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Everything posted by bananakillerBRO
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Hey all, just had a quick question regarding CK Dialogue. I'm currently working on a companion mod, and I just got done writing 60 lines of dialogue for him. Now what I need to do is transfer all these lines to a Google Doc so I can send them to the companion's VA. This process, as you can imagine, takes awhile. What I've been doing so far is recording dummy dialogue in the CK, then going to LazyVoiceFinder and use its copy text feature to copy all the dialogue at once so I can post it to the Google Doc. This process however, is still very monotonous and time-consuming. So, I was wondering if there's a way for me to expedite this process? Whether that be by creating a bunch of dummy dialogue all at once, or copy and pasting of the topic info. If not that's fine, I'm just curious if there's a way to make this part of the process go a bit faster, as I still have about 200 lines of dialogue I'm going to have to write...
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I did it lads! I just wanted to come by and detail my process, as I found an astonishingly low amount of tutorials during my search for merging .esps. Firstly, I tried the Version Control route, however to be honest, I got cold feet and was fearful that I'd end up doing more damage to my project and GECK for a result I may be unable to get to. This may sound like I'm being paranoid and overzealous. I am however instead, very stupid, and me destroying my GECK despite having written instructions is more likely than I'd care to admit... Instead, I starting looking for solutions in FNV:Edit, and while I was able to merge the plugins I needed, and get the worldspace into my mod, the plugin was still dependent on the original .esps. So that was a no go. After hours of trial and error with Edit, I took one last look at Google before wrapping it up. And...as it turns out...there's literally a program on the Nexus that automatically merges and plugins you specify! I'll post it down below. The Program- https://www.nexusmods.com/skyrim/mods/69905 5 hours well spent In any case it worked! Wanted to drop back into the thread and list the solution I found, just in case anybody has the same problem in the future. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- On another note, there's something I'd really like to say. MadMongo, DubiousIntent, you two are absolutely amazing individuals. For years now you've always been here for me and so many others when we've needed help creating mods. It's more than fair enough to say that, without your counsel none of my mods would have ever even made it off the ground! You two are absolute legends, on behalf me and many, many others, thank you very much!
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Hello! I'm working on a large, DLC-sized mod that requires a new worldspace. I was going to build my own, but then I found "Dry Canyon", a world resource that's honestly exactly what I was picturing, so I figured I should just use that and edit it to fit my own needs. However, I've run into a snag, I can't seem to figure out how to port Dry Canyon into my mod. I know I need to use FNVEdit, however I am very in-experienced with the tool. I've tried finding other tutorials on how to copy and paste from esp to esp, but I haven't been able to find anything solid. How would I go about accomplishing a full copy-paste of Dry Canyon into my own esp?
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Hello! I'm still working on my large mod, and I was wondering if it was possible to have the GECK record desktop audio? The reason I ask this is because there's well over 1000 lines of dialogue planned, and using the copy-paste method in the files doesn't seem practice. On top of that I doubt I have the necessary brain power to not f*#@ it up.
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New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
You're an absolute legend! Thank you! -
New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Sorry! Does this one work? https://drive.google.com/drive/folders/17q-fyGwDPQv2TIlTIkFaR_ngTLKVBXHv?usp=sharing -
New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
I'm not going to lie, I don't have a lot of experience with custom armor. I just took a helmet and put the new mesh onto it. Do I need to do skeletal rigging? -
New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Sure thing, got it right here- https://drive.google.com/open?id=17q-fyGwDPQv2TIlTIkFaR_ngTLKVBXHv Just a heads up, I forgot that I named the file something...interesting, sorry. -
New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Figured it was time to change it out. Besides, the new avatar gives a off a much better depiction of me : ) Long live the Soggy Bottom Boys btw -
New Head Mesh Floating?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
I should also mention that I slapped the head mesh onto an already existing helmet in game, the Enclave Power Helmet to be exact. -
So I'm trying to make a Geralt companion mod for Fallout New Vegas, but I've run into a bit of an issue. Instead of making a new race, I imported a Geralt head mesh from the Skyrim Nexus, and I've made it an equip-able piece of armor. However, instead of fitting onto an NPC's head, it floats several feet above them. How can I fix this?
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Alright, so I've taken a look at the nif, and it seems the verticals that Pit mentioned are unfortunately a part of the mesh, and to remove them would involve using Blender, which I am very uneducated in. However, I had an idea. I thought back and remembered that Jokerine (The Greatest) had a skeleton character in her mod "The Big Rescue". I also vaguely remembered the skeleton having evil red eyes. I took a look through the mod and, sure enough, the skeleton had a set of two eyes that were separate from the rest of the skull's mesh. So I'll use those instead of dealing with the colored verticals. The mod also has a goose in it, which I will be unable to hold myself back from using in every mod I make from here on out. Thanks anyways though! Christ on a stick it worked! Thank you man!
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Alright, so I've taken a look at the nif, and it seems the verticals that Pit mentioned are unfortunately a part of the mesh, and to remove them would involve using Blender, which I am very uneducated in. However, I had an idea. I thought back and remembered that Jokerine (The Greatest) had a skeleton character in her mod "The Big Rescue". I also vaguely remembered the skeleton having evil red eyes. I took a look through the mod and, sure enough, the skeleton had a set of two eyes that were separate from the rest of the skull's mesh. So I'll use those instead of dealing with the colored verticals. The mod also has a goose in it, which I will be unable to hold myself back from using in every mod I make from here on out. Thanks anyways though!
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Alright, so I'm trying to make a skeleton character with glowing yellow eyes, but as usual I've run into a bit of a snag. He has these strange black dents in his eyes, and I haven't been able to figure out how to fix them. The eyes are their own unique texture apart from the rest of the skull, and they are set to glow, but the black dents remain. How do I remove the black dents, are they just a part of the skull's mesh?
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That's a really generous offer sir! Thank you! I've packed the meshes into a drive- https://drive.google.com/open?id=19n193Rz3FmFJt2hADum61xEtX8-FesHL I have no idea which way is up in Blender, I can't say I've ever even booted it. Thanks for offering to help with this, you've been a godsend to modders for so long now!
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So, I was testing out an interior I built in the GECK using a dungeon set from Dead Money, when I ran into a slight snag. For whatever reason, the collision mesh of a specific doorway in the set looks like this Why this is like this, I haven't the slightest idea. Truly it has to rhyme or reason. Todd remains an engima. A set of stairs I used are also fairly...unique I managed to export the doorway into NifSkope, and I was wondering how I can delete the collisions blocking the doorway without removing the entire collision mesh itself? I don't know a whole lot about NifSkope so I'm fairly green with blocks and such.
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Alright, so this problem is particularly confusing. I'm currently working on a new companion mod, and progress has been coming along very well! However, a misstep on the road to perfection has arisen. When I save in the GECK with my particular plugin, the GECK creates a .tes file, which causes the GECK to crash. The strange thing is this has happened once before, with a cancelled mod I was working on quite some time ago. A fellow Nexus user "Purr4Me" fixed this problem for me last time (thank you). The problem seemed to be a fluke, one of the many bugs that can occur in Todd's Wild Ride, however it has reared it's ugly head yet again. How can I stop my plugin from making a .tes file? I'm at a loss. EDIT- I'll link the conversation from the first time I had this problem- https://forums.nexusmods.com/index.php?/topic/8089693-geck-wont-load-my-plugin/page-2
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GECK won't load my plugin?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Thank you so much! I can't tell you how much I appriciate this, I was really proud of my Vault and I was worried I might have to start from scratch. Thank you! As for Skyrim, I only use the first edition, and I don't recall using anything else other than the GECK to edit the plugin. Although, I did push a lot of clutter meshs into a single folder, but I don't think that could have caused anything to become screwy. Again, thank you so much! If you ever need anything from me, don't hesitate to ask. -
GECK won't load my plugin?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong? send it to me https://drive.google.com/open?id=1GFM8hqAdiJv6UsRWj158vriUWhRc6CYC -
GECK won't load my plugin?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Alas, even after forcing the full final the GECK still crashes on saving. Is the plugin simply corrupted at this point? Or am I doing something wrong? -
GECK won't load my plugin?
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
remove the nav information save the file load it into the geck again if it fails again come back and I'll give you a tool link to install and inspect the plugin with https://www.nexusmods.com/newvegas/mods/39655?tab=description please read the main page. just 1 file goes into the data folder *.jar https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=95124&game_id=130&source=FileExpander I went on ahead and deleted the navmesh, the plugin works once again! However, it still crashes when loading the vault, saving crashes the GECk as well. load the plugin in the geck. Make sure your plugin is set active. open a world space other than what you made. make sure you see a viewed space in an extirior. at the top of the geck, you find the thing for Fource full final and run that, sit back and wait, it might take a while. once it's done. hit the black icon on the geck window and pray it saves. Now the file will end up massive if that works, that;s ok. you need to then exit the geck and run QACfnvedit.exe in xedit for this game. spellings a bit off but you get it. this will remove all the un-needed bloat built by the geck and reduce the size back down where thins are more tolerable. Now one that's done, the plugin you made can be further edit and should fix stuff that was messed up to begin with. IF need be I can do it for you. No promises. Just an offer. Kitty Black Before I try that, I think I may have discovered something. When I save the file in the GECK, for some reason it creates a .TES file as well as a plugin. I've never had a mod do this before, and I believe it might be the cause of the crashing. How do I prevent it from creating this file?