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ProjectEW

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Everything posted by ProjectEW

  1. I had markers on, and it definitely isn't there, just under the floor. And I can see my other markers, what is wrong with this?! :wacko: Also, is it supposed to have a model specified, and if so, what? (Although the megaton trigger didn't have a model.)
  2. Well, the title basically says it all. I spawn my trigger, which was duplicaated from the Lucas Simms Megaton trigger, which is definitely visible in the GECK. But I spawn my trigger, and it just isn't there. It says in the list that there is a count of 1, but I can't select or see it. Any help guys? Also, I spawn the original Lucas Simms trigger, and it's not there either.
  3. Whoops, double post. How'd that happen? :unsure:
  4. No offence of course, but pkleiss's way is more dynamic, and seems a bit easier. Thanks anyway, though!
  5. Wow, thanks a lot man, if there was still kudos, I would give you some!
  6. I see that triggers are scripts, but how would I set the radius of that trigger? And, their armor does vary some, and I am using a FOSE-enabled GECK, so how would I use those FOSE commands? EDIT: Never mind the stupid comment about triggers being scripts, my bad. But I DO still need help on the FOSE commands. Is it GetArmor or something similar?
  7. I'm making a mod right now, that has guards in power armor. I've got a schedule set up for them to sleep at a certain time, but it looks kinda silly when they sleep in their power armor. So, what I'm asking is how to make an NPC unequip their power armor once they start sleeping, and re-equip when they wake up. By the way, I have quite a few guards, so I would be happier if there was a way to do this without having to write a separate script for each of them.
  8. How do you actually make a normal map? Surely not by hand?
  9. Wow, now I feel stupid, 'cause it was so simple. Thanks a lot! :biggrin: Oh, and what line should I use for my texture? As in Diffuse, Normal, etc. Oh, never mind, I got it!
  10. Hi, yeah, I need to know how to do both of the things in the title. Basically, I want to make a custom power armor, with a different texture. So how would I do that, because I want to copy the existing PA model, and change it's texture path. Thanks!
  11. OK, I'm sorry, but like I said, I positively am a NOOB at FO3 scripting. Could you please try to explain it a little better. Sorry.
  12. Yes, there are 12 unowned beds, and 24 people who have 2 separate AI packages, so that they sleep in shifts. 12 people sleep, then they go eat, then shift 2 people come in to sleep. At least, that's how it's supposed to work. I'll try the travel packages now. Ummm, how exactly would you enable an AI package in the script? Sorry, I'm pretty noobish when it comes to scripting for Fallout 3.
  13. Hi, I've navmeshed a cell, and the exterior surrounding the cell, and I made an AI Package to sleep at a certain in that cell. But they just stand around when that time comes. Now, it feels like something's missing, because it seems like you would need to do something in order for them to know to use that door to go to the cell. Am I right?
  14. Yes, in GECK the doors are correct, I double-checked. And actually, I think I might've fixed it. I checked the persistent reference box, and they seem to be working. And the problem with the ladder was that there was invisible collision there, so I pulled the ladder out, and it works now. Thanks for the help anyway! :biggrin:
  15. Uh, I kinda don't know how to take GECK screenshots, but the in-game screenies are on the way.
  16. I'm making a personal li'l mod, and I'm using the enclave kit pieces for a cell that's in the mod. I placed an enclave door into the slot in the correct kit piece. It all looked nice in GECK, but in-game, the doors had shifted over, and also the ladder I'm using to teleport back to the Wasteland is still visibly there, but the activator has shifted away, just like the doors, which forces me to use tcl, and then go into the wall to activate the ladder. Any ideas, or has this already been reported?
  17. Yeah, I actually did find that after I posted this, but now my new problem is that 3ds Max 2010 can't export animations with NifTools, or something. I've tried, and NifSkope just does nothing when I try to play the .kf animation that I made.
  18. WOW, I feel sooooo stupid! I figured out the problem. I had, very stupidly, changed the fog near, far, power, and clip distance settings to 0, thinking that meant that there would be no fog. THAT kinda backfired. Wow...
  19. My idea is that there is some kind of, like wall, to block the fog. Because, you know how the cell is filled with that brown fog, and you just stick kit pieces inside that fog? Well, I think there's some kind of thing to keep the fog out, but, just like you, it's only a thought.
  20. Well, I duplicated the cell from the interior of an old grocery store. You might've been there in-game, it was the one that had the cereal boxes lined up like dominoes, which were knocked over by a ram when you stood on a pressure pad. I just used that simply because it was one of the first interior cells that I saw. It didn't really matter at all the contents, because I deleted everything inside the cell, including navmesh.
  21. Well, I duplicated a cell in the Cell Window of the GECK, so that I could make an entirely custom cell. Now, I've made roughly half of my complex, which means I can't simply delete it, and start over. So, with that being said, here's my problem: Quite simply, my entire cell is flooded with this brown fog type stuff, and I can't see anything in-game, or in te GECK with sky turned on (that turns on fog as well as the sky.) Is this some kind of error in GECK, or am I missing some important piece, like a fog-remover?( :tongue: ) Thanks in advance.
  22. Yes, I considered replacing the animations, but then 1 type of gun would have odd animations, so I was hoping there was a way to add another animation type, such as reloadh, reloadi, reloadj, etc.
  23. Well, actually, I meant a scripting command, like a delay before executing the rest of the script, not making an NPC go to sleep.
  24. Bump? No one here knows how to give weapons custom animations? I find that hard to believe.
  25. Is there a command like that? The sleep command is in C++, and it goes sleep(x), where x is the amount of time to delay, before moving on with the code. Is it possible, with or without FOSE?
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