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jcdenton2012

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Everything posted by jcdenton2012

  1. I require assistance altering and converting models for a mod. I will provide all assets for the task at hand. All that is needed is someone skilled in Blender and Nifskope to help since I lack that ability myself and learning the process will of course require large sums of time that I do not wish to spend. For the curious, you will be performing alterations to existing nifs in order to distinguish them for legal as well as artistic purposes. Basic skills are needed for the alterations and individual artistic flares in regards to these alterations will be up to the person(s) performing the task. As stated earlier, changes to these nifs are being made for legal as well as artistic purposes. The pieces being altered are the subway atrium segments from Fallout 3. Changes need to be made in altering the overall architecture to make the items blend into the Los Angeles subway network as well as avoiding the illegal porting regulations stipulated within the Bethesda licensing agreement. To that end, changes will be "total" and "excessive," but for those why apply they will be allowed to do their duties without myself nagging them at every turn. You will be allowed to do what you do best just so long as the overall content is "clearly" distinguishable. Nothing will be added into the final design without scrutinizing for infringement.
  2. Hello Everyone, I am writing this recruitment posting because I need voice actors for a Machinima that I am creating. I already have the world cell created and am about to begin filming. The Machinima will be called: "Escape from Buena Vista." I need about 4 people to agree to some long term voice acting for an undisclosed... unknown period of time. This will be on and off work which requires the following: Dr. Ambrosia: Actress capable of pulling of an European accent is required. Ideally, good at pretending to be unhinged mentally. Generic Enclave Soldiers: At least two. I do not care if they are men or women. Courier: Actress capable of performing an American attitude. I need someone who can pull off being a smart-ass for this role. I will likely recycle actors for multiple roles, but if you can only do one persona that is fine. Email me in Nexus for more details if you are interested. I have the screenplay for the first episode ready for casting purposes. Each episode will be between 5-8 minutes long depending upon the details I wish to place in the action sequences. If you are interested you can also find the script for Episode 1s dialogue here: http://www.mediafire.com/?rr8kuzjvj0qsj2f.
  3. The Correct Navmeshing Settings: For Navmeshing Hello Everyone, I am JCDenton2012 and this article will be one of many resources that I will be publishing in numerous other areas in order to properly make this most recent information regarding world cell creation pubic knowledge. For the past few months I have been tinkering around with Regional Navmeshing Options in hopes of discovering the reason why Regional Navmeshing does not work with the GECK, as in, why does the Regional Navmeshing always end badly. My discovering was that the GECK’s Default Factory Settings for Navmeshing ARE WRONG. Therefore, I will give the more-correct factory settings as well as properly explain the functions of Regional Navmeshing. I will do this because the default factory settings have likely caused many modders who would have otherwise created new world cells to otherwise abandon their projects after discovering that they could not create their final products. Important (You should always read things next to the word important): This article assumes that you already know that Regional Navmeshing is the most efficient means of navmeshing world cells by creating border regions. Therefore, no explanation will be given on how to create border regions. Emphasis will instead be placed upon the factors which go into navmeshing of the area within a border region. After Selecting: Auto-Generate Navmesh for this Region, the NavMesh Auto Generation Box will appear. You will notice the resulting factory stats in the boxes. These are, of course, wrong. You need to change the following stats to the following stats in order to optimize the process: Cell Count Limit 1000 to 2000 Simplification from anything to 8-9 Max-Walkable Angle 43. To 60. The Cell Count Limit is the maximum number of triangles that will be taken into consideration when manufacturing the Navmeshing. The higher this number the more accurately the navmeshing will represent the terrain, but also the longer the process will take. Simplification determines how much the GECK will take the generated navmeshing triangles and “simplify” them so that they take up as less space and represent the terrain the best of their abilities. The higher this faction 1-10, the better the results. This also depends heavily on the Cell Count Limit. Max-Walkable Angle determines the degree of probable navigation for the GECKs IA. Increasing this faction from 43 degrees to 60 degrees allows more triangles to be formed at something more representing of the terrain. Keep in mind that you are generating not only generating the area you want to generate, but all areas that are being generated. It is best to make this factor between 60-70 for the best possible and most reasonable results. Min Valid Island Area means individual triangles represented as stand-alone in size. The minimum size they must be in order to be created and remain in the generation. Make this a low number, or leave it as-is or else small triangles represented slight inclines will not be maintained. Longest Edge Width determines the longest con-joining edges between triangles. Unless you are doing some amazingly freaky terrain this also doesn’t need to be altered. Never do Faster Generation. When navmeshing just weigh down the enter key and walk away. This is so that you can ignore all the errors until the very end when you address them with Advanced Navmeshing before Approving your mod for final release.
  4. Ok, here's what I'm trying to do. I want to script an ingest-able item: stimpack, beer, carrot, apple, etc. to teleport a person to a landmass. Every time a person ingests that item they get teleported. I don't want a doorway system. The items can be picked up, placed in your inventory, and eaten for the effect. Does anyone know how to do this?
  5. Sergeant Arch Dornan, hands down: http://www.youtube.com/watch?v=6cut-ZRbbbY.
  6. Ok, I think I fixed it. The most recent esp which has all the fixed SCOL's for Neptune Station is ready for upload. I think I forgot to doddle with the elevator, but everything else should work. You don't have to try it if you don't wont to, but I kind of need to make sure everything is working now.
  7. Was it, "recreate nif from data," because I just (now) tried that with the object window and am about to release the latest esp to see if it worked.
  8. Ok, so I just released a prototype mod and am having trouble getting the SCOL's to work properly. This has been an ongoing issue for a while now, but now its getting out of hand. The problem is that when I create the cell designs and test them in my game everything seems to work perfectly fine. But, when I export the esp, all the custom SCOL's which have been enlarged/scaled appear as exclamation marks. Most are not retextured. Those that are retextured were done with existing New Vegas generic meshes. This is not a texture or mesh issue. This is an issue with the GECK not recognizing the SCOL's once scaled. I need help getting this to work properly because its holding up development of several High Value Projects including Oblivion Gates for New Vegas, Fort Briggs, and certain parts of Los Angeles. Also, this entire problem started shortly after the latest New Vegas and GECK patches. Has anyone else been having this weird problem, or is this some sort of stupid idiotic minor thing that I'm overlooking when building my SCOL's and designing my cells. I don't normally ask for help with environments... since its "my thing," but this is causing some serious problems. To show the issue at hand view the prototype for Fort Briggs which can be found here: http://www.newvegasnexus.com/downloads/file.php?id=42639#fileanchor. Thank you for your help. I really need to get this problem solved.
  9. Ok, I am about halfway through the design for Fort Hadrian and now the lighting is all screwy. I don't know why, but the (redlight)'s have caused all the interior lighting for the fort to cascade red across the entire interior. This both looks REALLY Ugly and is slowing down game performance. I need these lights to maintain the spooky lighting effects and am wondering if anyone has run into this problem before, or figured out how to fix it. Keep in mind that I wouldn't be asking if I hadn't tried to: Alter the lighting radius, reduce the lighting contrast, and alter the cell lighting and atmospheric effects. I've tried everything I know to get this fixed and it won't work. All I need is a little red, not all red.
  10. I'm just a casual lunatic nothing big.
  11. The New GECK just went up. Go here to download the 1.3 patch compatibility version: http://fallout.bethsoft.com/eng/downloads/geck.php
  12. Dude they need to fix this s***, and quick!!!! What gets me is how they could release this patch without FIELD TESTING IT. If anyone finds a fix-it patch please post a message and link. I just started work on Berlin today and I need access to my files. :wallbash: The new GECK was just posted on Bethesda's pages. Its 1.3 compatible. I just tested it myself. Go here to download it: http://fallout.bethsoft.com/eng/downloads/geck.php
  13. After a ton of searching I still cannot find a tutorial to help me add any explosions to the game. All I need to know is the process for creating them. Can anyone help?
  14. Alrighty, I need someone who is capable of pulling off a REALLY GOOD Evil Dictator to do some work for me. If your interested you can find what I need help with under jcdenton2012 "Field Test," without the quotes. The download is called Form Request. Just take a look if your interested and contact me either directly through my profile or through the corresponding email address in the download.
  15. Generally freezes and crashes occur when you alter the game mechanics and not from adding fluff (armor) to the game. I once had a problem with streetlights crashing the game at Dupont Circle. But, it could really be any of these things. My advice would be to backtrack on what you installed last and keep deactivating stuff until the problem stops. You may need to also revert back to an earlier save just to make sure everything is functioning right.
  16. Oh, this takes me back. I once had the same exact problem with female meshes and textures layered with tattoos, grit, skin, etc. You must of tried installing multiple beauty packs and forgot to delete all previous files before instillation. This is why the textures are stacked one on top of another because the game via (Archive Invalidate) is still being told to accept all current textures for a particular mesh. Here's what you do. Delete all textures which apply to this mesh and reinstall just the ones you want. If you do it right everything will be reduced down to just one texture layer and the problem will solve itself. Also, you may need to uninstall the meshes as well. My advice would be to delete all the beauty packs including their meshes and textures and reinstall them one by one until the problem reappears. When it does reappear you know what "Not to do."
  17. Uh, are they just bad shots, they aim strangely (guns facing backwards), or do they not shoot at all. This really just sounds like an animation problem just at first read. If you have any mods which alter npc behavior or combat animations try toggling them.Also, remember to load a previous save file from before you had this problem just to make sure its fixed. This is because sometimes the game still considers everything default after you actually fixed the problem. Also, if you are using some custom weapons you could have compatibility issues with other mods which use custom animations. Its the whole peanut butter not getting along with chocolate ordeal.
  18. This is not a problem with your computer. This is a mod issue. Have your copy of rhironsights unloaded and revert to a previous save. Even though you may have started a new profile the problem with hair textures can still persists because the game still views the settings as default. Reinstalling the game should have helped, but I don't know why it didn't. Alternatively, you can try a full uninstillation by manually removing all parts of the ironsights mod from your data folder after unloading the esp. Then uninstall the game, GECK, and FOMM. This will literally wipe the slate totally clear with no lingering files to maintain your data folder from that mod. Then reinstall everything. If in the event that this doesn't work it wasn't that mod which was causing the problem. You will have to then play with your load order until you find the culprit. I hope this helps.
  19. It sounds like your laptop is trying to process a heavy load and its slowing down your game. Alternatively, it could be your video card. Fallout 3 is nefarious for frying video cards. Your best bet is to take your laptop to GEEK squad and have them run a scan on it to find the route of the problem. However, that costs money so screw it. Um, by chance do you have Jaspersky installed. I once had a problem where it slowed down my game and caused it crash. Also, if you have the game set up to auto save every time you pass through cells then check your memory because this could also cause problems.
  20. Out of everything listed here only Darnified has really ever given people any trouble. Check for glitches on their page. However, for the most part what you should test is an earlier save which existed before any of your problems started. This is to maintain the content load pattern just in case your later saves were corrupted. Remember, even though content may not be loaded if you booted a mod this does not mean that your game won't suffer long lasting problems. You can try reinstalling everything after backing up your saves as a last resort, but that's a serious pain so I don't recommend it.
  21. Ah yes the infamous Windows 7 glitch. They have a patch out for the game, but some people are still having problems. If you haven't tried updating then give it a go. Also, check your drivers to make sure they are in date. However, if your getting as far as the actual game then it shouldn't be those because otherwise you would get the black screen of death and the game would crash. Another issue is with your sound. If you don't hear anything until the loading screen when the sound files kick in then its Audio Codac. Go here to learn more: http://social.answers.microsoft.com/Forums/en-US/vistagaming/thread/aa60bc70-6117-435e-a45d-7ed327c306f1.
  22. Try bumping the patch up the list above the Zeta Esm since the patch is loading after Zeta. If that doesn't work check for an official latest patch with Bethesda. If you come up dry twice then your probably using: A) Vista which is unstable and you need to reinstall the Esm by redownloading it. B) Using Windows 7 and forgot to get the Fallout 3 Backpatch. If none of this works then check Nexus for a fix-it file kind of the Rothfix file. I hope this helps.
  23. Ok, after wasting a huge amount of time with nothing to show for it I finally broke down and decided to ask. How do you script veribirds to do anything??? For the love of me I just can't figure out how to get the trigger to spawn a vertibird to do anything in the game whether it be a flyover or a bombing run. All I want to know by detail is how to get the vertibird to spawn, run its cycle, and fly away.Can anyone help me with this trivial tasks!!! I already tried looking for a guide, but I can't find any and those that do exists aren't really helpful. The GECK guide just talks about what everything is without going into detail on exactly how to set this up. PLEASE! I NEED TO KNOW HOW TO DO THIS!!!!
  24. Right, I am working on a mod, but I require the cutscenes from Fallout: Brotherhood of Steel in order to complete certain parts of the mod. Does anyone know where I can find them. Keep in mind that I have already searched Youtube, IGN, and Gamespy. Mainly, I need the ending cutscene to pin point structures... Also, does anyone know what specific city Los references in Texas. I can't find that out either. And, before someone posts Los Alamos please be aware that Los Alamos does not have skyscrapers or a dockyard. I've already checked.
  25. For those of you who frequently visit the Nexus pages you might know that I specialize heavily in landscape alteration. I have completed several mods, but alas I find myself lacking in one valuable skill set. I can't script. My friend TheRowan has had computer problems recently and will be unable to help me out. If anyone gifted at scripting would like to lend me a helping hand just message me directly. I have two mods which I currently need help with: The National Cathedral and DAM. For future mods I will also be doing Union Station and Mount Vernon. If you don't have time to help me in the flesh I could still use some advice. For DAM I need to know: 1) How do I script a vertibird bombing run from a standard ground box trigger. Keep in mind that your dealing with someone who needs details. 2) How do you set up an orbital strike from a ground trigger. This one is optional, but I really need that bombing run. 3) How do you script a quest activator which labels four targets to be killed for quest completion. For the National Cathedral: 1) I need to set up a certain character to greet the player as he/she enters the room. 2) I need certain enemies to use stealt boys when the fighting starts.
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