Jump to content

MDC519

Members
  • Posts

    95
  • Joined

  • Last visited

Everything posted by MDC519

  1. I fixed the landscape problem I just moved the dirt back. There is no update for the New Vegas Geck....that update is for the FO3 Geck. What you are seeing when you delete objects is the LOD and is a low detail version of the object which is seen from a distance until the player gets nearer. It can cause major problems with the game if you start deleting objects. It is better to either "initially disable" objects or drag them underground, but dealing with LOD objects can get very complicated to fix.
  2. I personally find that the 64 setting is a little to high...try a lower number---the number is divided by 2 so the next step is 32 and then 16, etc. I usually use 32. Also pick a piece and use the snap to reference button to target that piece and then all the rest of the pieces should align more precisely.
  3. The one WastelandAssassin suggested is excellent and you might also want to check out this LINK as well. It says for FO3 but the techniques are the same for both games.
  4. From the angle of your pic, I can't tell if the 2 pieces are at the same height (holding the x key while moving a piece is used to raise and lower the pieces). If you have the snap to grid button in, the snap to angle button in, both pieces are at the same height, and the new piece is rotated properly, (the piece in your pic is not rotated) then they should snap together. You may want to check out this tutorial: http://geck.bethsoft.com/index.php/Main_Page and review the "layout and using kits" section in the "my First Vault" tutorial. Maybe that will help also.
  5. I am assuming you are using the snap-to-grid function, so go to file/preferences and in the box, movement tab, you can adjust the snap to grid value...the values are divisible by 2 so from 64 go to 32 or 16 which are more precise. After you set your first piece, get your next piece ready and then in the same preference box, click on the select snap reference button...take the red circle target and move it over the first piece you placed and it should turn white...double click on it. This will set your first piece as a base and all the other pieces should snap together more precisely. If you already have a bunch of pieces set, pick one piece to be your base and do the snap to reference thing, then try re-aligning the remaining pieces again.
  6. You're right....silly me....copy paste is a lot easier to do than actually learning how to script, build AI packages, add voice, dialogue and animations. But then I'm only a 1/4 bright so I do it the hard way. To each his own, I suppose.
  7. If you are just looking for the item ID, you can get it in-game by opening the console (the ` key ---mistakingly called the tilde key---it's the one to the left of the 1 key ) and then clicking on the item---the ID will show in the top middle of the screen. But looking for it in the GECK you will need the object name which if you type part of it in the "filter" box in the object window should help you find it. The filter box works as a search box if you know just part of the object name.
  8. No problem...also forgot to add, if you change Bella's race back to caucassian, you will also lose her brightblueeyes.......no biggy, just add the eyes of your choice the same way you did the hair.
  9. Depending on how involved/complicated you want the follower to be, it can take a lot of time and effort to create a decent follower. Have you checked out this new mod that was just released?.....I haven't checked it out as it is not for me, but it may be a way to get your feet wet. http://www.newvegasnexus.com/downloads/file.php?id=38059 I, myself wanted to learn how to make a follower like Jessi when I started modding in FO3 and it took me months of study and learning to get something similiar created. I used the GECK wiki and looked at lots of comapnions to learn how. Good luck! :thumbsup:
  10. There is no problem at all with anyone modifying anyone's mod as long as it is not released as a new mod without permission. Using the 2 masters is a very acceptable way to do it for personal use. I personally quit using 2 masters for my mods because I got tired of having people CTD and wondering why-----you didn't read the readme, STUPID!--- :rolleyes: So I have gone to creating a separate race and including the hair files in my mod. By not doing it this way too many modders cause conflicts with other mods, in my opinion. What you described is a very good method with just the one "problem" I noted. Enough of the soapbox.....hope this helped.
  11. Good description of how to do this to most companions, WastelandAssasin, but it will not work exactly like you described for all companions. Your described method will be okay for npc's that someone has no plans to upload to the game for other people to use and do not have a separate race. If it is done your way it wouuld cause conflicts in the game. My Bella's Bunker companion has her hair assigned to a new race so that such conflicts do not occur. To change Bella's hair for yourself ( you have no plans to upload ) you would either need to do as you described but do it in Bella's Race as I described earlier, or you would also have to go into aaBella and change her race back to the vanilla caucassian race for the change to work as you describe.
  12. Hi alecium69....is it Bella's hair you are trying to change?..... :biggrin: Bella is not a master, it's an esp. Here is what you do.....open your hair mod and find the mesh and texture files for the hair you want to use---goto data/textures/ModName/character/hair and data/meshes/ModName/meshes/character/hair........copy the files for the hair you want to use---a .nif and .egm file file for the meshes and 4 .dds files for the textures----and paste them in Data/texture/Bella/hair and data/meshes/Bella/hair folders. Open Bella.esp in the Geck...goto race and find BellaRace and open her. Along the top geck menus open Character/hair from the menu....in the drop down box click on the left hand side to create a new hair...name it whatever---bellahairnew---click on the edit buttons to add the new mesh and texture by adding the new ones you put in bella's folders...close and save...reopen the hair drop down menu box. Open the 3rd tab on Bellas race box----FaceData----drag and drop your new hair style into the hairstyles box. Click okay and close her race box.....save....Click on the character menu again and near the bottom, click on Update face gen model availability. Now go to NPC and find and open aaBella and scroll to the head parts tab.......in the hair pulldown, your new hair should be listed...select it and it should change bella's hair in the head preview box. If all is okay, click okay to close her npc box....save......close geck and bella should be wearing the new hair in game. If you have any other questions, let me know. Edit: Just realized that Mikoto's is now an ESM file....you will have to unpack the .bsa's from the ESM using FOMM or when you open Geck, set both the Fallout and Mikoto.esm's as masters and Bella.esp as the active mod. I don't believe you have to change the file as Wastlandassasin said for multiple masters, but not sure. Regardless, once you get access to the hair meshes/textures, the steps above are still the same.
  13. I don't know what the limit is, but after looking at your other post, you surely must be close! There were mods in FO3 that helped with load orders, but I'm not sure if they would work for FNV. You might want to try and group similiar mods together---clothes mods, weapons mods, etc. and that might help a bit so you can see similiar mods that might be the conflicting ones. Just a suggestion. Good luck! :rolleyes:
  14. Depending on the expertise/experience of the modder, there may have been a conflict/overwrite issue where 2 mods are fighting over the same object/space/dialogue/etc. and only one wins---the latest in the load order one. Sometimes this can be resolved by identifying the 2 mods and switching the load order of the 2----but not always. All modders should use FNVEdit and check/clean their mods so that fewer conflicts would occur----I am not saying RR Armory is at fault, it may be the other mod for all I know. :)
  15. You need to have your meshes and textures in the correct folders like this: Data/meshes/MyModName and Data/textures/MyModName ( if the folders do not exist yet, you will need to make them and then stick your files in them ). Are you modding existing game objects or adding entirely new objects? If you are adding entirely new objects, I won't be able to assist you further since I have no experience at that.
  16. The normal map is a part of the texture ( .dds ), not the mesh (.nif). You will usually have 2 textures attached to an object. The main one is the myobject.dds layer and is the regulatr looking one. The normal map ( myobject_n.dds ) is another layer added on top of the regular one and adds the gloss/no gloss that Quetzsacanango was refering to and the alpha channel is another channel beside the red/green/blue channels. You need to have a normal map plugin for your photo editing program---I use GIMP, but they are also available for Photoshop---in order to add the normal map to your texture. Here is a link to Miax's FO3 tutorial which should be a big help...it's how I learned. :) http://www.fallout3nexus.com/downloads/file.php?id=11324
  17. This is a problem with the game not locating the meshes (and maybe also the textures), but the Red alerts are for missing meshes. Are these your mods or other peoples mods?. Sounds like the meshes are not in the correct location which means the folder structure is somehow not correct. Did you drag and drop the mod files into the data folder, or did you by mistake add a second data folder inside the existing data folder? Do you have FOMM---fallout mod manager? If you are not using FOMM, I recommend you download it and use it to install your mods as it will unzip them and stick them in the folders the modder wants them in. http://www.newvegasnexus.com/downloads/file.php?id=36901 Hope this helps.
  18. You shouldn't need to unpack the original .bsa for the mod to work, you just need to duplicate the folder structure so the game has the correct file path to find it. As JohannesGunn said, but since you do not have a '\main' folder in your interface folder, simply make(add) the folder and stick the files in there.
  19. This is a very annoying problem. What I usually do is when the new mod is being extracted and it tells you that the "readme.txt" already exists--overwrite?...I say no and it will make a copy ---"readme(2).txt" or something like that. When the extraction is complete, I find the readme in the data folder and rename it there. If I had a nickel for every modder that did this, I'd.........:)
  20. Also you might want to look at downloading and using FOMM (Fallout Mod Manager)---it will unzip the mods and stick them in the right folders for you--provided the modder did his job correctly. http://www.newvegasnexus.com/downloads/file.php?id=36901
  21. As a companion modder myself, from my point of view the more customizable the companion, the better off you are. The vanilla companions can't be changed without the addition of other mods, and while there are a lot of mods out there that force the PC to have a harder life, it is much harder to find good companion-modifying mods. Sunny Smiles is probably the most adjustable companion so far, and while my Bella companion has a lot of customization--essential off in hardcore mode, no unlimited ammo use, etc.--I still have her with auto-heal (maybe I'll add a toggle on that...hummmm). So, a lot of the summary points you have are good. Just keep the number of companions down, pick the right companions with decent options, add a few mods that make life harsher, and it should be a little more balanced.
  22. Thanks for posting the pics...looks like you and Crystal are having fun----love! the hats! :) Have a happy thanksgiving, too!
  23. Lurker!!!!!....how ya been?....been busy putting final touches on my FNV companion...hope to release this weekend..."Bella's Bunker" (like my Crystal mod) :) I'll come out of my rabbit hole soon. cya
  24. You'll also need to add an AI package to your companion for both those commands so that when you say follow me, your npc will actually know what to do. So also look at other followers to see how that is done as well.
  25. Thanks for the comment....much appreciated.....yes it is a small world at times.:)
×
×
  • Create New...