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Everything posted by bananakillerBRO
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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. -
I'm trying to figure out where I went wrong with my current plugin. Everything was working fine with it a few days ago. I was working on a new vault to go along with the mod, and it was coming along very well. However, when I came back the next day, the cell for the vault stopped working entirely. It crashed the GECK every time I tried to load it. I decided to open up FNV:Edit to look for errors. Nothing, everything came back clean. I then found out I could add navmeshing with the editor, so I decided to try that on a whim. Now the entire mod refuses to start up. Is there anything I can do to fix my plugin? Or would it just be better to move all the other interiors and assets (except the cell that crashed) to a new plugin and start fresh?
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Just last night I was working in the Creation Kit. Everything was running smoothly then, but for some reason it's refusing to boot up now. It's the same situation with SKSE, it also closes on startup. Launching Skyrim from Steam works though, strangely enough. I haven't installed anything since then, nothing with Skyrim has changed. The only things I can even think of that may have effected it would be my drivers, as I updated them last night. I've done everything I can think off, I checked LOOT to see if any errors were going on. Nothing. I went through the data files. Nothing. I called Todd Howard's home address a few times. My number has been blocked. Does anyone know of anything else I could try? Could something have been changed in the INI files as a result of updating?
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Howdy! A few days ago I made a post here asking how to fix a textures/mesh problem I was having with my mod. The meshes and textures have since been fixed, for the most part anyway. There are still two textures that, despite being in the correct locations, refuse to work. These textures would be "suit.dds" and "visor.dds". Neither of these textures seem to want to work, but they are both in the same locations as the rest of the armor textures, which are working fine. I've tried several different things, but nothing seems to be working. I hate to ask, but could someone take a look at this? I'd like to get a fresh set of eyes on it. https://drive.google.com/open?id=16P6Vfb3X83KT1HQPsMM-xBZM5TIUMUFX The suit texture needs to be under the armor, while the visor texture needs to be on the...well, visor.
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Heya! Quick update. I put the meshes in textures into subcategories like "Armor" and "Weapons" and it's all showing up now! Thanks! Also, sorry I didn't clarify better, lemme try to explain what I was saying about exporting files. What I meant was is there an easier way to export content from the game files into its own mod zip. folder. But like Dubious said it looks like I need to either use OTOH or xEdit to make scripts. And since I currently don't know a whole lot about scripting such things, it looks like I'll be doing it manually, which isn't too bad. Thanks!
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I'm attempting to make a companion mod that uses custom armor, weapons and voice lines, but nothing I've used works. The mod works fine on my PC, his armor and other assets show up just fine. But when I export him to another computer, he shows up as those large red triangles. The file path I have set up is Meshes/Church/Armor/Halo4MasterChief.nif I've gone over it a few times, and everything seems to be in the right spot, I can't figure out what I did wrong. What am I missing here? I'll include the file as well, maybe that will help solve this issue- https://drive.google.com/open?id=1EnMgH9gjfzWseLG3PDjsqmqHrpAtzmOM
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Conversation skipping.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Alright, I changed the topic IDS to start with "A" instead of a number but they're still skipping. -
Conversation skipping.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
Here's a few screenshots, I'll post all the codes I've used down below. It's worth noting when I used the "link from" box the conversation refused to start, but when I removed it the dialogue started working again, so I've left it blank. https://imgur.com/a/4pvDKfP The script that controls the conversation- scn aaaArcadeBanter2Script begin GameMode Companion1REF.sayto ArcadeREF 111ArcadeBanter1 End The topic where the script starts to skip- ArcadeREF. sayto Companion1REF 111ArcadeBanter4 If there's anything else needed please let me know -
Conversation skipping.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
I have synched the dialogue but it is sadly still skipping. -
Conversation skipping.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
They don't have .lip files now that I think about it. That might very well be the issue. -
Conversation skipping.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
They have fully recorded wav. files. They just start saying the next line before they're finished, then they start overlapping each other. -
So, I'm creating banter between two NPCs, but something odd is happening. The conversation just kinda...skips. One character will cut the other off, or sometimes they just skip entire lines altogether. I followed Seddon's tutorial on how to create a conversation between two NPCS, the only difference is I put the conversations in the "Conversations" tab instead of the "Topics" tab. Seeing as how Raul and Edward operate on a simpler format, I don't think that's the main issue. What should I do?
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Problems with a fetch quest.
bananakillerBRO replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
...Admittedly I didn't think of that. -
Hello! I am currently trying to make a fetch quest, but I'm having an issue. The item you need to retrieve is in the inventory of an NPC who needs to be killed. How do I select the REF of the object if it's in someone's inventory?
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So, I'm trying to make my companion have idle banter with vanilla companions while travelling together. But as with most things, I barely grasp what I'm supposed to be doing, I know I should use the conversations tab, and I should have certain script variables, such as Boone being hired and my companion being hired. The conversation between my companion and Boone will not trigger, so what's the correct way to script a conversation between the two companions? Here's what I have so far-https://imgur.com/WcPe5tN
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Hello there! I am currently working on a concept for a mod that will require a small team of people to work on it. However, I have no experience leading a team like this, and I don't really know how a mod team works, so I wanted to ask a few questions before I send out a call. How does the dynamic work? Are there segments of people who work entirely on scripting quests while other people focus entirely on world building and writing? Is that fair? How do we all edit the same .esp file? Or do we all make segments of the mod and then use FNV Edit to merge all our respective plugins into one big mod? For example, if I have two people working on a single word space how do they collaborate in real time? How many jobs does one person usually have? I'm used to handling everything on my own so I don't really know what I can assign to a single person. And finally, where would I post a calling? I hear the TTW forums have some good people, or would it be better to post here? Or both?
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Alright, so I have good news and bad news. The good news is his fire scripts now work! He no longer follows the player after being dismissed. He still has follower dialog after being dismissed but it doesn't do anything unless he is recruited. If anyone knows how I can fix that please tell me, but I can live with it. Bad news...he's gone. The way the mod works is you find him in a bar. This bar is not his home and when he is fired he is supposed to go to Goodsprings, where he has his own little area. So I just placed him down in the bar really. Should he have a package for standing around at the bar? What can I do to rectify his disaperence?