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Everything posted by deepside
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The reason why there isn't much Skyrim info
deepside replied to Revengeance's topic in Skyrim's Skyrim LE
Not working, gets blurry. That's why I asked it ;) Even the option check image brings it up this size. -
The reason why there isn't much Skyrim info
deepside replied to Revengeance's topic in Skyrim's Skyrim LE
It could be me missing my glasses but... Is there a possibility that this could be uploaded larger? -
An urgent matter
deepside replied to LoofSquared's topic in Oblivion's Oblivion Construction Set and Modders
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 ;) -
Hi Baldy, do you have the program called 7zip to open those files on your computer? If not then you can get it here <<
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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 ;)
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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?
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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.
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headgear and clothing
deepside replied to gnrbrown's topic in Fallout New Vegas's Mod Troubleshooting
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. -
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.
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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:
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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. ;)
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headgear and clothing
deepside replied to gnrbrown's topic in Fallout New Vegas's Mod Troubleshooting
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: -
Headgear/Eyewear Black/No Textures
deepside replied to drugskill's topic in Fallout 3's Mod Troubleshooting
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. -
How do I make a guard stay in place, even in Cbt???
deepside replied to Corehound's topic in Fallout 3's Mod Troubleshooting
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. -
Auto Lock Door Script
deepside replied to BrokenSwords's topic in Fallout New Vegas's Mod Troubleshooting
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 -
problem with textures
deepside replied to Dimamanikin's topic in Fallout New Vegas's Mod Troubleshooting
If the above did not help you check in the edit of the weapon if you only use the model for that weapon. It is in the art and sounds tab, all you need is the model. First person and world model are not needed and can be set to none or empty. To make world model empty,press edit and when you can choose a folder just press cancel. This will make it so you use no world model. If the above is set right and still having issues,see if it is set like this. ;) -
Blender exporting armor now invisable
deepside replied to ghostfc3s's topic in Fallout 3's Mod Troubleshooting
The flickering texture issue might be the texture path, Check in nifskope if it has the same path as the folder where it is placed in. For weapons there is one thing you must not forget to set, the use bsfadenode root. If you have this not set it will not allow you to drop it ingame(or pick it up) or move it in the geck. For exporting you can use the collision settings weapon/soliod and back or side-depending on what weapon it is. For the shader options you can use the default but with use bsfadenode root activated. Remember one thing as it is possible that blender will remove the projectile node, this you will need to set again in nifskope. You can use the collision box of an existing weapon, import any similar weapon and remove the mesh so it only has the box. Place the new weapon in that box and make sure it is in it's right position. Export with the settings i mentioned and add a projectilenode in nifskope and this would do the trick. It can also be done as ghogiel mentioned in nifskope if you know how that works. If you have enough knowledge of nifskope i personally advice that way as you still need to add the projectilenode when using blender. ;) -
I miss some usefull information here like to wich npc you are placing them and in wich part of the geck you are placing them. Ussualy i make a template version of the npc that needs to wear it so you can set this version as actor base. The actor base is giving the normal npc what it has in their list. The actor base you can make by edit the npc and rename it to "what-your-npc-is-called"template, save that one and then set in the npc this as actor base. This way the npc will be forced to use the inventory of this template. Changing it only in the leveled list does not always work as the actor base then can cause a conflict because in this the original armor is placed. If you use a replacermod for it see if the npc's aren't scripted as that can also cause a conflict. There is also a part that makes it so that you need to wait three days ingame to activate it. This is the time needed for the ingame reset. There is also a solution by making it an esm with the fo3edit tool but i haven't tried that one so i can't explain you how to do that :( Hopefully one of these solutions made it work. And ofcourse the archive invalidation invalidated is very important. When this one is not activated you can have problems with textures too ;)
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Can't ask Dr. Preston about andriod
deepside replied to yeahchris's topic in Fallout 3's Mod Troubleshooting
As it is a quest with several options to get the quest to continue it also might be possible that you have gathered enough information to move on. Sometimes it will then not give the option to ask dr preston about the android. :( You might also have noticed that not all the notes/tapes are there when looking for them. Some of the notes contain the exact same info that is required to move on. ;) -
Custom Weapon Texture Issue
deepside replied to michael_munroe's topic in Fallout 3's Mod Troubleshooting
Glad it works now ;) Ussualy textures showing like this are the archive issue so that is always the first one i would check. :thumbsup: -
If the fix isn't working then you might want to set it in blender. It needs then a rotation of 90 degrees to the left when you are watching it from the front, remember to use a new name for it so you have the original as backup.
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Custom Weapon Texture Issue
deepside replied to michael_munroe's topic in Fallout 3's Mod Troubleshooting
Did you activated archive invalidation invalidated? here or you can activate it in fomm if you haven't done it. -
NPC Forcing Dialogue Assistance Please
deepside replied to TotalRookie's topic in Fallout 3's Mod Troubleshooting
As far as i know are the dialogues that started without box set by triggers. This way they will get activated when the player is entering that area. To use a console command to activate that certain line is almost impossible to do as it would then start immediatly after giving the command. This will then cause a cut and paste job for the machinima wich probably won't give you the result you seek. It would then be easier to give those npc's only that line you want to have and let it activated by the trigger that is set. when you want to use more specific lines i would make copy's of the npc as the only thing that is showing is it's name and not the idname. You can use for example : mr.givename-mr.givename1-mr.givename2(idnames) while the npc name still could be the same. Record the parts that you want to use for the specfic dialogue order you have in mind and cut and paste it in your machinima. hopefully my idea can help you a bit with this.. ;) -
NPC Forcing Dialogue Assistance Please
deepside replied to TotalRookie's topic in Fallout 3's Mod Troubleshooting
Maybe this might help you a bit with the set up for an npc that has custom dialogue. crows dialogue tutorial I know however that programs such as music maker let you add your own dialogue to the movie that you make. All you need for that is a mic, it has some extra's to change your voice into whatever you want. If you don't need something synchronized to the lipsync files that would be a nice way to do. -
cannot enter tranquility lane
deepside replied to TheRichPoorMan's topic in Fallout 3's Mod Troubleshooting
what does the fellout-pipboylight.esp do? If the problem isn't the custom race then this might be the problem. When you go to the tranquility quest the script takes away the pipboy and replaces it with the watch. There can be a script in the pipboylight mod that doesn't allow it to replace it and then not let you get into the quest. Don't know if you have tried it without that mod and what exactly it does but it could be conflicting with the quest.