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Deleted1205226User

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Everything posted by Deleted1205226User

  1. In the mean time, and because I'm sorry to kind of hijack your thread, BarbyFN, I made the object that should fit your need. Forward is the stop state Backward is the animated state Play a bit with the base script given by prensa, add a playgroup Backward command et voilĂ  ! :) http://www.mediafire.com/download/w3z7g8jqja0n3v2/tapemachineOnOff01.nif
  2. Yes, it is. :) The buttons are coming from a console and retain the glow/pulsating animation. A quick test. Need to do something for the light, though. Then find a real concept an screen animation to make something serious... :)
  3. Hi prensa, :smile: The glass plate come to be a good thing! Thanks to the OP I have been able to add one more animated screen thinggy to my collection. I'm tinkering with the mesh atm. https://www.flickr.com/photos/124420405@N03/14198401485/ I'm sure there are plenty of hidden treasure still. :smile:
  4. On a side note, there is an unused and unfinished mesh with the reels static: tapemachineoff01, just under the working tape machine. Open it and remove branch - 12 NiTriStrips Object02 and you have a static tape machine.
  5. A SpecialIdle is meant to play all the time by default. To give a On/OFF state, you'll need two NiControllerSequences in the nif. One named Forward, with the reels not moving, and the other Backward with the animation. Then You'll be able to trigger the stages via playgroup in script. The controller sequence names and the playgroup command are related.
  6. Sorry, I'm very far from an expert, so I have no real answer. But I can search with you like I would do for myself : by questionning and by trial & errors. - What happen if you take out the two lines about timer in your OnActivate block ? - There are two lines where you set the timer to 5, to see wich one is problematic, I would change one (then the other) to say 10 and see if it changes the time before the switch disappear. Or, hopefully, some qualified person will come and spot the problem...
  7. Is your switch linked to the light or is it the other way around ? Is your activator set as persistent Ref ?
  8. Sorry not being able to do more, atm, than posting a few links. They may not be exactly what you looking for, but it might help you somehow. http://www.cipscis.com/fallout/tutorials/staged_timers.aspx http://forums.nexusmods.com/index.php?/topic/139414-need-help-scripting-a-timed-sequence/ http://forums.nexusmods.com/index.php?/topic/202761-delayed-lights-script-help/
  9. :D :laugh: Something like : http://static-4.nexusmods.com/15/mods/130/images/36747-5-1289129763.jpg (From www.nexusmods.com/newvegas/mods/36747/ )
  10. Atm, I can only save you from some migraine (light rays issue), just check the answer I've given you here : http://forums.nexusmods.com/index.php?/topic/1632628-how-do-you-disable-the-preset-light-rays-in-structures/&do=findComment&comment=14086573
  11. I'm sorry, my knowledge about parallax is extremely limited and do not use Gimp. :ermm: There isn't much literature about parallax and F03 or FNV. This thread might be of some interest : http://forums.nexusmods.com/index.php?/topic/208612-parallax-mapping/page-2 And MadCat221 might be the person to contact...
  12. Not totally sure, but it seems to me that impact decals's depth are (also) relying on paralax.
  13. Have you tried to toggle Archive Invalidation Off and On again ?
  14. Yes, I'm positive. From the terms of service : "Absolutely no copyrighted work is to be used without permission of the original creator. This includes content from other games, from DLCs, music creators or from other file authors. This also includes members from countries that do not recognise copyright laws." More in details: http://forums.nexusmods.com/index.php?/topic/377405-porting-content-from-other-games/
  15. Keep in mind that you won't be able to share your mod if it contains assets from another game.
  16. Hi, I've finished 3/4 of a tutorial about textures animations. Informations are valid for FO3 or FNV. I've taken great care in writing it but there may always be typos or syntax errors. Plus, English is not my mother language. I'm looking for someone who is willing to take time to proofread. Thank you.
  17. Hi, I've finished 3/4 of a tutorial about textures animations. Informations are valid for FO3 or FNV. I've taken great care in writing it but there may always be typos or syntax errors. Plus, English is not my mother language. I'm looking for someone who is willing to take time to proofread. Thank you.
  18. If you select an object and press 1 on your keyboard, (Above the letters, not on the keypad) it makes it 'unselectable' and also mostly invisible. Then you can select things behind it easily. Hitting 1 twice instead of once, will make it completely invisible. (Note: it is still there, and will be rendered ingame, just not in the geck.) Then if you hit F5 it will re-render the cell, making all the objects you took away using 1 be completely visible and selectable again. Also, when an object/group of objects is selected, if you hold Z, X, or Y it will lock the object(s) into only one axis of movement. Holding Z locks the object so you can only move it up or down. X locks it so it can only be moved on the Y axis, and Y locks it to only move in the X axis. Releasing the key your holding allows you to again move it freely in all direction.
  19. Thanks for answering. That confirms my previous infos.
  20. Hi, I wonder if it's possible for a mod made by two persons to appear in both profiles ? Or, as an alternative, to create a separate account where both have access ? (very unlikely, since sharing accounts is not permitted, but why not ask?) Thank you
  21. Maybe you can post your scripts here and see if one of us spot an error or try yourself with the script validator from Cipscis. http://www.cipscis.com/fallout/utilities/validator.aspx
  22. Yes, obviously (and luckily) it's related to the texture mods and involve LOD texture. You're aware that if you install several mods that change the same texture, only the last one will prevail. What I would try is to install your texture mod in different order to see if it solve your problem. If not, I would open the three mods and go through all the files to compare them and select only the one I like. Then I would compile all my choices in one mod and install it. But that's a long and tedious process...
  23. There's a mix of regular and LOD textures and objects here. As to say why it end up like this .... What happen if you deactivate/uninstall the texture mods ?
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