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pkleiss

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Everything posted by pkleiss

  1. What do you mean, 'it doesn't have an enable parent'? I'm pretty sure all vanilla references have the same set of tabs, including the enable parent. What object(s) are you referring to specifically? As for controlling several lights with one switch, of course that is possible. You can control all sorts of things with one switch, not just lights. What is: T&E (Testing and experimenting???)
  2. Are you confusing base forms for templates by chance? As an example, if you open the CrTurret01Enclave object, you'll notice it uses a template of CrTurret01 and its respawn flag is shaded out. That means that CrTurret01Enclave is a template and its base form is actually CrTurret01. In the template section, the Use base data flag has been ticked which means the CrTurret01Enclave will inherit its base data (which includes the respawn flag) from the parent form. This will shade all the base data flags. To unshade them, just untick the use base data flag on the template. Note that there can be several levels of templates, so a particular template could use another template that uses another template (etc...) that eventually uses a base form. If that isn't what you are talking about, and you simply have a base form with the respawn flag both unshaded and unticked while the creature is placed into an encounter zone that is set to respawn, and it is respawning, then try setting the cell to have no encounter zone at all. Though, testing this change might require a clean save.
  3. Have you people updated your GECK.exe with patch 1.5? Then, hold the space bar down while moving the mouse will move the view and... Holding the Shift key down while moving the mouse will rotate the view (this works best if you've already selected an object in the render window to rotate about). You can also use the mouse wheel to zoom in and out.
  4. There is a way, but it might be more work that you'd want. Each actor has a flag on its base form indicating whether instances will respawn or not. Obviously, if the flag is checked, the actor will respawn. Even leveled actors use some base form - which you can find by drilling down the leveled lists. If a specific creature doesn't have its respawn flag set the way you'd like, just make a copy of that form and place your new creature where your old one was. If it's a leveled creature, you'll either have to make a new list, modify the existing list (which will cause mod conflicts if you release your mod to the public), or simply replace the leveled actor with a specific actor.
  5. What issue did you have with the Enclave pods? I don't know much about MZ pods, but I'm pretty sure you can get NPCs to use the Enclave pod. I just helped someone else with this exact same problem... (checking the Bethesda forum...) oh wait, you are the same person... what happened???
  6. Of course you can use it, that's why I posted it. The bottom line is, if you want your mod to automatically check if FOSE is installed, you'd have to use some form of a two-quest-scripts method to get it to work.
  7. I don't know specifically what is causing your looping sound issue, but... ** It could be an issue with your sound card driver. Try updating it if possible. ** It could just be an issue with the game and your specific sound card as well. There's no fix to this other than replacing your sound card. ** It could also be an issue with a codec, using one over another when another would be better. You can try applying this solution... 1) Download Installed Codecs here: http://www.softpedia.com/get/Multimedia/Video/Codec-Packs-Video-Codecs/InstalledCodec.shtml 2) Download and install k-lite codec pack (basic) here: http://www.codecguide.com/download_kl.htm 3) run the InstalledCodec.exe 4) Disable all Codecs (Ctrl + A to select all, then disable all) 5) Sort by Type: Select all video codecs and enable them 6) Sort by company: Select all Microsoft Corporation Codecs and enable them 7) Additionally, enable all of these two company's codecs: Fraunhofer Institut Integrierte Schaltungen IIS & Sipro Lab Telecom Inc. 8. Test your game
  8. Hehe! I used to say 'script crashes' but every one else kept referring to that as 'borked.' But yeah, the script will freeze if using a FOSE command without FOSE being installed. Before I implemented those two scrips, I kept getting complaints that my mod wasn't working at one specific point. It took me quite a while to figure out that the reason was that people were loading my mod without FOSE even though it was a requirement. When their game failed, it was becasue they had gotten to that part of the mod where they first encountered a FOSE script and that script wasn't working. With these two scripts, if FOSE is not installed, the user will get a pop up message saying so every 10 seconds. If they don't install FOSE, it becomes quite annoying, but at least I stopped getting all these complaints about my mod. If it wasn't clear before, I'll try to explain again... My two script process works becasue the main script does not use any FOSE commands. It will work with or without FOSE. Within that script I define a variable that I reference from within the second script. The second script has the FOSE command that checks for the FOSE version. If FOSE is installed, the variable from the first script will be set in the second script to something not zero. If FOSE is not installed, the second script will crash and the variable defined in the first script will simply remain unchanged, by default, that is zero.
  9. Have you seen this link? http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro or this one... http://cs.elderscrolls.com/index.php?search=blender&fulltext=Search
  10. The reason that your script isn't running properly is becasue you are using a FOSE command to check for FOSE. Of course, if FOSE isn't running, that command borks the script. I performed the FOSE check using two quests with two quest scripts, UCFOSECheck and UCFOSEOn. scn UCFOSECheckScript Begin GameMode Set UCFOSEOn.Fosever to getfoseversion End SCN UCFOSEOnScript Short FOSEver Short DoOnce Begin GameMode If DoOnce If Fosever == 0 Showmessage UCFOSEMSG1 Else StopQuest UCFOSECheck StopQuest UCFOSEOn Endif Else Set DoOnce to 1 Endif EndThe reason this setup works is that I define a script variable in one script (the second script), but don't run any FOSE commands within it. I check for FOSE in the first script and if FOSE isn't running and the script borks, it has no effect on the variable (FOSEver) defined in the second script. If FOSE is running, it explicitly modifies FOSEver. So if FOSEver = 0, there is no FOSE, if FOSEver != 0, there is. If the first script borks, the variable used to determine if FOSE is running won't bork because it is not defined within the script that borked. NOTES: Both script are start game enabled, but the first script has a processing delay of 3 seconds while the second script has a delay of 10 seconds. This ensure that the first script has had time to run before the seconds script checks the value of FOSEver.
  11. if you have it, try removing the unofficial fallout 3 patch. I've seen that issue before with that mod. Otherwise, post a load order. We can't help if we don't know what your using.
  12. You can debug your AI packages using the console... GetCurrentAIPackage GetCurrentAIProcedure either click on your NPC from the console when he's stuck or use the prid command, then type in the above to commands. Use the links above to verify the return codes are correct for the package you expect to be running. If they aren't then you need to review your package conditions. You can further debug your process if you have FOSE installed. You can then use the printc command to dump variables to the console and use the scof (set Console Output File) command to dump all console output to a text file. Example: scof "MytextFile.TXT" (type this in the console before your script executes in game) printc paladin001 %g (put this in your script where you want to check your variables) use this page to learn more about formatting variables with the printc command. Lastly, there are so many other mitigating circumstances that govern why your NPC isn't doing what you expect. Like jazziparis said, you'll need to chack your AI package conditions, your vaiables, your stage results scripts, etc... If it helps, I have a link in my sig to a dialogue and quest tutorial that covers making a force greet. Best of luck.
  13. If your using FOSE, then you using the FOSE loader, which doesn't launch the the options screen - to save time. There are two thing you can do... 1) Make a second icon that launches the original exe. That will get you the options screen where you can tick mods and the like. Then exit that and use the FOSE launcher to launch the game with FOSE. 2) Even better, get a tool like FOMM or NMM, then you can tick mods from within those applications AND launch the game with FOSE.
  14. Try renaming your geckcustom.ini and GECKprefs.ini (to like *.old). Then when you start the Geck up , new ones will be created in their default form. Hopefully that will rectify the issue. These files are usually in your \Documents and Settings\My Documents\My Games\Fallout3 folder. At least they are on my PC running XP.
  15. It's probably is the best. I don't know of any others anyway. The thing is, no mod can take into account all other possible mod combinations out there. So there is no way of guaranteeing there won't be conflicts - unless you simply don't use mods. The UO Patch is good, but will yield conflicts from time to time. For me, I found that I had more issues with it than without it. For example, Having a boulder floating 3 feet above the ground may look bad, but it won't crash the game. The UO patch may correct that, but with my mod list it also crashed the game when entering or exiting Megaton and the Rivet City metro entrance. I'll take floating rocks over crashes every time. With your mod list, you may get no crashes at all and want those floating boulders put back on the ground.
  16. Yes, you want to install anyway. What the install program is telling you is that there is already a folder with files in it - meaning you have installed something (like an earlier version) there in the past. Answer yes and the installer will overwrite older files with newer ones. As for compatibility, you are on your own. Some people swear by the UO Patch, others, like me, don't use it at all and find it caused more problems than it fixed.
  17. Label is a FOSE construct. If the compiler doesn't recognize label, then FOSE must not be running. See this page for instruction on running FOSE with the GECK.
  18. The uninstall program may have deleted your save games as well. If they are not in you Recycle Bin, they may be gone for good. You may be able to recover them if you haven't written too many new files to your HD. Just google "undelete files" and click on some links or YouTube videos to learn how to do this. Otherwise, you're probably SOL.
  19. I've seen this error caused by three different issues... 1) The game (v1.9) and the GECK (v1.5) have not been updated to the latest versions. 2) Improper installation of the GECK.exe, it needs to be in the same folder as Fallout3.exe and have admin privileges in Windows 7. 3) On laptops with dual video processors (like Intel & NVidia)... 1 - open your NVidia control panel 2 - under the left waterfall menu, expand "3D settings" 3 - select "Manage 3D settings" 4 - in the right pane, select the "Program Settings" tab 5 - for #1, click on "Add" 6 - goto where you installed the GECK and chose "geck.exe". 7 - for #2, select "High-performance NVIDIA processor". 8 - leave everything under #3 as is, and click on "Apply" in the bottom right corner. Other than that, I dunno...
  20. 1) Did you install the GECK v1.5 update found on this page? 2) Did you install it as Admin? Are you running it as Admin (with Admin privileges)?
  21. Instead of making a BSA, just make a zip file containing the new files from your meshes and textures folders (or sub-folders). Then have your friend extract those files into his meshes and textures folders. Basically, the files must be in the exact same folder structure on your friend's computer as they are on yours. If a vault 118 door NIF in your GECK points to \Data\meshes\Myvault\Vault118door.NIF then the mesh (Vault118door.NIF) must be in the exact same folder structure (\Data\meshes\Myvault\) on the other machine. If a sub-folder (like: \Myvault\) doesn't exist, it must be created.
  22. 1) Get FO3Edit and use it to remove the specific records that modify your weapon or... 2) Use FOMM or another utility to extract the model file from the BSA and then point the gun's model back to the original NIF file. You can then delete the extracted BSA file.
  23. To do both as one objective, you'll need that variable I told you to ignore on Jack's script. Instead of setting the stage in the OnDeath blocks, just set two variables and check their value from within a new script you'll place on your quest. Example quest script: Scn MyQuestScript Short JackIsDead Short JohnIsDead Short DoOnce Begin GameMode If DonOnce == 0 If JackIsDead && JohnIsDead then SetStage MyQuest 5 Set DoOnce to 1 EndIf Endif EndThe DoOnce check insures that the stage is only set once, the first time, and never again. Then you'll just need to set up the varibales in the OnDeath blocks of the two NPC scripts... scn JackRefScript Begin OnDeath Set MyQuest.JackIsDead to 1 EndPut a similar script on John, but using the JohnIsDead variable. Note that when referencing a variable in one script from another, you DO NOT use the script name, but the object the script runs on, in this case, the quest ID. That is why the variable JackIsDead (defined in the quest script) is referenced as MyQuest.JackIsDead from within jack's script and not MyQuestScript.JackIsDead. You could have just as easily defined the variables within the NPC scripts and referenced them from within the quest script by using the Ref ID of the NPCs. Example: If Jack's Ref ID was JackRef, then if the variable JackIsDead is defined within Jack's script instead of the quest script (as my above example demonstrates), you would reference that variable within the quest script as JackRef.JackIsDead.
  24. It's pretty simple really... Just put a a script on Jack that uses an OnDeath block and have a command within that block set the next stage for your quest. Here is an example: scn UCRustyRefScript short RustyIsDead Begin OnDeath Set RustyIsDead to 1 Setstage UCMain 4 EndIn this case, the name of my quest is UCMain and the above code block has set the stage to 4. Setting the variable, RustyIsDead to 1 is irrelevant to your question, you can ignore it. Now, in the results script of UCMain stage 4 I have more code: setobjectiveCompleted UCMain 3 1 addtopic UCRustyDead1 setobjectiveDisplayed UCMain 4 1The top and bottom commands remove the current objective (objective #3) and display the next objective (objective #4). The middle one just adds a new dialogue topic within the UCMain quest. It is not germane to your question.
  25. It sounds to me like LongbowFire has not been defined as a projectile. The proper syntax (from the FOSE documentation) is: ref.SetWeaponProjectile NewProjectileInRef:ref target item:ref Example: To make the 10mm pistol fire mininukes: Weap10mmPistol.SetWeaponProjectile Fatman ammoFatman ...Or by reference... Ref MyWeeaponRef Ref MyProjectileRef Ref MyAmmoRef Begin (some)mode Set MyWeaponRef to Weap10mmPistiol Set MyProjectileRef to Fatman Set MyAmmoRef to ammoFatman MyWeaponRef.SetWeaponProjectile MyProjectileRef MyAmmoRef (note: I've never used this FOSE command myself, so this is my best attempt at getting it to work. The new projectile and optionally, the new ammo inventory object must be defined as a projectile and ammo object respectively in the Geck, of course.)
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