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Everything posted by SoMBiE
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this is one of my problems. I've had to move static objects and readjust the hights.. ? make them soft then flatten them to take a texture. Landscape editor is just not working for me.
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Qs Sign Resources http://www.newvegasnexus.com/downloads/file.php?id=40370 that's one ksResource - Static Alphabet http://www.newvegasnexus.com/downloads/file.php?id=38737 that's the other I know. I've made my own signs from in game neon signage: http://www.newvegasnexus.com/imageshare/images/2418135-1302534496.jpg It's very easy. If there's anything I can help you with, just ask.
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Water that won't go away
SoMBiE replied to SoMBiE's topic in Fallout New Vegas's Mod Troubleshooting
thanks for your information. I, finally, went and renamed the mod file and copied over an autosaved backup. After that I noticed it saved my interior edits but had to redo the exterior, this time I was very careful about the water. It went ok. Thanks for relaying your information. I might just look into your info the next time to see if it could save time and understand GECK better. -
I put a windmill and made a concrete troth then added some placable water. Just a small water thing. When I go to adjust the Cartesian coordenates, the Z in fact, the water immediately swells in scale. It's really big. I can't click on it and rescale with the S key or double click and edit the scale value. I can't even delete it, except I remove it in the 'cell view' window. It's still there! I thought it's one of those anomalies that GECK might throw at me so I save and exit GECK. Maybe I shouldn't have saved. It's in the game. I try a clean save and reloaded it and it's still there. It looks like the mod is ruined now, or can I save it? well, I most likely have a backup of the esp but I'd like to reclaim my edits made in the past hour or two and know how to use GECK to do this if possible. I later looked at the mod with NVedit and omitted a reference to the 'dirty water' and saved. It's still there. Unless I can fix this there's no reason to put hours of my time into this stuff that hardly anybody appreciates.
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GIMP is the best thing for DDS files; although, I use an other paint program because it has some better features oe effects plugins and I know it better. I'm find more and more that GIMP is a pretty damn good paint program for working on FNV stuff. It has a pretty good normals map filter so you don't need Xnormal or CraztBump or other things that require python or money to get what you need. My opinion anyway. I use GIMP with NifSkope together to review my work as I'm drawing... painting.
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is the dark brotherhood in New Vegas?
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sorry, I can't help but I've experienced something like that. I found a file from the sketchup site and converted it on another site and looked at it in Nifskope. It looks fine there but in game it's wrong, something like you're describing. My next step was to learn blender. needless to say.... that's down the line.
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I've never got pass the water noise selection window. that's one thing that has stumped me. it's a dds file? and it has to be in the appropriate folder? I think I don't have any. what to do? and it's so darn to edit, I can't even see it. I have to select it from the cell view window.
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That Hoover Dam idea was excellent. There's a lot of good stuff at Hoover Dam. Concrete, big machines, billboards. I can move the mountain around the unwanted parts of the landing pad building to accommodate my plans.
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I just put the LSD molecule gif animation there to use it as a link for inserting an image, it works but this site doesn't like the extension or gif animations for some reason. I used to be able to insert images in messages from my hard drive. I couldn't get up past the halfway point when I had the catwalk ladder on the other side. when I get up top I can't walk in some areas. I made sure that there were no rocks clipping through anything like ladders or other objects. It seems that I had to make an collision barrier or multibounds box because the game started to slow down and choke up extremely. GECK webpage mentioned something about multibound to stop objects from redering while you can't see them to save resources. It seemed to work. The Enclave platform seemed to be the only thing to use at the moment, the Lucky 38 center platform has a half visible wall. I can't lower the Enclave platform because of the rocks and I made it larger to fit the vertwing. I believe I was having trouble before I added the multibound occlusion box. I'll play around with it. Thanks for your reply and compliment. try entirely removing the enclave platform, i bet you that will work. I tried using that object as a platform in a vault room, and its collision profile is the whole room its normally in, with 2 doorways. so it forms a huge round invisible wall around itself. thats what i was trying to explain. I've check it out, im 110% sure it's your problem... I wish i didn't have a P.O.S. macbook running win7 (no prntscrn) or id scrnshot and post it.. in order to make your design work you need to 1. either edit the collision bounds out of the .nif file for the enclave platform 2.rethink your design, specifically, maybe a ladder/hatch from under the platform so you enter INTO the invisible room i mentioned earlier. now, something constructive. check out the hooverdam visitor tower... I used that as a helipad and mountain fortress (imported letters and wrote ARMY across the circular part). I think you might find it matches well. (NVHooverDamObservationDeck) also check out (NVHooverDamTower) p.s. you know that the objects (which have meshes, .nif) have collision barriers in thier object information. this which area's around them they "take up". the enclave platform "takes up" a lot more then it looks like, image the WHOLE enclave room there, thats what it "blocks off" with its collision barrier thats a very good idea about the vertwing landing pad at Hoover Dam! I didn't think about that. As for the occlusion areas built into the nif files... I seem to be falling through the objects anyhow occasionally so I never thought about that. I've decided to read up on Blender and have downloaded some training videos. I'll need to do that eventually. I need custom parts and need to convert 3dmax and sketchup files available from the web. The thing about teleporting under the platform was interesting also. Thanks much!
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I just put the LSD molecule gif animation there to use it as a link for inserting an image, it works but this site doesn't like the extension or gif animations for some reason. I used to be able to insert images in messages from my hard drive. I couldn't get up past the halfway point when I had the catwalk ladder on the other side. when I get up top I can't walk in some areas. I made sure that there were no rocks clipping through anything like ladders or other objects. It seems that I had to make an collision barrier or multibounds box because the game started to slow down and choke up extremely. GECK webpage mentioned something about multibound to stop objects from redering while you can't see them to save resources. It seemed to work. The Enclave platform seemed to be the only thing to use at the moment, the Lucky 38 center platform has a half visible wall. I can't lower the Enclave platform because of the rocks and I made it larger to fit the vertwing. I believe I was having trouble before I added the multibound occlusion box. I'll play around with it. Thanks for your reply and compliment.
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I'm making an enclave bunker inside a mountain with an opening to a cliff overlooking Lake Mead and a helopad on top of the mountain. Right now its going well but when I'm in-game testing my character can't walk up but only half way the catwalk stairs. I use tcl to get top side to check the rest out but in-game I am restricted somehow without the clipping command. I've tried navmeshing and relocating the catwalk. I don't see any visible barriers. I'm still learning about what makes things work but can't find anything on the GECK webpage so far. The walking upstairs part seem to happen at the same level. :wallbash:
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sorry, I've been busy. I tried converting 3dmax and sketchup files and nothing works. I'd still like to get a piggy back.
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that would be super.
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Could someone make a model of a big 'Piggy bank' instead of a generic metal safe? I'll do the textures... I'd like to have a big pink piggy bank container that I can put a script to for sorting moneys and goodies into.
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there was a reason why I didn't let NVedit save it's automatic changes to 'Dead Money' but it was so long ago I forgot why. well, now I remember... Fallout New Vegas won't start and NVSE keeps saying I need to update to the newest version, so I did... over and over. I forgot what I did to fix it last time. any ideas? oh, this time NVedit wants to save changes to 'Homemade Weapons Pack'. Why? Now there's two reasons not to trust NVedit. ----- I unchecked close to 100 mods and tried to start with the vanilla launcher, it doesn't float. maybe I'llerase all my ini files. any Ideas? ---- Ok, I fixed it. I don't know how NVSE knew I needed the new update patch. I haven't downloaded any new update for NVSE but it knew there was an update 5.
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thanks Quetzlsacatanango, I added the navmesh. I took out all the navmesh earlier. I know it helped things but it didn't keep the ghouls in there pods. after much tinkering around I did this: added navmesh took one ghoul out put a collision marker around the ghoul, made it a persistent reference, made it ignore sandbox edited it's base and checked obstacle clicked on the ghoul and made him persistent reference, checked no AI acquire and ignore sandbox edit base and check can't open doors edit template actor data clicked AI data tab made him drugged clicked AI packages tab erased that stuff changed some stuff in the animation tab but it didn't keep I guess no scripts; although I remember making a script earlier he seems to be content staying there now as a specimen. did I over do anything or add thing that were not applicable? I'm just doing this trial and error, it's hard to find instruction online.
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thank you for your input. I tried it but didn't work. your script was almost like mine except I had 'begin GameMode' or 'begin on GameMode'. I was going through some scripts to try to get some insight. I tinkered with their... some properties to make them unaggressive and, more or less, brain dead. at first they were just outside the techpod but now they're always down the corridor. I tried loading the game without the plugin and making a clean save the loaded it back in. I put prison bars to block them... :) but nothing works so far. it will take a while to get acquainted with this scripting language. I haven't done any scripting or programming in years but having fun tinkering with this.
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I'm assembling a vault and put one of these evcTECHpods or tubes in where I've got my reloading and work benches just for laughs. I decided to put a creature in one or both but when I go to test the mod they get out. What can I look at to confine them in there?
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thanks for informing me, I appreciate it. only I hope it's not one of those things that requires a mod with a script like Select Fire. I've looked for it already but without luck. If you get the link please tell me.
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Glow map don't work, the whole model is glowing
SoMBiE replied to Phileko3291's topic in Fallout New Vegas's Discussion
I a had the same problem and I was googling for an answer and came across your post. It was something you said... I'm using Nifskope also. I wanted to put a vampire light in the back of ED-E and have been reading forums posts and tutorials.... nothing. what I did was edit the emitter value. that mage the whole thing like it was in day but ED-E was in a pitch black night setting in the game as I was testing it. I thought it might possibly have something to do with the texture files. I noticed when editing the nif file and changed the dds files in it then saved my object, whatever it was, had screwed up textures or glowed. I rechecked Nifskope to see if changing my paths would work. I had the program point to 'textures' thats why the new path for the glow map was different than the other original dds files. I removed the unnecessary paths in settings/rendering and pointed Nifskope to 'data'. Immediately it loaded the correct textures. Iloaded the game up to check my work and it made the vampire light glow like I wanted. So I changed the emitter value and changed the file paths and added the nif file to the ArchiveInvalidation.txt along with the textures. -
I'm just a beginner but have made some progress. what I'm trying to do is retexture a vanilla creature but make some of its body parts translucent. I have a nasty feeling that I have to do this in Nifskope or something. I was thinking I could just make the diffusion layer semi transparent but it doesn't work. what, I think its doing is half revealing the mesh but a mesh attribute isn't set right. I don't know because I haven't used any program like that. Someone also said that for me, on another project, to make a light glow all I need is to make a file with a '_g' ending. of course I have the white value where the glow should be. I've read that it could be a color in that file. I've also read about adding an alpha layer to help that, nothing works for me. this is a retexture also.
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I could have sworn I saw a crossbow in a mod description with pictures. has anyone seen it?
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how can I sort pipboy/data/misc/notes ? maybe they're in there in chronological order but I'd prefer to have them sorted alphabetically to locate faster.
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has anyone noticed a mod that will automatically apply weapon mods? I mean if you have such and such weapons and a plentiful assortment of weapon mods is there a way or mod that associates them and applies them, automatically? :turned: