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Everything posted by masternetra
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A message and invitation from Sims creator Will Wright
masternetra replied to BigBizkit's topic in Site Updates
In response to post #92334408. #92334578, #92335188, #92336563, #92338233, #92339743, #92340123 are all replies on the same post. @BigBizkit - Spore is alright, Best stages are cell and creature. Tribal and civilization stages are "meh" and Space stage can feel more like work once you have colonies established. They could of definitely of done space stage better. -
Question about OnActivate scripts in Terminal.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
Update: Turns out the answer was no. Had to handle it all within terminal selections. -
Question about OnActivate scripts in Terminal.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
No, because my question is about wether or not a script attached to a terminal item will still run/re-run if you access that terminal item as a submenu. I just later explained what I was trying to do. -
So my question is, will scripts attached terminals still get ran if you access that terminal as a submenu from another terminal? I'm trying to setup a thing in my Obscurum Revised mod where you can add the workbenches, lab, etc but the house bot has to have some materials first (because the equipment being added is broken or incomplete) and your commanding the bot to add the stuff from a terminal in respective store the idea being you give the bot the parts and the terminal submenu script checks the respective inventory for said parts and determines available options. I'm hopping to attach a script that runs onActivate (with the success options going back to the main menu area for the bot's options to recheck intentory/refresh) to perform the checks as oppose to having each option run it as part of a screen refresh each time you successfully add something. I hope I was clear enough.
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Having a Problem timing Chargen Prompts.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
Yea I ended up having Name selection (which is automatically the first thing that gets run, not sure from where atm), Sex selection running before transition/fade into vertibird. Race Menu and Tagskills and Special menus are triggered after the crash sequence. -
Having a Problem timing Chargen Prompts.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
I abandoned that script and opted for something different so i never actually figured out the problem. My Edit of my last post was relating to rigging the new thing so that skill tag isn't coming up at the same time as race menu anymore. It's clear to me though that there is something wrong with the timer checks for the menustage stuff as it runs without the timer stuff (skill tag just overlays with race menu with that too, thus was going for a timer thing with it in a attempt to prevent it). I just don't know though why though the setup wasn't working. Oh well found alternative way of handling chargen, though a less efficient then a one script solution but ya do what ya gotta do. -
Having a Problem timing Chargen Prompts.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
I ended up doing a thing with a back to back quest progression for it. Only problem I'm having is timing the racemenu sense it's a different animal then the other menu's, been having a issue with tag skills coming up on top of the race menu screen since it's too darn slow to come up versus the other menus so trying to figure out how to bring it up without tagging coming up at the same time. EDIT: Worked it out, for this at least. Will have to work on script timing for the future as well as work out how long to set a delay for the racemenu, for now got it rigged up to work as it needs to. -
Having a Problem timing Chargen Prompts.
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
"Also, your use of getseicondspasses is suspect." - Not really, before this, I had the getsecondspassed for the racemenu part and it failed to load. -
Trying to do a somewhat revised version of Obscurum, atm working on fixing the chargen, but with what I have so far it won't go past the Race Menu, obviously I'm missing up with the delay timing somehow but dunno what I'm doing wrong. Here is the script: scn 0SexSelectionScript short buttonVar short awaitingInput Short DoOnce short MenuStage short timer Begin GameMode if DoOnce == 0 Set DoOnce to 1 showmessage CG00ChooseSexMessage set awaitingInput to 1 elseif awaitingInput == 1 set buttonVar to getbuttonpressed if buttonVar > -1 set awaitingInput to 0 if buttonVar == 0 player.sexChange male 1 Set DoOnce to 1 player.moveto PlayerMarkerVerti removeimagespacemodifier MQ08AllBlackedOutISFX set MenuStage to 1 elseif buttonVar == 1 player.sexChange female 1 Set DoOnce to 1 player.moveto PlayerMarkerVerti removeimagespacemodifier MQ08AllBlackedOutISFX set MenuStage to 1 else endif endif endif if MenuStage == 1 ShowRaceMenu set timer to (getsecondspassed + 1) set MenuStage to 2 endif if MenuStage == 2 && getsecondspassed > timer SetTagSkills 3 set timer to (getsecondspassed + 1) set MenuStage to 3 endif if MenuStage == 3 && getsecondspassed > timer SetSPECIALPoints 45 set timer to (getsecondspassed + 1) set MenuStage to 4 endif if (MenuStage == 4) && (getsecondspassed > timer) SetInCharGen 0 addachievement 3 player.cios 0CrashStartSpellSpell set MenuStage to 0 StopQuest 0SexSelectionQuest endif end
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GECK Keeps Crashing - Assertion Issue?
masternetra replied to masternetra's topic in Fallout 3's GECK and Modders
Ok turns out I just needed to get/do the Intel HD Graphics Bypass (https://www.nexusmods.com/fallout3/mods/17209) and the problem went away for me. -
Whenever I try open up a weapon or loadup some cells I get a error like this with it just closing the Geck afterwards regardless of what is selected: http://i68.tinypic.com/2hpja1i.jpg This is with stuff from vanilla too. Tried just loading the fallout esm and this occurs. I don't know how to fix this. Using a manually installed GECK updated to version 1.5. Tried with normal and Geck Extended. (Using Windows 7 btw)
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I didn't see this on the forum, so I guess I'll mention it. It's well known that when you make a new open helmet/hat/head accessory that uses a existing mesh, whether it's a simply a clone or a retexture, it tends to equip sideways. The fix for this is pretty simple. Make sure you save your esp/esm file in question and exit the GECK and open up FNVEdit, if you haven't already. - Load up your esp in FNVEdit and go to the item(s) in question. - Go down to "Male biped model" and at the empty section next to "MODD - FaceGen Model Flags" right-click and select Add. - Select "Head" or if you using a older version of FNVEdit (for some reason) replace the default zeros with a "1" (Repeat for the female biped model section if applicable). - Exit FNVEdit (with it saving the esp of course). Done. Figured I'd post this for those who still don't know.
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Same, I want to have adguard turned off for the nexus, but won't while there are pop ups, especially ones like this stream/video thing the popups on almost every page you go to. They want people to allow ads but then allow crap like this and wonder why people block the ads. Silent banner and silent side ads is fine, though having video ads period can help lag the page.
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Come on lady luck.
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Fallout 4 has Frost Survival Simulator and New Vegas has DUST Survival Simulator, is there a equivalent for Fallout 3? One that alters the world to just post war or to a version of the world past the lone wanderer's storyline?
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In response to post #57369831. #57385011 is also a reply to the same post. Well, I'm in the states, the best I could do is telecommute.
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Just for those in the UK huh? Oh well.
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Limited Vortex alpha release today, full release soon
masternetra replied to Dark0ne's topic in Site Updates
In response to post #57209051. #57209221 is also a reply to the same post. No, they tell how it works in the message, first 200 unique downloads at a time. While you slept other people from other parts of the world are up you know. People just clamoring for it is all. It's hidden again, next opening will be 10pm GMT time. You have to be REALLY quick and pounce on it asap. -
As many of you know with modding, if you add plants that start off as disabled and is enabled via a script or whatever, pretty much everytime you leave the cell and come back (e.g. go into a interior and go back outside) the plant instantly respawns (also true if you simply hide the plant below the terrain to move it back up via script). Fortunately it seems the plants produced by the placeatme command don't seem to suffer from this bug (if you just place and at worse change it's angle and scale, dunno about enable/disabling placeatme items or changing their position). Some example code: set PlacedRef to GFMaize1.placeatme MaizePickable set RefAng to GFMaize1.getangle z set RefScale to GFMaize1.getscale PlacedRef.setangle z RefAng PlacedRef.setscale RefScale In that scenerio I had placed disabled verisons of the plant to work out placement, angles, and scaling and just gave the placeatme plant the disabled one's angle and scale information. Hope this helps.
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Fallout 4 CTD's before main menu.
masternetra replied to masternetra's topic in Fallout 4's Discussion
The thing the minimal requirements don't always mean I can't play something if I technically don't meet them. Like for skyrim, for instance my cpu is well below the listed requirements but because of the whole cpu + graphics card integration. I am able to play Skyrim on medium settings without much lag. Judging what I ACTUALLY can't play often requires me to test it out. Granted Fallout 4 was quite the stretch, though again before a certain patch I was indeed able to play it (laggy as f***, especially in town), though it wasn't bad in and out of the vault and around sanctuary and such. I think Bethesda did something around 1.3 or 1.4 that made me unable to play afterwards, at least reading around has lead me to suspect this. Oh well, my refund on steam went through though, so it is refunded. "Asking a refund for a game of which you knew beforehand that your PC was far below the required minimum specs to run it will be met by cheers and whistles by Bethesda..." Sarcasm, I assume. I don't see how it would matter considering if I never had got it to begin with they'd still would have made the same amount of money anyway, Which would be minus my contribution. So no actual harm done there. -
Fallout 4 CTD's before main menu.
masternetra replied to masternetra's topic in Fallout 4's Discussion
64bit. -
Fallout 4 CTD's before main menu.
masternetra replied to masternetra's topic in Fallout 4's Discussion
I guess I gotta get a refund... I mean it seems like a update somewhere along the line KOed my ability to play, I mean don't know what else to do. -
Fallout 4 CTD's before main menu.
masternetra replied to masternetra's topic in Fallout 4's Discussion
Specs shouldn't matter as I pointed out I've ran a previous version of fallout 4 before. But have AMD CPU (x2 cpu 1.35GHz ea) integrated with Graphics card (radeon 2) 1GB video ram (I think), 4GB of ram (I know amazing I was able to get it working at all before, but I can play skyrim on medium settings with minor lag). Setup with potato settings and 512 textures it runs, laggy as f*** but it runs or did. Don't have any of the DLC's btw. As for the hard drive, not experiencing ANY issues in that regard with anything else. Nothing at all to suggests Hard drive is the issue. Edited: Also tried disabling intro video, still nothing. :/ -
So I reinstalled Fallout 4 and while my machine is very much below the requirements I was able to get it to run in the past, with potato level settings and 512 textures, but even leaving it vanilla I was at least able to get to the main menu. Now at version 1.8.7 it ctds before the main menu every time. *The game is unmodded currently. *I've tried disabling the AV *I've tried re-verifying *My graphics drivers are up to date Not sure what else I can do about it.