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madmongo

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Everything posted by madmongo

  1. Is the area properly navmeshed? NPCs won't stay in an area that isn't navmeshed. Does the NPC have an AI package that moves them to the marker and puts them in the captive pose? Does the NPC have any other AI package that could run and take them somewhere else?
  2. I have always said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Glad you got it working!
  3. Hmm... I have never run into that, and I have done plenty of worldspace edits and navmeshes with things involving an exterior door. I have had the GECK sometimes indicate that something was changed and not merged, but the actual door and navmesh has always worked. How exactly did you run into this bug?
  4. Apparently you didn't bother to read my last post. The problem is that you are addressing a group of mostly hobbyists, not professional modelers. I stand by my assertion that for us idiot hobbyists that you love to disparage, Blender is by far the tool of choice. If you are a professional modeler, or want to become a professional modeler, I can't help you. I can't afford professional level tools, not for something that is just a hobby. Zbrush may be the greatest thing since sliced bread. I don't know, and I'll never know. $40 per month is ridiculously expensive for a hobbyist. And that is all that I have to say on the subject. I'm sure you'll come back and tell me how wrong I am. You haven't even come close to convincing me that I need to shell out close to $500 per year just to do what I can already do for free.
  5. The proper way to do this is to put the GECK into the networked mode intended for developers, which is not how most people set up their GECK. Instead of using a real network share like Bethesda and Obsidian used, you can fake it out by using a local folder as your networked share. Follow the instructions here: https://geckwiki.com/index.php/Version_Control The instructions were originally written for Fallout 3 so pay close attention to the section about what needs to be different for FNV. Since you already created your esp without using version control, you will have to check everything out first and then check it into the esp. Make copies of all of your files and save them somewhere before you try to merge the esp into the esm. If anything goes wrong the files will end up trashed with no easy way to recover them.
  6. You realize you are posting this to a game modding site, right? While there are some professional modelers here (and they do absolutely fantastic work) the vast majority of modders here are hobbyists who have no intention whatsoever of becoming professional modelers. All they want to do is create a few assets for their mods. Zbrush is a horrible recommendation for hobbyists. $40 per month is fine if you are a professional working in a game development studio. For a hobbyist, it's ridiculously expensive. There is a reason Blender is the most popular 3d modelling tool on the Nexus.
  7. Blender does have a bit of a steep learning curve so that's a valid point. I've never used zbrush so I can't comment on how it compares. Your tutorial comment doesn't make much sense. Blender has plenty of tutorials. Blender Noob to Pro is an excellent online resource. There are also tons and tons of youtube videos about Blender. Blender is also free. Zbrush appears to be rather expensive. $40 / month for a single user may be fine for professional use, but that is well beyond the budget of most modders. 3DS Max has free versions but I'm not sure if that works for all game modding. Note that a lot of games require very specific versions of programs. I happen to mod Fallout New Vegas for example, and the only version of Blender that really works for that game is version 2.49b due to the fact that the nif import/export tools do not work properly for later versions. The nif tools for 3DS Max also only work for certain versions, though since I do not use 3DS Max I couldn't tell you what those versions are. As far as I am aware, Zbrush doesn't support the nif format, so unless they have added support for that format in the last few years you can't use Zbrush at all to mod Bethesda games like Fallout 3/New Vegas, Skryim, Obvlivion, etc. So the question becomes not just what is the easiest/best program to use, but what programs actually work for the games that you want to create mods for. Blender is by far the most popular 3d modeller among game modders simply because of the cost. You can't beat free.
  8. FOMM usually means Fallout Mod Manager, which is an older mod manager and does not contain any meshes. NVSE is New Vegas Script Extender, which also does not contain any meshes. Did you mean something else other than FOMM? FCO maybe? What exactly did you download? What hair are you using? Hair meshes need to have a HAT and a NOHAT mesh included in the nif file. Many hairs do not have a proper HAT mesh and do not work well with hats. This is a hair problem and not a hat problem.
  9. Breechloading just means that it is loaded from the rear of the gun. It has nothing to do with loading the weapon one cartridge at a time. The breech is the rear end of the barrel. If the weapon loads through the front end of the barrel then it is muzzle-loading instead of breechloading. Most of the weapons in FNV are breechloading so it would be kind of a weird term to use in reference to FNV weapons. If you are talking about a revolver, there are three basic types, called fixed cylinder, break action, and swing-out cylinder. A fixed cylinder usually loads and unloads through a loading gate, so they are very slow to load and unload. I happen to own a fixed cylinder .44 magnum in real life, and they are much slower to load than how they are portrayed in the game. A break action (also called a top-break) revolver is hinged, and "breaks" open, ejecting all of the spent cartridges at once. New cartridges are then inserted into each chamber in the cylinder one at a time. A swing-out cylinder doesn't break open. Instead, the cylinder swings out to the side. You can then push a little rod and eject all of the spent cartridges at once. Each chamber in the cylinder must then be loaded one at a time. Break action and swing-out cylinder revolvers can both be reloaded using speed-loaders. This is a little hand-held device that holds six cartridges (or more or less, depending on how many chambers are in the cylinder) so that you can shove all of the cartridges into the chambers simultaneously. This is much faster, but you need to have your speed loader already loaded with the cartridges. One of the weapon animations in FNV uses a speed-loader, even though you never have a speed-loader device in your inventory and you also never have the option to load the cylinders one at a time. Oh well, it's a game. Many shotguns are also break-action. Rifles are often magazine-fed, so you wouldn't call those breechloading. Rifles can also be loaded through stripper clips, which I don't think are in the game (or I just can't remember any off the top of my head) or en bloc clips like the M1 Garand (This Machine). I can't think of any simple term to describe what you are after.
  10. Have a look at Malcolm Holmes in the GECK. His ID is SSHQMalcolmHolmes. Basically, when you pick up a star bottle cap, a script spawns Malcolm along with the two NPCs near Nipton. Malcolm has a couple of AI packages. One allows him to wait if the player isn't in the wasteland so Malcolm won't follow you indoors to find you. The other is a dialog package which is what causes him to move to you and initiate his dialog. The Legion assassins that come after you later in the game also use a dialog package. The assassin leader will talk to you before attacking. Look at the NPC VEFR02LegionThugLeaderCM. All of the other thugs have packages so that they basically just follow their leader. If you have a group of enemies you'll want to do something similar. If you play for the Legion, the NCR also has a hit squad that will come after you instead of the Legion hit squad. Have a look at VEFR02NCRThugLeaderCF and the other NCR thugs. If you don't want your enemies to talk to the player first before attacking you could probably use a travel package instead of a dialog package.
  11. Paying someone to make a mod violates both Bethesda and the Nexus terms of service. It doesn't matter if you make the mod freely available afterwards or not.
  12. That's what the New Vegas Mod Requests forum is for. Post details of what you want there.
  13. G will lift the object slightly in the Z axis. As was already said, F drops the object. Other than that, you need to use the Z key. If you want to move the object in either the X or Y direction and ONLY in that direction, then you need to use the X and Y keys. Otherwise the object can (and probably will) move in both the X and Y directions simultaneously.
  14. You need to go into weight paint and assign bone weights to all of the vertices. If I remember correctly Blender will show you which vertices are missing weights when it gives you that error. If you imported the body part from a different skeleton, you'll have to parent it to the nif's current skeleton and then assign bone weights to all of the vertices.
  15. It sounds like you are referring to version control. https://geckwiki.com/index.php/Version_Control The intent behind version control is to be used by a team of people working together, but you can use it as a single user. You just have to fake out a local folder as your "network share". Instructions on how to set it up are in the above article. The instructions were originally written for FO3 so make sure to pay attention to the things in the instructions that need to change for FNV. When using version control, a local user makes their changes to an esp which depends on the esm as a master. When the changes are done, they get merged into the network master during check-in. Don't forget to copy the new esm with the merged changes back to your FNV directory. Since you apparently did not create your esp with version control enabled in the GECK, you will need to check out all of the changes and then check them in. Make sure you make backup copies of your original esm and esp before you do anything. If you do it wrong, you can mess up your files to the point where your only choice will be to recover them from your backup copies. When you check an esp into an esm, many records will be re-ordered. If you made new dialog and already recorded the lines, the file names for the voice files will change due to the records being relocated in the esm. If you don't have any new dialog then everything else should work ok.
  16. Check the shader type and shader flags in the NIF. If the NIF was edited in Blender, then chances are the shader flags are set incorrectly. Blender usually does not export the shader flags properly for body/clothing/creature models. If those are set properly then the NIF wasn't exported from the 3d modeling program correctly.
  17. I've never found a good tutorial about it. What's worse is that it gets you into the buggiest parts of the GECK, and there are a lot of hidden gotchas that you only find through trial and error. There is some info in the Worldspaces section here: https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK The first thing you need to know is that when you create a worldspace with a reasonably realistic terrain, the terrain itself is going to easily take up 12 to 14 MB in your mod. If you are using the GECK in single user mode (the way that most modders do), then you are very likely to run into the 16 MB bug. Anything with an ID number of some sort needs to be below 16 MB, due to the way that the game uses these ID numbers. The ID is a 32 bit, the first 8 bits of which are used for the mod number. For example, purified water has the ID 000151A3 (hex). 00 is the mod ID (Fallout.esm, which should be first in your load order) and 0151A3 is the offset into the file. .45 ammo from Honest Hearts has an ID of xx00947B, where the xx is the mod number on your system. On my system, Honest Hearts happens to be 06, so the ID of .45 ammo on my system is 0600947B. 32 minus 8 is 24, so there are 24 bits left over to specify the offset into the file. 24 bits is 16 MB, so any ID with an offset over 16 MB will break the game. In other words, the largest offset you can have is xxFFFFFF. Any larger offset breaks your mod and breaks the game. In single user mode, the GECK just appends new records to the end of the file. So let's say you create a landscape that happens to take up 14 MB, then you add in 3 MB for navmeshing. Now your mod is 17 MB, but it still works, because you haven't added anything with an ID. Now, you create an NPC. Or you create a new static. Or maybe you create a new misc object. All of those things have IDs, so the GECK will happily append it to the end of your mod, with an illegal offset that is greater than 24 bits. The GECK will give you no warning whatsoever. But now, if you try to load your mod in the game, it crashes your game. If you try to edit your mod in the GECK, it crashes the GECK. Better hope you saved an earlier version of your mod because that version is completely broken and can't be fixed. The way that you avoid this is you need to put the GECK into networked mode using Version Control, which is how Bethesda and Obsidian used the GECK. This is a networked environment where you expect to have a server on the network that contains the official repository, and each developer checks out files and checks in their changes to the server. You don't actually need a networked server. You can fake it out with a local repository that is on your computer. When you check files in, the GECK will re-arrange things so that anything with an ID is down at the bottom of the file. You still have to avoid the 16 MB bug, but that's a lot easier to do. What you would do is create your worldspace, which is say 14 MB in size in this example, and check that in to your mod's esm. Then you create your navmesh, and the esp you are working with is now 3 MB in size, and you check that in to your 12 MB esm. So now your mod esm is 17 MB. Now you add NPCs, misc items, whatever you want, and check those in. Now maybe your mod is 19 MB in size, but all the ID stuff is down at the bottom of the mod so you're nowhere near the 16 MB bug. Instructions for setting up version control are here: https://geckwiki.com/index.php?title=Version_Control The instructions were written for Fallout 3, so pay attention to what needs to change for Fallout New Vegas near the top of the page. If you make a small mod with a small usable area, it is possible to squeeze your mod under 16 MB in size. For most mods with a worldspace though, you are going to need to use version control if you want it to actually work. I personally have two sets of ini files saved in other folders, one with version control set up and one with the GECK in normal single-user mode. That way all I have to do is copy over the files that I want and I can very quickly change which mode the GECK is in. Once you have version control set up, the next thing you need to do is create your worldspace. Click on world -> world spaces in the GECK, and when that form comes up, just click new on the left hand side give your new region a name, and fill in the blanks. VERY IMPORTANT: Immediately save your mod, exit the GECK, and restart it. If you don't, the GECK will crash on the next step. Like I said, this gets you into the buggiest parts of the GECK. Now that you have a worldspace, you need to give it a heightmap. There are ways of importing a heightmap, but for now let's assume that you are just going to create one in the GECK. If you just go into the heightmap editor and accept the default heightmap that the GECK gives you (which is flat and featureless), the GECK will crash. Like I said, buggy. The first thing you need to do is raise the entire heightmap. What I usually do is generate a random heightmap with almost no randomness to it at all so it's basically flat and featureless, but (and this is the important part) I give it an offset of 14000. If you aren't using trees, an offset of 6000 works pretty well, but if you are using trees, you can end up with floating trees in your LOD later if the height is under 14000. Now use the landscape editor to create your desired landscape. The important thing is to do things slowly. If you try to raise or lower the landscape too quickly you can end up with landscape tears, which cannot be fixed. If the GECK ever tells you that something is out of bounds and says that it can repair it, it can't. Your mod is broken at that point. Go back to an earlier version. Do things in small steps, and check things in to version control when you have them working. That way the most you lose is the latest changes you made since your last check-in. Save often. Did I mention that the GECK is buggy? Now you can paint your landscape and add stuff to it, and all that fun stuff. Oh wait, when you go to view your new landscape, all you see is a big blob on your render window. That is yet another bug. Did I mention that the GECK is buggy? The GECK needs to have some object to render in the render window or else it doesn't render properly. I usually go to the origin of my new worldspace (cell 0,0) and place an airplane there. Then I'll go to an interior cell like one of the sewers just so that the GECK has a proper cell to render. Then return to your new worldspace cell 0,0 and now you should see the little airplane (or whatever you shoved in there to make it work) and now you'll finally see your landscape. Don't forget to remove the airplane (or whatever you added there) later, or people playing your mod may see a weird airplane stuck motionless up in the sky. Once everything is done, you'll need to generate LOD for your new worldspace. I personally use FNVLodGen which comes with good instructions on how to use it. Good luck! It's probably going to take you a bunch of trial and error to make things work, but that's the basic gist of it. Oh, and one last thing. There is an automatic navmesher that will navmesh entire regions for you. DO NOT EVER USE IT. I have only had it create a usable navmesh once. Most of the time it will just lock up the GECK completely. Sometimes it gets the GECK stuck in an endless loop, popping up an error that literally says "Get Jean!" (we can assume Jean was one of the GECK's developers). Click OK to get rid of the message and it just pops up again, forever, until you kill the GECK from task manager. I have also had it navmesh the entire area OUTSIDE of the region it was supposed to navmesh while leaving the area inside the region (the part that it was supposed to navmesh) completely untouched. Whatever it does, the first thing it does is completely wipe out the existing navmesh for your entire worldspace. Seriously, don't ever use it. Unfortunately, that means using the normal navmesh tool which means you have to do one cell at a time.
  18. No. Begin GameMode //(anything here runs every time) If Player.GetPermanentActorValue Strength == 10 //(if the player's strength is 10 anything here also runs every time, if the player's strength is not 10 this is skipped) endif //(anything here runs every time) end Oblivion worked the same way. If you want it to dynamically update, you can do something like this: Scn MuscularScript int ThisCheck int LastCheck Begin GameMode Set ThisCheck to Player.GetPermanentActorValue Strength If ThisCheck!=LastCheck If ThisCheck == 10 Player.matchrace MuscularRaceGuyRef Else Player.matchrace WimpyRaceGuyRef Endif Endif ; end ThisCheck != LastCheck Set LastCheck to ThisCheck End
  19. I have heard of crashes under Windows 10 but I have never experienced them myself. Is it every mesh that crashes or are you crashing with one specific mesh?
  20. I believe that functionality is broken in the FNV GECK.
  21. The FNV Mod Limit Fix takes care of this problem. https://www.nexusmods.com/newvegas/mods/68714
  22. I went poking around on google, so here's another method you can try (I haven't done it myself). Make a copy of your legacy mod and use FNVEdit to remove everything except the exterior cell that you want to change. Then use the Merge Plugin mod to merge your legacy and your new mod together: https://www.nexusmods.com/skyrim/mods/69905 It's a skyrim mod but supposedly it works with Oblivion, FO3, FNV, Skyrim, and FO4.
  23. Hmm... I thought you could do that in FNVEdit. You'll run into issues if you have placed custom items that aren't in the second esp but other than that I thought it worked.
  24. If you are going to have a dependency on an esm between mods anyway, why not define your NPCs for both mods in that esm? Or why not do everything in one esm and not bother with any esp files?
  25. Make sure you are using Blender 2.49b and the nif tools that go with it. There are later nif tools for later versions of Blender but that has a lot of issues, especially with things that involve rigging (clothes, bodies, creatures, etc).
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