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neomonkeus

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Everything posted by neomonkeus

  1. This can be done a number of ways, probably the easiest is to make you door and switch persistant references and call them a name eg.mydoor, my switch. First your switch will be your activator, on this item you will need a script, create a bool called locked/visible which you use to check to see what state it the door is in. So now in the onactivate block have an if/else block that check if(locked) unlock mydoor Begin onactivate if(locked) { mydoor.unlock set locked to false //check will now show unlocked } else{ mydoor.lock set locked to true //check will now show locked } This is mainly from the top of my head, so its all pseudo code for the most part you will need to check out the proper function syntax etc. If the above script is a bit too confusing then you need to check out the internet first as its quite an easy thing to get working. The best place to get scripting tutorials is the CS wiki and the geck wiki. If you are looking for how doors switches work in game use the geck to find the National Guard Depot, there is a nice setup with a switch link there, also vault 101, but thinking about the above they might do it by reference linking which is another form of referencing through a variable instead of a reference name like mydoor.
  2. Try installing archiveinvalidated, download it on the nexus, if there is no texture folder that either means that the mod relies on base textures, they are compressed into a bsa or the author forgot to include them in their download
  3. You will need to run archive invalidation. Download it from the nexus site and run it to see it sorts out your issue. The unchecking of esp is a problem with the launcher which should be fixed with the 1.7 update, but if you launch fose from inside of fomm it does the load ordering for you.
  4. x86 is the convention for 32bit operating system on windows. It is most likely that you are running a 2.5 version, the scripts aren't supported yet due the python api being currently rewritten.Try downloading the 2.49 beta /most versions of the 2.49x stream. On some occasions when installing 2.49, the generic scripts don't appear in which case you should do a re-install, but even if the generics don't appear you should be able to install the nifscripts separately and they should still appear, but in this case you would be lacking alot of functionality
  5. Its actually in the EULA, you know that legal document that nobody ever reads. Well when you accepted that when you installed your games / editor it states that you cannot distribute "content" from different versions. For example you aren't allowed to upload unpacked meshes/textures music from other games,Oblivion content to Fallout, specifically games that run on the Gamebryo, ie the different version of the game engine. Even copying content from a DLC like the pitt and uploading it would be classified as distributing as illegal under the EULA. The main reasoning behind it I suppose is that someone could unpack everything from the DLC and upload them for free. They are perfectly happy when the mod only has reference to the content thus the end user has to own the content themselves. Hope that clears it up that you are perfectly entitiled to modify those games however you feel, but the main thing is the term distribution. So you can do that at home but it is unadvised to make it public.
  6. Have you enabled archiveinvalidation as that helps with incompatibilities with new textures, other than that I would read the help me that should be included with the the download or contact the author.
  7. In the export section for the nifscript you just need to tick the box that has BS fade node or something to that effect, cant remember offhand right now, not at my normal PC. Its on the right hand side of the export section. Also if it is a model form the vanilla version of the Game and you were about to find it to import it into blender, then you obviously know the directory where it is located. In the Geck you should be able to find it pretty easily either using a filter on the *all section or going through the various sections.
  8. Could you be a little more specific, are you installing the script to your PC, are you on about the setting at the time of import/export or the setting within blender that you need to set to get import/export working correctly?
  9. Have you tried setting your default mapping on your keys,?
  10. Make sure the normals on the polys are facing outwards, ctrl + N, ensure that you have selected the object as active object when exporting. Open it in the nifskope to see if the mesh appears. Secondly check to see if you have your paths and mapping options selected correct for you textures/materials -> normal mapping and diffuse.
  11. The basic idea is an item that renders the user invisible for x amount of time, use depletes & recharges when not in use. Firstly you are lucky as you can use the invisibilty effect from the stealth boy to achieve the invisiblity effect. After that it really depends on how you want to go about implementing it. I suggest having one item that you would use in your hotkey menu or inventory. Activating this would equip the player with the item which inturn has the stealth effect attached. The inventory item would have a script attached to have your timer, which would pop-up a menu when the item cannot be worn, it not charged. You would need to have a counter increment the power level when not in use, and decrease it when in use. You would need to check to if the issneaking() on the player and reduce the power to matched the desire rate of either 1 or 1/6 for sneaking. Hopefully that will point you or someone reading this to dev a script.
  12. Yeah can you link to that it would be great to have a read of it. The reason I was asking was to know what are the limitations of the script. I was trying to find out if there was a precise feature list for the script, specifically Fallout 3 importation & exportation, as some feature have been lost though version updates and the Fallout section being less supported. The more that can be done in blender the better, everything else we need to do can be done using the nifskope.
  13. The animations are probably only viewable in 3rd person mode. I think thats the way crossmod works. The aging sounds like it is to do with the agebased mod.
  14. Create the music directory in your data folder, creating a custom music subfolder, with any subsequent folder to organise the subfolders how you prefer, eg dungeon, interiors, exteriors, etc. then in the get click on the cell you wish to edit and in the music section you should be able to find you music. This is mainly from memory, so i suggest hitting up the CS wiki it is very helpful is slighty dated. For world maps I think you will have to update using the WORLD tab on the menu.
  15. You should read the pinned post at the top of the thread - it has useful info like the following "It is recommended that you install Fallout 3 to someplace other than C:\Program Files\ because on Windows Vista and windows 7, there are additional security features that can be problematic. Install Fallout 3 to someplace like C:\Fallout3 or D:\Games\Fallout3 etc." UAC is a permission component of Windows since Vista, which basically advises the user when programs are accessing restricted folders or writing to those folder, eg. a program trying to install itself. This could either mean a legitimate install or some form of malware. Long story short is that it dumbs down user control, results in lots of pop-up. Logging in as admin will ensure you have full permissions for using UAC, the alternative is to decrease the feedback level/disable it. The above solution places Fallout outside of UAC controlled space
  16. Tell us how you get on with the XP version. I have a 32bit xp machine and have no problems. Really surprised by the patch crashing out like that on the Win 7 64bit. Thinking about it now the Goty version might be prepatched. On the main screen there should be a version number, check that to ensure you are not patching to the same version. Also try another version of FOMM if it doesnt work on your XP rig
  17. The main reasons for this usually is that you need to detect the texture paths. For just viewing the vanilla models assuming you unpacked to the default data folder, go to setting and click the auto-detect folder and that should solve your problem. If you have not unpacked them to the default Fallout Data folder the you will have to add the folder manually as a new folder. its usually in the form Drive:/....folder location/data/texture. Point it to the textures folder. you may need a trailing slash. If it is for a custom model you may need to check the texture path of the nif, under the branch BSShaderTextureSets
  18. Since you are running a similar setup to me in regards OS, and likewise have UAC disabled ensure you installing to the default directory path. That might make it easier for FOMM to detect but I cant understand why you are having such a problem with the CTD. If not try downloading an earlier version as there maybe a bug in the newest release. Also here is a manual method of installing FOMM near the bottom Link Excuse the Noob title in the name.
  19. If you are manually installed all the files to the data folder then mods just need to activated. This is done via the splash screen when you run from the disk or alternatively running either fallout.exe or the launcher which ever presents the default install/uninstall screen (one of them skips this splash screen, cant remember off-hand sorry). Under one of the options is data files, just tick the mods you wish to activate. Then just load your save and play away until you get want more. The main advantage of fomm is that everything gets put together in the same folders eg Data/meshes and one advantage is that it automates the removal process. You should be able to install new mods with any hastle but the more you add the more cluttered your directory becomes and uninstalling mods manually often requires a clean install. Using fomm I would try and activate it with just the main fallout .ems activated, then if that work try to find which mod is causing the crash. Awesome specs on your rig
  20. Make sure you have a texture applied, and a normal map. Use the MAPTO section in the material/texture panels, base texture -> col & normal -> nor. The BSFadeNode selector in the exporter will make it selectable in the Geck, which should have thrown an error in the geck about the root node if that is the problem. Seeing as its displaying in the nifskope it should render.
  21. Yeah I've been on to the guys over there since. Through alot of digging it appears that it was but is no-longer supported, though will be reimplemented for the 2.5 beta hopefully. Again that was only an example of something we are working on at the moment so we will just have to find an alternative, it was just know what is possible that was the main thing.
  22. I was wondering if anyone was enlightened to what features of Blender are supported via the export nif script. Off hand from my own experience I know some of the basic obvious ones, ie mesh data, UV-coords, texture paths, collision data via game logic data, rotation, scaling & translation animation. It would be really helpful to know if there is any documentation that show what has been implemented, from the view of what Nif related Data/Nodes get mapped by Blender. ie Col map -> diffuse map, animations to various controller types. The main reason at the moment that i'm asking is that im trying to implement an animated material, which has a 2 stage animation, one that changes its alpha property and one that changes its emissive property. I've successfully created some translation, rotation & scaling animations before but this animation doesnt seem to get exported. This is only the start of the list of things that I will be working on and having a resource I will know where the limitations lie from there I will be able to figure out the best course of action. An alternative for example might be to using animated texture instead if I knew that was supported. So if I knew it wasn't supported then I could get the monkeys working on it via the nifskope.
  23. Hi, I am currently working for a mod team are having a problem with one of our test models. The model is a light and has a transparent casing surrounding a light bulb with an emissive material. It renders fine until you tilt the player p.o.v above 20 degree's above horizontal, where the emissive part nolonger renders. Has anyone encounter this problem before & or has a suitable workaround.? Base Model - Early Test Light - Ingame Testing Enviroment Edit : its seems the problem is due to there being multi layered materials having alpha values. The game engine only renders the first, if anyone knows how to set it to render multiple layers/objects with an alpha material property I would be greatful. I know there is probably a flag in the nif i can set to retifiy this but I cant seem to remeber what it is.
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