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Everything posted by TheCutSnake
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I've set up a holotape for the pip-boy and terminals to go with it. What I am trying to do is have a terminal option trigger a search for nearby power armor and change quest stages based on the result. The script I'm using is attached. When it is added to the terminal or the holotape it compiles fine, but I cannot get it to activate in-game. When I try to make the script extend the quest, I cannot compile at all. I've gone round in circles for a couple of days now and for the life of me cannot figure out what to do to make this work. Any help would be much appreciated.
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I'd like to make a mod that enables the player to add 'broken' power armor parts to the frame without the "broken items cannot be equipped until they are repaired" issue. I am unable to find the menu/script where this occurs so I can modify it. I am using a mod to get the frames off dead bad-guys, but since I've blown off his armor add-ons I must either carry them with me or leave them behind. It's a little frustrating since I'm nearly always near my carry limit in hardcore survival mode. TIA
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I've made a mod which enables the player to create a simplified version of the Power Armor Display Stand. I was inspired by another mod I've seen to make it also a power armor workbench. So while I can get it to work, the issue is that the player character is tp'd to the rear of the armor where they do some welding animations. The problem with this is that my display stand is designed to be flush against a wall, which means no room for the player. I need the current animations to effectively be turned 180 degrees from where it currently is, while keeping the camera where it is. I do not have the software or skills needed to edit the animations myself or I would do it. Does anybody know of another animation the player performs that would do the trick? I've tried using workbenches for armor and weapons, but they both put the player character inside the armor. TIA
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please delete
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Thanks for the replies, I really appreciate it. As it turns out, I have just recently created a hairstyle of my own and had the same issue. I resolved it using the method you've described. Oddly enough, it didn't click with me that I should/could/would use the same steps on my glass objects. Getting on it now, again, thanks!!
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I have made an object that is essentially a light bulb (object with lots of glow) inside a glass case, which sits inside another glass case. Exported and used in GECK and game with the appearence I wanted, however.... If I walk around the object, the inside glass case vanishes, depending on the angle I view it from. It also affects the glowing object (bright vs dull) I am sure there is a simple fix that I just don't know about. If anybody can point me in the right direction I would be most grateful. TIA
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In that case, here is what I did. I went to an earlier saved version when I had the mesh posed but not attached to the skeleton. I deleted all but the mesh and exported it. I closed blender, opened a new one. I imported the mesh and another skeleton. I then parented the mesh to the skeleton and weight painted in the usual fashion. Happy now. :D
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After fighting it for 2 days, I finally decided to try it with another skeleton. Voila!!!!! Apparently something was wrong with the one I used, or at least that's what I am thinking. Thanks all for the help, at least now my Blender is updated. Mods feel free to remove this thread as I am hopeful nobody else will have this issue. ;)
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Thanks for the tip, baduk. Went ahead and updated my nifscripts, which required other updates etc... Unfortunately, that did not fix my problem. For some reason, all items below the belt are turned forwards 90 degrees and all above are turned backwards 90 degrees. (or thereabouts) It's a wierd issue that I may have to sleep on as it's getting late.
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I thought I did, but it doesn't look like it hey, ;) I parented each section to an armature then weight painted it. The one thing I couldn't do: in the tutorial I used there was mention of shading properties on export; when I exported, there were no such options.
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I have made armor that looks like robocop. It looks fine in Nifskope and GECK preview. It even looks fine when you add it into GECK. http://img706.imageshack.us/img706/1440/meshf.jpg However, once I put it on somebody, each section turns horizontal for some reason. http://img707.imageshack.us/img707/5606/meshbad.jpg I have spent a whole day trying to fix this problem and I know it is something simple that I am doing wrong. Any help would be much appreciated as I plan to put this mod on Fallout Nexus asap.
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New mesh/texture not showing up.
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
OK, so the problem was definately me. I had misread one vital step, problem now fixed using a pdf tutorial which spelled it all out very well instead of a vague video that I had used. For anybody else who needs it, I used and recommend Miaxs_GECK_Manuals_on_3DObjects_v1.1 Mods, feel free to remove this topic. -
I am working on a new mod and wanted a bent spoon in the game. I took the vanilla spoon and imported it into Blender and made the necessary adjustments. I also mapped the uv and set materials then I exported it. The spoon looks great in Nifskope, but when I open it in GECK, all I get is the ground plane. I also tried to open GECK and assign a texture to it but I get the same issue. I have looked into numerous tutorials and cannot figure out what I am doing wrong, although I am sure I am missing something. It seems as though when you first import the nif into Blender it loses some crucial information, but I cannot be sure that's what's going on. I have spent several days fighting this problem and could really use some help. TIA
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Dialog issues with new NPC
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
Thanks for the help guys. I have found a workaround. What I planned for was the npc to say something and run away when you started a conversation. Since I could not get that to work, I used getstage and getisid to start the greeting, which then leads to my reply, followed by a random speech before running off. It is not exactly how I first pictured it but I think it's now much better. Thanks again. I need no more help on this subject. Cut Snake -
Dialog issues with new NPC
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
I have tried using a new voice type and that just gave me an empty window instead of a greeting. I would like to try your idea but i do not understand it. -
I have created 4 new NPC's in my mod. For 3 of them, all I want them to do is reply with one of 3 random statements then finish conversation. I have made that work, however, every so often I am given the greetings "Yeah?", "What do you need?" and "Hey there." I do not want them to say those things but seem unable to remove them from the NPC's dialog. Any help would be appreciated.
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Trouble using lamplight rope bridges
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
I went ahead and used the whole thing (with additions) and it seems to work fine. Thanks for the feedback, which lead me to figure out how to continue. -
Trouble using lamplight rope bridges
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
It turns out the collision geometry for all of the rope bridges is attached to the LamplightMainCavePlatforms object. That really puts a damper on my plans. Back to the drawingboard! -
Trouble using lamplight rope bridges
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
I copied the bridges directly from lamplight main cavern, then pasted them into a winderness area. I also rearranged and copy/pasted them to get the look I wanted. When I examine the collision mesh there is none at all for the rope bridges. Not so for the originals in LL Cavern. I also tried dropping a bridge into an indoor area to see if that was the problem and no difference. Somehow the collision mesh has just disappeared. Thanks for the interest in my issue, will be sure to post if I come up with a fix. -
I am working on a mod where I used lamplight rope bridges to create a treehouse. In game, however, my character simply walks straight through them. I have no idea how to fix and cannot figure a workaround. Any help would be greatly appreciated. TIA
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How do I get my new poses recognised in game?
TheCutSnake replied to TheCutSnake's topic in Fallout 3's Mod Troubleshooting
Excellent! Thanks for the help and quick reply. I had all but forgotten there was a menu up there. ;) -
I have been using the mod SomePoses and want to make a few of my own. It seems simple enough to make the poses but I cannot figure out how to get them in game. With the SomePoses esp, it seems to point somehow to the additional poses created. I have searched the GECK and cannot find out where to do that. I can only assume I am missing some step somewhere. Any help would be appreciated. I do understand that I would have to use the ~ and playidle command.
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I have to ask, what else are you planning for this mod? I am thinking of putting Daleks in, and creating a quest reminiscent of either Dalek Invasion of Earth, or Genesis of the Daleks. There is plenty I need to learn I am certain but it sounds like fun and I am sure others would enjoy the finished project. How is your progress going? Regards, Cut Snake