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Corehound

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Everything posted by Corehound

  1. This actually what I ended up with: scn CTPCMech02SoundMoveSCRIPT float WalkTimer Begin GameMode if iskeypressed 17 set WalkTimer to WalkTimer + GetSecondsPassed if WalkTimer > 0.68 PlaySound CTPCMech01SoundRun01SOUN Set WalkTimer to 0 Endif Endif if iskeypressed 31 set WalkTimer to WalkTimer + GetSecondsPassed if WalkTimer > 0.68 PlaySound CTPCMech01SoundRun01SOUN Set WalkTimer to 0 Endif Endif if iskeypressed 16 set WalkTimer to WalkTimer + GetSecondsPassed if WalkTimer > 0.68 PlaySound CTPCMech01SoundRun01SOUN Set WalkTimer to 0 Endif Endif if iskeypressed 18 set WalkTimer to WalkTimer + GetSecondsPassed if WalkTimer > 0.68 PlaySound CTPCMech01SoundRun01SOUN Set WalkTimer to 0 Endif Endif End Works like a charm, the difficult part actually turned out to be getting the timing correct, as the delay had to be timed with the movement of the legs and the feet touching the ground :thumbsup: Thanks a bunch for pointing me in the right direction, I was completely lost on this script, so you've really saved me a headache on this one :happy:
  2. This is basically the script I have, that I need to integrate with the delay. scn CTPCMech02SoundMoveSCRIPT Begin GameMode Playsound CTPCMech01SoundIdle01SOUN Endif if iskeypressed 17 playsound CTPCMech01SoundRun01SOUN Endif if iskeypressed 31 playsound CTPCMech01SoundRun01SOUN Endif End So where do I fit the "if iskeypressed 17" part into the code you mention? :unsure: Also the "NameTimer", do I leave it like that, or am I to replace this with a custom name of my choosing? :unsure: Sorry for the many questions, been looking for a solution for this for some time now :tongue: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  3. Hey everyone :thumbsup: I'm currently working on a mod where I need an armor to play a custom sound in a loop to imitate heavy footsteps, but only on key pressed. I basically have all the lines I need, but I can't seem to find out how I make the sound loop with a specific interval, at the moment I basically get spammed by the sound, with the sound sounding like it loops about 200 times per second :confused: Any way to adjust this? :unsure: Any help on this would be greatly appreciated :thumbsup: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  4. Nice, hope I can find some time to sit down and read them, busy busy busy, on my Mech project and combat vehicle mods :P
  5. Hey m8ie, happy new year to you as well :D
  6. Okay, nps, in any case thanks for the link :thumbsup: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  7. No you can get one for GIMP too. http://code.google.com/p/gimp-dds/ How about Paint.NET? :unsure:
  8. Can you only use "Photoshop" to open the Skyrim textures? :unsure: 'cause I basically get errors with the programs I've tried so far :( http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  9. I actually just learned about this last night, just haven't had the time to test it in-game yet :tongue: Thanks for the tip, will have a look at her later tonight :thumbsup: Honestly the main reason why I wanted the CM was because of Fireflys101's "CM Partners Fireflys 470 NPCs", it really has some nice grouping features and I like the idea of commanding small groups of soldiers including placing them at strategic defensive spots, and at the same time they are sort of ordinary so when they die you don't feel as big a loss as if it was one of your favorite hot chick companions :happy: Ofc I could just keep the mentioned chick as essential, but at the same time it gives kind of a cool feel to the game when there is a chance of loosing your troops, so you'll also need to make sure to support them in combat to keep them alive :happy: At the moment I just use the CSR and a couple of customized special followers, but as mentioned they have a tendency to stand way too close to my PC :pinch: But I'll be testing the altered "follow" packages some time tonight, and hopefully that will do the trick :wink: Thanks again everyone for all the advise and assistance :thumbsup:
  10. Sadly there's a flaw in CM partners, as I installed it after I had already started playing, so I can't use it and I cba to start my play-through all over again hehe :P So at the moment I just use CSR along with some misc companion mods :happy:
  11. Hey everyone :thumbsup: Can anyone tell me how to change the default distance that companions will follow the player? :unsure: The current distance they will follow you is a complete pain, especially if you play the game in 3rd person as they will keep making the camera zoom in and out because they like to basically stand on your neck the most of the time :pinch: Any help will be more than greatly appreciated as I like to have some followers running around with me, but it's almost impossible with the default follow distance :wallbash: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  12. YES! :D "Tes4Gecko" is king, it works perfectly :dance: I just had to get a little deeper into the ReadMe to find what I was looking for :tongue: Thanks again for the tip m8ie saved my day :wub: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  13. Okay from what I can read just skimming through the description for Tes4Gecko, it might have the same shortcomings as the rest of the tools :( http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  14. Okay the CS has one major flaw, it doesn't merge two entries that uses the same vanilla ID, so all leveled lists / cells / world spaces will overwrite each other according to which one is last on the merging list :pinch: But other then that it's okay, but still not enough and the tweaking you need to the file in TESEdit afterwards is still massive :( Will have a look at Tes4Gecko now, thanks for the tip :thumbsup: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  15. "CS"? :unsure: Not sure I'm familiar with that one :tongue: DOH! :pinch: Ignore that noob reply :laugh: Will go have a look, thanks :thumbsup: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  16. Hey everyone :thumbsup: Going crazy here, can it really be that there is no true mod merging tool for Oblivion? :unsure: I've been searching and searching, thought that the Wrye Bash tool would be advanced enough, but so far I haven't been able to locate this crucial feature on the list of its tool :sad: So are there really no such tool out there? :mellow: Just to be clear on what a "true mod merging tool" is, it would be identical to this tool for FO3: FO3 Plugin Utility http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  17. Hehe thanks m8ie :0)
  18. Hey everyone :smile: I've been trying to find out who made this sidearm: http://www.fallout3nexus.com/imageshare/supporters/images/1680733-1314104807.jpg The pistol is rigged to the thigh bone and is of a VERY high quality, which is very hard to come by :blush: I've been talking with several people who use this particular sidearm "dummy" in their mods, but no one have been able to inform me about who the author is, and as I have a rule about using materials from other authors without permission, which is: I don't, I'm getting pretty desperate, so I've now decided to turn to a larger audience for help, so if anyone would happen to know who hold the rights for this particular model piece I'd REALLY like to know :yes: Any help would be greatly appreciated :wub: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  19. well, as has been explained by Dark0ne before, just because it isn't broken doesn't mean he can't improve it, right? Hehe well in this case there is no improvement, layout wise, it may improve features, but that's about it and imo they don't outweigh the functionality of the old layout :mellow:
  20. I have to agree with what has been mentioned before, the empty columns on each side of the screen is a real eyesore, it's an utter waste of space and it also means you have that much less information on a single screen, which will require allot more page turning for the user >.< Sadly this "flaw" is seen on more and more websites and I had honestly hoped it wouldn't hit Nexus as well -.- http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  21. Hehe allot of people say that, but there's a reason why I don't.

    I like to add the signature to the comments I make in mod posts as well and if I add it directly in the comments section, the signature will show up double in the forum thread :P

  22. Nope, it's the regular Zeta interior, which is why it's even more strange :unsure: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png post a screen shot of the exact spot so I can examine it here. Tbh I think it's an "actor" issue and not the area itself, as the default creatures have no problem moving around the same area :unsure: So I'm gonna try and redo the skeleton later today :mellow: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  23. Nope, it's the regular Zeta interior, which is why it's even more strange :unsure: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
  24. Hey everyone :thumbsup: I'm currently working on a Zeta "NPC" conversion, and I've hit a strange snag :confused: For some strange reason the Aliens won't start to move until they've received a high amount of damage o_O (about 75%), but once they start moving if I then reset their health there doesn't appear to be any problems, it's like they are stuck in their current location and once they are away from that spot the bug is no longer there :wacko: Anyone have any idea why that is, and how can I fix it? :blush: http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png
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