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BrokenC

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Everything posted by BrokenC

  1. anybody?? I really need help with this...
  2. Yea... I did that. But how do you change the texture of the static model?? There doesn't seem to be any options for it exlucing the typical collision stuff....still need help...
  3. I reskinned a Chinese Assault Rifle and it all looked good in the GECK. I put it into a good location and then loaded up the game. When I got to the location the item was there and it looked just how i had expected. However, when I picked up the item its 1st person and 3rd person textures reverted back to the original Chinese Assault Rifle textures. What do I have to do to get the applied "World Textures" to apply to the object when it's being used? BrokenC
  4. opps. seems i've hit another wall. The textures look great in preview, just as i planned but in the actual game they are either skinned incorrectly (wrong placement on model) or they keep disappearing and being replaced by a basic version of the texture that i replaced. What have i done wrong and how do i fix it?
  5. worked perfectly...thanks a ton! Kudos to you! BrokenC
  6. I think it would have to be a scripted actor effect. One that basically finds out what part of the body has been hit and negates all overall damage. I don't know what functions you would need specifically but i'm sure that it could be done this way. Good Luck.
  7. i've exported a texture from fallout 3 > data > fallout-textures (as a .DDS) and edited it in photoshop. i can export from photoshop as a .DDS file but i don't know how to get it into the G.E.C.K and change the texture on a pre-existing model. can anybody give me a quick walkthrough with what to do with my new texture? BrokenC
  8. laffindude hit the nail on the head with this one. THANKS ALOT! Kudos to you!! p.s. thanks everybody for contributing :)
  9. ok...i'm still returningthe same problem, i've made the suggested changes but it's still giving me infinite karma!! and even after i unequip it it doesn't stop
  10. thanks for the help. quickly...whats the " != " This scripting language is unfamilliar to me, is that "anything other than"??
  11. I'm currently making an item that, when equipped, will return the player's Karma to 0 (neutral) and keep it there. this is currently my code: scn HarmonicRobeEffectSCRIPT short doOnce ;THIS WILL RESET CURRENT KARMA LEVEL WHEN ITEM IS EQUIPPED Begin OnEquip Player ShowMessage HarmonicRobeEquipMessage if doOnce == 0 if Player.EquipItem HarmonicRobe if Player.getactorvalue Karma >= 1 modactorvalue Karma 0 else if player.getactorvalue Karma <= -1 modactorvalue Karma 0 else endif endif endif endif set doOnce to 1 End ;THIS WILL REMOVE ALL KARMA EARNED WHILST ITEM IS EQUIPPED Begin GameMode if doOnce == 1 if player.RewardKarma 1 if Player.getactorvalue Karma >= 1 modactorvalue Karma 0 else if player.getactorvalue Karma <= -1 modactorvalue Karma 0 else endif endif endif endif End ;THIS WILL REMOVE THE SCRIPT EFFECTS WHEN ITEM IT UNEQUIPPED Begin OnActorUnequip HarmonicRobe set doOnce to 0 End My problem is that when the item is equipped, it is GIVING karma, infinately. locking it at 1000. I'm sure that it's a basic error but I need help finding the problem.
  12. haha...... THANKS MAN!! No wonder i couldn't find it! KARMA TO YOU!! BrokenC
  13. Does anybody know a function that will return the players karma?? i'm assuming that it will be along the lines of - player.getkarma >= 0 Obviously i don't know tha actual function. It could be a "get", "is" or a number of other function types. but i can't find it anywhere. Help Would Be Greatly Appreciated. BrokenC
  14. I'm looking to recruit a team to work in compilation to create a massive Fallout 3 mod, rivaling that of bethesda's DLC expansions. All positions are needed, including programmers, designers, artists and (very importantly) 3D modelers etc... The latter, simply for the fact that a large amount of the mod will have to be made from scratch in 3DSmax or blender etc... I would like responses to this post ASAP, as the starting stages of production (the VERY START) has already begun. Please respond with your name and your allocated skill-type. I need modders with experiance, no noobs. I need people who are willing to dedicate ALOT of time to this project, if you are uninterested, unavailable or simply lazy, please, DO NOT bother to apply. PS, please DO NOT respond to this post with questions about the mod, address all specific questions to my personal inbox. BrokenC
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