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palingenesis21

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Everything posted by palingenesis21

  1. I started working on it. But the switching between the 2 ammos (Caliber 12 and Caliber 12 explosive), don't match or in a one direction. Here my work in attachment. I have done a 3d script : not match A help would be welcome ! Thanks
  2. Hello everyone. I wanted to realize for F3, an AA-12 Assault Rifle can use 2 different ammos, I counted to inspire me of scripts which were already conceived for a weapon which uses three of them (In this case: it was for a grenade launcher). So it's three scripts. But being totally new in Scripting (especially for loops conditions), I have a lot of trouble getting them back. For all intents and purposes, I put you in attachments, the 3 scripts in question (It was for a grenade launcher that a moddeur had done.It could use 3 kinds of grenade: frag, incendiary, and IMP) Knowing that I have only two ammunition (Cal12 and Cal12EXP), I think that in my case, there would be 2 scripts to do only. The particularity of these scripts is that they are founded on the inventory that you have. Thus, if the 3 ammos are in you inventory, and you click on the weapon via the Pipboy interface, the menu of complete selection with three lines is then displayed. If 2 ammos are present, there will be only 2 lines. If only one is present, there is no selection menu that displays. Another thing: like you can note, using "tokens" does not seem necessary. So, again, I would like to do the same thing, but for 2 ammos only. If a charitable soul could help me, it would be cool. Thanks !
  3. http://www.youtube.com/watch?feature=player_detailpage&v=gCZjWMoMfoI AA12 Assault Rifle with Expendables sound (swappable : Mag or Drum version) This is my original sound. I have no succes to get a good result with audacity. And bonus : Desert Eagle SD scoped with Laser Pointer (swapable with no-Silencer version) Assault Rifle FN-SCAR 5.56 with Pointer laser and Silencer (in this case : M203 Grenade Launcher 40 mm Incendiary in option) Assault Rifle FN-SCAR 5.56 with Pointer laser No Silencer (in this case : M203 Grenade Launcher 40 mm Plasma in option) M60 machine Gun (with Commando Movie sound) My others sounds : Browing M1919 (In Terminator 3 Movie "Rise of the machines) 7.62 caliber http://www.youtube.com/watch?v=ka5vrSzs2-w Real Minigun GE134 (Predator Movie with sound) 7.62 cal http://www.youtube.com/watch?v=9l-5rnb8I2A
  4. Thanks. Yes I have used Combat Shotgun Cal.12 parameters sounds in GECK. http://img837.imageshack.us/img837/4508/vm3f.jpg http://img42.imageshack.us/img42/954/99zl.jpg For Audacity, yes i have seen the option "Amplify". But how to increase the DB value ? we can going to +50db but it becomes a salad-bowl of Db... And if I increase +5 or +10 db : no effect. My Audacity is a french version : http://img194.imageshack.us/img194/1737/u6u7.JPG I don't see the option "Amplify to tick Allow Clipping "
  5. Hi thanks for your answer I Know the link http://geck.bethsoft.com/index.php/Sound but I have bad English skills so To understand "Minimum attenuation distance", "Maximum attenuation distance"... I have tried Audacity. But I have not found original something. My issue is AA-12 Automatic shotgun Rifle sound that I have extract from Expendables Movie (Hale Ceasar Weapon at the end). I have succeeded to isolate one shot, but in game, sound is not stronger than in the movie.
  6. I have a issue with this mod and a power armor that use "tokens". Explain : when my player is wearing it, add several addons : visions, stealth, etc, in my inventory. And when I remove this armor, these addons are removed automatically (by tokens and scripts associated with thèses "tokens") When I consult this Pip-Boy 2500 only, it is like I remove this armor : my addons are removed and re-added immediately. So If I have assigned hotkeys to them : i must do it again... It's very frustring, because these mods Pip-Boy 2500 or Pip-Boy Radius are extra. I'm feed up to this awful Pip-Boy 3000 that difform clothes on you left arm (power armor especially) Will he change that I could possibly do at the script of operating this pip-boy 2500, so that it avoids the inconvenience me?
  7. I would like to know how to make the sound of a shot of his firearm, either very high volume. Maximum. What flags to enable / do not activate in FO3Edit? What values​​? Attenuation db or not attenuation db ? Knowing that at the Wav file, I've done everything that could be done, using various software tools audio: Wavosaur, Adobe Soundbooth ... My actuels parameters : http://img571.imageshack.us/img571/549/6q5v.jpg http://img36.imageshack.us/img36/3328/jpa7.jpg Thanks
  8. I have done again the past of branch at the top of tree directly (not in 3D Window) It's OK :smile:
  9. Being a newbie on Nifskope 3D functions, nothing I can do other than what I've done. I am sure that for someone of your level, it should only take a few minutes for fix the problem.
  10. I tried what you say, but unfortunately, the M203 does not appear ingame yet. I have attached here the original files (SCAR and SCAR-SD), and the file where I took the M203. If you could take a look, it would suit me much. In advance thank you. SCAR-L Rifle : http://www.mediafire.com/?cxkj42bt9hx128o SCAR-L SD Rifle : http://www.mediafire.com/?05ink8z8k9n01qx M203 Grenade-Launcher (on Colt M4A1) http://www.mediafire.com/?83dkpdxndaaby9o
  11. Thank you for your response. Could you make this manipulation on the two files? I do not understand enough about the 3D capabilities of NifSkope able to do it. I use NifSkope to map textures usually.
  12. sorry for the late reply, just upload it with some file hosting (mostly using mediafire) just upload the mesh (nif file) so it should be small. Here : http://www.mediafire.com/?f0truwnfaqa9bqv (with silencer) http://www.mediafire.com/?1c69kucnnn9rsb4 (no silencer)
  13. In Nifskope, I tried to move up branch "M203", but it doesn't fix the prb . :confused:
  14. Thanks 1. In fact the problem "with the NPC player" is caused by a mod that allows the player to practice Kung Fu in the attacks unarmed. ("J Black's Martial Arts mod") (...) [00:15] Background Loader: [Kung_Fu.esp] Building reference info. [00:15] Background Loader: Error: record NPC_ contains unexpected (or out of order) subrecord KFFZ 5A46464B [00:15] Background Loader: Errors were found in: Player [NPC_:00000007] [00:15] Background Loader: Contained subrecords: EDID OBND MODL ACBS SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM VTCK RNAM EAMT CNTO CNTO AIDT CNAM DATA DNAM PNAM HNAM LNAM ENAM HCLR NAM4 FGGS FGGA FGTS NAM5 NAM6 NAM7 KFFZ (...) But in the end, when creating the MP, the message is re-called.. 2. For Habitats_additionnels.esp, I have done again the Antigrav Effect (it is a alien antigravity pistol that added by Cheat Terminal iIn Megaton Player House). I have done again the Effect and the Spell, and I have checked the script : I don't know what does it means exactly but... I have the same message : (...) [00:15] Background Loader: [Habitats_additionnels.esp] Building reference info. [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Errors were found in: AntiGravEffect "Suppression de la gravité" [MGEF:2A3516AD] [00:15] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE ESCE
  15. Thanks for your help. Where I can upload the file ? (global upload quota limited to 250 Kb on this board)
  16. Let me speak because I too have similar messages in the right view of FO3Edit, when I create an MP. Errors are : [00:04] Background Loader: [Armes_et_vetements_additionnels.esp] GRUP Top "NAVI" processed [00:04] Background Loader: <Note: [REFR:000006C3] (places [06001028] <Error: Could not be resolved> in GRUP Cell Temporary Children of MamaDolces02 "Distrib. nourriture de Mama Dolce" [CELL:0001A274]) was injected into Fallout3.esm> (...) [Correctif - Mothership Zeta.esp] Building reference info. [00:15] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord MICO 4F43494D [00:15] Background Loader: Errors were found in: DLC05WeapRobotCannonNonPlayer "Canon de drone" [WEAP:07007BA1] [00:15] Background Loader: Contained subrecords: EDID OBND FULL MODL MICO SCRI NAM0 ETYP MOD4 NNAM INAM SNAM XNAM TNAM UNAM NAM9 NAM8 DATA DNAM CRDT VNAM [00:15] Background Loader: [Correctif - Mothership Zeta RP.esp] Building reference info. (...) [00:15] Background Loader: [Habitats_additionnels.esp] Building reference info. [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Errors were found in: AntiGravEffect "AntiGravEffect" [MGEF:2900C915] [00:15] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE ESCE (...) [00:15] Background Loader: [Habitats_additionnels.esp] Building reference info. [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Error: record MGEF contains unexpected (or out of order) subrecord ESCE 45435345 [00:15] Background Loader: Errors were found in: AntiGravEffect "AntiGravEffect" [MGEF:2900C915] [00:15] Background Loader: Contained subrecords: EDID FULL DESC DATA ESCE ESCE Finally, in the final stages of creation and validation of the MP, I get at the end of the list : [MP.esp] Adding master "Meilleures_perfs.esp" Found a NPC_ reference, expected: CREA,LVLC Error: record NPC_ contains unexpected (or out of order) subrecord KFFZ 5A46464B Errors were found in: Player [NPC_:00000007] Contained subrecords: EDID OBND MODL ACBS SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM SNAM VTCK RNAM EAMT CNTO CNTO AIDT CNAM DATA DNAM PNAM HNAM LNAM ENAM HCLR NAM4 FGGS FGGA FGTS NAM5 NAM6 NAM7 KFFZ What precisely is meant by all these errors, they may play a role in the freeze or CTD, and especially do we correct them? (if yes, how to look the reference formID involved?) For information, no such error in contrast to FNV with FNVEdit.
  17. Thanks for your answer. 1. Here the snapshot of expanded M203 tree in Nifskope. http://img694.imageshack.us/img694/3959/capture2jt.jpg For now I just replaced the original file nif SCAR, with the new file Nif that integrates the grenade launcher. In the game, this grenade launcher is not yet functional (no specific entry created in the GECK) obviously, but it should be visible on the frame of the gun. Whether it's for 1st person or 3rd person view (nif file of SCAR rifle is the same for both views)
  18. I have posted this question already but probably not in good section. When I have done updates in one mod (and this mod only), with GECK, I save by click on save button (top of the left), I have this advertise : http://img39.imageshack.us/img39/5036/capture1wo.jpg More that, the path c:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMesh.ccp does not exist... What does it mean ?
  19. I have posted this question already but probably not in good section. I have add a M203 Grenade launcher on a SCAR-L Assault Rifle. Perfectly insertion in Nifskope (by right click -> Block -> copy branch (of another mesh), and right click -> Block -> Past branch on SCAR mesh). Here : http://img837.imageshack.us/img837/7209/capture1nu.jpg But ingame, the Grenade launcher don't appears !!! I have not the red scare even. http://img205.imageshack.us/img205/4779/sanstitrepih.jpg Please if someone could tell me what I must do for validate in Nifskope ? Indeed, I think, it must certainly be a manipulation to be done to validate this kind of addition in NifSkope before saving, but what ? Thanks for you answers.
  20. I have add a M203 Grenade launcher on a SCAR-L Assault Rifle. Perfectly insertion in Nifskope (by right click -> Block -> copy branch (of another mesh), and right click -> Block -> Past branch on SCAR mesh). Here : http://img837.imageshack.us/img837/7209/capture1nu.jpg But ingame, the Grenade launcher don't appears !!! I have not the red scare even. http://img205.imageshack.us/img205/4779/sanstitrepih.jpg Please if someone could tell me what I must do for validate in Nifskope ? Indeed, I think, it must certainly be a manipulation to be done to validate this kind of addition in NifSkope, but what ? Thanks for you answers.
  21. When I have done updates in one mod (and this mod only), with GECK, I save by click on save button (top of the left), I have this advertise : http://img39.imageshack.us/img39/5036/capture1wo.jpg More that, the path c:\_Fallout3\Platforms\Common\Code\Fallout Shared\Pathfinding\NavMesh.ccp does not exist... What does it mean ?
  22. Hello, After asking the question on the French sites of "La Confrérie des Traducteurs", Wiwiland, and "Generation Fallout" I'm telling you my problem. I need a solution. Until it is resolved, I'm stuck in the completion of my mod. And here I am on the verge of outright removal of everything! I made a mod that assigns unique textures to uniques weapons (there were already about a nexus, but from the comments, it seems problematic to crash the game)... So I resumed textures, and recovered all the original nif files, bsa archive from the game then I redo new textures via NifSkope path, then I make the reassignment of the corresponding nif in the GECK. No problem for almost all weapons, including those of the DLC, including weapons and the most voluminous and complex (Miss-Launcher, Vengeance, Eugene, MIRV ..). No problem for those of The Pitt (Perforator, Mauler, ManOperer, Metal Blaster, etc. ...). However, with all that brass knuckles ("Lovetap" and "Steel Knuckles" of The Pitt), and all that is spiked fists ("Plunkett Valid Point") : I cannot see the new textures first person view !! As against the weapon integrated into the world, (the nif file ending in "worldobject") is OK. Only when the player equips with these weapons and use them, that they appear on his fists, with the vanilla texture ! For illustrate my purpose, screenshots, it looks: http://img849.imageshack.us/img849/3299/sanstitreyo.jpg In world is ok (the top left, the brassknucles regular version, and the unique version "Plunkett". Below the "brass knuckles" classic brass-colored, and its variations unique "lovetap" and "steel knuckes "specific to The Pitt.) http://img846.imageshack.us/img846/6117/capture220j.jpg By cons, this example my character is supposed to have in hand, the unique version of brass knuckles from The Pitt ("steel knuckles") or the texture that appears is the "brass knuckles" basic. I checked I do not know how many times texturespath, location of the meshes, I also tried textures set method via the GECK (and then select in the field "1stperson"), I changed the meshes and textures of place : nothing works! I even spent a quick archiveinvalidation (although I suspected it would be ineffective because new meshes, new textures, in different places) Little reminder of the method used with all other weapons why this has worked very well : I put the files concerned nif (created by copy of original nif file extracted from the BSA archive) in \Data\Meshes \weapons\hand2hand. Renaming of each nif file, under very specific names for easy recognition, like that happens: DLC01SteelKnuckles.nif DLC01SteelKnucklesGO.nif Lovetap.nif LoveTapGO.nif PlunkettValidPoint.nif PlunkettValidPointGO.nif New textures are associated with these files in subdirectories specific individual of the same name as the corresponding nif file, and are located in turn in \ Data \ Textures \ weapons \ hand2hand Then re-creation of textures appropriate to texturepathes through NifSkope. Finally repointing in the GECK (at sight "inworld" and at the object "1stperson [weapon name]" specific, newly created. Finally the new award "1stperson" field "1st person "of the weapon.) Or if it works without any prb with all other weapons, there is with these fists that it does not work. And only for 1st person, that is when the player uses it. questions: - It's me, or others modders have encountered this problem with this category of weapons, fists? - How? I do not know what to do, and I would like to quickly complete the rest of my mod. Thank you for your help
  23. I ha ve the same prb that describes isabelxxx, but with Total active plugins: 49 Total plugins: 49 Like her : pipboy readius that disappears, or dark shadows in Mojave, for example. I believe to find the origin of prb (I'm on a 64 bits system, with 16 Go RAM). Report here : http://www.thenexusforums.com/index.php?/topic/295108-3gb-fallout-nv-enabler-plus-endorsements/page__view__findpost__p__3626374
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