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Posts posted by Quetzlsacatanango
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Let me know when you figure out how to get the player to use a nonhuman skeleton.
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Create a new directory under /meshes/creatures
Put the human skeleton.nif in there.
Put all the .kf animations in there that you want your golem to be able to use
Put all the pieces of power armor in there.
Create a new creature
Point to the skeleton.nif in your new directory
Tick all the pieces you want it to have.
That's the gist, salt to taste.
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There is thread around here somewhere about taking something from the Skyrim CS and using it for .lip in NV GECK.
Sorry that's not more useful.
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To make them work outside a BSA?
Not that I know of but I haven't kept up on any of this in a couple years.
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IIRC hairs only fit/EGM files only work when they are inside a BSA. Try packing them up and see if it fixes.
Remember to move/remove the unpacked files or else archiveinvalidation will use those instead.
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Yeah they did. She made the prisoner look just like herself and everything and then animated prostitution came out.
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I think it's called 'spells', or 'effects', something like that, on the NPC window. One of the tabs.
Look at an existing hologram guy, and then put the same ones on your new NPC (or just copy one of the existing ones and make him your new guy).
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Mesh has to be a nif
Mesh has to be rigged to SM skeleton
Mesh has to be exported with correct settings to be used in fallout engine.
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Try looking at the Simms/Moriarty conversation in FO3 (where you rat on Moriarty and the sheriff runs to confront him).
It increments a variable each line, and each line has that next count as a condition.
It always worked for me.
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SG- Welcome to my world homey!
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I think they are the same thing.
I like to call it 'scar tissue on my personality'. You don't get that without experience.
Hormones change at different stages of your life as well, and have a ridiculous effect on things like your mood and emotional state in general.
So what you call growing up, or suppression of the inner child, for some people is just due to low - T. Not me of course :)
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Big Daddy and nightkin should both use sm skeleton, so that should work fine.
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Well yeah, you can only use them for skeletons they are rigged for.
You can't extract dog meshes to the smspinebreaker directory and expect them to work.
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If it only happens on one, it could be my mistake.
If it's on all, it's something on your end.
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The meshes for the critters you want to create.
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They are already contained in the archive you downloaded from the Qs Critters page...
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I don't know.
Directories should overwrite, so meshes\creatures\dog goes in meshes\creatures\dog, etc.
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Create a new creature (easiest to change formID for one that is close to what you want, i.e. if it looks like a super mutant, copy a super mutant)
In the animation tab, browse to the skeleton you want (already set if you copied like above)
Model list will show all the nifs in that directory. Untick the existing ones, and tick the ones you want (the ones I made)
Save
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I am not interested in doing any actual work, but I don't mind advising if needed.
I will say that for alligators, there is not really a good skeleton to use, that I ever found.
There was a fallout 3 mod that included some iguanas, and that was probably the closest, but I don't remember what he used.
Just retex some geckos and say they are mutated. Radiation solves all problems.
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Some mod is breaking something, either with her directly, or with some area she is supposed to go.
The game uses Black Mountain as a dumping ground for refs that it doesn't know what to do with, kind of like the one inn in Oblivion.
Ask me how I know.
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You will only get a message on your screen if the stage that is set causes an objective to be displayed.
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Or hire him and change out his clothes.
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Would I tell you to do it if it didn't work?
Just extract meshes/textures to your nv path.
Alternatively you can just give him a different outfit in geck.
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You need the preacher clothes that someone made for f03.
I did say this.
Script that would transfer items from one container to another
in Mod Troubleshooting
Posted
containerA.removeallitems containerB
http://geck.bethsoft.com/index.php?title=RemoveAllItems