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pluramon

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Everything posted by pluramon

  1. Ok, but what exactly is this "thunder references", and what are you trying to accomplish?
  2. Double-click on the container to open the 'Reference' window. Now switch to the 'Ownership' tab and set all the dropboxes (NPC, Faction, Required rank) to 'NONE'.
  3. 1. By what way are you calling this script (quest/token object)? 2. Did you add 'THUNDER01ref' to a world-space cell? Did you set it to persistent reference? Objects that do not exist in the world-space, or do not have a unique editor ID/parent cannot be enabled/disabled. The script should look something like this: scn thunderscript Begin Gamemode if (GetCurrentTime > 6) && (GetCurrentTime < 22) if THUNDER01ref.GetDisabled == 0 THUNDER01ref.Disable endif elseif THUNDER01ref.GetDisabled THUNDER01ref.Enable endif end
  4. I was speaking generally. You could add it to first-aid boxes and chem lists. It wouldn't be unusual, I think, to find empty vials in those. And as for merchants, most offer an assortment of oddities, and to me it makes perfect sense in a post-apocalyptic world - where every worthless piece of junk can be of some use to somebody. Why, then, would it be lore-unfriendly for a merchant to sell empty vials? Are they less useful than ashtrays, bent tin cans, motorcycle handbrakes and damaged garden gnomes? Anyway, those are just my own thoughts. Now, about the models - as I said, they already exist in the game. You could just extract and use them for your item.
  5. The game doesn't handle plugins very well by itself. You should use either Fallout Mod Manager or Nexus Mod Manager (personally, I would recommend the former).
  6. In 'Effect' type scripts, you should only use ScriptEffectStart / ScriptEffectUpdate / ScriptEffectFinish block types. By what way are you calling this script? A token? An equipped item? I would suggest you create a 'dummy' quest to call the script. Something like: script type: Quest Scn myscript Short rv short doonce Begin gamemode if (doonce == 0) && (player.isinterior == 0) set doonce to 1 // you'd have to reset this if you wish the encounter to happen more than once Set rv to getrandompercent If rv > 0 Player.placeatme (npc name) 1 elseif rv <= 0 Player.placeatme (npc name) 1 Endif Endif End
  7. Try downloading the file manually, then follow the installation instructions specified in the description page.
  8. So, if I understand you correct, basically you want to make it so that the said recipe would require the player to have an empty vial in their inventory. You could make a misc item 'Empty Vial'. Use the existing vial models (search for 'antivenom' in 'Fallout - Meshes.esm' and extract them. There should be four). Then make this misc item a required ingredient in the recipe. Create a new Base Effect, which would use a script to add an empty vial to the inventory whenever the player uses poison (the recipe for 'Mass purified water' does something somewhat similar - look into it). Also, add the empty vial item to various clutter leveled lists, so that the player would randomly find them inside containers. Merchants' inventories is also an option. Overall, the idea sounds very useful and something I would use. Leave a reply if you have further questions.
  9. I know it's probably the most annoying thing I could possibly say, but don't expect to learn the mysteries of 3d modelling in 3 hours. It took me many, many hours of frustration and head-banging until I finally got things done the way I wanted. But I understand it doesn't have to be this way (I'm just used to doing things the hard way). There are plenty of tutorials available on the net. Start with those. And start simple - mess around a little with some existing model, learn the basics, then search for more in-depth tutorial that cover specific issues. Believe me when I tell you I was no less helpless than you when I first got into it. Anyway, if you tell me which model (nif file) you wish to edit, and be more specific on what you're trying to achieve - I will look into it and see what I can do for you.
  10. ReDragon1976, You should always install mods according to the instructions provided by the mod's author. In this case, you are not supposed to install these mods using FOMM. Rather, you need to extract the contents of the file you downloaded, into your FNV data folder (unless instructed otherwise). As for NVSE - it has nothing to do with this error; The "src" folder is not required for it to run (as clearly stated in the readme), so you can safely delete it.
  11. Make sure you extracted the files into the right folder. Open your FNV data folder and check if fallout3.esm and a dozen other files starting with 'RFCW' are present.
  12. Try something like this: if GetObjectiveCompleted <QuestID> <ObjectiveIndex> && player.GetItemCount Pencil01 < 30 SetObjectiveCompleted <QuestID> <ObjectiveIndex> 0 endif
  13. Are you using any mods that affect game settings (like Project Nevada; specifically the 'Rebalance' module)? Changing the value of the 'fAutoAimMaxDegrees' game setting from its default value (3.00) may, in my experience, cause this issue.
  14. Try doing it in this order: First import skeleton.nif with the animation file, then import each of the body parts (upper body, right hand and left hand), but ONLY their geometry (meaning: with neither their skeleton parts nor animation). Then join all body parts together into a single mesh, and make the skeleton its parent. If by "main joint on the weapon" you mean the parent node (BSFadeNode) in the weapon's model, then yes.
  15. In the GECK, open the armor's record and in the 'Script' dropbox select NCRFactionOutfitWarningScript.
  16. What kind of gun are we talking about? What is its 'Animation Type' (you can see it in the 'Art and Sound' tab)? Most of the time, it would be enough to check what other, similar guns use, and just use the same. For example, if your gun is an automatic pistol, try using the same reload animation a 9mm pistol uses.
  17. Hey KingFriday, I feel compelled to first state that both my skill and experience in working with weapon animations are limited, but since no one has yet replied, I will share what knowledge I have. Let's start with the tools. There are only a couple you're going to need: 1. Fallout Mod Manager (FOMM), to extract the animations from the bsa package. 2. NifTools (NifSkope), to edit nif/kf files. Depending on which 3d modelling software you use, you will also need to download and install certain patches/plugins to be able to import/export the kf files. All are found in the linked page. As for the animations themselves, the Gamebryo engine uses the NetImmerse format, and there are two file types you should be familiar with: .nif files store all mesh 3d data and shading properties, under control nodes. .kf files, which are the most relevant to you, store all animation data, manipulating the control nodes in nif files. All .kf files associated with weapons share a naming convention that tells the game engine which specific action they animate. The first three characters in the file name indicate the weapon type, followed by the action type, and lastly the variant tag. To throw in a few examples: 2haattack3.kf = two-handed automatic weapon type, attack animation #3; 2haattackloop.kf = two-handed automatic weapon type, fully-automatic fire attack animation; sneak2hrattack5.kf = two-handed rifle weapon type, sneak attack animation #5; 1hpreloadr.kf = one-handed pistol weapon type, reload animation 'r'; 2hhattackright.kf = two-hand handler weapon type, attack animation 'right'. Each weapon animation has two versions - default animation and 1st person animation. Both share exactly the same name, only located in separate folders. From my (once again, limited) experience with weapon animations, it appears most 1st person weapon animations have little to no noticeable effect in-game. The default animations are used most of the time, whether it be 1st person or 3rd person. All .nif files and .kf files are packed in the archive 'Fallout - Meshes.bsa'. After you have installed FOMM, you will be able to extract them, and then edit them. Default animations are located in the folder 'meshes\characters\_male', while their 1st person counterparts are found in 'meshes\characters\_1stperson'. You will also want to extract a skeleton to work on. You will find one in 'meshes\characters\_male\skeleton.nif'. What's left is importing the skeleton.nif, along with the .kf animation file you wish to edit, to your choice 3d modelling software, then you can finally get to work. When done, you will need to export the .kf file back to the folder from whence it came. Some post-editing with NifSkope may be necessary, since some properties are not always exported correctly (this applies to Blender; it may not be necessary if you're using 3ds max/maya). More details on importing/exporting/post-editing can be found here (Blender specific), and here (3ds max specific). Both pages contain relevant info, regardless of which you use. I hope that's enough to at least get you started. I've wrote this in a rush, so have likely missed something, but I think I covered the essentials. You have taken no small undertaking, so thumbs up and best of luck. Pluramon
  18. Despair ye not! There are several patches and plugins you need to install in order to make Blender capable of importing/exporting nif files (those only work with versions no later than 2.49b). Go here, and find everything you need. Only if you are still unable to get it done, I wouldn't mind cutting those splinters for you (it's really no big deal).
  19. I'm afraid I can't be of much help, but just a question: After re-installing the game, did you use your old saves, or does the issue persists even when you start a new game?
  20. What you ask for cannot be done in NifSkope, only with a 3d modelling software. However, you actually can scale the length/width/height of the model, each separately, with NifSkope. Right-click the NiTriStrips branch -> 'Transform' -> 'Scale Vertices'.
  21. Sounds like an image-space modifier was left active (maybe by one of the mods) and was not turned off. It can be removed manually, using the command (script or console) 'RemoveImageSpaceModifier'. Problem is, you would have to know exactly which ISM is causing the problem in order to use this command. There may be a way to remove all currently active ISMs, but I don't know of any.
  22. I may be wrong, but to the best of my knowledge the only way it could be done is by creating "dummy" holsters as wearable items (using the Backpack biped object). The problem is that it would require creating a dummy-holster for each and every pistol-rifle-melee-grenade combination possible - each requiring its own record and model. You can imagine that there are likely at least several hundreds possible combinations. It was doable in FO3, since FO3 did not bring such huge variety of weapons as FNV did.
  23. Place a lighting object, then open its properties. There should be a tab 'Emittance'. In the 'Exterior Light' dropbox, select 'InvertedDaylightRegion'. The object will then emit light only when it's dark outside.
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