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pocketsizerules

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  1. In response to post #55251913. #55251933, #55251978 are all replies on the same post. Progress!
  2. I've only been occasionally reading these, I really should read more. I think I've only skimmed the last couple I saw, because they were Skyrim-related, and I've not modded it. But this one was really good, thank you! I've learned a lot over the last 2 years of modding. And the lessons CDante's metioned are helpful info. I started with radio mods, too, so info about bugs like that is stuff I'll file away. I've just finished playing Fallout 4 this week - I was too busy modding when it came out, and only started it at Christmas. Not sure if I want to mod F4 yet or not, the scripting differences from F3/FNV are pretty huge!
  3. I'm trying to edit dialogue to get the paths to put audio files in. Some is dialogue I've created in my own ESP, some is dialogue in higher ESPs from the parent mod I'm making further addon mods to. Every single flipping time I try to open some - but not all - of these Reply Text lines in the GECK, the damn thing crashes. And attempting to export even a filtered dialogue list to get dialogue file names ... crashes. I attempted to get the Reply Text filenames/path/voice name/whatever from NVEdit, and no dice, the entries in NVEdit don't show that info for some reason. Yes, I was originally using an onboard RealTek driver. And yes, I plugged in a mic. I plugged one into the sound jack in the back, verified it worked... even plugged one into the spare jack on the front, which I'm not even sure was wired in. I even disabled the onboard sound device in my BIOS. I went out and got an ASUS sound card, because 1) my onboard wasn't great, and 2) I wanted to be able to get around this crap, and got it in and running. I disabled all other audio devices in Device Manager. And no dice, the damn thing still crashes when I try to open Replies in most of the Dialogue entries. Does anybody know of any other things - installed codecs, drivers, anything - that might cause this? Any brilliant solutions about? Oh, and yes, I've got a mic in the new card just for good measure.
  4. Evening all. I've got some questions about overriding an existing mod's map's navmesh in a bugfix ESP. I've been working for a few months on a series of addons/bugfixes to an existing mod. The parent mod has an ESM that contains most of the maps, and an ESP that contains some other maps and most of the non-map mod data. Some of the existing maps from their ESM and ESP need some navmesh work. There's some places where NPCs and creatures follow a navmesh that goes off through wall into an area that no longer is actually there or is now unreachable by the player. They walk through a cliff wall, for example, into a place the player has to TCL to get to, to kill them. And the level won't proceed in some cases without those clipping enemies killed off. I spent some time last night re-navmeshing a mini worldspace from the parent mod's ESP. I saved my work, closed the GECK, re-opened it a bit later, and discovered that my navmesh of the worldspace had been cleared and the parent ESP's replaced. So all the work was undone. I'm guessing this is the same sort of problem I ran into when I tried to delete something from a parent mod map and found it restored when I reloaded the GECK. In that case, I ended up just keeping the thing in the map and making it disabled - that at least worked, but deleting it entirely restored it. ... In this case, what solutions are there? ... Would I have to copy the entire worldspace or interior cell from the parent ESP or ESM into my addon mod via FNVEdit in order to have its modified navmesh not thrown out? Would that even work? Would it possibly work for maps from the ESP but not those from the ESM? Any options I'm not thinking of? I've been releasing my work with the knowledge of the creators, but so far what I've been doing has been simply overrides and additions. If there's no way to do what I explained here with a simple override, I'll try to get the OK to copy the entire worldspace into my addon, but I'd like to avoid that. If that's the only option, I'll ask the modmakers' permission before I do it. Any information is greatly appreciated!
  5. In a mod I'm tinkering with, I've created a new custom effect which is triggered when the player enters a specific new worldspace (the map in question is a separate worldsplace rather than a cell in the Mojave or an interior). The custom effect properly triggers upon entry, but I was hoping to use an "else" to remove the effect. That way if the player leaves the worldspace in one of a few different ways, the effect will stop, regardless of how they leave. There's only one method of entry to the worldspace the first time, so I was able to set an entry marker that triggers the space initially. Here's basically what I've got: begin gamemode if player.getInWorldSpace DeadForest == 1 player.addSpellns DeadForestEffect else player.RemoveSpell DeadForestEffect endif end The "else" part of the statement isn't triggering. Any ideas? I was thinking of using a Begin onTriggerLeave, but I think that would only work for one method of exit with a trigger ref. Not, like, a moveto away from the worldspace.
  6. I'm working on a detailed radio mod (private, rather than sharing copyrighted music) for Fallout 3, and I am planning on making a Vanilla and an Extended version. The vanilla will have 30+ songs, and the extended will add another 10 or so. I'm placing the sets of music in two separate folders for easier mod handling. I've figured out two ways to do this, but I'm not sure if the second will work. First, I could create two separate ESPs, one with all the links and fiddly bits for the Vanilla set, and one with the links and all for the total set. Then I'd just load whichever ESP to get whichever I wanted. The other way depends on how a mod handles trying to play a song with a missing file. I'm thinking I could just create one ESP for the total set, and if I don't want the extended set to play, I'd just delete the WAV files in the Extended folder, or more likely rename the folder so the ESP couldn't find them to play them. But what happens if a radio mod can't find an audio file to play it? Will it crash? Will it just skip to the next song in the Radio list in the quest? I know this is a really specific, really anal question, but does anyone know?
  7. EDIT: Answered via taking apart the CONELRAD Radio mod, which is excellent, and had scripts that taught me what I needed to know. I've looked through the radio topic posts in here and they're mostly about "how do i build a station". I've got one built already, I've worked for awhile on making a good radio mod for myself. I'm not going to upload it, since it's using copyrighted music. What I'm having trouble with is that the radio station, which I made global (broadcast everywhere, not radius), is picked up on my PipBoy as soon as I get it as a kid. It's audible within Vault 101, in otherwords. Unlike GNR and Enclave radio, which are only found when you leave the Vault. My question is, is there a simple way to make a radio station only be found when you leave the Vault? Or would i have to create a quest, tie it to that quest, and have the quest triggered by a script that fires when I leave the vault? Or can it work in the way that DLCs do, that they appear to trigger upon exiting the vault? Although perhaps those, too, are triggered by quest scripts. Shorter version: Easy way to make a radio station only appear when you leave the vault?
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