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Yukichigai

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Everything posted by Yukichigai

  1. That's a bug in the jpeg header and the way some programs process it. A dds file doesn't have the same vulnerability. Not that you shouldn't check them anyway. Just sayin'.
  2. I just updated YUP this morning at 12:30am. It is now 2pm and none of the uploads have been scanned. I'll admit there are a lot - 10 in total, each around 18 meg - but at least one should have cleared by now. Frankly, all of them should have cleared by now. If the virus scanner can't manage that then they really aren't cut out for the kind of usage nexus sees.
  3. Recently I've been doing some translation of one my larger mods (YUP) to various other languages, since it overrides quite a bit of dialog, weapons, armor, NPCs, terminals, quests, and other things that would have language-specific text. I figured this would be a long but straightforward process, mostly just copying text via FNVEdit. Unfortunately, that's when I came across something unexpected. Short version: the different language versions of Fallout: New Vegas have different FormIDs for certain records. Real example, what corresponds to an AI Package in the English edition may point to a Game Setting record in the French version. Obviously, this can cause some serious problems for some mods. If you've created a weapon that uses an existing repair list, but the Spanish version thinks it's pointing at a Dialog record, chances are your mod is going to crash something. Fortunately there is a way to figure out if your mod is affected. As best I can tell, the only affected records are ones in the main FalloutNV.esm whose FormID is equal to or greater than 17B75A. Anything below that is the same between different language editions. Anything above that is almost guaranteed to be a completely different record type, much less the thing you're actually trying to reference. This is true even between different non-English languages, e.g. the French version uses different FormIDs than the Spanish version for the records starting at 17B75A. Also fortunately, FNVEdit can detect most of this easily. Just use the "Check for Errors" option by right-clicking on the file in question. While it won't point out wrongly overridden records, it will tell you if something is pointing at a placed object when it thinks its pointing at a form list. FNVEdit will also list issues with records being the wrong type when you load up the files in the first time. Check the Messages tab and look for anything that starts with "Warning".. I realize this information comes kind of late, but here it is now at least. If any of you are planning to either run an English mod on a non-English install, or translate an English mod to a different language or vice-versa, you should check for any overrides of or references to records starting at 17B75A.
  4. No problem. I imagine the names may have changed some, things added, others removed. Even between Fallout 3 and Fallout: New Vegas there are some serious changes. Anyway there's a few things you may want to consider in checking animations. First, FNV/F3 seem to use a mix of the animations stored in _1stperson and _male, as in NPCs can holster "partially hide" weapons and have them hide, even though it's only the animation in _1stperson that has the calls to the correct block (##VisCtrl). Second, even if your specific weapon type animation doesn't seem to have calls to the Bool Interpolator, you MAY be able to trigger them as though it was using a different base animation. In FNV/F3 there's a weapon setting for Hand Grip Type. Set to default, ##VisCtrl blocks are not toggled when holstered/unholstered. HOWEVER, setting the grip to "HandGrip5" miraculously makes ##VisCtrl blocks hide/show as they should. Even better, this is the ONLY effect: the base animation itself is identical, as are the attack animations, and even the hand grip itself. I'm not entirely sure what the Skyrim editor looks like, but I suspect it has the relevant field to modify (and if not, there's always TES5Edit). Just figure out what block some vanilla weapons use to toggle, name your hidey bits to that, and start swapping HandGrips. Worked for me. Anyway, good luck, Vaya Con Queso, etc. etc. ^_^
  5. Random update here. Funnily enough, I found a way to get what I wanted without modifying anything save for the weapon shape. Like you said, 2hmequip/2hmunequip didn't have the right triggers in the default animation. Fortunately though, there are no less than six different hand grips for the 2-hand melee animation. On casual glance they don't seem to change anything about the animation, and indeed from a movement standpoint they don't. HOWEVER, setting it to "HandGrip5" seems to add the 1-hand melee triggers to the holster and unholster animations. Don't ask me why, and I wish I could explain it myself, but that hand grip seems to allow ##VisCtrl blocks to be triggered. Anyway, thank you very much for your insights. They've been incredibly helpful.
  6. What animation exactly has the coding for ##VisCtrl and ##Shishkebab? I've opened 1hmunequip.kf and 1hmequip.kf, and while I do see entries for ##batonhandle and such, I don't see any Visual transforms for anything the Shishkebab is tagged with. Is it in a different one entirely or something? Am I using the wrong tool? What tool do you use to view kf files? Also, is there one for two-handed melee weapons?
  7. Hey, I asked a similar question over here and got a reply:
  8. Yep, looking at the first person nif. I see a bunch of interpolators (bool, float, transform) but nothing that indicates why the bool interpolator is stopped when holstered. It doesn't seem to be tied to anything in the GECK record: there's no script which enables the interpolators and no special parts add-ons/etc.
  9. I'm doing some tinkering in nifskope and I'm trying to figure out what it is exactly that makes the Shishkebab's flame effect disappear the minute you holster it. I'd like to get a similar effect going for another weapon I'm working on, but I can't seem to see what it is exactly that makes the weapon do its thing ONLY when out and held. What am I missing?
  10. It would be interesting to see some of the cut weapon versions implemented. The service rifle has in incredible number of unused models for it, including versions featuring a bayonet. This was intended to work with the special VATS attack option, in particular the unimplemented "melée strike" checkbox. There's also different models for the multiplas rifle, a few other things. I think the most desired feature is going to be making certain weapons automatic. The service rifle springs to mind again.
  11. What issue, exactly? Are you saying you give him a modded weapon and it isn't modded when he uses it? What weapon are we talking about here?
  12. So this isn't a request for a mod exactly, more like a request for people to start poking around. In the Form Lists there's an unused Repair list for something called "HeavyRiveter". I can only assume this is a weapon that was cut. The whole thing intrigues the hell out of me, but so far I've been unable to find anything else realting to it. Textures, meshes... I can't seem to find any of it. Then again I didn't spend a ton of time looking. I'll keep poking myself, of course, but if anybody else decides to take a look as well I'd greatly appreciate posting here if you find anything.
  13. I would like to avoid getting dragged into this. However, I can't help but chip in with a few things: 1) With Cherchez La Femme and a high speech, Cass has dialogue where she explicitly says when she gets liquored up she doesn't care who she winds up in bed with. Alco-bi, if nothing else then. 2) Raul, the subservient vaquero, seems to be a good match for Beatrix, the dominant cowgirl. Like eerily good. 3) It isn't a Vegas wedding unless you have the option of having it done in a drive-thru and/or officiated by an Elvis impersonator of decidedly non-caucasian ethnicity.
  14. Very true, and I quite enjoyed that. If nothing else it makes the Barter skill (which is the second most frequent dialogue challenge skill behind Speech) useful, all the more because you can essentially print money for yourself by having high levels of the repair, science, or survival skills. My next run I plan on putting skill points into barter rather than speech, thus allowing me to get Cass to sign over ownership of her caravan by drinking her under the table. (Barter 75. If you have a high endurance too, 9 and up, she will say some of the most hilarious lines she has in the game while you get her drunk.) Anyway, I do think the new method is better than the old "oops I failed the speech check better reload" method.
  15. Monty Python is almost over-represented in the Wild Wasteland perk: this, Holy Hand Grenades, and "Romanes Eunt Domus". Unfortunately, that is literally just under a third of the TOTAL Wild Wasteland events in the game. This perk is my second-biggest complaint with the game; except for being able to get the Alien Blaster this perk is completely not worth taking. Oh look, a vague reference to a police procedural show, el oh el. Bleh. What's more, the game is riddled with TONS of other encounters or references which ought to be wild wasteland material, but aren't. Reading a company email that ends with "bring the rubber sheets and the elephant foot wastebasket and remind me what I've been missing" is somehow okay in the normal game, but a Fedora in a fridge isn't? That seems inconsistent. For this perk to be worthwhile it ought to have fully five times as many encounters. As it is it's just... sad.
  16. As someone who is releasing some of these bugfixes, let me put in my two cents. The reason why I release ad hoc patches is because the amount of bugs in this game is HUGE. I do try to combine patches by loose association, e.g. Nipton Fixes, McCarran Fixes, etc., but if I were to patch everything at once it would be MONTHS before a release would come out. As it is my ad hoc releases can be merged into the larger community pach as they come out. And yes, I am waiting for the upcoming official patch before I release some kind of accumulated bugfix mod. Hopefully a lot of my fixes will be rendered unnecessary. Also, as was already pointed out, the community bugfix compilation HAS TO include mention of every change and who wrote it. It's not optional, due to legal concerns.
  17. I dunno about the next game, but New Vegas is just BEGGING for a New Reno DLC.
  18. Yeah, but have you seen him without his glasses? He looks like a bulldog that got hit in the face with a shovel. Actually I always pictured Boone running into Lt. Boyd and them hitting it off amazingly well. They both have the same kind of attitude and morals, I think. Really though, in terms of Courier-with-anybody prospects Cass seems the most open to the possibility. Hell, in one of her endings she even made the first move, although it ended up with her sleeping with a random NCR trooper instead. Everyone else is too caught up in their own drama to really be interested in the Courier I think. On a related note, I had hoped, after hearing Veronica's relationship history, that there would be some way to reunite her with her old flame. Maybe a DLC :P. Annnd here's an interesting pairing that occurs to me: Raul and Beatrix Russel. He could be the subservient Vaquero to her Dominant Cowgirl. Seems like an eerily appropriate match.
  19. *snert* I like the motivation behind your complaint. That being said, gimme a little bit with the GECK and I'll see what I can do. Fallout 3 had a set of scripts for JUST that thing when it came to Crazy Wolfgang, etc. It shouldn't be too hard to set up a similar deal with the generic merchants.
  20. On a technical note, the resources for the Outcast-specific Power Armor are still in the game. The re-skinned Sentry Bots and Protectrons however aren't, but you can at least get the armor in fairly easy.
  21. Yeah. Ammo use is enabled for companions. The weapons they have by default are special versions that run on "Magical Companion Ammo" (I'm serious, that's what it's called in the GECK) which replenishes automatically. One of the things that ISN'T enabled for companions though is weapon degredation. All those surplus ammo types that triple your gun's rate of decay? Doesn't matter to a gun wielded by a companion, and they still get any other effects (like increased damage) that the ammo has. And since basically all surplus ammo sells for less than 1 cap per unit, even with absolutely nothing invested in the barter skill, you're really getting your money's worth giving. It to a companion. Whenever I have a companion (which these days is almost always Cass) I load them up with as much surplus ammo as I can buy and a weapon that uses it. Usually I start with a Cowboy Repeater and .38 Special rounds, but the minute I can get a minigun, assault carbine, marksman carbine, or even That Gun, I give it to my companion, along with as many surplus rounds as I can get. 5.56mm and 5mm surplus rounds go for 100 caps for 250, so that can actually be quite a few. I usually give companions somewhere around 1500 rounds. Surplus rounds are the best thing ever for companions. It's a pity they don't come in some additional variants, like 12 gauge and .308.
  22. I'm mostly done, I just need to test it to make sure it works right before I update the mod.
  23. I'm mostly done, I just need to test it to make sure it works right before I update the mod.
  24. Wrong. There are three mods for the cowboy repeater: one which lightens the weapon, one which makes it fire faster, and one to increase its ammo capacity. Yes, there is no scope mod, but plenty of other mods to apply to it. It's part of why the cowboy repeater rocks.
  25. You can, but there's a chance they'll trigger the bug. It's not guaranteed, but once you have a save in an area where it happens, it will continue to happen when you reload the save. Leaving the area and coming back resets it usually, so you can then take your companions through without people getting grumpy.
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