible with it (again, because they were designed for skeletons that don't have cloak and animated clothing bones in their armatures). So if you want to make these compatible you'll have to re-rig a BUNCH of clothing mods. It's a FREAKING HUGE amount of work. But technically it could be done.
  10. The esp/esm only cares about its own size and where records are located inside of it. Whether to make a mod an esp or esm has nothing to do with the size of meshes and textures that are included. Keep in mind that this is a 32 bit game. If you use a lot of high resolution textures, that tends to make the game run out of memory sooner and causes it to crash. For typical weapons mods this usually isn't an issue, but might be if you have all of the weapons on the screen at the same time (like for example you have a new interior that has all of the weapons laid out on tables). If all that your mod does is add weapons, then editing the esm in the GECK probably won't cause any issues. Here's a good example of how this can cause you problems. Let's say you have your mod that adds a couple dozen weapons, and you have them in containers inside a new interior that you made. Let's say for this example that your new interior is in one of the unused houses in Goodsprings, and that one of the things your mod does is that it deletes the static door along with the static wood planks that cover the door. And of course you add a new door so that you can enter the house and go into your new interior. Make the mod as an esp and everything works fine. Convert it to an esm and everything works fine. Edit the esm in the GECK, and now when you go to the house in-game the original static door and the static planks are still there and you can no longer access your new door. If you are just adding new things, then you don't need to worry about it. If you are modifying existing things like static objects, NPCs, etc, then you need to convert it back to an esp, edit the file, then convert it back to an esm.
  11. What are you calling "very large"? Mods run into issues when they become larger than 16 MB. This is because the game uses 32 bits to specify references, ID numbers, etc. with the first 8 bits being used as the mod number in your load order. That leaves 24 bits leftover to specify the offset into the file. 24 bits is 16 MB. You typically only run into this issue when you are creating a new worldspace. Otherwise, it is very difficult to create a mod that comes anywhere close to 16 MB in size. The solution when you run into this issue is to set up the GECK in networked developer mode instead of the single user mode that most people use. You set up a fake network share and check your modifications into that. This will create an esm. As long as each individual esp mod that you check into your master is smaller than 16 MB, checking the file in will automatically place anything with a 32 bit reference number down lower into the file. Things like landscape will be placed higher in the file since they don't need a 32 bit reference. Do a search for "Fallout New Vegas GECK version control" if you want more details. Warning - it's not particularly well documented. I can't imagine that you are creating a mod with leveled lists and weapon overrides that exceeds 16 MB. The other reason to use an esp is to avoid the face/body mismatch bug. If you aren't adding NPCs in your mod, this doesn't apply to you. In general, you want to avoid splitting your mod into multiple files. This is due to the horribly inefficient way that FNV manages files. The game opens multiple file handles for every esp and esm. You should be able to have up to 255 esp and esm files but the game runs out of file handles somewhere around 140. There is a fix here: https://www.nexusmods.com/newvegas/mods/68714 Even though the fix exists, if you can keep your mod all as one file, it's better from a file handle usage perspective. One other issue to consider is that you have to be careful how you edit esp and esm files. There are different ways to create an esm. For example, using FNVEdit to set the esm flag and then changing the file name to match works fine. But if you then edit that esm in the GECK in normal single user mode then the GECK will lose certain records (called ONAMs) in the file, which can break your mod, depending on what your mod edits and how it works. If you use FNVEdit to turn your mod back into an esp before editing it, you can avoid this problem. Using the GECK in networked developer mode and making edits using esp files that you then check in also avoids the issue.
  12. You can use FNVEdit to see what mods modify that cell. A bad navmesh can cause this type of issue. Is this an external cell in a custom worldspace, or a modified FNV worldspace that lets you go far beyond the normal borders of the game? The physics engine gets completely borked if you go too far. I don't remember exactly where it breaks, but if you keep everything in a 64x64 cell grid at the largest you should be ok. If this is an internal cell, make sure nothing is placed too far in the X, Y, or Z direction. This also breaks the game's physics engine. If you have too many actors in an area at the same time, the game gets bogged down and can't handle them all. The animations can get screwed up, which often looks like what you are describing. NPCs can also stand still, then do a mini-teleport, then stand still, etc. instead of walking smoothly because the game is too bogged down to animate them walking. If they aren't walking, this can make them jump up and down.
  13. Keep in mind that I do not consider myself to be much of a 3d modeler. But here's my take on it, for what it's worth. 1. I have never bothered to do this. If you can see something like the inside of a skirt, I just make that mesh double-sided. 2. I think the "modesty panels" are more for modesty than to avoid clipping. You can easily avoid clipping by making the skirt slightly larger. Anyway, the easiest way to make "modesty panel" sorts of things is to extrude an interior to the skirt, which I am probably not explaining very well. But imagine you are making your skirt kinda like a cylinder, so you make it with both an interior and an exterior, like this: https://i.ytimg.com/vi/2mdqxvGCPFA/maxresdefault.jpg Now when you make your modesty panels, they will be attached to the mesh's interior wall and you won't affect the normals (or anything else) on the mesh's exterior wall. 3. It's perfectly fine to just merge all of the vertices at the center. That's what I always do.
  14. I'm not sure what you are trying to do here. A "world" in the gamebryo engine consists of a heightmap and objects. The heightmap isn't a mesh. It's a heightmap, with cells divided up into quads and each quad is then textured with multiple textures. If you create a mesh in Blender from google data, that's not going to help you at all with the landscape. Unless you know something I don't, in which case I'd like to hear how you plan on doing this. You might be able to extract buildings from google data, but I suspect that they are going to be very crude and low-poly. That might be ok for distant objects but it's not going to work very well for any area that you want to actually walk through. There are a few engine limitations that you are going to run into. First, there seems to be a limit to how many objects that you can place into a cell. I have run into issues when automatically placing objects into regions. I don't know exactly where the limit is. I'm not sure if this is a GECK limit or an engine limit. I changed the way I was auto-generating objects so that it wouldn't overwhelm the GECK and then I never bothered looking any further into the issue. Second, there is a 16 MB limit to mods. If you try to add landscape plus objects all in one mod, chances are you will exceed this limit and will permanently break your mod. You will need to set up your GECK in network mode instead of single user mode, and you will need to use Version Control to check in various bits of your mod so that each chunk is less than 16 MB. Usually if you check in your landscape first and then add objects in a later check-in you won't run into issues. I'm sure there is a limit to how many objects you can place into a mod but I haven't run into it yet. Third, if you place objects too far in the X or Y directions it breaks the game. The physics engine in particular goes really haywire. Fourth, it's a 32 bit game. The game can only access 2 GB of RAM by default. You can increase that to 4 with a patch, but that's as high as you can go (32 bits is 4 GB of address space). It doesn't matter how much RAM your PC has. The game can never access more than 4 GB. It's very easy to run the game completely out of memory using a lot of objects with different textures. I have seen procedures for doing that but I have never been able to make it work. The tools always crash when I try it. If you have a link to a WORKING set of instructions on how to do this I would like to see it.
  15. FNV has issues if the frame rate gets too high (it makes the physics engine go wonky). It should be capped at somewhere around 60 fps. FNV on Steam has a 2 GB limit on how much memory it can access. FNV on GOG already has the 4 GB patch built-in. If you have the steam version you'll want to use the 4 GB patch. No matter what you do, 4 GB is as high as you can go as far as the game is concerned. It's a 32 bit game, and 32 bits of memory address is 4 GB. For FNV, the performance bottleneck for any decent modern gaming PC is going to be the 60 fps frame rate cap, so even though running single stick is worse for modern games, it won't make a noticeable difference for FNV. You aren't being limited by memory bandwidth. The frame rate cap is limiting your performance long before you run out of memory bandwidth. Adding another stick of RAM might help a bit with some of those frame rate dips, but your overall performance isn't going to change much. Those dips might be caused by the bandwidth limit of accessing your SSD, so it's entirely possible that adding another stick of RAM might make no difference whatsoever. You'd have to try it and see. Having more RAM probably won't make a noticeable difference for performance, but the game leaks memory, especially in the texture caching system. This is why the game tends to crash the longer you play it. Eventually it leaks enough memory that it can't allocate any more memory when it needs it and crashes. You will be able to run the game longer if you set your graphics options down a bit and you use the 4 GB patch. Also, avoid using high resolution texture mods. Those make the game look better, but they also make the game leak memory faster. Unfortunately, that's a choice you have to make. You can have a pretty game that has great high resolution textures, or you can have a stable game that runs for longer before crashing. But you can't have both. It's one or the other. You choose. How much free space is on the SSD won't make a noticeable difference in performance unless you really start to run out of memory blocks. An SSD with 75 percent free space won't be any faster than an SSD with 50 percent free space. But an SSD with only 5 percent free space might start really having performance issues. The general rule is to keep at least about 25 to 30 percent free space on the SSD if you want to avoid performance issues.
  16. While she is your companion, you can check VNPCFollowers.bVeronicaHired (1 = Veronica is hired). So in the dialog conditions you would have two conditions: 1. Condition Function: GetIsID Function Parameters: NPC: Veronica 2. Condition Function: GetQuestVariable Function Parameters: Quest: VNPCFollowers Variable Name: bVeronicaHired This gets cleared out when you dismiss her, so your dialog option won't show up if you dismiss her, unless you hire her again. Based on your post it doesn't seem like you care, but if you want the option to appear after she has been fired you will have to check VNPCFollowers.bVeronicaFired. This starts out as zero, and gets set to 1 when you dismiss her. It gets reset to 0 if you hire her again.
  17. The problem only shows up when your mod is an esp, so converting your mod to an esm (using FNVEdit) will also fix it.
  18. In the nif the hair is referenced to the default head, with no morphing. When you apply Trudy's head morph, her head changes to the shape in the GECK, but the hair doesn't follow the changes. It's not a bald spot, it's her head clipping through the hair mesh. You are seeing her head, but the hair is still there, just underneath. If you want to use this hair on Trudy and the back of her head is clipping through the hair, then the hair needs to be made wider front-to-back. I thought you could scale meshes in nifskope in the X, Y, or Z direction, but I guess I'm remembering it wrong. You can only scale the entire mesh. Click on the hair, click on transform, and adjust the scale to something like 1.1 and see how that works.
  19. This is usually caused by the hairs not including egm and tri files. The hairs won't deform with the head that you create. You can fix the hairs to fit your particular head by changing the scale, stretching the hair in one direction or another, or translating (sliding) the hair up or over. All of this can be done in nifskope. Due to differences between FO3 and FNV the hair will likely end up being rotated by 90 degrees. I'm using an older version of nifskope. I don't know if this is fixed in a newer version or not. You can just rotate the hair mesh by 90 degrees so that it is oriented properly in-game. Hair nifs have two meshes, one called "HAT" and one called "NOHAT". As the names imply, which one is displayed on your character depends on whether or not they are wearing a hat. Usually, hair meshes that you download only have the modified hair in the NOHAT mesh, and have a very short standard hair mesh for the HAT mesh. So NOHAT is the one you want to modify.
  20. Supposedly you can add an addiction using CastImmediateOnSelf but I personally haven't tried it.
  21. Fallout New Vegas 2 is definitely not in the works. Obsidian tweeted this the other day: Happy 25th Anniversary to the original Fallout! A franchise whose roots helped form us and a world we truly love. And before anyone asks, our plates are pretty full right now, so no.
  22. There are two meshes in the nif. One is the wall/ceiling/floor bits and the other is the collision mesh. For a very simple mesh like this, I would just delete the collision mesh and create a new one. Step 1: Edit the tileset mesh to remove the ceiling and floor. Step 2: Delete the existing collision mesh, since it still includes collision with the ceiling and floor bits that you just removed. Step 3: Copy the wall mesh (in Object mode, click on Object -> Duplicate). Step 4: Turn your copy into a collision mesh. Select your copied mesh (should still be selected if you just copied it, but if you did something else to de-selected it then you need to select it again). Select the Object panel (the icon with the three arrows in the X, Y, and Z direction). On the Draw portion of the panel, click on Bounds under Drawtype, then click on Wire under Draw Extra. Keeping your new mesh selected, now select the Logic panel (the pacman icon). Click on Bounds, then select Triangle Mesh. Click Add Property, change the type from Float to String, then type the string HAV_MAT_WOOD (or any other valid Havoc collision type) in the empty box. Step 5: Go back to the render window and press A twice to select all (since you have an object selected, the first time de-selects all, so you need to press it twice). Step 6: Export your nif. On the export screen, select Fallout 3 for the game type (you probably already have this selected), then go to the top center and click on Static, then Wood. Under Shader Options, make sure Use BSFadeNode Root is selected. Add the new nif to the GECK, and you should be good to go.
  23. I disagree. There is enough of a demand for the post-apocalyptic world of Fallout that there is actually a TV show in the works. This world is nowhere near at its end. Fallout 4 didn't go off in a different direction stylistically. In many ways, they returned stylistically to the roots of Fallout. The problem with Fallout 4 is that they took a very well loved RPG series and made it into a brain-dead shooter. The worst part of it is that there were some quotes from folks at Bethesda who said that they thought they were making a proper Fallout game, which would indicate that it's not a problem of them not wanting to make a proper RPG, it's that they are actually incapable of making a proper RPG. Between that and FO76, a lot of people (myself included) do not have any confidence at all that Bethesda is even capable of making a Fallout RPG. The folks who want FNV2 don't want a Fallout 4 style shooter. They want a return to the FNV RPG type of game, where choices actually matter, and conversations have meaning. That's why all of these fans (again, myself included) are pushing for FNV2 and not FO5. We have so little confidence in Bethesda at this point that we want Obsidian to make FNV2. Bethesda can make FO5 if they want. We're not going to buy it. That's not what we want. If you think this course has ended, you really need to pay attention to how many comments there are all over the internet about fans wanting FNV2 whenever a new game in the Fallout series is mentioned. My prediction is that FVN2, if it ever comes to be, will be set on the west coast, with a lot of callbacks to previous Fallout games that were set on the west coast (FO1, FO2, FNV). FO5, which is definitely coming out and will most likely be produced entirely by the Bethesda folks in Microsoft, will be east coast, and will have callbacks to FO3 and FO4. FNV2, if it comes out, will be a proper RPG, or it's going to anger all of the fans who keep asking for it. FO5, who knows? Will it be another brain-dead shooter like FO4? There is a tendency for Bethesda games to get more and more brain-dead as the series go along. FO4's main quest literally held your hand the entire way, and only let you make one decision that actually mattered. Skyrim's main quest was formulaic and predictable, and Skyrim's "puzzles" were kindergarten level at best. Skyrim's side quests were short and underdeveloped. FO4's side quests were all just either fetch quests or go kill something quests. They were so brain-dead that there wasn't much development needed. A lot of them were radiant quests, where basically the quest giver says "go somewhere and do something" and then you get a note that fills in the blanks for what you need to actually do. There are ways of doing radiant quests so that they aren't so brain-dead, but Bethesda doesn't seem to understand that. After all, FO4 is just a shooter. Who cares what the details are? You don't need a story that makes sense when the entire quest is just go here, shoot that thing. Maybe fetch something while you are there. So, "Fallout 5 would go where?" is a very interesting question. If it keeps going along Bethesda's current path, then it's safe to say that the Fallout RPG is completely dead, and Bethesda RPGs in general are dying. I won't be buying anything more from Bethesda. If FO5 returns to its roots as an RPG, then things could get interesting. But one thing is for certain. The Fallout world has definitely not run its course. Bethesda might kill it through their own incompetence, but there is a huge fan base out there and a huge amount of lore to still explore.
×
×
  • Create New...