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EvilPlushToy

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Everything posted by EvilPlushToy

  1. Great work i hope i can use this method to simplify converting my unfinished fo3 mod to NV. Kudos for you ^_^
  2. *double facepalm* I thought i had previously set the Alpha setting in the NiMaterialsProperty to 1, and didnt think to check it again. It works prfectly now, thanks!
  3. Ive had some trouble making my texture with alpha to work properly. Ive made them for other meshes and for pipboy icons an theyve worked fine, after searching through previous threads in the nexus forums, I THINK NiAlpha Property is my problem. But before i can try it out, i need to find it or how to add it if i need to do that. Please help :( EDIT *facePalm* Figures id finally figure it out right after making this post, im still having trouble though, now the whole mesh is invisible. So if someone can help me figure out what to do id really appreciate it.
  4. I made my own carryable light as a part of my mod, bu it doesn't like to light up the floors/walls of interior cells, but will illuminate actors, leaving the floor dark. I have the same problem with the lights i made for muzzle flashes on my custom weapons, but any vanilla light works fine. Can anyone help?
  5. I might be comin in a Bit late here but seems like the FX beams brighten things viewed thru them up a bit. Done properly this could lead to a decent flashlight. Ive been having problems with my own lights im making to replace the pip boy light, as i use a mod to get rid of the pip boy and thus have no pip boy light. I think ill give this flashlight idea a try, but i cant make models for crap so ill just be making it come from the hand or somethin haha
  6. its not a continuous battle by any means, but i recomend checking out the spawn o matic mod http://www.fallout3nexus.com/downloads/file.php?id=9618 Lets you choose when/where/what to spawn and you can use several spawn points at once, allowing you to create some nice battles ( i personally like to have raider hordes rush the megaton front gate hehe)
  7. Haha, awesome answer! I've actually done most of that, and by ref do you mean the in game refrence ID or the geck refrence (editor ID), that could be my problem. I'm trying to make it specific npcs, not just any npc so that simplifies things i think. I'm not sure how to make the script get the npc's in game refrence id, which is probably what i need since im using duplicates of the same base NPC (they're meant to be expendable soldiers). In any event thanks for the advice you've given so far i think you may have pointed me in the direction i needed to make this work.
  8. Ive been working on this for a few days now and i was able to script an npc to heal themselves and use up a stimpack in the process and be unable to do so if they run out of stimpacks what i haven't been able to pull off successfully is having a medic in my group of followers that will automatically heal npcs besides themselves. I just want to know if people think this is possible or should i give up on it?
  9. Not too big of a deal just load your last saved game if that happens, since thats what would happen once you died anyway
  10. Holy crap Skotte ur awesome! Using a mic totally fixed the problem. it was a huge pain in the ass to transfer the esp over to GFs comp whenever i wanted to do a dialog. Just to clarify for anyone else who has this problem and finds this thread, i used a wireless mic/headset, and the receiver takes over as the soundcard when the mic is turned on. so if just plugging in a normal mic doesn't work that may be why.
  11. im having almost the exact same problem, cept its in topics for me. (probably in convos too i haven tried yet) i tried reinstalling and updating EVERYTHING (fo3, geck, fomm, and fose) and even running geck in xp compatibility mode (im using windows 7). tried editing quests with no esps or esms loaded even, nothings helped so far
  12. This is really just a wild guess, but maybe they need to be alive for reset health to work? Try resurrecting them first if you can. I dont know if u can or not witha script, but it looks like you know more about the scripting than i do so far lol.
  13. Im recruiting companions using Sharing and Caring Companions mod, and when i go through a door with a load screen they poof. This only happens when i also have my own mod active, which adds several npcs outside of megaton. But it causes any npcs to vanish not just the ones ive added. Thinking i might have screwed somthing up the first time i completely redid my mod from scratch using only Fallout3.esm as a master, did nothing other than place a new npc outside of megaton, and still got the same problem. If anyone can help it would be greatly appreciated. Edit: Just to test i made an esp that changed nothing at all in the game, and the same problem still occurred. With further testing it seems like its ONLY megaton front gate causing the problem, seems to work fine with other doors and fast travel
  14. Maybe its something to do with navmesh? i dont know much about it either since ive only added NPC to areas that already have them but i do know you need a proper nav mesh for npcs to be able to get around in an area. The red Xs are... something... i dont really know what lol. but i know its not got anything to do with things being corrupted. If you do have a working navmesh i would suggest making a whole new npc and slappin some BOS power armor on em, and name em Brotherhood Initiate or something like that to suit ur taste, and make the AI packages for em from scratch.
  15. Ok i think i have it figured out, though any tips would still be appreciated.
  16. Apparently my problem was the megaton player house. Placed him somewhere else and it worked perfectly. Thanks for tryin to help me out Quetzlsacatanango
  17. The game im loading has me right outside the door to the house, and i even went back out and looked around some to make sure he hadnt slipped by me and wandered outside, seeing as how i did copy the megaton settler 01's AI packages. After not being able to find him i edited him to only have the dialog package, and still no sign of him. I checked out all the NPC related tutorials i could find to see if maybe there was some un-obvious step i was passing up, but all of the tutorials seem to run based on the idea that your able to already get the NPC in world By the way, your Sig is very awesome lol.
  18. I added a NPC i created in geck to the player home in megaton. When i load my game and go in the house he's not there at all. I tried using the "placeatme" console command along with his base id and it says its not a valid id. Im assuming this means the mod i made isnt working at all. This is the first fo3 mod ive done and i have almost no clue what im doing, so any help would be greatly appreciated.
  19. i havent encountered any in the game myself and id like to add one to a mod im making. I have been modding more than playing and so i havent actually gotten very far in the game myself lol.
  20. Kiwy look in the Dragon Age>Tools>Source>2DA>Rules folder for the itemvariations.xls
  21. was tryin to retexture a shield to give it my own emblem, found the shield texture and though it was smaller than i would have liked it worked out ok, now all i need to do is figure out how to add it to my shield only.
  22. ok so i found some higher res textures (up to 512x512) but that still seems pretty small, is that the best we can do or did i mess up my plugin?
  23. When i open a DDS file with photoshop cs4 usin the nvidia plugin, it opens up as 128x128 is it suposed to be like this or did i screw something up?
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