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Matt6sic6

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Everything posted by Matt6sic6

  1. The following are some screenshots that I have taken of some Arrows I've made. For the life of me I can't get the damn things to appear in the forge. http://img.photobucket.com/albums/v475/matt6sic6/01arrow.jpg http://img.photobucket.com/albums/v475/matt6sic6/02arrow.jpg http://img.photobucket.com/albums/v475/matt6sic6/03arrow.jpg My goal is to have them appear in the Daedric section. What step am I missing here, I haven't done any modding since January and I'm missing a step somewhere.
  2. Nobody has any ideas? I tried installing a mod that changes book textures, and It didnt help.
  3. http://img.photobucket.com/albums/v475/matt6sic6/bookglitch.jpg Not sure what's causing this. I'm running the game on ultra with an AMD 7970, no mods, everything else is fine in the game graphics wise. "While" you turn the pages the text is legible, but once the animation stops you get that weird faded look, and the more pages the book has the worse it gets as you flip to the last page, you can see text from a couple pages back almost as if it were written on tracing paper. Anybody have any idea how to fix this?
  4. I'm having some difficulty finding a suitable tutorial to help with the creation of normal/gloss textures, for example of the type of image I'm shooting to create, see here: http://img.photobucket.com/albums/v475/matt6sic6/blackrose_n.jpg
  5. I knew it'd probably be something simple like that. Thank you, you've really helped my headache here.
  6. I'm having a heck of a time trying to figure out the simplest of things. I've created a new helmet in the construction set, and I've made the two recipes for it, the regular and the temper recipe. The item IS showing up at the forge, but it's in the wrong category. I also placed it in a leveled item sublist, just like the other 2 helms. As of now for some reason it's in the Daedric category and I need it to be the the Dragonbone category. I searched on the Creation kit wiki, but I can't find the answer to it. Would someone with the knowledge please tell me what I have to do in order to change what category an item shows up in at the forge?
  7. You could simply use the invisibility effect to make your character transparent. All that really needs to be done is have that combined with a script to make NPC's not be able to see you.
  8. Really hope someone gets this going soon. This shouldn't be that hard to implement with the CK out now. You should be able to write some kind of script that would replicate the Chameleon from Oblivion, and even improve it. A script extender may be needed though.
  9. I've been having a problem with a couple of custom automatic guns I made. They all work perfectly fine, but if I set the Ammo Use to Zero in the Geck so that it doesn't consume ammo, the game will crash to the desktop if I enter VATS with the gun - not only that, but I also did some trial and error by editing the 10mm Sub Machine Gun and the same thing will happen if I edit the Ammo Use value to zero there as well. This only seems to happen on automatic guns. Single shot guns, such as revolvers, they don't crash in VATS if the ammo use is set to zero.
  10. That worked!!! YES!!! Thank you thank you!!! This will save me TONS of time. FYI for others though, don't just add the line at the end of the geckcustom.ini, that won't work. In notepad, search for the line as it already exists in the .ini, and just change the 0 to a 1, and then you can open both Gecks at the same time for easy browsing of your mods.
  11. I'm running Vista, and have both Fallout 3 and New Vegas installed. I'm in the process of converting some of my Fallout 3 mods over to New Vegas and was wondering if anyone knew of a way that I could run both GECK's at once? It's proving difficult as they both seem to run on the same instance. A buddy of mine suggested creating a new windows user account, and running one as administrator and the other as a different account but I can't get that to work. Any help would be appreciated. The reason I'm wanting to do this is that it gets very troublesome having to open the Fallout 3 Geck, view part of a mod, exit, open the New Vegas Geck, copy in the data from the Fallout 3 Geck, save and exit, then reopen the Fallout 3 Geck and start the long process all over again. If I could just switch between the 2 screens it'd cut my time in half if not a lot more.
  12. What I want to know is, How exactly did Stella lose her groove to begin with? - Bump!
  13. Alright Pshepa, sorry it took me so long to get back to you. Try this out, Open it up in FNVEdit, go to the troublesome headgear, go down to where it says "Male biped model", and in the cell to the right of "MODD FaceGen Model Flags" right click in the empty box and click "Add", click yes when the warning comes up, then right click on the cell again and select "Edit" and you'll get a window pop up that says "Edit Value" with a bunch of zeros, type the number "1" and hit ok, now save. This should fix the problem. Also, remember to check and see if you have a "MODD FaceGen Model Flags" under a section called "Female biped model" and do the same thing. If you don't have a "MODD FaceGen Model Flags" under "Female biped model" then do nothing.
  14. I'm posting this from my work computer. If you'll hold out until I get home later tonight, I'll see if I can duplicate your problem and find a solution for you, ok Pshepa?
  15. Your Norton is detecting it as a False Positive. A False Positive is identifying a file as a virus when it is not a virus. Either disable Norton while you work with FNVEdit, or muster your nerves and ignore it. Norton is notorious for False Positives. If an antivirus program like Norton is configured to immediately delete or quarantine infected files (or does this by default), false positives in essential files can render the operating system or some applications unusable. For example, In May of 2007, a faulty virus signature issued by Symantec mistakenly removed essential operating system files, leaving thousands of PCs unable to boot. Personally, I don't use Norton, or any of the commercial antivirus software, IE. Norton, McAfee etc. for just this reason alone.
  16. I'm sorry if I was a little vague in my fix for this problem. I'll try to explain it a bit more, and easier in a step by step process. This might get a little long but I'll try to keep it as simple as possible, I'll also send you a screen shot picture of what to do. First download FNVEdit, and load the mod and only the mod that is causing the 90 degree problem. (You can determine which mod is causing the problem by loading each mod you have installed via trial and error, one at a time until you narrow it down.) On the left side of the screen after you load the problem mod in FNVEdit, you'll see several Data Structure trees. They should read like this: [00] FalloutNV.esm [00] FalloutNV.exe [01] WhateverYouNamedYourProblemMod Open the Data tree of your mod by clicking the little + Plus sign next to it. Scroll down and you'll see the "Armor Addon" and the "Armor" trees. Let's start with the "Armor Addon". If you don't have an Armor Addon data tree, GOOD! That's less work you're going to have to do, but let's pretend that you do... Open the Armor Addon tree and you'll see a list of some armor addon items, like "LucasSimmsHat" or "VaultSecurityHelmet" Select one of these items by left clicking on it. Now on the right side you should see 3 columns. At the top the first section will be blank, the 2nd will read "[00] FalloutNV.esm" and the 3rd will be the name of your messed up mod. Any way, on the right side of the screen you'll see a whole bunch of data cells in the first column with stuff like "Record Header" "OBND - Object Bounds" etc. Scroll down untill you see a section called "Male biped Model" In that section you will have a cell that reads "MODD - FaceGen Model Flags" In the 2nd column next to this cell, it should say "Head" In the 3rd column directly next to it, it will be blank. You're going to want to select and drag the word "Head" from the 2nd column and drop it on the empty cell in the 3rd column - when you do this, you will get a Warning screen pop up asking if you're sure you want to do this, select "Yes" and poof, the word "Head" is now in the 3rd column like it is supposed to be. If you don't want to bother with the whole dragging cells stuff, here is an alternate way. You can just right click on the empty cell, click "Add" and the right click on the empty cell again and click "Edit". You'll get a small window pop up that says "Edit Value" and will have a bunch of Zeros. Delete the zeros and simply type the number "1" and hit ok. Now, some of these items have female model versions, like for instance the "Pre-War Bonnet" You'll need to do the same thing you did in the "Male biped Model" section and do it in the "Female biped Model" section. Note that not all items have a "Female biped Model" section. There. You've just fixed one of the items you had the 90 degree problem with. In order to save this, click the "X" in the top right of the window to close the window and you'll get a window asking you to save your mod. Now you can fix the rest of the items in "Armor Addon" and "Armor" Also note, that depending on what mesh you're trying to fix, setting the flag to "Head" may actually do the opposite of what I've just explained. For example, if you try to import a custom mesh into the game, like let's say the AoT Ballistic masks, setting the flag to "Head" will actually CAUSE it to be at a 90 degree angle, leaving it blank makes it fit correctly. The Vanilla meshes that come with the game though should 100% fix themselves by setting the flag to "Head". I think that the reason that the AoT mesh in particualr won't fix itself by having the flag set to "Head" is because it is a custom mesh, and the creator didn't create it in the same way the Vanilla meshes were made. Now, I MUST WARN YOU, FNVEdit is a program in very early stages. Because of this, if you edit more than 1 item and try to save, you have a 50/50 chance and WILL get an error and won't be able to save your file. So I STRONGLY suggest fixing and saving one item at a time. This process will be long and time consuming because you will have to open and close FNVEdit a LOT of times depending on how many items are affected with the 90 degree problem. Here is a quick screen shot that I promised in the beginning of what you need to "drag" http://img.photobucket.com/albums/v475/matt6sic6/FNVEdit.jpg I know this looks extremely complicated, but it really isn't. Good luck man, and please by all means if you need any more help, just send me another message, I'll try my best.
  17. Man that was a huge waste of time, why didn't you just reinstall the body replacer?
  18. I took your advice and opened it up in FNVEdit, and sure enough, when opening up the tree and viewing a headgear, the MODD FaceGen Model Flag was blanked out in my mod. I simply selected the one from the FalloutNV.esm and drug it to the appropriot slot in my mod, saved, and then tested it out in game and the headgear that I messed with is now showing up correctly. So, word of advice to everyone, unless you want to have to go through all this, DO NOT toggle the Update FaceGen Model Availiablity in the GECK until a patch is released to fix this problem, it does in fact blank every headgear's FaceGen Flag out!
  19. Alright, this is seriously pissing me off! I've spent all day working on a large mod, building custom guns and armors etc, porting some helmets and stuff in etc... I was testing out the AoT Masks in game, and I figured as much that they wouldn't show up in game correctly, going the whole 90 degree angle route... Well, I did what everyone has been told to do in Fallout 3 - Open the GECK, Go the Character, and select the "Update FaceGen Model Availiability" option. Good news is, now the AoT masks display correctly, Bad news is - EVERY SINGLE OTHER PIECE OF HEADGEAR IS NOW AT A 90 DEGREE ANGLE! This "Fix" Broke my mod, and seems to be irreversible, I have no idea what to do. I SERIOUSLY don't want to have to re-do all of the work I've done today over this. I'm begging for some kind of help here, PLEASE!
  20. There might be a few exceptions to that actually. I've just tried porting over the Aot Ballistic Masks, and everything BUT the world object mesh ports over fine, for some reason the world object mesh from that particular mod causes a marker error.
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