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quacko

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Everything posted by quacko

  1. set actorvalue.hasbeeneaten comes up with the same error message -.-
  2. Hi ev'ry body im doctor nick. well... not quite, but i guess im as big a quack as he is, when it comes to medicine :P well joke aside, im trying to iron out a few things in my mod, mostly aestetics, and have come to the point where i would like to be able to set the hasbeeneaten stat/function/variable/whatever, without resorting to the startcannibal function. if i simply try write it like this: set player.hasbeeneaten to 1 it simply telsme that hasbeeneaten is an unknown variable, so if anyone in here can tell me how to do this it would be greatly apreciated.
  3. ANd now fully functioning with a detailed pdf manual
  4. well id say that this site has been invaluable for me when working in the geck, you have description of just about anything in the geck, what it is and what it does. http://geck.bethsoft.com/index.php/Main_Page and this site is a good place to check out your scripts. http://www.cipscis.com/fallout/utilities/validator.aspx and if you feel like creating interiors, then this one should be pretty helpful, although i haven't tried it out myelfyet. http://forums.nexusmods.com/index.php?/topic/581268-interior-location-creation-tutorial/ well there was a little to get you started, but if you nd more, then google has also been invaluable to me while creating my own mod Aces high that just got uploaded today and besides that i know there is a bunch of youube video tutorials for just about anything :) I hope this helps you out a bit :)
  5. ok ok it got pushed back a few more hours than planned, but last minute touchups took lnger thni expected, but without further ado, here it finaly is and i hope you all enjoy the crap out of it ;) http://newvegas.nexusmods.com/mods/48653
  6. ok i was a little hasty in the 10-17 hour mark due to some last minute scripting trouble, but they have been corrected now, so all there is left until the first release is two texture touchups and a few leveled lists, so im guessing that all should be set in about two or three hours, so until then here's a little teaser for the interested. http://en.wikipedia.org/wiki/Yamaguchi-gumi
  7. oh i overlooked the npc part, just answered for viewing models :P but yeah if you need a specific npc, use the geck, nifscope will only show you the base models... (i havent slept in little over 48 hrs so bear with me)
  8. yeah well, it wasn't to burst your bubble or anything, just being realistic about it, but as i said nothing is impossible if you want it bad enough, just dont expext to have a full suit of armor and fully functioning guns and stuff by the end of the week :) and take it from a guy who knows his way fairly well around both 3d and 2d modeling and painting and have been working tirelesly for longer than i care to admit, to get a mod finished that im working on at the moment. i didn't have any experience with the g.e.c.k. or nifscope before starting out on this. I did made a small weapons mod for morrowind though, about 5 years ago or such with the use of the creationkit provided back then, but nothing else like this until now, and let me put it like this, i hae had a b*** of a time trying to get stuff to work in the game (especialy armor). but if you are serious about starting out on all this, id recommend that you start out easy with a knife or something like that, just to get something to work before moing on to more complex items... but with that said, if you are still up for this task remember the main rule when doing this is not to have the coolest stuff ever to put into the game, but to have fun making it :) Trust me a bit down the road from now it can be hard to remember at times, when stuff just wont work and you start questioning your sanity since it worked just a momen ago and so on and so forth ;)
  9. And i guess this is what could be desribed as a macguffin, about 10-17 hours before release of the first build of Aces High. http://newvegas.nexusmods.com/mods/images/48653-1-1356152425.jpg
  10. you will be able to use all the mods you want (or probably more correct, the ones that work :P) the ultimate edition merely lets you download the regular game and all the dlc :)
  11. well i guess i'll be the douche that brings you the bad news. What you are asking is more or less to have people give you a 3-4 year education on an internet forum and to be realistic, that probably aint gonna happen. People go to school for several year to use pograms like 3ds max propperly, and even after that it is a constant ongoing learning process. and people that have all the knowledge of the program, to model, uv map and rig the models have a ton of problems exporting them correctly into the game. Besides that you will also need a program like photoshop or the likes to make the textures for your models, wich is a science in its own right. Well there you have it, this is probably the reason you havent gotten any replies until now, but with that said, it is not impossible to learn these things on your own, but it is not something that you learn over night, and it will most likely cost you a few baldspots along the way (and this is all before getting to export it for new vegas, wich will cost you even more of them), but where there is a will there is a way. but for the issue of programs, personally i use 3ds max and photoshop, but both are fairly expensive programs, but blender and gimp (as i take it) will be able to do the stuff you need aswell and if i recall correctly they are also free to use. and when you have your models and textures ready you will need to pull them through nifscope, with some further editing there before you set it all up in the GE.C.K. well i know it wasn't the best of news i could have given you, but it was the best i could do for you at this point, so i hope it helps a bit and that it didn't feel too much like a slap in the face :P
  12. and f.y.i. i just made a checklist of stuff that needs to be finished before i upload the first build and i should have it ready to share saturday or sunday evening (CET)
  13. well i do plan on making more outfits than the one shown here, i also have some different skin masks that will be released in a later update. But at the moment i have gotten a sudden mystery problem where after exporting to the game, rigged meshes becomes invisible when i get to close to them ingame, so until i've resolved this issue only weapons and retextures will be added. but with that said im working on it and i have a few ideas for a duster and a schmancy cocktail skindress.
  14. And here's another little taste of what's to come... http://newvegas.nexusmods.com/mods/images/48653-1-1355959151.jpg
  15. Cool, i'll look forward to see what you have to say about it :)
  16. Just thought id make this post by now, just to hype up my upcomming mod a bit since its finaly nearing completion of stage 1 and i plan to have it up on the site before christmas :) Ever fealt like eating the hearts of your enemies? or perhaps make a stylish suit from their skin? Well here's your chance! for with this mod, you will be able to harvest organs from various creatures and npc's and craft gruesome weapons and fashionable clothing from the dead... or simply just eat their guts, if that suits you better. With this mod you will at first release be able to harvest hearts, guts, bones, teeth and skin from npc's and certain creature types. Most of the items you harvest will be usable on its own in some degree, either as weapons or ingestibles, but more interesting you will in the first build of the mod, be able to use these items to craft a skin suit fittet to both men and women, a modable machinegun and pistol, shooting teeth, a rifle and a sorta sawnoff shutgun thing shooting sharpened boneshards. besides that, there is an upgradable axe, three different heart grenades, a nukaninja suit (the ninjasuit is not craftable though but has a nifty wristblade thingie instead) and besides that a few new creatures and more... http://newvegas.nexusmods.com/mods/images/48653-1-1355885331.jpg
  17. don't sweat it, as i said it's not really that much of a problem anymore, it was just if you where hugely curious and werent tied up and all that stuff, but thanks anyways, cheers
  18. Hey thanks man i tried to message you here, but it said that you could recieve any more messages there so i'll just post it here. i apreciated the help, but im sorry to say that it didn't get me any futher with my problem, although the shadow frustum map did havem going for a while :P but i have though learned that it is apparently just a problem with that certain mesh, since all my other stuff still exports as it should, so if your busy its not that big of a problem as such ay longer. but i am a curious sort so if you hd an idea as to what this problem could be it would be cool to get my curiosity sated on this subject (and it could ofcorse end up saving some grief further down the road). so without further ado, the problem now at hand with this particular mesh is that it when i load it up in the geck it looks fine, i rotate it and it looks fine. but then when i start to zoom in on the object (a hood simply rigged 100% to the headbone in this example) when i get to a certain distance from the hood (about halfway in from the initial camera position) it disapears, until i zoom far enough out again. i can also see when i load up the game that it is the exact same thing there, it loads fine from a certain distance but disapears at closing in, and ofcorse the hair is gone so the item is obviously still equipped. i considered it being the .dds texture file that was the problem, perhaps screwing up the the scaling of mipmaps or whatnot, so i tried loading with a random other texter i knew worked, and the peoblem is still the same. and i should probably also mention that i have had the same problem at en earlier point in this modding process, where i was putting a number of nicknacks on a creature, where some of the nicknacks dissapeard in the same way, so i at that point threw it as a poly count problem, and then removed the problematic bits and pieces and all was well, but the mesh in question here is fairly lowpoly, and i have imported much more complex meshes than this one without any poblems. so if this is something that you'd be interested in trying to figure out i could send you the workfile and you could try to take a look at it and i would think any feedback on it would be cool, but then again it should be purely for the sating of curiosity, since as i said it is not a probem i have with any other meshes... anyways, thanks again now back to work
  19. dammit! I thought it worked perfectly, but alas... the meshes are viewable ingame now, until i get too close to them and then they go invisible again, until the camera backs far enough away again. so any insight on this new development would again be gretly appreciated, and spare me some of the remaining hair left on my head :P
  20. THANK YOU!!! yo are seriously my savior! those settings where exactly what i needed and it works perfectly again, so again thank you, as i said i have exported several rigged items when i started up the mod a year back, so i did know what i had to do to rig the meshes, i merely used it as an example since i found it strange that the mesh showed up WHEN the rigging was screwed up, but not when it wasn't. But anyways thanks again, now i can finally make things perfect... or thereabout :P
  21. well the from wichever program you choose to export them from, the point being, that you should try exporting them as a single file :)
  22. have you exported the mesh pieces seperately or as a single file? for i have experienced that if i export them seperately, i need to radicaly relocate the items in 3dsmax before exporting, wheras if i export all the pieces in a single file they are placed correctly. don't know if it helps, but it's a thought atleast :)
  23. Hello fellow rocketeers, I have recently taken up a mod i had started making little over a year ago (damn time flies at times), but put on hold due to the release of skyrim and following a few real life events that kept me from working on this, but now the time seemed right to pick it up again, the mod is due to release the first build in about a week or two, with most of the scripting and modeling done all i need to do is make a few textures, and of we go. BUT i did plan on releasing a few more armor pieces with the mod, but for some reason that i simply cant get my head around, i suddenly cant export my rigged meshes from 3d studio max and into the geck, without it being invisible when i load it. The thi is that i have done this on several armor pieces (and a creature) already that work fine, and for all intents and purposes the pieces i export now, also seem to look alright in nifscope, but when i use them in the geck, they are simply invisible, they re there, i can see that the armor pieces are loaded in the list on the lefthand side of the renderview, and the textures are loaded aswell, but the mesh simply isn't there to look at... well.. this is actually where things get funny, because i exported a hood and in nifscope i tried to not copy over the, NiSkinData and the NiSkinPartition but only the NiTriShapeData, wich ofcorse resulted in an all crumbled up mesh, BUT i could see it, even though all other settings was exactly the same as the previous attempts, it was viewable, and all attempts since have done the exact same, as soon as the mesh is rigged correctly tthe skeleton it becomes invisible and when it is not it IS visible but (ofcorse) crumbled and thus unusable. and here i should point out, that it doesn't crash the geck when i load it, as it usually does when the mesh is exported wrong, it is simply invisible... So any thoughts as to what my prblems could be would be greatly apreciated, cause im seriously starting to question my own sanity over this, and small bald spots are starting to form all over my skull... :P oh yeah and i should point out that weapons are not an issue at all, the still export perfectly to the game... oh and one last thig the tutorial i use as a reference when exporting is this: http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegas so again any thoughts on the subject would be hugely appreciated.
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