-
Posts
46 -
Joined
-
Last visited
Everything posted by Samustus
-
New to GECK & Modding? Look Here Please.
Samustus replied to sumoftwosins's topic in Fallout 3's GECK and Modders
.. -
*Weary Sigh* Thank you. From your example, I kept trying to use "SomeBaseForm.GetValue". It's a learning experience, that's for sure. I appreciate your time. Sam. P.S. By the way, rItem is a reference? As in a referenced in-world object? If so, then no wonder what I was doing was wrong. EDIT: Just clicked your Feng Shui link and was blown away by the vid. That, my friend, is one of the most incredible mods I've ever seen.
-
Load order and FOOK 2 mesh and texture issues
Samustus replied to Canucker1982's topic in Fallout 3's Mod Troubleshooting
It didn't take me long, and when someone posts I have no idea how proficient they are. It's easier to just blurt it out and go. I also didn't know when you would reply. The merged patch instructions were just c&p'd from WMK, anyway. Oh.. and you're welcome. :) -
Load order and FOOK 2 mesh and texture issues
Samustus replied to Canucker1982's topic in Fallout 3's Mod Troubleshooting
Ah.. nice catch about FOOK2 blove. I thought he had an old version because of those old FOOK2 files he didn't delete, heh. All those conflicting files, no wonder. [X] FOOK2 - Main.esm [X] FOOK2 - [DIK] DLC Improvement Kit.esm These two ideally should come right after CALIBR.esm. But, if those other mods state otherwise, then fine. -
Load order and FOOK 2 mesh and texture issues
Samustus replied to Canucker1982's topic in Fallout 3's Mod Troubleshooting
That's a ton of mods hehe :tongue: Which version of FOOK2 are you using? From the list I would say it's an older version. There is a new version of FOOK2 you should really get. It's much more stable. I'd recommend a fresh install if you're going to do this. FOOK2 is NOT a mod you want to screw with. It changes sooo many things that getting it wrong is a bad idea. 1) Anyway, download the latest version of FOMM. The new Mod Manager tries to help you by listing the most important files in the right order (mod index). http://www.fallout3nexus.com/downloads/file.php?id=640 2) You should also have 'ArchiveInvalidation Invalidated'. Run the program, activate, and close the program (only need to do this once). That 'should' solve your texture flickering. http://www.fallout3nexus.com/downloads/file.php?id=944 3) You have WMK, which means you read the install infor and have created a merged patch right? No? then download and install FO3Edit_2_5_1. http://www.fallout3nexus.com/downloads/file.php?id=637 =============Merged Patch Info============== - Download FO3Edit v2.5.0 or above to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it: - Run FO3Edit, and a list of all the plugins in your Fallout 3\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'. - Once FO3Edit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. NOTE: If there is an Error loading you won't be able to right-click, so check the directory where you saved the FO3Edit program for a '.log' file. Read it. It might tell you that your load order is wrong. Correct the errors. - Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'. - Once FO3Edit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FO3Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated. - Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM. - If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one. ========================================= Try 1,2 and 3. That should tidy your load order and correct a few probs. If it persists then try the new FOOK2 v1.1 Beta2 and see if that helps. Good luck. -
I tried that, and I also tried GetItemValue (fose) and neither seem to work. Perhaps I am doing it all wrong. Could someone show me the line(s) needed to extract the cost of an item?
-
Thanks :) Got excited for a sec there, hehe. Those FOSE functions looked really handy. But, I still can't find what I need, though. No worries. I guess I will have to do it all manually. Seems silly as the info is stored anyway. Cheers.
-
Interesting question. :) In Nifskope, you have an E: path, BUT, the path should point to a folder called 'Data' and within that folder should be 'Meshes' and 'Textures'. If that's true, then it doesn't matter which drive the game is played on. See, in a model you have one or more BSShaderTextureSet(s), and in that sub directory you have texture locator that you point to a Texture.DDS file. What the pathing should be, and only be like is "textures\furniture\chair.dds", for example. Wherever the game is installed the model pathing will automatically be set to within the 'Fallout3/Data' folder and your Nif model runs from '\textures\' or '\meshes\'. So you're fine. Just make sure your textures have a neutral path similar to the above. All is well :)
-
3rd person camera is messed up
Samustus replied to Canucker1982's topic in Fallout 3's Mod Troubleshooting
Are you using the FOOK2 Mod? If yes, then when you first installed it, you should have been given the option to select some camera movement buttons. If no, then I am not sure what happened. Try clicking 4 and 6 (possibly camera left and right) on the numeric keypad or try the 'arrow keys' or A and D from WASD. One of them might be camera movement buttons. Try the scroll button on the mouse. Sorry. Can't think of anything else, apart from going to where you got those mods and read the instructions. Chances are that an adult mod would let you change camera angles. You just need to find out which keys do it from their readme's. This should really be in the Mod Troubleshooting section. -
New to GECK & Modding? Look Here Please.
Samustus replied to sumoftwosins's topic in Fallout 3's GECK and Modders
I'm a bit unsure as to what you are trying to do, exactly. What I am going to do is show you 2 levels of scripts. The ones that are attached internally to objects and the scripts that reference the objects and can activate the internal script. Let's take an object in the world. Say... A clipboard. What you want to happen is that when you click on the board a message comes up (as if you are reading the board). -First you create a message with the ID "ZCClipboardMessage" and the text "Hello World!" -Then create a new script with the following text: ScriptName ZCClipboardScript ShowMessage ZCClipboardMessage Close the script will automatically save it with the ScriptName. -Then you need to place the object in the world. It's important to place the correct type of Object (e.g. Container, Static, Activator etc). In this case we need an Activator Object. If you can't find what you want, roughly place something approx. the same size (as long as it's an activator object). You can change the appearance later. -Double click the object in the GECK render window. Click 'Edit Base' and give the activator an ID "ZCClipboard" and name "Info Clipboard"(visible on mouseover ingame). Assign the script we made earlier called "ZCClipboardScript" that deals with the clipboard messages. -You can also assign a .Nif model of a special clipboard if you don't like what's available. Don't worry about that for now. Click OK. -Now assign a Reference Editor ID. Give it a name with REF in it - "ZCClipboardREF". How you have a properly created Reference Object in your world. When the game runs and you click on the clipboard, you now get a popup message saying "Hello World!" ----------------------- Now.. a script referencing the Object we made. -Create a new script with the following text: ScriptName ZCWhateverYouAreTryingToDoScript ZCClipboardREF.activate Player 1 AND/OR in a Computer Terminal switch i.e. 'Activate Clipboard' selection, apply the terminal 'Item Result Script' for that line to: ZCClipboardREF.activate Player 1 Now, when you run ZCWhateverYouAreTryingToDoScript OR select 'Activate Clipboard' on a terminal, what happens is that it activates the clipboard as if you were there and you will see the message, even if you are not near the clipboard. A bit pointless, but just trying to explain things. The script you created will accept the REF because it was clearly defined in your world before you made the second script. I hope I haven't gone on too much, or confused you too much either ;) Hope, this helps, let me know if you need something. -
Cheesy Poofs are an extra food item in the FOOK2 mod :)
-
Sounds like an ArchiveInvalidation problem. Download it: http://www.fallout3nexus.com/downloads/file.php?id=944 Run it. If it is already activated and you are having problems, then deactivate it. Run the game. Close the game. Reactivate it. Run the game. Let me know how it goes. P.S. You don't need to install it or keep it running for it to work. Run it. Choose a setting. Close it. Check the readme.
-
There is no simple way to answer your question. Let me try and put things in perspective. The game is truly enormous. You will spend a great deal of time playing, so don't worry about things too much at first. It's a lot of fun :) Once you start out on your own, you can follow the main quest line and as you meet people and take other quests, you will gain money, items and skills. I advise not rushing to complete the main quest, but taking on other quests and improving yourself and your gear and above all, explore!! There are sooo many places to see, quests to do - Indoor, outdoor, tunnels, caves and so much more. FPS tend to be super quick paced and you need to get the best gear asap and skill up super fast or you won't be able to handle the next level etc. RPG's tend to be slower and have far more depth of armosphere and storyline. You are a survivor of a world war and the world outside is a wasteland. Perhaps you can bring peace and happiness back into peoples' lives :laugh: . Or maybe you will show those wasteland scumbags who is boss :devil: . Choose a path and go with it. I'm excited for you, starting this adventure from new. Say goodbye to sleep.
-
Is it tuned to Galaxy News Radio (GNR)? Put it this way, have you completed Three-Dog's quest to fix his antenna in downtown DC? This allows the radio to broadcast all across the wasteland and reach Tenpenny Tower.
-
Here you go: -In your mod you should have an object, let's say one of those round raised floor panels. Name it 'AAKKFloorPanelREF' as a reference, for example, in the render window (double click object). -Open up a Terminal ID that you have created. -Under 'Menu Items' add a new line saying "Spawn RadScorpion", for example. -Make sure "Spawn RadScorpion" appears in the list and is higlighted. -In the 'Item Result Script' add the line "AAKKFloorPanelREF.PlaceAtMe EncRadScorpion" That will spawn the scorpion on/near the floor panel. Other beasties can be found in Actors/Leveled Creatures. Hope this helps.
-
What: Scripting. Example: I need to get the data 'Value' (see weapons) of a specific weapon so I can use the data in an equation. In this case I need to be able to retrieve the cost/price (in caps) of any weapon so I can apply/remove a multiplier. How would I go about getting the cost value? It's driving me mental. Thanks.
-
I might be able to help you. -In your mod you have a light switch called 'ZCLightSwitch01REF' reference, for example. Attached to that reference you have an Activator called "'ZCLightSwitch' which has an assoicated Script called "ZCLights". Imagine it as the REF as the switchbox, the activator as the switch and the script as the switching action. The activator and script can be used for many different light switches, as long as they are attached to different REFs. -Open up a Terminal ID that you have created. -Under 'Menu Items' add a new line saying "Turn light on", for example. -Make sure "Turn light on" appears in the list and is higlighted. -In the 'Item Result Script' add the line "ZCLightSwitch01REF.activate Player 1" What that should do is to activate the REF and run the associated activator and script. This is handy for when you wish to have a command like "Turn on all lights" Then you could have a list of switches. ZCLightSwitch01REF.activate Player 1 ZCLightSwitch02REF.activate Player 1 ZCLightSwitch03REF.activate Player 1 Note, however, that if a light is already on, then you will turn it off. :tongue: So something like this will help : if ZCLightSwitch01REF.getDisabled == 0 ZCLightSwitch01REF.activate Player 1 endif Or something like that. I can't remember precisely, but you should be able to figure it out now. Hope this helps.
-
Thanks for the good luck message :) I needed it and it seemed to help, heh. Anyway, the problem I had was that messages were not that useful in my situation (so I thought). I didn't want lots of notes, and couldn't cram all the note information into one message. Messages are very space limited (about a 1000 chars - single page) and don't use scrollbars if lines carry over, so I didn't use them. See, in the past, messages were handy for me for writing short quick texts etc. But, now I am faced with a lot of info and no way to do it. However, a nudge from you made me reconsider messages again. What I did was create an object looking like a piece of paper in the world and then linked a script. In the script I used multiple messages in a row: ... ShowMessage 1 ShowMessage 2 ShowMessage 3 ShowMessage 4 ... What happens now is that I get the first page, click ok, second page, click ok, etc etc. I hadn't considered doing this before! Stupid really. It actually works quite well. I don't have too much information so that it would be silly clicking through a whole bunch of pages, but there are enough pages that it's like reading through a few loose paper pages. It's not my ideal, but it's a respectable solution, allowing me to move on. I'll come back to it again. Anyway, thank you for being a sounding board :) Talking about it helped me get some clarity. Cheers!
-
I see, damn. That's a shame. The alternative is just an external object (using a 'note' mesh) with an attached 'message' rather than being an actual note, which I had considered anyway, but thanks all the same :) The problem with that is that there are multiple boxes and having a lot of external notes would be a pain in the butt, and really ugly, hehe. I'll do some thinking. Thanks.
-
To simplify things, I have a simple box 'container'. Inside the container I want to have a note that people can read, but not remove. Is this possible? This has been driving me nuts and I know that the solution is most likely extremely simple and I'm overlooking something basic. So can anyone help me out, please? Is it the type of 'model' or 'icon' that defines the note as being immovable? If this is not possible, do you have an alternative solution? Thanks, in advance :) Also, my apologies, in advance, if this does turn out to be simple. I'm a bit overloaded and just can't see this one.