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deepside

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Everything posted by deepside

  1. is this for dialogue alone or with audio? there is a tutorial that is showing how both should be done. crow's dialogue tutorial.. i believe he has also one made for just the dialogue.;)
  2. what exactly is it that you are trying to do? as far as i can see is the latest standalone version is looking good in geck. it only needs the textures to be set in nifskope. the only issue that i can think of when looking at the picture is that the mesh isn't rigged right. i don't use 3dsmax but blender and i had this kinda situations when the weight wasn't set rigth or it wasn't attached to the bones. the way Lhammonds is saying it is an option to check it. if you are trying to attach some things to this armor/suit then the best thing is to use blender for it and first export it as a static model. then import it again and rigg it to a upperbody or skeleton. this way you can rigg the complete model as it has no weight attached to it. if this is from adding things to it in nifskope then that is the issue. nifskope doesn't always allow to attach things onto excisting models. sometimes it works sometimes you get this. hopefully this helped you a bit..;)
  3. on the link you gave it is mentioned how to add the textures to it in nifskope. in a picture. there is where you need to be for each part of the gun. doubbleclick on the floweer thingy and then go in the folders to the texture. ;) this works for all the meshes that don't have the textures added in nifskope.
  4. scopes you add in the edit of the weapon. when you edit a weapon you go to the art and sound tab. select in there the scope box. now when you press edit on that box you will see a folder. go your way in that folder to where your scope nif files are placed. (if you have none downloaded, get some good ones from the site.just type scopes in search and you will have some good ones.) add the one of your choice. now you have the nif file added and have to get the scope feeling. select in the main edit the game data. go on the left to sight fov and fill in there something like 28. the lower the count the further you see. save the weapon and then save the esp in the save box. now your gun has the scope view added. for adding scopes on the gun it self(making a scoped weapon) you need blender but that is a different story. hope this had helped you.. ;)
  5. hi..i tried it with some others and all i could see was this.. as you can see it is the same model as the file is. so it could be the visuals of your texture doin it. i know, blender is almost like a living creature, it likes you or not :tongue: so far i can only help you with this.. a good tip for the tutorial. you don't need to follow it specificly. some parts can be skipped, those who are in no need for your file. :thumbsup:
  6. you need to create a new race for it to use it on your character only go to geck- load a new esp or the one you want to use for the race. go to race and click edit of the race you want to customize. duplicate the race in the editor click the duplicate and click f2 to change the name of the race. now you got two same races but with different names. now you can edit this race with the meshes and textures you got in body data. don't forget to click playable in the general data. for in the custom new character if you want to play with. go to the npc list and click CGpreset(race)M(F)-1to10- just click one for example cgpresetcaucasianF01- -edit-in race choose your race coz thats now playable. class - raider-melee bigguns or smallguns, wathever you like the rest of the edit is wathever you wish him to be. don't forget to check the can be all races next to dialogue.( i think that is needed) and press ok. now its saved in that esp. save the esp and when you load you can play as a character you made. hope this helps you a bit ;)
  7. maybe a screen of wich error could help a little. if it mentions things that could be changed in geck then you can solve it.
  8. hi.couldn't really test it coz i don't have the textures for it. might set my own texture path for it and see what it does. ;)
  9. if you really new to game and modding it, i suggest to check this site. it is a good help for starting with the geck. for new stuf that might be out already. try the search button on fallout3nexus.com ;)
  10. @ lovender ,model wasn't rigged right..re rigged it again and is now viewable in geck. not checked if it was playable yet. have placed it in your own topic.
  11. if you have a fresh install then there could be no texture folder for it. when you convert something from the bsa unpacker in fomm and convert it to the data folder it will create a texture folder. there is however no problem if you make one yourself. ;)
  12. modeling needs blender and nifskope. geck is just a placeholder for it that then connect it to the game. if you want to make something new then i suggest that you search for blender and nifskope. for texturing/retexture you need atleast gimp or photoshop with a dds converter in it.not sure if there is a tutorial for it on this place but you can try the search button on the upload page. if you want to edit something i suggest to check this link it's the geck main page ;)
  13. hi..maybe try this one i always use this tutorial for it here
  14. both pkleiss and badpenny are right. i didn't see you mentioning the magnitude for each skill/stat but i'm assuming that you set those on 100 and 10 for each of them. i made this way an activator that let's the player walk faster using the bullet time mod. so it is even possible to use the item several times instead of 1 time only.
  15. by modifying you mean give it a retex, changing colors/make it for example a camo? first extract the needing files in fomm. using the bsa unpacker. older versions its just there on the right. newer versions it's listed under tools. lead your way to the bsa textures for fallout 3(or the dlc if the file is from one of them, then they are in the main bsa) click open and press in search the texture you need. this one is mentioned if i'm right in geck. then you need a dds converter wich can make this a jpg file. this file is the one you can modify. when finished rename it with a 1 at the end for example(had in the past some changed and seem to not working when overwriting it by giving it the same name) to make it work. change that one back to dds with the converter. attach it in nifskope to it's place or make manually a file in the textureset in geck. in geck click textureset and in the list rightclick new. press edit for the diffuse and go to the folder where your new file is. add it. the normal maps uses a n.dds file. wich you don't have to change. add that one to it. sometimes it has a glow map for it this is the g.dds file. after editing the new textures you rename the id name. creating a new/click yes. now go to your model and edit the biped model(male or female, depending wether it's an armor or not) doubbleclick in the new section on one of the things in the list and a new list shows up. go to your new texture and doubble click again.now it's added to your model. rename the idname and click again yes for new creation. this has to be a new creation otherwise the texture will be changed in each model that uses it ingame. after you have done that click the save box for creating a new esp when this isn't an excisting esp.for a new esp just load the fallout3 esm(and dlc's if needed) hope this helps you a bit on the right way :wink:
  16. did you set the esp you made as active and checked the box for it. ?
  17. as far as i know the moderators will only be able to see it when they are invited as participant. wich i couldn't see if that was possible yet. if it is not available it might be a nice addition when members pm to eachother and one of them needs the advice of a moderator/admin about the pm.
  18. i have this one too. chrashed also when starting. took the mesh and remade it in my own esp. that fixed it for me. i don't know if it had been updated after i got it but at that time the mesh could not even been viewed in geck coz it chrashed immediatly. my suggestion is to make the helmet and add it in the last one as addon for the suit. :wink: edit just noticed in your post that it has been updated :whistling:
  19. by installing them they will automaticly get connected with fallout 3. there might be two ways to play without them. uninstalling them/taking the esm out of the data folder. if i'm right then in the fallout 3 data folder there is a text file that has the dlc's added in it. remove the dlç that you want touncheck. see if that works. good acdvice make a back up for what you replace /remove.
  20. must say that you are right about a lot of things. still it's a game. and the problems with almost all games is that they are not balanced well or fair in some cases. only part i have to disagree with is the sneak plant mine part. i've used my stealth and sneak method several times. the sneak won't work always because of the npc that is triggered when you enter a cell. but i managed to get some real nice headshots silenced on untriggered cells when sneaking behind them with the stealth method it is even possible to come real close to a behemoth even when he is triggered. for the rest i have to agree with you. still i play it as a game and forget the details. :wink:
  21. hi. well the projectile is what it shows. when setting to none it will show nothing. if setting it to 5mm it will show the 5 mm bullets. what you need to do is change those two settings for what kinda thing you want to see coming out of the weapon and how it impact when hitting something. try to set it on one of the flamer projectiles and you see what i mean. it's an editing process that eventually will lead you to the projectile you want. the same is working for the impact data. :smile:
  22. if you reset the quest then you should receive the perk. about threedog and his radio that depends on where the starting of it is linked to. if the reference is set on ending it with positive karme and the perk then it should be playing :wink:
  23. go in geck to the edit of the weapon and then to the art and tab section. there you can change the projectile and the impact data set to another one. they are around the middle in the left part of it. :wink: can a moderator please delete this one.. i accidently posted it twice..sorry :sad:
  24. go in geck to the edit of the weapon and then to the art and tab section. there you can change the projectile and the impact data set to another one. they are around the middle in the left part of it. :wink:
  25. do you have this activated and if i'm right then it also could be a loading path problem. try the link first if you haven't got that one activated :wink:
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