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syizm

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  1. That should actually do it - removing the script tag from the items should do it. Maybe you're wearing the helmet? Note that the Helmet ALSO has the script tag, so you have to remove the script tag from both the helmet and armor.
  2. Hey guys, I'm working on a pretty expansive mod that is essentially an "add-on" to Project Nevada - lots of new armors (based on PN and Vanilla items, although some are entirely new meshes) and weapons, some new perks, a couple of new locations, etc. It takes advantage of some of the new features of PN. One of the aspects I'm currently finalizing is the crafting system. Without giving away too many details, the crafting system in my mod (which should be ready for release in a couple of weeks) is going to make heavy use of both vanilla items and newly implemented items (tanned coyote fur, for example, is a new item and required to make "Coyote Armor") I've already got most of it worked in flawlessly. One problem I'm having is the icon dislpayed during the crafting menu. http://i30.photobucket.com/albums/c334/syizm/ScreenShot1_zps097012d6.jpg The icon for this item - as well as other items, even some vanilla items (like the wasteland clothing) - won't show up in the menu. Other items, vanilla or otherwise, do show up though: http://i30.photobucket.com/albums/c334/syizm/ScreenShot4_zps5f76cffa.jpg It is either a path reference error (ie pointing to the wrong place) or some problem with the icon used as the item's icon anyway (incorrect mipmaps or wrong DDS format?) Anyone have any ideas how to resolve this? Thanks!
  3. Am I going to need to use a Hex Editor to toggle the bit, or is it something FO3Edit can do? I do have knowledge of hex editing if needed.
  4. I have developed a mod with around 40/50 new weapons and armor combinations (it's uploaded as v0.99 right now) A few of the things I have added are a silenced 10mm SMG, Talon Power Armor, and a Non-Scoped .44 Magnum. That is in the PRIMARY mod, if you will. It has all the data/textures/statics of the weapons and armor, but they're not exactly incorporated in to the game. Now I am creating a SECONDARY mod that will modify Talon Company Mercs to occasionally spawn with the Talon Power Armor, and allow for Talon & Regulators to spawn with the .44 Magnum. Now, that problem isn't HOW to do that; I understand how to use item lists and even how to set low percentages of the Power Armor showing up sans the regular armor. So, MOD B, my 'Talon.esp" is using items from MOD A, my "Main.esp". The problem is this: When I save MOD B/Talon.esp everything is fine. However, when I reload Talon.esp as the active file (along with Fallout and MOD A) it comes up with an error saying that it can not find the items from MOD A. I hope this makes sense. :) Does anyone know why this is occurring?
  5. Here is a strange observation. Placing the items on character using the Pip-Boy results in the textures loading correctly. Placing the items on character using hot keys results in the textures almost never loading. Weird. I can't figure it out.
  6. Yes - the Normal/Gloss map in the texture section for the items has the correct "*_n.dds" file referenced. I'm using the standard *_d.dds files that I extracted. The mod itself isn't using a new models - just a lot of retextures. Here is a link to the mod : http://www.fallout3nexus.com/downloads/file.php?id=11460 I've added a few new items, and that's when the problem arose. In the link posted above the bandanna I added, and the hockey mask are both working. Now, I've added two new helmets, and NONE of the four are working correctly. Thanks for the quick reply!
  7. DXT-5 also doesn't work. And yes I do have ArchiveInvalidation Invalidated installed and on. I've also toggled it.
  8. Hi, I have added a custom Hockey Mask, bandanna, and two camouflage combat helmets in to the game. The work fine in the edit>view portions of the GECK editor, and in game the biped models SOMETIMES (rarely) load correctly. The problem is the textures don't load on to the mesh in the game. For example, a camo pattern texture for a combat helmet looks just fine in GECK on the biped model and world model, but when I put it on my character in the game it appears as solid black. However - if I drop the items on the ground in game the world model works just fine. Any ideas? I tried the files as DXT1 no alpha, and DXT1 w/ alpha, and it doesn't make a difference.
  9. I believe I may have figured it out. I had been saving the files as DXT5 - if I change it to DXT1 it will remain the original size. Can anyone confirm if this will cause any problems?
  10. Hello, I have noticed that when I'm creating a new texture file for armor or weapons using nVidia's DDS file utility in Photoshop the files double in size. What I mean is this; say I open an armor texture file, "outfitm.dds", and the original size is 683 kb. I edit it it how I want, and then save it. Although I have only changed the texture, the new file will be 1,366 kb. My save settings are DXT5, ARGB, 8bpp, Interpolated alpha. Mipmap settings are "Generate Mip Maps" with the drop down selected to "all". I'm fairly certain that, perhaps, I'm generating too many mip maps and increasing the size of the file expotentially. However, I wasn't able to find anything searching online about the default *.dds file settings for Fallout 3. Any information is appreciated. r/ syizm
  11. Brianide, Thanks for the tip. I haven't downloaded FO3Edit yet, but I guess now's the time. With the method you posted, it will still allow users of the mod to go to an unaltered, default Megaton? r/
  12. Anyone? I just want to remove any modifications to the area that have been made... just deleting the locker still leaves changes.
  13. Hello, I'm getting ready to release a "beta" version of my first modification. It's a rather large weapons, armor and clothing mod that doesn't directly interfere with the vanilla game, or any other mod, and that will be fully integrated in to the game in a unique and balanced way. I created a "test lab" area that I was using for testing, but then I later added a "test locker" with all of the new armor and weapons to the cell "MegatonEntrance" in the "MegatonWorld" space so I could just test all of the weapons and armor in Megaton. Now I get a few errors when I save or exit the G.E.C.K. So my question is, is there a way I can restore "MegatonEntrance" or "MegatonWorld" back to the vanilla FO3 default using an option in the GECK? (ie I don't want that area to be modified at all)
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