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JW1

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Everything posted by JW1

  1. What do you consider "obscenely small"? The office pieces should work fine with the grid set to 16; for certain pieces 8 may be necessary. Always use multiples of 2.
  2. You don't need to remove the vertices. Go into Nifskope and look at the NiTriStripsData for the eyes, find the entry for 'Has Vertex Colors' and set it to No.
  3. The Perk Entry window has a tab for "Attacker" - you could try setting up a version of 'Hit the Deck' with "Attacker" set to player.
  4. There is a limitation in Havok on the maximum dimensions of a cell. It sounds like what you are seeing is what happens when an object is placed beyond that maximum. Use FO3Edit to check to see which of your mods has modified that cell, then look to see if it has placed any objects with extreme X, Y or Z coordinates ('extreme' in this case probably means > 32000 or < -32000).
  5. If you specify "skin" for the shader type, your model will be skin-coloured. If you have an outfit that has both skin-shaded parts - such as an exposed arm - and non-skin shaded parts (i.e. the clothing) then you have to change the shader in the nif file. If you look in the BSShaderPPLightingProperty in nifskope you'll see there's a "Shader Type" entry: this should be set to SHADER_SKIN for skin and SHADER_DEFAULT for clothing, as appropriate for each part of the model. Hope this helps. Edit: also, for skin parts "SF_Facegen" must be selected under "Shader Flags".
  6. Yes. The troops are just NPCs that are enabled by the script and can be anything you like. To have a Brotherhood vertibird drop them off you just need to create a copy of the VertibirdEncount01.nif with the texture changed. I did this in my Alien Resurrection mod to have a Talon vertibird drop off some Talon reinforcements.
  7. I just checked to see if Alt-F4 would work - it doesn't - and after fooling around for a bit found a solution, and it's ridiculously simple: Task Manager has an option "always on top" which wasn't selected. I turned it on and now task manager will load on top of the frozen screen. :facepalm: Thanks again for your help!
  8. Thanks! Do you happen to know if that works with Mod Organizer?
  9. I recently built a new PC with Windows 10, and on the whole getting Fallout 3 and NV to run on it has been pretty painless. However, there's one really annoying problem: when the game freezes - as it inevitably does from time-to-time in certain areas of the wasteland - I get a completely stuck screen. I can ctrl-alt-delete to start task manager but it loads 'behind', so to speak, the stuck Fallout screen and there seems no way to make it the focus. The only way I've found to get rid of this is to log out and log back in again. Does anyone know of some way to fix this?
  10. According to the GECK documentation, GetItemCount with a form list returns a count of all items in the list that are in the inventory. So, if you had a form list of FryPan Eggs and Mash as in your example, and the container had 3 eggs only then GetItemCount would return 3, just as it would if the container had one pan, one egg and one mash. In other words, if GetItemCount returns > 0 it simply tells you that at least one of the items in the form list is in the container. I'm not sure how helpful that really is.
  11. Prid 1F0C7 moveto player edit: oops, forget that, I see you're talking about a script!
  12. If you would like to change the nifs, find the 'bhkConvexVerticesShape' block in nifskope and open up the 'Material' entry. The original tin can has this set to 'MAT_SODA_CAN'.
  13. The sound comes from the material specified in the collision mesh of the object, so to change it you have to alter the .nif itself. Thus, it sounds like you've got a mod that's altered the nifs for the tin can objects. To get back the correct sound, simply delete (or rename) tincan01.nif and tincan02.nif in your meshes/clutter/junk/ folder.
  14. Some static objects can't be moved. For example, go into the Megaton player house and try to move objects using the console: you can move the filing cabinet, but not the desk. I assume it's something to do with how the collision is set up. It may be that your static is set up like that.
  15. I don't know much about FWE, but I've taken a look at it and it comes with its own versions of the reload f-i animations. I notice it also comes with a file called 2hahandgrip2_tommygun.kf: I have no idea how they make use of that.
  16. It's possible that the objects you have placed are outside the room bounds for that particular cell. There are some tutorial videos on Youtube that explain what room bounds are and are used for. If the centre point of an object is outside the room boundary it will not be seen or may only be seen from certain angles.
  17. There's no way to snap objects together, but there is a 'snap to grid' option that is very useful for putting building kits together. You can alter the grid size by right-clicking on the void and selecting 'render window properties'. To hide objects, select them and press 1 followed by 1. The first '1' makes the object un-selectable, the second hides it. Press f5 to refresh the render window and un-hide everything.
  18. In the GECK, for each weapon you have a drop down list of reload animations: ReloadA, ReloadB, and so on. ReloadA points to (let's say) the 1hpreloada.kf animation file. The problem you face is that this connection from ReloadA in the list to 1hpreloada.kf is (as far as I know) hard-coded in the engine. There is no means of either adding additional reloads to the list or of changing the file that a given entry in the list refers to. Now, you could overwrite 1hpreloada.kf with a different animation file but that, of course, would mess up all existing weapons that use ReloadA. Thus, I think you are pretty much stuck with having to use the attack and reload animations that the engine provides you with.
  19. As far as I know, the attack and reload animations are all hard-coded in the engine and there's no way to add new ones. The only ways to get round that would be either to adjust the weapon models so that they can use one of the available animations or to port Fallout 3 to the NV engine (as was done with TTW).
  20. If you look at stage 65 of quest CG00, there's a script that sets various "Dads" to match the player. Just remove or comment-out that script, I guess.
  21. "What do you need" is from the GREETING topic from the GenericAdult quest. GREETING is used when you actually activate an NPC. In order to have your NPCs override that, you would have to create a GREETING of your own in your own quest, specific to your NPCs. If you don't want them to actually have any dialogue other than their greeting, ensure that what they say is marked as "goodbye".
  22. Take a look at the quest "DialogueMegaton". Under the "conversation" tab you'll find a special topic "HELLO" which contains the lines that various NPCs will say to the player.
  23. Search Youtube for "Fallout 3 GECK dialogue" and there are several tutorials available.
  24. Take a look at how it works in the base game. If you look at DCWorld12 (Seward Square), you'll see there's a landing there. Basically, there's a player trigger that uses a generic script to activate a linked activator that uses another generic script to enable a linked landing animation then enable an x-marker that in turn enables some Enclave soldiers. You can just copy that anywhere you like.
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