Jump to content

Xepha537

Members
  • Posts

    103
  • Joined

  • Last visited

Posts posted by Xepha537

  1. Well, that's the damnedest thing. It throws an error when loading in the Geck...

     

    Checking in fo3edit, the File Header Version gives 1.34. All my other mods have 0.94

     

    You're using Fallout 3 GOTY (v 1.7) and GECK 1.5 (and not the New Vegas version), yes?

  2. Seriously, upload the file to http://www.mediafire.com/ - you don't even need an account, just drag and drop, copy the link it creates and paste it in a post here.

     

    Then we'll be able to see if there's anything actually wrong with the file. If it's okay, we can move onto general PC setup.

     

    :)

  3. In the Geck (and assuming the same for the CK), specifying cloud textures are done within the weather type itself.

     

    For each weather type there are 4 cloud Layers (0 - 3) with an edit box containing the path and filename to the texture. Layer 0 is the upper clouds, Layer 3 is the lower clouds. Layers 1 & 2 are used for clouds that appear on the horizon. Each have their own colour and cloud speed settings.

     

    Again, all as in the Geck - it could be different in the CK, but I'd wager it won't be too different.

  4. Hey, thanks for replying. :)

     

    I've turned it off, logged out, logged in, turned it back on, downloaded a file. I set the reminder to 1 Day, so sometime within the next 24 hours I *should* get a reminder, no? We will see.

     

    If not, I'll try hitting it with a hammer. ;)

  5. So, I'm really quite perplexed. Other than texture replacers, how are people modding Skyrim already?

     

    I just spyed this little mod Secret Of The Dwemer - which from the description looks like a really neat way of adding weapons/anything to the game (everyone should do this). Now I probably won't use the mod (I've literally had Skyrim installed a week), but it got me wondering how people are doing more complex mods like this without the CK.

     

    What tools are people using?

     

    A similar question: are we able to check for conflicts and such a-lá FO3Edit?

     

    I'm aware of SkyEdit, but it appears to be very much alpha at the moment.

     

    I probably won't be doing any modding until the CK lands/have played the game some more, but without a FO3Edit type utility to analyze and clean esm/esp's, I won't be releasing a thing...

     

    What's the deal here? :confused:

     

     

    This makes me feel like such a noob again... :facepalm:

  6. well if you use fwe i sugest look at the wonder meat maker just need to chagen the ingredients, the model the sound of the machine working and done

     

     

    No, no. He's already found a coffee brewing mod - it's just that he wants all the coffee brewers in the game to act the same way. ie. make coffee.

     

    ~

     

    I remember downloading that mod but was also a bit miffed that it didn't change all the coffee brewers to make coffee. The problem is that the coffee brewers are Static objects. You can't interact with them, move them, attach a script - it's just a graphic.

     

    Other than replacing all the coffee brewers in the Geck (about 100 of them) with the modded one, I don't see how this can be achieved. :unsure:

  7. I'm glad to post that my memory isn't that bad and the modder in question has indeed reuploaded his mod. I told him to report anyone who would give him a hard time and that I was glad to see that he had reuploaded his mod. After all the trolling I had witnessed on his first upload it was the least I could do.

     

    I can't help but wonder how many first timers get discouraged by the attitude of some posters. Even if a mod is not "perfect" it's still an attempt to make something with the game. Besides we all had to start somewhere. My first mod wasn't so long ago that I've forgotten what it was like to struggle with modding tools and I know I will never be as good as some of the really good modders but it doesn't mean that once in a blue moon I can't come up with something cool and the same is true of any new modder out there.

     

    Yay! A happy ending. :happy:

     

    Good stuff! :thumbsup:

  8. I can't wait for these trolls to be done with the game... I just saw a bunch of obnoxious little trolls teaming up against a new modder who took his mod down before I could hit the report button.

     

    Bullies in the schoolyard, that's what they are. :rolleyes:

     

    I don't know if it's any use now but the file ID was 4049.

     

    This is probably the worst thing about it, that persons first mod may be their last, they may have gone on to great things and now everyone has lost out all because of a few arseholes.

     

    Jeez... :facepalm:

     

    Someone should find that guy and tell him not to give up (and disable comments on his next upload)!

     

    (Pokes moderators...)

  9. there is any fose for dummies manual around ? im really needing one

    i just want to learn how to get pressed keys and how to compile this because geck refuses

     

    First you need to know How to use FOSE with the GECK

     

    Then you'll need IsKeyPressed with a scancode as a parameter.

     

     

    So, for example you might have a Start Game Enabled quest script, where after pressing a key, "stuff" happens:

     

    scn doStuffScript
    
    ; DirectX Scancode: 25 = P
    
    Begin GameMode
    
    if IsKeyPressed 25
    	;do stuff
    endif
    
    End

     

     

    I did something very similar in my Action Point Powered PipBoy Light mod. Which simply brought up a menu after pressing "P".

     

    That should get you started.

     

    :)

  10. Select *All in the Object Window. In the Filter box, type "letter". Should give you statics for all the letters of the alphabet (uppercase, and not Neon).
  11. I've not been seeing any File Rating Reminders for quite some time now.

     

    As well as a reminder to rate the files in question, I also have a tendancy to use it as a reminder to actually try out the files I've downloaded - I have a rubbish memory. So now I have weeks/months of files that I wasn't reminded about...

     

    :ohdear:

     

    ~Xeph'

  12. ...

     

    P.S. Still having issues with that annoying "added" message when the healing effect is activated :wallbash: if anyone has an idea on how to remove this, please reply as soon as you can. Thanks!

     

    Make your "Spell" an Actor Effect and use player.CastImmediateOnSelf to add it and player.Dispel to remove it. (Non-FOSE).

     

    Checking off the Script Effect Always Applies, Disable Absorb/Reflect flags maybe optional, but I do think you will need to give it a very long Duration so it doesn't expire (and I mean ridiculously long - a 1000 days, for example).

     

    That *should* work.

     

    ~Xeph'

×
×
  • Create New...