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MartinPurvis

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Everything posted by MartinPurvis

  1. I've never gotten as far as making my own creature before sorry, looks pretty hard to do for first time.
  2. You might have a window open behind your other GECK windows, try that.
  3. If you clicked Edit and chose your model and then it does this then it's probably your export settings I think.
  4. Hey RangerBoo, Sorry for your loss, its awful. :confused: Regarding the mod: - I set up the scripting for Novac Public Library's end slideshows if you open it up in the GECK you can see how it's set up by looking at the NPLSpeakerScript (I think). That should cross off Intro and Ending slideshows. - Those damn Joshua Trees!! Right bother to get working. :geek: Anyway, good luck with it. :cool:
  5. Hi Kat :smile: Welcome to the community. I like your fan art :thumbsup:
  6. Something tells me that type of thing would fit straight into fallout, at least for me. Anyway, this kind of post should be in Fallout New Vegas Mod Requests. You'll get more responses probably.
  7. Oh dear, so it just seems to be those Joshua Trees not working for you?
  8. For custom skeletons for NPC's I think you have to create a new race and in the skeleton data you point to your new skeleton (I'm not on computer but I think that's where it is). If you're feeling confident you could open up FNVEdit, load your mod and go to that NPC's record. I'm sure I seen an option in there for defining the NPC skeleton location, might work. Always remember to make a copy of your mod before editing it in FNVEdit though!
  9. Everything looks right but my LOD still looks like this from a distance: https://imageshack.com/i/mzarrhj If you're still trying to do this, On step 2 when you export as TGA could you try unticking the RLE compression and see if that helps? I've got a feeling that might be causing alpha problems, I would do it myself but I'm not home. :smile:
  10. Hi DavideMitra, Scripts aren't stored in any game sub-folders, they are stored in the ESP/ESM you are working on. You can see where exactly they are stored if you use FNVEdit to open your ESP/ESM and under 'Scripts' there will be a record entry for the script you made.
  11. Thanks for clearing that up chucksteel, I normally use PS but I'll look for a way to save the alpha channel in GIMP.
  12. Hmm, that's odd. I'll look up a bit more.
  13. Hey just tried creating LOD for TreeJoshANV and got it working fine. For Step 1: Instead of going into your F3 directory go into your FNV data directory and open up Fallout - Meshes.bsa and from 'meshes\landscape\trees\' extract treejoshanv.nif and treejoshanv_lod.nif to ‘\common\Fallout New Vegas\Data\Meshes\Landscape\Trees’.Instead of going into your F3 directory go into your FNV data directory and open up Fallout - Textures2.bsa and from 'textures\landscape\trees\' extract treejoshbark.dds, treejoshbark_n.dds, treejoshleaf.dds and treejoshleaf_n.dds to ‘\common\Fallout New Vegas\Data\Textures\Landscape\Trees’.For Step 2: Do exactly the same process that I do with treedeadlod.dds to make it a tga with the 4 textures you extracted and save them in ‘\common\Source\Textures TGA\Landscape\Trees’. You will probably get an error about not having a correct lod mesh but it creates it successfully so we'll ignore this.Then just follow the same process in the tutorial. :cool:
  14. Hello everyone, I created a tutorial on the above on the Wiki, if you haven't seen it then it might be useful to you if you create worldspaces. Enjoy! Here's the link if you prefer to see it with the images on the same page. For this tutorial I will be using a custom worldspace called TestWorldspace and an esp called TestWorldspaceMod to make it clearer to follow. Might make a video tutorial for visual learners. The Tree we will be generating LOD for is the static object TreeDead03, it has the following properties. Has Tree LOD is ticked which means that we will be able to generate LOD for the tree. Not all _lod.nif files are included in Fallout: New Vegas (The _lod.nif files for Dead Trees are in Fallout 3s Meshes BSA) Things You'll Need For This Tutorial GECK - Here (free)FOMM - Here (free)GIMP - Here (free)GIMP DDS Plugin - Here (free)Fallout: New VegasFallout 3 Steps 1. Launch FOMM and go to Tools > BSA Browser. Go to your F3 data directory and open Fallout Meshes.bsa and from meshes\landscape\trees\, extract treedead03.nif and treedead03_lod_flat.nif to the \common\Fallout New Vegas\Data\Meshes\Landscape\Trees directory. Go to your F3 data directory and open Fallout Textures.bsa and from textures\landscape\trees\, extract treedeadlod.dds to the \common\Fallout New Vegas\Data\Textures\Landscape\Trees directory. 2. Open GIMP and import the treedeadlod.dds file. Load without MipMaps and go File > Export As and save it with default settings as treedeadlod.tga in the \common\Source\Textures TGA\Landscape\Trees directory. 3. Load your file up in the GECK and go into a cell in the TestWorldspace worldspace. Drop the Static object TreeDead03 into the cell (for me, cell 0,0) and save. I have a COC Marker in my cell to transport to called TestWorldspaceCOC. 4. Now go to World > World LOD. Select TestWorldspace and press Generate Trees. A box should then appear that says... Awesome! It worked! LOD tree generation completed successfully. Press Ok and save again, close the GECK. 5. Go to common\Fallout New Vegas\Data\Meshes\Landscape\LOD\TestWorldspace\Trees and we have our file created!! 6. Make sure Archive Invalidation is ticked and launch your mod. Finally, in game screenshots. Up close and in the distance. Notes I created this guide as easy to follow and as short as possible while being clear.This was NOT easy to find out, the process doesn't work with a lot of other trees in game.I will probably be doing some more tutorials regarding LOD, keep an eye out!Save often as the GECK is prone to crashing.This works for Fallout 3 and Fallout: New Vegas, may work for Oblivion and Skyrim. Needs clarification.
  15. There's nothing you can do in that situation unfortunately, just hope next time it's not as long.
  16. Contact a staff member if you really need to however I've heard it's a big job for them to do.
  17. @IceDolphin When you give vague information to people that are trying to help you and give a snide comment when the information posted isn't what you wanted, people get annoyed. That's why I didn't reply earlier. We are people with feelings and that's not what this community is about.
  18. I read that RemoveSpell is unreliable to use as well. @IceDolphin Search the bethsoft site, there's a horde of information on there.
  19. I've just looked online and found Dispel although I've never used it. It might work but again, haven't tested it. SCN XXXX Float fTimer Begin GameMode if(fTimer < 300) Set fTimer to (fTimer + GetSecondsPassed) else Player.Dispel EffectName endif End
  20. In the GECK there's a section under audio (music sets I think) it chooses the tracks depending on the set (public, location, fighting). You could just try replacing the track in the music directory with another one. There are mods out there which change every track.
  21. Double click on the merchant container and make sure it's a persistent reference, then double click on your merchant and on the Merchant Container Tab (I think) You reference your merchant container in the render window.
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