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Corehound

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Posts posted by Corehound

  1. Hmm, now it's an untested mod of some untested code, and it's limited to both keys having the same sound and both sounds having the same loop time, but this might work. (I should be able to re-write it later if needed, for now it's a bit rushed).

     

    --Snip--

     

    Questions are what the forum is for :) I just put Name in there as a placeholder for whatever prefix you use, so I've replaced it with CTPC for this version. You can make variables with whatever name you like as long as it doesn't conflict, though a well organised standard makes it so much easier.

     

    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. if you just need to add a delay, then timer loop might do it, something like this maybe...

     

    --Snip--

     

    Haven't tested it, but it looks like it should work.

     

    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. Well considering what it says on the net DDS support is included in Paint.NET as default, so it should open them. I wouldn't know for sure since I use Photoshop.

    Okay, nps, in any case thanks for the link :thumbsup:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

  5. Hi,

     

    the distance between you and your comps is depending of the type of Target of the Follow Pack they have.

     

    If the Target is the Player ID, it's a default value, well i don't remember it. But you can't change it.

    If the Target is a PlayerRef, you can manually adjust the distance in the Follow Package.

     

    Setting 60 or 80 make them very close; and low values will sometimes add problems, as the comps will be behind a loaded door (and so not able to follow you) when you enter an Interior. Re-entering usually solve this, if not, you may use a script to teleport them to you.

    I actually just learned about this last night, just haven't had the time to test it in-game yet :tongue:

     

    Corehound I wonder if your CM Partners issue isn't just an installation problem. My character was level 20+ when I installed CM Partners, and had done all quests outside the Main Quest (had only delivered the amulet) and Dark Brotherhood. In any case, I don't find that CM Partners adds much utility to the game. When using them as followers I either had to simply use healing spells on them while they did all the fighting or tell them all to wait well outside the battle area while I did all the fighting. It didn't matter whether I was using magic or weapons, they constantly get in the way and take friendly hits (with all the attendant problems that arise from that). All the CM Partner ladies are now eyecandy in various houses I've appropriated, while the guys are still hanging out at their original locations for the most part (a few have been redistributed to inns that had only ladies waiting for recruitment). I did have a couple following for a while to use as 'mules' for carrying my loot (always left well out of the battle area until the killing was over) but I've come up with a far more satisfying solution.

     

    I find that a combination of Companion Vilja and Packdonkeys are all that I need. The customization that's available with Vilja's combat settings and thought and care that's been given to making her a useful addition rather than a liability in a fight are like a ray of sunshine on a cloudy day. If you go 'pure mage' and don't draw a weapon you can even have her standing by to help if you start losing the battle but staying out of it until you actually require that help. Admittedly you need to do some reading up in her game play manual to truly take advantage of all she brings to the table, but believe me the effort is well rewarded. She can be set to have no encumbrance limits if you prefer, but I don't use her as a mule and use Packdonkeys for that purpose. They also are customizable (a hallmark of all Emma and CDCooley's collaborations) and I especially appreciate how they are ignored by enemies, so you don't have to worry about them being attacked. I generally leave them back with the horses when I can (using the 'wait here' command) but that's just to give me more freedom of movement during the fight (if left following they'll be right behind you whenever you turn around or back up).

     

    As far as their following distance behavior, the donkeys have some customization on how far back to follow (useful when you have more than one of them following and you don't want to see a herd of donkeys but a nice line of donkeys instead) and I've never had any issue with Vilja stepping on my heels from behind. I can't say visually how the combination works as I always play in first person perspective.

    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:

  6. If you're talking about CM Partners I've found that CM Partners warp distance tweak does a fair job of keeping them off my heels most of the time. I have them set to not warp until they're a good distance back ... I'd rather stop and wait occasionally than having them constantly warping on top of me when I get ahead.

    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:

  7. 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

  8. You can also use Tes4Gecko

    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

  9. I recall that the CS has an option to 'merge loaded plugins' so maybe that will do the trick.

    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 :(

    You can also use Tes4Gecko

    Will have a look at Tes4Gecko now, thanks for the tip :thumbsup:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

  10. I recall that the CS has an option to 'merge loaded plugins' so maybe that will do the trick.

    "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

  11. 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

  12. 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

  13. I personally don't like it and think that the site is fine as it is... It makes me feel quite a bit less comfortable browsing because I just think that the layout is bad.

     

    In this case my opinion is:

     

    ''If it aint broke, don't fix it''

    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:

  14. 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

  15. Is it a new area? If so, is the navmesh finalized and have you tried testing with the esm flag toggled on?

    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

  16. 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

  17. Hey every1 :)

     

    Mid way finished with a project something strange has happened to the "cell" I'm building :confused:

     

    In GECK everything looks fine, but in-game when I enter the "cell" everything was all over the place and allot of the stuff was bundled up in a pile :wacko:

     

    One of the bundles:

    http://www.fallout3nexus.com/imageshare/supporters/images/1680733-1301438572.jpg

     

    Anyone know how to fix this, or do I need to build the whole thing all over again? :(

     

    Any help would be greatly appreciated :happy:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

  18. Hey everyone :thumbsup:

     

    I'm working on an interior "cell" in GECK and for some reason the light in one room actually effect the opposite wall in the next room, even with a wall between the rooms :confused:

     

    Is there some sort of "field" or "plane" you can add between the rooms to block the light source? :unsure:

     

    Any advise will be much appreciated :thumbsup:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

     

    Did you try adjusting the radius of the light?

     

    Sadly it's not a light source per say, the light seems to be a part of the cell itself :(

     

    I'm building the cell in the orbital space setting of the Zeta DLC and apparently there is a light source build into the space dome that makes up the scenery :confused:

     

    I think that is the ImageSpace, then.

    It appears as if the light is generated from the spot where the destroyed "Mothershipe" crashes into the Earth, even after the FX has been removed :P

     

    Haven't checked to see if there might be another "space" "cell" :unsure:

  19. Hey everyone :thumbsup:

     

    I'm working on an interior "cell" in GECK and for some reason the light in one room actually effect the opposite wall in the next room, even with a wall between the rooms :confused:

     

    Is there some sort of "field" or "plane" you can add between the rooms to block the light source? :unsure:

     

    Any advise will be much appreciated :thumbsup:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

     

    Did you try adjusting the radius of the light?

     

    Sadly it's not a light source per say, the light seems to be a part of the cell itself :(

     

    I'm building the cell in the orbital space setting of the Zeta DLC and apparently there is a light source build into the space dome that makes up the scenery :confused:

  20. Hey everyone :thumbsup:

     

    I'm working on an interior "cell" in GECK and for some reason the light in one room actually effect the opposite wall in the next room, even with a wall between the rooms :confused:

     

    Is there some sort of "field" or "plane" you can add between the rooms to block the light source? :unsure:

     

    Any advise will be much appreciated :thumbsup:

     

    http://www.fallout3nexus.com/imageshare/images/1680733-1296223756.png

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