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MartinPurvis

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Everything posted by MartinPurvis

  1. Here, http://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html
  2. Dialogue editor is when you click the dialogue tab when you double click on your quest, sorry I can't be of more help. On phone.
  3. Create the message under the messages bit in cell view and then in the dialogue editor for the line you want it displayed after in one of the script boxes write ShowMessage YourMessageID
  4. != means 'does not equal'
  5. It's awful when things like this happen! Grrr. No point.
  6. I can't see the conflicting mod, go and disable each one, one by one until it works. Try disabling the last one you installed.
  7. Extracting the textures from the Fallout - Textures.bsa to a workspace and add that folder to the texture paths should work.
  8. http://s27.postimg.org/d804fwedu/Untitled.jpg Sorry about the time to get back to you, notifications aren't working for me. In the image I'm looking at one of the soda bottles. To change the texture you need to go to BSShaderTextureSet and in the properties panel select the little arrow and see where the textures are pointing. Sorry about the initial mistake.
  9. You can't find out in the GECK, you have to find the name of the model used by going to your objects information and look for Model File Name, you'll need to extract the NIF with that file name in the Fallout - Meshes.bsa and open it with Nifskope. It'll be under NiNode > BSLightingShaderProperty where you see the texture paths.
  10. I don't think you can add variables to references like SlaveRaiderREF1.Waiting it's best to use a quest to do that.
  11. You need to copy the processing folder in the skyrim sound/voice directory to your fallout voice directory
  12. As nivea has said, it makes all the headgear and hair models go loopy. I remember when I unpacked everything.
  13. Might have something to do with ragdoll, maybe search for that.
  14. Is CinemaBlend a trusted source of information? Never heard of them. I think it would be a bad idea to get rid of Ron Perlman and the iconic quote 'War. War never changes.' I also think it's a bad idea for voiced Player dialogue. Just think how annoying it would be for mods, every mod would have a different player voice.
  15. I don't think you can do it just like that from what I know, you can attach a script to a quest and then control when you want it to run via the StartQuest command.
  16. Sorry I'm afraid I don't have the files any more
  17. I did make a one a while a go but deleted it, I did however co-create this one http://www.nexusmods.com/skyrim/mods/10856/?
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