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Everything posted by ZeroCore
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Can I get a step-by-step on fixing the object transform matrix please (It's in GMax, right?)? EDIT: Ignore that last comment; I found out how to reset the Xform; it didn't do any good at all; the object is still a wreck, and now the bones are the wrong sizes. I just don't get what's going on. I'll try starting over with a new mesh and see if it happens again, but at this point, I'm in such a panic about this that I'm starting to consider abandoning modeling forever. D:
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Okay, that made it show up in the preview screen, but it still doesn't show up in the game or on NPC's. On top of that, my mesh is... squashed, sort of, in Nifskope and in Geck, and it doesn't show the texture, just a black color.
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Thank you once again. ^^ Unfortunately, now I'm at another roadblock; I can't get the model successfully into Geck. I've copied the hierarchy of the weapon that my weapon resembles, applied the UV map texture, and exported the whole thing as a .NIF into Fallout's meshes folder AND I've moved the .DDS I used for its texture into Fallout's texture folder. When I go to create a new weapon in Geck and choose its mesh, it says that it loaded the .NIF file but the mesh doesn't show up in the preview screen or when I actually try to insert it into a cell in the game or when I put in into an NPC's inventory. Yes, I have created a texture set with the .DDS I've used for it before hand, but still the mesh doesn't show. I don't know what to do at this point. If you could, please tell me what to do.
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Okay, I found where the hierarchy is (graph editors, like you said). One last question regarding bones; do I have to do anything to them other than placing/linking them for Fallout to recognize what bones do what?
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Thanks. ^^ Speaking of hierarchy, when I open a mesh up in GMax (say, for instance, the laser pistol) how do I check how the hierarchy is arranged for that weapon?
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As goes bones, once again, once I make them in GMax, how do I link/merge/attach them to the main body of the weapon? I've tried a ton of different combinations, and nothing seems to work.
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I'm having problems making a new weapon (a hand gun, NOT a melee weapon) for Fallout 3. I'm using GMax (the freeware 3DS Max) and nifskope. Here are the problems: 1: applying textures: I'm not terribly sure how to get a texture onto the mesh with nifskope and/or GMax, and I could really use a walkthrough on how to do this and how to get it successfully into Fallout. I know how to make .DDS files (that's no problem at all), the trick is just getting them in there. After a bit of experimenting, I'm starting to understand them, but I think a walkthrough on them would help. 2: Fadenodes: When I try to bring a model into Fallout 3, it says "base node is not a fade node. Model cannot be picked.". Can someone please offer a way to fix this? I really don't understand the nifskope nodes, how to create them/manipulate them. 3: when making a new weapon from scratch, I understand that I need 'bones' to tell Fallout exactly where the weapon is held, its reload animation (which I'm not terribly worried about at this point), and where the projectile is fired from. I really, REALLY need a walkthrough on how to make these work. 4: Collision boxes: I have no idea how to make these. Can someone give me a walkthrough on that please? Can anyone please give me some help with these issues? I've tried checking multiple tutorials on the internet, but they're either not specific enough, or not intended for meshes and textures going into Fallout 3.
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For some reason, I can't make static collections for Fallout New Vegas. I know how to make static collections, but for some reason it won't work in Fallout New Vegas. Whenever I try to make one, all i see is that little red diamond with a white exclamation point in its center (the error mesh/texture). Can someone please tell me how to fix this mess?
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I have one question here right now: Is it possible to cause the camera (and for that matter, the player and/or any NPC) in fallout to change its roll position (in other words, get it to tilt left and right)? I ask this because the camera angle when you're in first person or third person is always in a vertical alignment and I want to figure out some way of being able to change its position (preferably without FOSE).
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I was wondering: is it possible to make a flying vehicle without FOSE or NVSE? I've had a look at the scripting for your fly-able vertibird mod (most impressive, by the way), and I think it might be possible to do. I've noticed a few similarities between it, and a dragon-mount mod for Oblivion (which didn't require OBSE). In short, I'd really appreciate any help in trying to make a fly-able aircraft in either fallout 3 or fallout new vegas, one that does NOT require FOSE or NVSE. Also, before anyone asks, I just don't like the script extenders. I just don't think they're user-friendly enough to install, use, and run. Not to mention that they interfere with game clients like Windows LIVE and Steam. So, I don't want to use them.
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I have, by no means, an issue with the programmers behind FOSE and NVSE; I have a problem with the script add-ons themselves: they can cause instabilities and are incompatible with certain game clients, such as Windows LIVE and Steam. I don't intend to appear angry towards the programming team behind these script add-ons, I just don't want to use them because getting them to work correctly and loading your game with them can be less than user friendly. I don't think it's malware, or anything of that sort, and quite honestly I refuse to start an argument over it. My point is this: I have NOTHING against the team that programmed FOSE and NVSE; I just don't like the script add-ons, and that's just my personal opinion (if you do like those add-ons, well I have no problem with that as it's your opinion. Just please don't try to influence my opinion on the subject). And yes I do know a few things about coding, and I could (and did) follow you through what you were telling me (you might want to check your spelling a bit though). But, in all, I just want to make an aircraft mod which doesn't use FOSE or NVSE, just because I don't want to make an aircraft mod which uses FOSE or NVSE. That's it. I don't like the script extenders because I think they're too complex, and that's just my personal opinion about them; JUST MY OPINION. Hence, I want to make a mod which doesn't use them.
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Advanced Modding Help Required: Aircraft
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Discussion
I really don't care if all of the ones out there currently use NVSE. There should be some way to do without it. Thanks for the links, but I get the feeling all of these require NVSE to some extent. I could have a look through their scripts though to see exactly what each requires NVSE for though, and I can use that info to see what could be done towards making a flying vehicle without NVSE functions. I can feel sarcasm there, you know. >_> And I don't want to use NVSE because I want people to be able to have, and make, a mod that will work with just the base NV.ESP file and doesn't require some sort of temperamental complex script add-on which screws up your system half the time and interrupts and conflicts with game clients like Windows LIVE and Steam. In short; FOSE= BAD and NVSE= BAD in my opinion. They're both too complex for their own good. Don't get me wrong, I like advancement a lot, especially software advancement, but I detest so-called "improvements" which become counter-productive and non-user friendly. -
In short, I was hoping someone could make a non-FOSE requiring aircraft mod; a mod with (needless to say) an aircraft the player could fly in. I suppose that I should really call this a modder's resource request, as I'm hoping to make an aircraft mod of my own, but I am having real problems with it. The main thing I need to stress here is this; NO FALLOUT SCRIPT EXTENDER. I dislike it to no end, and I quite honestly I would like to see an aircraft mod which does NOT require it. That's pretty much it; I need a fly-able aircraft mod which doesn't use FOSE for two things: 1: So I can see what the author's modding skills are like and to admire their work. ^^ 2: So I can have a non-FOSE requiring aircraft mod to try to examine and figure out how to make one of my own (which I would then proceed to give massive credit to anyone who's work and/or advice helped me to make it).
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Advanced Modding Help Required: Aircraft
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Discussion
I get the feeling though that the metro object was built with an armor node in it, and if I tried to go ahead and just stick a vertibird mesh into an armor that I'll wind up with a malfunction. Hmmm.... Now that I think about it though, I could just stick that sort of thing onto any old armor mesh and then make a script that places a vertibird over it. Then again, the motions for the train are probably a hard animation, not a variable one; in other words, unlike the vertibird animations, the train ones are probably built into the train mesh and not an actual AI package which can be manipulated. And that brings up another problem; getting the animations to coincide with the player's position and angle, and I doubt it's going to be as simple as a 'getangle' command. Even if I did start including things like cosines and tangent, and sine commands, I doubt that I'd be able to get it to play a variety of animations of that sort. On top of that, I think the flight paths for the vertibirds are, just like the metro, hard animations that are built into the mesh, not AI-package animations or skeleton-manipulation animations like you find on NPCs. Interesting thought, but I have my doubts. At this point, I think that trying to find a way to manipulate the swimming animations might be a better alternative. And yes I just found something out about the Broken Steel DLC train: the train movement animation IS in fact a scripted animation. Yes, their is a train car armor, like you said, but the animation is hard-coded into the game as a camera view animation, and not an actual series of movements. -
Yes, as the title says, I'm trying to figure out how to make an aircraft that can be flown by the player. At this point I don't care if it's like a helicopter (such as a Vertibird) or like an airplane (such as the Boomer's B29 Superfortress). One more thing: This may throw yet another monkey wrench into me ever hoping to get this done, but I do NOT want to use Fallout Script Extender for any part of this. In short, here's the objective: A flying, player-controlled airplane made as a mod for Fallout New Vegas WITHOUT the use of Fallout Script Extender (FOSE). Also, I don't know if this will work, but I did have an idea of how to possibly get this to fly: I was thinking that I could have a "cube" of water made of six square place-able water panels which stay in the same spot as the player inside the aircraft (and the player kept from drowning via the rebreather script from the rebreather item). This would enable the swim animations allowing the player to move about in all directions through the map; the water of course being scripted to move with the player and maintain a cube shape. The vertibird mesh would go over this and cover the player. The player could "land" the vertibird via a button inside this water cube which would move the cube and the vertibird back to a dummy holding cell and deactivate the flight-enabling scripts. Just an idea, but the whole "moving water around" thing gets me worried that some script in Fallout New Vegas' code will throw everything off. In addition, I'm trying to find out if there are any other ways to enable the 'swim' animations without the use of water in order to get the player to be able to fly. If anyone could offer some advice on anything that would help me through this very complex mod, I'd be more than happy to hear it. In addition, if I can get this mod to work, I'll be making a youtube video tutorial on how to make an aircraft mod for Fallout New Vegas and possibly Fallout 3 in case anyone who dreams of flying in the world of Fallout wants to do the same, and I will give credit in the video to anyone who helped me on this endeavor.
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Need Help with Creature Dialogue
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Discussion
Well, personally, I don't really like the whole "start out simple" approach, but thanks for the suggestion anyway. And don't worry, I've fixed the problem and found out why my Cazadors were, pardon the pun, 'bugging' up. It turns out I had made an AI package which had the wrong function. XD Fixed that problem and now all is well. ^_^ -
Need Help with Creature Dialogue
ZeroCore replied to ZeroCore's topic in Fallout New Vegas's Discussion
That helped, but now I'm stuck in another problem, this time it's with linking the conversation topics togeather, I think. What happens now is this; I can get the conversation to start, but after I choose one of the choices after the greeting, the greeting repeats and sometimes the conversation stops even though I only have one topic listed as a goodbye. -
Hello and thanks for reading this if you are. I'll cut to the chase; I'm trying to make a hive of talking, intelligent, relatively-friendly Cazador wasps, and I've got everything down EXCEPT the dialogue. I made the quest for each individual member of the hive's dialogue, I set each topic in the dialogue so that the specified wasp is the only one that says it AND I checked the "Allow PC Dialogue" button on each wasp in their reference base editor window. I also changed their alignments to neutral and got rid of their original factions so that they wouldn't attack me. I also created a new faction for them which is non-aggro so they won't attack me. However, now when I play the mod and try to talk to the wasps, nothing happens. I don't know what's going on here and I can't find anything on the web to help out with that. Any help would be appreciated.
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Okay, I now have the newest version of FO3edit for, well, fallout 3. Now, could you please give me a walkthrough of how to set up an explosion property for a custom piece of ammunition (I have a custom piece of ammo in the ammo folder already, so I can use that. I can't figure out how to edit an explosion property with FO3edit though)?
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FO3edit is free I hope. Also, if I make a mod in FO3edit, will I need FOSE to run it, or should it run smoothly by itself for something like this?
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I hate to say this, but now I'm having another problem: I can't figure out where the explosion types are in GECK and I can't figure out how to set a projectile's explosion properties AND I can't figure out if the explosion effect is applied via the weapon edit screen or the ammo edit screen. In short, could you please give me a step-by-step walkthrough to do this? I'm really sorry for asking, but I really just can't figure it out.
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But how would I script it so that the weapon would move the marker to that point when you shoot a given spot with it? What would be the right code for that?
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That might actually be exactly what I want to do. My question is this though; you said that I would script it so that wherever said weapon fires on the ground a marker would move to. How do I script that? Any tips?
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Do you know how to write a script which will cause a reference to move to the same x and y coordinates as another reference? Or perhaps do you know how to get a script to act on what a player is shooting at?
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Okay, I need to get help regarding a mod that I plan on making: I want a laser which will fire out of the sky and hit the target on the ground that you're aiming at (hammer-of-dawn style). I have a script which will get an activator to follow your cross-hair along the ground, but that's pretty much it. After asking around (which no one responded to) and a heck of a lot of trial and error, I'm stumped. I really just don't know enough about the scripting to continue by myself. I need help. What I want it to do is something like this: Either, A: make a script(s) which causes one activator/reference to follow my horizontal aim but stay at a set altitude (z pos) AND fire the laser via some item or weapon or B: make a script(s) which cause a second activator to follow the first one around on the ground, but stay in the air at a set altitude (z pos) and fire the laser via an item or weapon. I really do need help with this. Please give any advice you can, as I really don't want my ask for help to be ignored again. And before anyone asks, yes, I've checked the scripting tutorials and they've provided NO help what-so-ever.