-
Posts
14 -
Joined
-
Last visited
Everything posted by hikky71
-
Script help: set queststage on characters death
hikky71 replied to Roycesraphim's topic in Fallout 3's Mod Troubleshooting
Except for the reference to the character (VTFIMr.Blue), that script looks fine to me. The period character should be used with care as it has a special meaning when used in scripts (your use of it is illegal). In most cases GECK will remove any illegal characters, but in scripts theres no handholding. Find where you put VTFIMrBlue (most likely the period has been removed) into the world and assign it a EditorID, like VTFIMrBlueREF. Also make sure the "Persistant Reference" checkbox is marked. Change the script to: begin ondeath VTFIMrBlueREF ;<-- must be a reference ... That should be it. Also I'm assuming the NPC VTFIMrBlue is set to have the script VTFIElfangorMurder on it. Otherwise it won't work. -
Patrolling NPC stops at a door and turns around
hikky71 replied to terickson227's topic in Fallout 3's Mod Troubleshooting
Are you using the automated tools to generate navmeshes? They have never worked very well for me (especially in exteriors). The result is almost always messy with too much cleanup to do afterwards. I always navmesh manually by "walking the dog" (first placing two vertices and then Ctrl+right-click to place a third while the first two are hilighted). Unless the level is huge or extremely complex, it's faster doing it by hand. It also isn't necessary to make it very detailed unless you want to make it realistic in combat, hinting good spots for cover. For stairs/ramps make sure it doesn't get too steep. Otherwise it might be deleted when the navmesh is finalized. You also don't have to do each step, just drop a couple of vertices at each end and connect. Before finalising while still in navmesh editing mode, search the navmesh for errors (Ctrl+F). Sometimes while adjusting the navmesh for obstacles, you may create triangles that overlap or is flipped the wrong way. Just delete it and redo it. The tools Balance, Cut Object, Find Cover Edges, can be useful in interiors but I would avoid using them in exteriors (unless it's in my own worldspace) as they cause a lot of changes. That can cause compatibility issues with others mods in neighboring cells. If you are just adding something small, like a hut or something to the wasteland, I would just delete the triangles closest to it and then fill in with new smaller ones. That way the cell edges will remain unchanged and it will be possible to delete the navmeshes for the neighboring cells that gets included with FO3Edit as they are unchanged, keeping the mods footprint as small as possible. Using one of the automated tools such as "Cut selected object" in this situation will most likely force you to include navmeshes for neighboring cells which could conflict with neighboring mods. @ GrindedStone I've have had this issue with numerous mods, not just my own. While it could be my particular setup, many others share the same issue. I know my mod is clean (and I routinely clean any other mods I install unless I trust the author). Are you using FO3Edit in MasterUpdate mode when installing mods? As this changes any ESPs into ESMs, you may not have been bitten by it (this also fixes the white-body issue on noncaucasian NPCs). -
Patrolling NPC stops at a door and turns around
hikky71 replied to terickson227's topic in Fallout 3's Mod Troubleshooting
In my experience, navmeshes in ESP plugins tend to break after changing cells a few times (fasttravel, walking through interior/exterior doors). Setting the ESM flag in the plugin file header with FO3Edit usually fixes it (unless the navmeshes/door connections really are bugged). It's a bit annoying having to switch between ESM/ESP all the time while building a mod, so once the environment and navmesh is done, I set the ESM flag on its plugin and work on NPCs and AI behavior using one or more secondary plugins (that has the first one as it's master). Once I'm happy with the result, I merge them together into a single plugin with FO3 Plugin Utility. Works for me. -
@pablo I'm happy uou got it sorted. I kinda had a feeling FOOK was the culprit but I didn't dare voice it. I have a slightly outdated version of it sitting in a corner that I only use for testing purposes. Something about it rubs me the wrong way. If I had to use an overhaul, it would be FWE (which has it's own bugs and annoyances). But since I'm slightly dangerous with FO3Edit most of those are gone now, and I have my own sets of patches for vanilla bugs. It's kinda fun in a weird way to figure them out myself. @BlackRampage Good point, though there are some fixes in it that I like. I'm using an old version of it myself where I removed stuff that I didn't like. Problem is with it being more or less officially dead, several unofficial variants of it is floating around... The one fix from it that I can't be without is the less rigid head tracking on dogs. Silly, I know... ;-)
-
I'm not familiar with many of the mods, but It looks like it could be arranged a bit better. May I suggest using the mod sorter utility in FOMM (Check for Conflicts button), or perhaps BOSS? It should give you some decent advice. I haven't encountered that problem so I don't know what's going on with that, but when the load order is wrong lots of strange things will happen. I suggest putting ArefuExpandedByAzar.esm directly below Zeta.esm or Unofficial Fallout 3 Patch.esm (unsure which one is better). BTW I just responded to your question regarding the load order for the fixes I made for The Crimson Caravan.
-
G.E.C.K. - Items showing as red in GECK why???
hikky71 replied to Corehound's topic in Fallout 3's Mod Troubleshooting
Missing Mipmaps? GECK doesn't like it when textures doesn't have mipmaps, though in-game it usually works just fine. If the object is using the default texture (defined in the nif) and that texture doesn't have mipmaps, it will be colored red when viewed in GECK (I think this is a debug feature). If the object is using a non-default texture because it's been overridden in the esp/esm, the old texture will be used instead when viewed in GECK. It relatively easy to fix this by opening the texture in GIMP/Photoshop and resave it using mipmaps. The most difficult part is picking the right compression (DXT1, DXT3 or DXT5) and Color selection (Default, Distance or Luminance). For compression I usually use the same as the original (to find out I open it in Notepad++ or a Hex Editor and look for DXT1/DXT3/DXT5 in the beginning). For color selection I use Default for diffuse maps (texture.dds), Distance for normal maps (texture_n.dds) and Luminance for glow maps (texture_g.dds). -
Did you enable the hair_add_npc.esp plugin? From what I recall that plugin only adds new hairs to NPCs in Megaton. The other NPCs in the game aren't modified. Since new hair won't be added automatically to NPCs, you will either have to add it to them yourself, or use another mod that do this. Project Beauty HD might be a good candidate, though I don't know for sure as I haven't tried it yet (I'm using an older version of it without hairpacks). Maybe someone else can elaborate.
-
You should be able to get the ref to the actor wearing the armor by using GetContainer. NPCs are considered "containers" by the script engine. It is probably a good idea to check that it is set to something before use though. ref actor set actor to GetContainer if actor actor.DoSomething endif
-
Megaton Bomb Water... where has it gone?
hikky71 replied to LordEmm's topic in Fallout 3's Mod Troubleshooting
That doesn't look too odd, though I'm not sure. I haven't played with water much. In-game that is. :pirate: BTW Do you have a lot of inactive plugins in your /Data folder (apart from those 130 active)? I've read somewhere that the game engine freaks out if you have more than 400 bsa esm esp in total. I haven't gotten there myself yet so I don't know if it's true. -
NPC / Creature sizes, can they be too small???
hikky71 replied to Corehound's topic in Fallout 3's Mod Troubleshooting
I know next to nothing about this, but I think the collision for npcs/creatures is stored in the skeleton.nif instead of the creature.nif. Basically it's a really simplified version of the body mesh using very simple drawing primitives. You can actually see it in NIFScope if you enable Nodes and Havok in the Render menu. All collision objects for the various body parts seems to have a bhkRigidBodyT block containing the value "Penetration Depth". Lowering that value for the feet/legs might help. BTW If you let the mouse hover above the label there is a description with some recommendations. Or you could try putting a Collision Marker to "strengthen" the floor. It's a bit bothersome though if you want to let the creature roam the entire ship. If it's just for the Game Table, it's not too hard. BTW there are already a bunch of Collision Markers around the table sides. They don't seem to be thick enough to stop bullets though. I always get a bunch of bullet marks in the walls after a "game". -
I don't think BoE is the culprit as THAT has happened to me with vanilla Fallout 3 (no mods or DLCs). In my case it was Doc Hoff that pulled that stunt just when I was about to barter with him. It was hilarious but a bit freaky as his head rotated around while saying "Let's see what the good Doctor has in his magic bag." :D I wrote it off as "one of those things that just happens", just like flying robots and critters.
-
Megaton Bomb Water... where has it gone?
hikky71 replied to LordEmm's topic in Fallout 3's Mod Troubleshooting
The water around the bomb is created by the "Water Height" value in the CELL record for MegatonPlaza (0002dbb), not by a water plane as is often used in other places. If you have a mod that adds a water plane in that cell, it might have been changed (GECK has an annoying habit of changing this when water planes are added). Start FO3Edit and let it load your current set of plugins: * Type 2dbb into the FormID search box. This will hilight the MegatonPlaza cell. * In the right pane, look for a value called XCLW - Water Height (it should be set to 11674). See if any other plugin than Fallout3.esm modifies this value. -
Mod works fine in GECK, but has errors in game
hikky71 replied to Thaliur's topic in Fallout 3's Mod Troubleshooting
I'm not familliar with that mod (or the Steam version of Fallout 3 for that matter), but from the mod description it seems to require the DLCs Anchorage and Zeta. If you don't have those (or if they are disabled) you will have problems. It might also be that the DLC files aren't in the right folder. If they were downloaded separately they might have ended up in a Games For Windows Live folder instead of the Fallout3/Data folder. If that's the case, you will need to move them to the Data folder instead. Check out the Technical Support thread or the FAQ. It should have more info. -
Instead of starting a new character, try: * Save your game outside the building (preferably in a new slot). * Exit the game and disable DCInt and your House mod. * Start Fallout and reload the save. The door should now be boarded up (if not some other mod reactivates DCInt so you will need to identify it and disable it). Save your game and exit (your save should now be clean from DCInt data). * Re-Enable DCInt and your house mod. Then start Fallout and reload the save. Test if you still have the issue. A quick note about containers. Some mods modify the standard containers so they respawn (intentionally and otherwise). If you don't want that to happen to your containers, it's best to use a custom container. It's very easy to make one, just change the Editor ID on the container you want to use. When GECK ask if you want to make a new object, answer Yes. Then use Search & Replace to replace the containers in your house.