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Corehound

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Everything posted by Corehound

  1. Will check it out :happy: Thx again for the tip :thumbsup: With Best Regards Corehound http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif
  2. Thx for the tip :thumbsup: But sadly I couldn't use the information in the link, I think it's because the item mentioned in the link is a static object to begin with, where as the armor is a model which has movable parts, but not sure :( With Best Regards Corehound http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif
  3. Hey every1 :thumbsup: I'm working on a mod and need to place a normally playable armor into a cell as a static object, sort of like a display armor :happy: Any one know how I can manage this, or if it is even possible? :blink: With Best Regards Corehound http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif
  4. I have several bad experiences with "Steam" so I'm far from keen to be forced to have it installed :mad: Is it required to have it installed to play Fallout NV? :huh: With Best Regards Corehound http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif"Cry havoc and let slip the Corehound of War!"http://www.thenexusforums.com/public/style_emoticons/dark/devil.gif
  5. If the staff hid the file, it shouldn't say anything other than "being reviewed by the staff, sorry for the inconvenience." It would irritate me greatly if my mod were hidden from the public by a moderator if being scrutinized because of a false allegation of theft / copyright infringement and noted as such on my page and then later to be exonerated. That would be damage done in my opinion. It would only promote public slander and that isn't tolerated on this site and most certainly not by the staff. Although it would be better if the hide page displayed some basic info regardless of who hid it such as: Mod Title Mod Author Page creation date Date when page was set to hidden And then the customized note by the author or the automated note caused by a staff member hiding the page. LHammonds I agree :thumbsup:
  6. Thank you so much m8ie :wub: So far it appears that your tip did the trick, this should make it possible for me to be able to let my mod go public by tomorrow, you really saved my butt :thumbsup:
  7. Cool thx for the tip I'll give it a go right away :thumbsup:
  8. Can any1 tell me why I might get this bogus error? [00:00] Error saving Corehound Replacer Armor.esm.save.2010_10_04_15_23_18: Access violation at address 004EA987 in module 'FO3Edit.exe'. Write of address 19CA811B [00:00] Errors have occured. At least one file was not saved. Also had this one: [00:00] Error saving The Remnants of Anchorage.esp.save.2010_10_07_17_41_55: Access violation at address 004EA987 in module 'FO3Edit.exe'. Write of address 05520432 [00:00] Errors have occured. At least one file was not saved. The error described is not valid, no changes have been made to the addresses it has noted :confused: Sometimes I can just restart the program make the same change again without getting the error, so it doesn't seam to have anything to do with the items (In this case an armor) that I change??? If anyone know what's wrong please help, it severally slows down my work :(
  9. Hey Nexus :thumbsup: I have a suggestion with regards to the "Hidden" feature of a modders post. I find it a little annoying that when I set my mod post to hidden, if I need to update it safely without having it viewable by the public, that I can't somehow let ppl know why the mod is currently made hidden and I was thinking that it might be cool if it would be possible to create a personal note to the page that shows when ppl try to view the mod, something like "I'm currently working on uploading the newest version of my mod XXX and should have the new upload ready shortly, thank you for your patience :0)" Just something to let ppl know why the post is hidden :smile: Another place I think it would be great to have this kind of feature, is when ppl for one reason or another completely remove their post, I think that in some cases this might add a little roamer control, which seems to be needed now and then :pinch: Anyway, as always, love the site / forum, great work guys and keep it up :thumbsup:
  10. I could imagine that the index is the order of the blocks are ordered in nifskope. I believe this also corresponds to the order in which they are listed in the GECK, for optimization I always appropriately name the various mesh objects UpperBody when I want to disable the 1st person rendering. I should probably be using the ":" with a suffix to differentiate them< I think that works :shrug: with 5 mesh objects all named upperbody, it ends up trial and error find what is exactly is what. Actually the index order of NifSkope and GECK are not even close to being identical :wacko: And yea you need to be very careful with the naming of the parts, as the program will often think items are related and manage them as if they follow the same "bone" when they have the same name :biggrin: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  11. Okay got it working now :thumbsup: In the end I had no choice but to use GECK, as the 3Dindex data is not apparent in NifSkope :pinch: Anyway thx for the tip, saved me allot of sweat and tears :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  12. Tbh I do all my ESP and ESM work in FO3Edit as I find it to be a much easier program to use then GECK, so instead of using two different programs I stick to FO3Edit, also much easier trying to master a single program instead of two :wink: Furthermore my experience with GECK is that it is a very unstable program, that often freeze when trying to move the different windows, it uses quite allot of memory :( With regards to the armor mesh, do you know if the numbers will be the same if you open the mesh in NifSkope? or is it only possible to view these numbers correctly in GECK? With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  13. Hey every1 :thumbsup: Can any1 tell me what the "3D Index" represent? :confused: Example from Chinese Jumpsuit: I am working on a mod that will add a custom texture to an armor, as I only want the change to be added to this specific armor without having to include an extra mesh, I thought this might be the way to go, but I got stuck at this part, so any help would be much apriciated :happy: With very best regards Corehound "Cry havoc and let slip the Corehound of war!"
  14. Ah cool, didn't even think of that, actually already have a program that will do it :thumbsup:^^ Thx for the tip, will have a look at it right away to see if I've forgotten to turn it on when I saved the textures :tongue: Thanks again for the reply :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  15. Yea I found it yesterday, works like a charm now :happy: Now I'm working on making a longer list for wastlanders in general as well :biggrin: Thx for reply and advise guys :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  16. Hey every1 :thumbsup: Can any1 tell me what might cause this: In-game the guns are not even showing :blink: The strange thing is that these weapons, even though made static here, are completely the same models I use as actual weapons in the game and there are no problems with them there :wacko: I know the normal reason for items showing as "red" in GECK is because the texture path on the model is wrong or missing, but this is not the case here, as I wrote above they show correctly as "weapon" both on the ground and in the hand of a Cha/NPC Any help would be much appreciated :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  17. Hey every1 :thumbsup: I want to make the list of armors for random NPCs a little longer, to create a little more diversity in the appearance of the wasteland NPCs. As a test I've made a list with 21 different variations of Raider armors, but so far all that happens is that each of the raiders with the enhanced [FLST] get one of each of all the 21 versions at the same time in their bags :pinch: Is there something I'm forgetting to change in the .esp? Also is there a limit to the amount of armors that you can add to such a list and still have it working properly? (I'm using the FO3Edit program to build the .esp) ------------EDIT------------ Descovered the reason for the multiple armors in the inventory, so that problem is solved :thumbsup: Still should any1 know if there's a limit to how many armors you can add to a list, I would very much like to know :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  18. Hehe dw I'm hanging in there xD
  19. Sadly no, not at this time :0(

    I've tried to make it so, but for the time being I have not yet succeeded in doing so >.<

    For some reason the vanilla mobile vehicles from FO3 (i.e. the Vertibird and the Chimera) have proven to be difficult to create replacers for for some reason, but I haven't given up yet ^^

    With best regards

    Corehoun...

  20. Okay thx for the reply :thumbsup: Sadly I haven't gotten around to learning about handling creatures in GECK yet, so I guess I'll just leave it be for the moment, have about a gazilion other items on the plate as well atm, had kinda hoped this would be an easy side project, but I guess not hehe, I keep getting amazed by the complexity of these mechanics, once you have figured out how to do one thing another obstacle pops up :wallbash: can be a bit discouraging at times tbh :laugh: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  21. I'm using FO3Edit for the re-sizing. Wouldn't the "bounding box/ havok" effect all who walks on the floor? With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  22. Hey every1 :thumbsup: I am in the middle of populating my personalized Millinium Falcon and I have created a small gecko NPC called Gebo by using a mix of "Pet_Gecko_Greenie - Cutie" (Author Master Tobias) and "Marts Mutant Mod - RC 6" (Author Martigen). I wantet to make him a critter size creature, so I made him with a hight of 0.15, which makes him about the size of a boot, but he keeps sinking through the floor to about the waist when moving in "walking-pace" :pinch: Is there a limit to how small you can make a creature / NPC in FO3? or am I just missing something in the design of the mob? With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  23. Hey every1 :thumbsup: I have always been a big fan of the bullpop weapon system, both in gaming and RL, as it is very easy to move with in the field and has the ability to have a long barrel and still be very compact, it do have it's downsides too as it is not well suited for CQB as it can not be adapted with flex, fold or steto- stock, making it harder to turn corners without exposing too much of yourself and still maintain weapon stability enough to get a clear 'n fast aim, unless you have a "gun-cam" ofc :tongue: And as this weapon system is a popular one it naturally also found it's way into FO3, sadly as far as I know, no grip animation has been made for this weapon type yet, so basically all we have to choose from is "pistol" or "Rifle - Automatic (2 Hand)", which is not very "satisfying" for a "pro" gunslinger like myself :laugh: My request is therefor, for some1 to create a "Bullpop" grip / attack animation please! :thumbsup: And just in case I manage to reach some1 pro at this stuff, an animation for weapons with tactical verti-grips (mainly MPs) would be awesome as well :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  24. IGNORE POST, SOLUTION FOUND THAT MAKES THIS POST OBSOLETE! Hey every1 :thumbsup: Any1 know a mod that has decals as it's main feature? Mainly I'm looking for decals for "Reilly's Rangers", but anything not already in the vanilla game textures would be great :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  25. Awesome :thumbsup: thx for the help and tips, will go test it right away :happy: --Edit-- Dude I love you! :wub: That did the trick, hehe, I thought it might be something simple like that, but wasn't quite sure where to look :D Also wasn't sure what to search for on the G.E.C.K. page :happy: Thx again for your help m8ie :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
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