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graffik

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Everything posted by graffik

  1. A user finally said it works. moderators please feel free to delete this group. guys thanks for the suggestions but they really went off topic and did not help Thanks anyways
  2. BLAH BLAH BLAH I NEED TO KNOW IF THE MOD WORKS OR NOT all the rest is irrelevant you recently posted 'm an artist of sorts I could make all kinds of funny images if people give me ideas for it (not all that creative in thinking up the ideas though) But without knowing that the mod works it becomes irrelevant to continue. The software of making posters is nice I'm sure I already know how to do all that. THAT'S NOT The ISSUE Please test the mod see if it will indeed load the new billboards in the game If it does THEN I can create more tell then it's a huge waste of time.
  3. No it can be used as a 'resource file' however intent is also to put it to practical application. In short place funny billboards as well in the wasteland I made the base-line mod and uploaded all the textures here http://www.newvegasnexus.com/downloads/file.php?id=39809 only problem is I do not know if anyone but me can use it I actually already placed the images on a set of 19 billboards. placed 10 or more around goodsprings. I just don't know as I said if the esp will goto the folder or I must set it to a specific location or what or igf it will even load the dss / nif files to other peoples use Oh it will load them as long as when editing in geck you had your ESP as the active one any changes you made will be recognized only when that esp is run. Just make sure it can find them (example : Put your textures in "data\textures\" at least and it should work like a charm) I might be wrong (Like I usually am) but try it I reckon it would work. I already surmised that. Included both the proper folder and made sure the mod of course had the settings. but nobody beyond myself to tell me if it works on theirs or not Probability is high I did it correct. however it may require something else to have it actively goto that location This I am not sure of Or that anyone else can use the mod except as meshes
  4. No it can be used as a 'resource file' however intent is also to put it to practical application. In short place funny billboards as well in the wasteland I made the base-line mod and uploaded all the textures here http://www.newvegasnexus.com/downloads/file.php?id=39809 only problem is I do not know if anyone but me can use it I actually already placed the images on a set of 19 billboards. placed 10 or more around goodsprings. I just don't know as I said if the esp will goto the folder or I must set it to a specific location or what or igf it will even load the dss / nif files to other peoples use
  5. No that wasn't the help I was looking for I need to know if a .esp or mod will SEE the location I setup the file I already know how to import it, place it in the game world blah blah blah I'm not making character skins just posters / billboards which are more or less 2D I am NOT simply replacing existing ones And last time I tried the stupid G.E.C.K. tutorial it was like trying to read Japanese I made the basic MOD it will be my newest file (still uploading) I Have ZERO CLUE others can use it Tell i can get more help on basic esp modding to make it do so. Click my name and find "New Billboards NV" (or search for that FILE on newvegasnexus) when uploaded. it should work based on old Fallout 3 but never could et anyone to tell me if it did or not so ended up deleting the whole mod after a couple months Based on Fallouut 3 themes
  6. What i already know how to do - Make the DDS in Photoshop Apply them to in game boards using G.E.C.K. (or applying on walls) Also I know how to place them in the wasteland on walls etc What I do not know is making a MOD, how would the MOD goto the IMAGE if I make this as a mod for others. (ESP file) would the ESP instantly know where the location of it is or must you make special editing of the ESP. (Yes I know it's easier to over-write existing ones but what about making NEW ONES) Please let me know I already have the basic dds creation and basic knowhow of templates so this is not the issue
  7. Any Opinions which classes would be good to make as fightable children. And If I made this mod should it be under 'adult only' content because of the content I'd also have to base it on the Killable kids mod because I cannot edit the game mechanics enough to do so without
  8. I have same user name in the fallout3nexus if wishing to review the files however I would like opinions on if It'd be worthwhile making 'New Vegas' versions All these I did before I could probably do for NV Mod 1 - Teleportation MOD - Putting doors all around the wasteland to a central 'players hideout' (instant travel to it) (I would need help creating a VENDOR THOUGH) (Note if I do this I'm probably going to make keys harder to find for a challenge :) Mod 2 - Tougher bosses / new Battles Mod 3 - Transparent or 100% invisible enemies (100 % invisible can be tough) Mod 4 - Raider Children (or Thug Children / teens based on the various factions) Mod 5 - New Billboards with funny slogans / Fallout 3 themes / 50's themes (discontinued other because lack of interest) (I'd need testers to make sure it would work) Mod 6 - SCAVenger hunt - Using tiny terminals set in various places giving notes to next terminal (yeah This is kinda boring but fun to do as a long quest) (can have various rewards at certain points) Mod 7 - Supermutant friend mask (though this could be set for various 'factions' in the game instead (similar to SCAVenger hunt but for ultimate goal) Mod 8 - Already available - Shady Sands shuffle Cheat Mod 9 - Light Mod to create 1000 times pipboy light (not sure if this was done already or not) Anyways I made all these in past for fallout 3 and can do so again for New Vegas let me know your ideas what you guys would like to see here I'll BM this forum message and check it regularly let me know on these ideas Note they'd be probably AFTER I complete NV Also note I cannot really change peoples words, or make quests involving the actual characters yet (like changing their dialogs) But can do all the rest I said All mods shown can be done in new vegas to my knowledge, just not sure how
  9. I am going to soon replace my original SuperMutant Mask Mod and at least double it's quests in it and make it harder originally there was 10 quests simply placed on Holodisks New Version would include: doubling, possibly tripling amount of quests Making terminals that require previous notes to access Fights added along the way POSSIBLY upgraded items along the way Replacing all notes to new versions so old version will no longer work All Items will be hidden or hard to find Some places removed completely (that are too easy) Possibly some additional stuff Please message me either in this forum or in private if you wish to help Beta Test the New Version Also new version Will update the Mask to make it an 'additional' accessory so you can still wear helmet armor :) (Though this makes it hang to the side)
  10. Basic Synopses an alien Radio station (all voice acting) Discussing CURRENT 2010 events about people wanting to blow up the world ****WARNING**** It would offend just about everyone It would be based on a Youtubes user named of alien8ted and various aspects of his videos split up into a Radio Station (with his permission) I would hope to see good modders that could help actually put this character in the wasteland like in a wrecked ship to make a modern descendant of him or something and a basic tutorial link how to make a radio station I might even get him to do voice acting for quests and stuff But the problems I'd have is I failed miserably in past trying to mod the text on characters let alone adding new voices to it Making the radio station itself should not be a problem I'll figure that out and place sci-fi radio programs for fillers Anyways I would like to hear peoples opinions on this, ideas what might be good to add, and if you actually wish to help build it up ALSO NOTE TO MODERATORS since the audio clips would probably slur just about every race creed, etc on earth would such a mod be ok to be on Fallout3Nexus (with a disclaimer to that point of course) THEME would be 2010 PRE- WW III with alien broadcast I know it is past that however it would be a continuous broadcasting station anyways
  11. A demo of it (mod) is available now though I am not 100% sure it will work on other computers and no one has offered to try it can someone please test it file is here http://fallout3nexus.com/downloads/file.php?id=13162 The placement of items will move, and more will be added but I need to know if it will work on other peoples before proceeding or it is a waste of time
  12. THANK YOU That worked That's the info I needed I already knew how to make them not how to USE THEM :) and I knew they could be used I appreciate your help now to learn to size them for the game and stuff.. but that is a minor Issue I appreciate all your help
  13. I loaded nifscope but only option of loading as an object is a .OBJ file whatever the Heck that is and there is no such file when saving a .dds file, nor can you save as .obj in photoshop I do in fact have the DDS plugin in photoshop Is there a NIF format as well? Sorry tried that NO FEATURE to install 'DDS' in aforementioned Method, even changing it to .obj failed I attempted to load GMAX to do it. that's not an option it went to fatal error on install any other options ? (it stays fatal whether I uninstall / reinstall) Someone suggested extracting all files in fallout 3 THIS IS NOT THE ISSUE I want to make my own not edit the ones there And I am still stuck with INITIAL problem CONVERTING .DDS to .NIF Which is what I want to do I would have to extract actual Falloput 3 data and create a NIF file from that Is that what you suggest then simply rename it? That might work but it's a heck of a lot of round about trips to make one
  14. I loaded nifscope but only option of loading as an object is a .OBJ file whatever the Heck that is and there is no such file when saving a .dds file, nor can you save as .obj in photoshop I do in fact have the DDS plugin in photoshop Is there a NIF format as well? Sorry tried that NO FEATURE to install 'DDS' in aforementioned Method, even changing it to .obj failed
  15. I am trying to make posters in Fallout 3 I have successfully created the DDS file format but G.E.C.K. will only load .nif file formats how is this format created is there a photoshop plugin, or is it a converter / specific program or is there a way to install .dds into G.E.C.K. google has no basic info on this please help (though I do note mods can use DDS which is freaky)
  16. I did not mean to insult you I even attempted the 'tutorial' to do something like 'navmesh' Not a single one of the commands would function and I was going back and forth trying to figure them out for example tells you to click 't' for a command - No you have to do about 3 steps to get to that option to find the 'T' Location which it does not tell you how to get to. Then once I guessed that location, the step after that completely failed these instructions ARE NOT easy. they already assume you 100% know what each and every command does and how to activate them I have tried other various things in the past and never once could match ANY of them in GECK it's a complete waste of time It's not you it's like trying to decipher Chinese without having any Chinese translation capabilities
  17. Uhm NO walls are in fact NOT collision bound without SPECIAL setup all creatures in an area swarm onto you if the walls and floors are not set correctly no mater how well the floors and walls are set Sure - the walls won't let a 'player' pass but creatures go right through them I do know how to build ' a cell' or at least basic areas I have created several of them (while multi levels I can't do that's irrelevant) THE PROBLEM IS Every freaking creature in them comes in and jumps you as you enter them if you set any in there They all teleport to your entrance location and lock the game into a loop or you have to kill them all when they dogpile on you There was supposed to be A SIMPLE command to set a wall section like O or Q or something like holding Shift or some crap while doing it then all the other cell blocks will match when placing, and the walls then won't allow the freaking creatures to pass right through them it's an automatic feature, especially when I do not have clue 1 how to stop them walking through ALL OBJECTS Just a sample 'basic path tests' completely impossible none of the commands function AT ALL based on the tutorial I don't bother with the crap as I pointed out I just need what i requested NO THANK YOU ON the BETHSOFT TUTORIAL
  18. Following those things there were like following Greek without knowing greek they keep demanding events that are impossible to use to know without knowing the commands Navmesh I do not even have a clue with what is and GECK Tutorial will not tell you it expects you to know The walls I place ARE NOT SOLID any creatures put in the area instantly teleport to the entrance location you goto and attack you in mass. I bypassed this before in old mods making the floors solid and interlocked but no longer remember the command for that it's supposed to be a certain command while selecting a grid then all the other pieces interlock afterwards (or fit correctly) That is the issue and forcing creatures to stay in a certain area instead of instantly teleporting to players location --------------------------------------------------------------------------- By the way it is IMPOSSIBLE to use 'navemesh auto generation' it locks up geck forever then crashes the computer I need the alternate way I mentioned it is supposed to be the basic way
  19. I used to know this but forgot the general info how to make rooms solid so creatures do not appear at location you enter Stuff I do know - How to select walls, matching etc how to angle them generally correct What I forgot how to set up the 'base' location so the other planes of the room will match and not have huge gaps everywhere or not become solid for creatures In short the basic modding to setup a room based on a specific floor / wall tile so that all locations are uniform Also if you can explain the basics how to keep a creature in a specific given area instead of clumping up at you as soon as you enter
  20. If anyone would help beta test both mods and report any errors I would greatly appreciate it, especially the SCAVenger hunt while I did a play through and successfully went through all 11 levels I did not particularly pay attention if any in-game errors occurred Especially considering I plan on adding dozens of more quests it takes time to add and test both (the invisible one does not really need testing it seems to work perfectly)
  21. That worked Thanks alot for your help Oh yeah one last thing what is the phrase to unlock doors (I know it's same method as above) but it would be a different phrase just 'door.unlock' or something else Disregard that I traced terminals til I found the answer
  22. I set up a 'Scavenger Hunt' It pretty much works fine only real final thing I cannot do is set up REWARDS Basic Idea is set up a terminal requiring a password found along quest. Said terminal needs to UNLOCK A SAFE that would be next to it Already done UNIQUE TERMINAL UNIQUE SAFE by it Already know how to activate terminal via PW Already know how to put Items in unique safe Now all I need really is the basic commands to have terminal ONLY unlock safe for 'loot' OR have terminal award a 'prize' (a weapon for example) either method I do not want safes simply unlockable only available via Terminal I am only a very basic modder so if you do please give specific direct commands in association with it in G.E.C.K. Thank you
  23. Sorry have not responded for awhile actually moved onto a new mod of 'stealth creatures' (and pretty much already finished it) I'll do a more thorough check on the doors and keys on a playt hrough but it takes time. the robot seems to work thanks. I may be removing some of the common doors like tunnels into separate map area however it would require redoing the teleports to those doors so that is not something i'm going to do right away Any suggestions for things to add to the 'teleport mod' ?
  24. They Are currently at 50% though I do not think the level will go lower From what I see it is either on or or off but when I update it I can try for lower there's still some bugs like some of them you cannot see their names, some you cannot loot after they die. Basically when I make them able to 'respawn' you can no longer loot any version I might be able to fix that however not sure yet (which means a huge percent of game creatures are no longer lootable) It is not really the fact of the invisibility spell it's the fact they respawn I'm testing some things to avoid that. not sure it will work though Took the beta down to fix the no looting bug. I have to redo the whole thing to do that, and that means I cannot touch any of the 'respawn' features that is what causes that errors however you can see links of how the stealth works on the file holder I provided. I changed it to 25% and stealth is the same it does not matter
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