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KDStudios

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Posts posted by KDStudios

  1. Is this even remotely possible?

    I'd like to make a retro inspired land. I've figured out how to do 2d sprite statics which is pretty awesome.

    But cannot for the life of me figure out how to make 2d sprite NPC/enemy.

    I think it would be pretty awesome as most could just use the same template. From small enemies to large.

    Unsure how animations would play out either. As the sprite must always be facing the player, because as I have no idea how this would be implemented, I'd have no clue how to have it face away from the player (like showing their back to the player for example). So constantly facing the player would be easiest.

    But would be nice to be able to assign a standing/walking animation, then perhaps an attack animation to show they're attacking. A hurt animation and then a corpse image.

     

    Any input would be greatly appreciated though.

    Many thanks!

  2. I'm currently searching for a mod that applies a corresponding food/drink buff even when the player is hungry/thirsty.

     

    For example:

    In the vanilla game, whenever you're feeling hungry and eat Grilled Radstag, it will fill your belly but NOT give you the +25 Carry Weight or the +125 Hit Points (Although, I'm not really bothered about the healing factor).

     

    What I'm looking for is a mod that basically applies buffs from foods whether you're hungry or not.

    For example:

    You're starving and eat a Grilled Radstag, it partially fills your belly like usual but actually gives you the +25 Carry Weight. (and +125 Hit Points but again, really not bothered about that and I think it might be more balanced if it didn't actually heal you).

     

    I've tried searching the forums to no avail.

    Does anyone know of a mod that can fix this?

    I'd really appreciate any input.

  3. Hey there,

    First I'd like to say a big thanks to whoever is keeping this awesome mod manager supported and updated. The continued support is the foundation on which we play our games and install mods.

    However, I am unsure if I'm doing something wrong.

    But it seems like a least once a week, or once every two weeks (I don't keep track of updates as they happen randomly whenever I boot the app)

    There is an update, it says to click Yes to keep mods activated and continue as normal after reinstalling the mods (apparently they're using the same options so why not?), no to deactivate all mods or cancel to abort even using the software. Or whatever the options say, my memory is human after all.

     

    So basically every update I press Yes, it does it's thing and upon booting the game up, all the mods with specific options are completely broken.

    For example, Full Dialogue Interface doesn't work, same with many other mods with multi options.

     

    I have to go through, every.... Single... Damn.... Mod. With options and reactivate them with the original options I had previously chosen.

    This is incredibly tedious! Especially as there is NO option to deactivate all mods fully. So any insight and what to do NEXT TIME would be amazing.

     

     

     

    PS. Not complaining about updates or blaming the software for the mods being broken. That is why I'm operating under the assumptions I'm the one messing up here.

  4. I would much rather not make a new topic for this same issue, despite the necro. Considering the OP details it perfectly with a video to match.

     

    A "quick" fix seems to be restarting the CK but it reoccurs too often in the same session and needs a permanent/semi permanent solution.

     

    Has anyone else encountered this offset mouse issue? Or have a way to actually correct it?

    Perhaps now someone else has had this issue and can help.

    It is beyond infuriating trying to work on the render window, it's no wonder there's barely any mods coming out that actually affect the world in a significant way and I refuse to believe we are the only two people that experience this.

  5. I'm tinkering around in the GECK, we all know the iconic intro video we see at the start of every new game (unless modded out obviously).

    and if you know the GECK as well as I do, you know that intro area is available still in the game files (Albeit a quite gimped version of it)

     

    Well I've fixed the area up considerably and with my very own spin on the idea (vertibird in background and changed the armour of the BOS soldier to a modded Enclave armour with glowing eyes), NMC's texture pack and my ability to record 1080p 60 FPS ;)

     

    Just something fun to play with.

     

    BUT this is where we arrive at an impass.

    I'm trying to figure out how to trigger the intro camera (if it even still exists in the game files)

    There is a script called IntroTriggerScript but doesn't really mention any camera movements, but regardless I'm trying to trip it regardless.

    Does anyone have any idea on how to do that?
    Or perhaps lend me a hand in the coding of my own camera movements... With the BOS soldier turning his head at the right time obviously :wink: (also trying to figure out how to trip that too...)

     

     

     

    ...

    (Chances are I'm going to have to make my own camera script similar to the one used in DLC03 Metro)

  6. Blimey, I figured they were a mess but I didn't realise how bad until now.

    That's a lot of really useful information and very well explained.

     

    It would appear I need to figure something out when exporting the models from Sketchup, because the method I was using is clearly causing a lot of problems. But at least with your explanations I can look into fixing them in Blender.

     

    Your fixed model is absolutely superb, hopefully I'll be able to apply what I've learned to make the other models at least half as good.

     

    Yeah, Blender is quite fiddly at first, it used to take me ages to make even a basic collision. But now I find myself doing it in no time (trust me, the collisions used to look a lot worse heh). So I just need to sink some time into it and get the hang of it.

     

    Many thanks Prensa. I really appreciate what you've said and done here. :D

  7. I'm part of the problem it seems.

     

    So basically I followed a Sketchup to FNV tutorial by the glorious Interfer0

    (http://www.nexusmods.com/newvegas/mods/36694)

    After following a few Blender tutorials I was well on my way to adding pretty much any model I desired to Fallout 3/NV.

    I could edit a model in Sketchup, export it, then add the collision in Blender and it would add to the GECK with no fuss at all.

     

    ...

    But I done goofed up somewhere.

     

    Basically most of the models I've added look great but have a really weird flickering and glowing issue.

    http://i.imgur.com/kRX7XUB.jpg

     

    The flickering is very similar to the flickering you see when a model is right on another model and they're conflicting (try putting two floors of a room on eachother and you will understand what I mean). However there's literally nothing I can do to the models to fix that because the walls are one and the same.

     

    The glowing... I haven't got a clue where that came from because absolutely nothing is set to glow in the model. I've checked Nifskope and sure enough, none of it is meant to glow. Ever :blink:

     

    http://i.imgur.com/wNtAgLA.jpg

     

    I am an absolute novice when it comes to modelling so any jiggery pokery in Blender is pretty much impossible.

    But any input from anyone who knows what they're doing would be fantastic.

    Ps. I know it's a mess, but it works right? Right? :D

     

    Here is an example model with the issue:

    http://www.mediafire.com/download/b6m4kua5gm2pr9w/

    Don't worry, the file is clean, it keeps coming up with "upload failed" on here and when I tried the advanced uploader it said I've exceeded your allotted disk space... Whatever... So here's a Mediafire link and I'll try uploading it as an attachment later.

  8. Yeah I figured that was the case shortly after posting this, the nif was the biggest trouble maker.

    I never thought it could be the problem as it worked before I even started fiddling with the nialphaproperty.

    Good job me, stop poking things.

    Serves me right for thinking I can just jump straight back into the modding game after years of inactivity :wink:

     

    Thanks for the help TrickyVein, all the custom models now work great.

  9. EDIT: Fixed the issue.

    I'm going to leave the model here in case someone wants a laugh at my stupidity.

     

    I'm fairly certain I'm doing something wrong.

    I've googled and searched under every rock for information on how to properly add the NiAlphaProperty to a model.

     

    Whether it's adding the NiAlphaProperty to the NiTriStrips part I want to add Alpha Transparency, changing the flags on it and even fiddling in the properties and assigning it to the number of the NiAlphaProperty. No matter what I do, it just crashes the GECK when I try previewing it.

    I've even looked at a Fallout model with NiAlphaProperty and copied it down to the numbers, more or less.

    What's weird is that the Alpha transparency works fine in Nifskope.

     

    So what could I be doing wrong?

    Any information would be really appreciated.

     

    I've attached a model I've made where I'm trying to do this.

    Feel free to look at it and tell me where I've gone wrong.

     

    Many thanks.

  10. It's sure been a while since I've been on here but saw this on Steam and figured I'd bring it to your attention :)

    If you haven't got all the DLC yet or simply haven't got the game on PC, grab it while it's still warm on Steam for the absolutely killer price of £3.74, $4.99 or your regional equivalent!

    http://store.steampowered.com/app/22370/

     

    I've bought a couple of copies for friends last sale and intend on doing so for this sale too.

    So even if you've got it but have a friend that wants it, consider gifting them it :smile:

     

    Take care folks.

  11. looks fun. hopefully though its longer then just 7 days. otherwise its a game to beat then youre done :P

    on this thought, wasnt minecraft trying to come out with some sort of zombie mode to the game after DayZ became such a thing? i remember reading about it a while back...

     

    Yeah, there's a little mystery about why the game is called 7 days, the assumption is that when you become infected it takes 7 days to turn/die? We will find out eventually though :)

     

    As for Minecraft... Whenever Mojang say something will be added, don't believe them. They've meant to be working on the mod API for years now and it still isn't here, but yes there was meant to be some Zombie siege thing that was never added, however "zombie sieges" were added to Villages where a horde attacks town and pretty much wipes everyone out (if it's on Hard/Hardcore difficulty).

    Don't really play it anymore :P

  12. Not sure if this is posted any where else on the forums but the search function didn't produce any results.

     

    Greetings,

    7 Days To Die is a game that is currently in development, it will have Single player, Co-op and Multiplayer (is planned).

    I love Zombie games, people may be tired of them but if a game is fun, I can hardly complain. I saw this and noticed that it is like a mix of DayZ and Minecraft, it's definitely interesting and if done correctly it will become a very big game.

    So I took a gamble and pre ordered it, I figured I'd show you guys it too!

     

    An open world, voxel-based, sandbox game blending the best elements of FPS, Survival Horror, RPG and Tower Defence style games. "Seven Days to Die" looks to carve out its own space giving gamers what they really want with a unique combination of combat, crafting, exploration and character growth. It's not just Survival Horror anymore, it's "Survival Horde".

     

    It's currently on Pre order for $14.99 but it won't stay that way forever.

    Check it out here and become a member of the forums too.

    http://7daystodie.com/

     

    Here is some Pre-Alpha footage:

  13. I think it dead or moved to another place.

     

    Still im also imterested in this mod in some form or another. if you ever wanna try getting something dine give me a holler. but ive been out if the game for a while and just got back so my skills, the ones i have, are rusty.

     

    good luck and hope for something down the line.

     

    Not dead, merely sleeping.

    I've just had to divert more resources to my other tasks and temporarily "shelved" this.

    The longer I leave it the harder it is to find a reason to work on it.

    I've said from the start that it may never be finished, perhaps it won't. Without more support there's not much I can do.

    Modellers are hard to come by, eh? ;)

  14. Howdy folks,

    I'm currently getting back into Fallout New Vegas and Fallout 3 modding.

    For this I'm making a whole new worldspace and a huge mod at the same time.

    If you need help with the GECK or fancy adding your views you can while I'm working on it live.

    This is incredibly silly but what the heck ;)

     

    The mod I'm currently working on has no name but it includes survival on a huge worldspace island. I'm fleshing it out slowly but surely.

    So as I'm rusty I'm open to suggestions, but as I am a veteran I can help you guys if you need it.

     

    Watch me live at twitch.tv/kdstudios

  15. I hate to be "that guy" but this isn't new. Those pictures were found a long time ago and have been on the Pip-Boy 3000 Fallout wikia page for over three years. They are most likely only concept art and not actually beta screen shoots of the Pip-Boy. It looks kinda cool, but I don't think it really fits the whole "zeerust" fealing the rest of the game have.

     

    I never claimed it was new or that I was the only person to find it out of the hundreds of thousands of people that have dug through the textures.bsa. Considering how old the game is, I find it rather amusing that you'd think I'd assume that I'm the first and only person to find it ;)

    I just found it odd that I've never seen anything mentioned about it, judging by the responses I'd take a guess that they didn't know or at least forgot about it. I just wanted to know what people thought of it.

    I also played with the colour settings and if you change it to the correct green colour, it looks pretty seamless with the old pipboy and that's good enough for me that it may have fit into the game.

    Perhaps it is concept art, judging by the lack of information it probably is.

  16. Yeah the colour is incredibly harsh. I'm glad they changed that.

    Still, would have been very interesting to see what everything would be like.

    This makes the Pipboy look like a very basic gadget, so many little details in these images unlike the Pipboy in game.

     

    Red makes me angry >:(

     

    Just kidding :wink: I like the detail in the World Map and the radio looks cool but not so much everything else

     

    Aha! I'm slowly getting you to like more of it, I've already got you to like the radio now ;)

     

    Extremely interesting. Thanks for showing this to us. Like others, I don't care for the colour but really do like the map and radio interfaces.

     

    Yeah it's baffled me for a few days now, I wonder if anyone else has found this.

    I've contacted a few of the developers to see if they could shed any light on it but not received anything back yet :/

    I agree, the colour is far too hard on the eyes. But if only they made a video showing the interfaces doing their job.

  17. The radio and world map look better but honestly I think it's kinda got a "Crysis" vibe going for it. Not saying that's a good or bad thing, just my take.

    Yeah I was thinking that when I first saw it, but besides the colour that's all I saw that was similar :P

     

     

     

    My eyes hurt from that color.. The only good thing about this.. is the map. But the rest.. not so much

     

    Yeah the colour is incredibly harsh. I'm glad they changed that.

    Still, would have been very interesting to see what everything would be like.

    This makes the Pipboy look like a very basic gadget, so many little details in these images unlike the Pipboy in game.

  18. Hey there folks,

    I was tinkering around with Fallout 3 like usual, exploring the files and editing them away just because I was bored...

    And I came across something... Peculiar...

    It is most definitely early images of the Pipboy while in development.

    It is VERY different from the one you see in both Fallout 3 and New Vegas.

     

    As you can see in the images, they were very different, with many awesome features. The pipboy looks absolutely fantastic even if the colour may be a bit too "harsh".

    So without any more delays, I present to you...

     

    The Cut Pipboy 3000

     

    Quests:

    http://imageshack.us/a/img338/6449/tempquests.jpg

     

    Radio:

    http://imageshack.us/a/img268/2871/tempcom.jpg

     

    Local Map:

    http://imageshack.us/a/img13/9186/templocalmap.jpg

     

    Notes:

    http://imageshack.us/a/img849/6162/tempnotes.jpg

     

    World Map:

    http://imageshack.us/a/img651/5341/tempworldmap.jpg

     

     

    So... Tell me what do you think?

    This is legitamate content by Bethesda. Find it in the Textures.bsa by searching for 'temp_' and you will find them.

  19. We never really had any "rules"

    Just don't use cheats and don't grief (Destroy others property, steal stuff etc).

    General "rule" was don't be an idiot.

     

    As for what you could do.

    You could do anything that you can do in Minecraft.

    The only "restrictions" were fire and tnt protections to prevent griefing.

    There was also a plugin in place to make chests private too.

     

    Server is offline for the moment though.

  20. Recently got back to minecraft and tried to connect to the server but I'm ether disconnected because it takes too long to log in or it fails to verify my username.

     

    Also started watching a tekkit lets play on youtube and I started wondering, would it be possible to install tekkit on the server using multiverse or something like that?

     

    Tekkit? NONONONONNONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONNONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO.... No! http://forums.nexusmods.com/public/style_emoticons/dark/mad.gif

     

    The launcher is awful :P

    I had a nightmare just to join one server.

    Now I have to learn it all. YAY.

     

    As for this server...

    *Shrugs*

    Pronam came on recently! :)

  21. Have you posted this in the bug tracker?

     

    Oh snap.

    I've been away that long I didn't know about it. (Or forgot about it, unsure right now)

    Thanks to LadyMilla for linking it, I'd have never found it otherwise :P

     

    Nuke this away into the wind! :P

     

    Edit: Ha... Just looked to the top of the page and saw "Tracker"

    http://forums.nexusmods.com/public/style_emoticons/dark/facepalm.gif

  22. Howdy.

    I've come across something recently and it's really starting to dig it's claws into the back of my head.

     

    Whenever I write a comment, whether it's on New Vegas Nexus or Fallout 3 Nexus, it looks really messed up.

    While typing it, it looks fine, but then it gets all spaced out after submitting.

    It's rather annoying.

    It's not affected descriptions... yet http://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif

     

    To understand what happens, refer to this image:

    (Apologies if too "long" for your monitor, I'm at 1920x1200 resolution :P)

    http://img37.imageshack.us/img37/2288/examplerp.jpg

     

    (Direct link to image)

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