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deepside

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  1. Not working, gets blurry. That's why I asked it ;) Even the option check image brings it up this size.
  2. It could be me missing my glasses but... Is there a possibility that this could be uploaded larger?
  3. I do not have enough knowledge to put up a full script though it might be a good idea to look on how the crafting is setup on the campfire. You can use this as an example for it, as this way you need several (or two items) to create a different item. Replace the campfire with a cooking pot and the items to craft with your modded stuff. You need to replace each item in the script as well. Hopefully I pointed you in the right direction and is someone able to help you with the script part of it. Edit: or you check the mods that BlackBaron2 has mentioned ;)
  4. Hi Baldy, do you have the program called 7zip to open those files on your computer? If not then you can get it here <<
  5. You might want to read this topic <<< it solved it for me ;) It will show up but i"m not sure if you can edit it then. There is a way to copy all of it to a dummy cell and after it pasting it back though that is a lot of work. Know this because a buddy of mine has edited it ;)
  6. Are you using windows 7 ,Vista or XP? 7 has the ability to download it instantly in a specific folder so that you don't have to direct it each time to a folder. Quite strange that the downloadlink directs you to another adress then where it should be placed. How do you download the files? Target save as... or just the save file and open file option?
  7. All you need to do when having these folders is place them in the right folder. That is extracting them to your data folder;) Meshes are the models and textures are the skins this model uses. For making a 10 mm into a usp and having the mesh created and placed in these folders you need to start with the geck. This is the same for the quest,you can check about how the geck works here. The geck for new vegas works almost the same,it has a few more things you can do but this one should explain the main parts. You can also check in the files section if there isn't a tutorial about certain things.
  8. Ah the bug that fallout 3 and new vegas has when editing the headgear. If you have noticed,it is now changed. Sad thing is that when doing it with headgear it can mess up its position. What needs to be done now is placing it in the right place. You can do this with nifskope or blender,it will take some time but you open it in one of these and move the mess towards the place it should be. In your case you should be lower the mesh and check sometimes if it is in the right place. It's a matter of moving down,saving and checking untill it is right. remember that you need to use the transform apply in nifskope. One of the reason why i prefer to do it in blender. The reset making it to 0000 is not a problem.
  9. First time using geck? on the top left, click file /data and then click the one you want to load.. Set the esp you made as active and then press ok.
  10. You have to create these folders inside the data folder or just place the complete meshes and textures folder. This way you have a meshes and textures folder. The bsa is the file where the geck starts looking for the stuff needed if no folder is available. Extracting the meshes or textures is the part you do when you want to edit them into a different mesh/texture. :wink:
  11. As i am not able to tell you exactly how it can be done i might be pointing you towards some directions for it. 1: the item can be made and the message can be activated by scripting, I know we have some good scripters on this forum and you might want to look for scipsis as he has his own tutorials for it,. 2: this can be done with a trigger,again how it should be done i'm not tottaly aware of. 3: for that you might want to check here hopefully this helped you a bit in the direction of how to do it. ;)
  12. Did you used the transform/accept after the edit? When using the transform edit and saving it you need to do it once again and use transform accept to make it work. :wink:
  13. The only thing i can think of right now is that you have a texture file that might conflict with the items by having the same name as the texture that is used for those meshes. hopefully you know how to use nifskope as that might show you wich texture is used by those items and then you can look if it has a texture in your folders that is named likewise.
  14. You could check the packages that the guards from the brotherhood of steel gate uses. they seem to be always there. ;) The only thing that you probably need to change are the dialogues.
  15. If i'm right then the set openstate 0 is used to close the door. I'm not great at scripting but maybe this might work.. :unsure: Begin OnActivate if isActionRef Player == 1 lock 2 SetOpenState 1 else if isActionRef Player == 0 lock 2 SetOpenState 0 Activate endif endif end hopefully this works
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