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JkKILER

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Everything posted by JkKILER

  1. You might enjoy my mod Defend the Brahmin
  2. Do you have the "initially disabled" tab checked in the reference window of the map marker when you double click on it? That would be my only other thought as why it wont show up since anything that is initially disabled requires an enable script in order for it to appear in the worldspace.
  3. It doesnt really matter, just throw the script in either box. All the "begin" and "end" box does is controls when the script runs, either at the beginning of the conversation, hence "begin" or at the end of the conversation "end".
  4. If you like puzzles and notes i would highly recommend Puce Moose's mods as they are highly interactive and interesting. Another great addon for actual quests is Mothership Zeta Crew (MZC) which is one of the top mods on the nexus and one of my own personal favorite mods. It makes you feel like a walking badass in the Capital Wasteland. The only stipulation for this is that you need to have completed the mothership zeta dlc first. There are other great quests out there as well if you look under the "Quests and Adventures" tab in the File catergories menu. Puce Moose's Mods: http://www.nexusmods.com/fallout3/users/137055/?tb=mods&pUp=1 MZC: http://www.nexusmods.com/fallout3/mods/8747/?
  5. Well whenever I want to put music in a space in my mods i typically do the following. First off, make sure the song you have in mind is in the .wav format. (there are many converters online - search mp3 to .wav converter in google.) Fallout can only play music in a .wav format. Then under the sound tab in geck, find a song already in the game such as Anything Goes (Labeled as," MUSLicensedColePorterAnythingGoes") This already has the appropriate settings for a song in the game so your music wont sound like a weapon firing or ect. Then just rename it and create folder structure and select the song you want to play (in .wav format) Once you have created it in the sound tab, drag and drop it into your cell space where you want it to play. It will be a green shape of sorts, then make it a presistent reference and give it a simple reference ID such as "Song" Then simply attach it to an activator in a room. I typically use the below script when i do this. Begin Onactivate if getdisabled(Song) == 0 (song).disable elseif getdisabled(song) == 1 (song).enable endif endif end Note that if you want the music to only play when you press the activator first, set the green in room thing to initially disabled.
  6. There are some beginner's tutorials on youtube involving nifskope and its various aspects. Just search something along the lines of "Fallout 3 Nifskope tutorial" EDIT: Found this one that shows you the basics of using nifskope in a FO3 oriented way, note that your weapons will be white and have no color which is okay. https://www.youtube.com/watch?v=FsiO98COIBo
  7. Unfortunately, there is no way to (easily) port new animations into Fallout 3 for weapon reloads. Fallout 3 has a set number of weapon reloads (A,B,C,D, ect.) hard coded into the game. To even add a new vegas animation would require some knowledge of coding and even if you could figure that out, you would completely replace one of the existing animations in the game. I have heard of sneaky ways of doing animations for weapons using idle animations, but I dont know how that would be done. When I replicated the Ranger Sequoia into Fallout 3 for my own personal use, to get the cylinder to work as it should, I used nifskope. I chopped out a 44. magnum reload cylinder with all the animations still attached and pasted it in place of the original ranger sequoia cylinder. The same can be done with FO3 weapons such as rifles or pistols.
  8. Hello everyone! I have recently finished up a quest mod that involves some pre-war technology, and a couple of lunatics. That is all I am currently able to give, I am looking for one or maybe 2 people to test this for me, as I can see if everything is correct before a public release. If you are interested comment and I'll PM You with details if your services are required! Thanks! JkKILER
  9. That's fine about not being able to apply it. I'm sure with pkleiss we can figure this out. Do you at least know how to open up the dialouge in the geck? Or would I need to completeley copy all dialouge outside of the geck and paste it into a document? The mod is pretty much done now, and while diolouge isnt completely necessary, It enhances any mod.
  10. I've recently finished a mod of mine that has 3 male NPC's with dialouge. I would like someone with a decent mic. and some experience with the geck as I have never tried anything with voice acting, and lip files and ect. So if anyone is interested please let me know, and I will send you the file! Thanks everyone!
  11. Okay thanks, I was able to figure it out!
  12. Hey everyone! Just wondering if anyone could help me out with this idea of mine. Without giving anything away, I am almost done with a nice quest. However, for the last part, i need to be able to shoot a shotgun in the air from a trigger. and I mean straight into the air, not at the ground Anyone have ideas?
  13. I actually tried something to this extent for the Ranger Sequoia earlier on. It turns out that you are unable to import any new animations for weapon reloading without overriding one of the ones already in the game. And the ones you see in the geck ( Reload A, Reload B, ect.) are hard coded into the game and I am not sure how to even overwrite them as coding is a mystery to me. But I was able to mess around with the 44magnum reload cylinder to fit the ranger sequoia's cylinder, replaced it, and used the magnum reload animation. ( I think it was Reload D) The end result actually looked pretty good. You could try to adapt something from Fallout 3 to fit the weapon you want.
  14. Hey all, Another scripting question here. How does the getdeadcount function get reset? For example, a script I made earlier today goes: Scn Blahblahblah Begin OnDeath If GetdeadCount CrFeralGhoul == 5 setstage BlahQuest 10 endif end I know how to reset the quest, but I want players to be able to restart the whole quest, and when they do, the stage doesnt advance because the getdeadcount wont reset and I cant find a way to make it do so. Anyone have a trick to do this?
  15. Hey all, I am looking to make a teleporter for a mod I am making. So when you play with FWE you get that nifty control panel under armors right? Well, I just want to make a simple one where when you equip it, A menu shows up with the two options: Teleport, and Do Nothing. I tried just attaching the following script to the item, But it just crashes the game. Any other ideas as to how the FWE creators did that menu thing? Script: Scn DTBTeleporterScript short button begin onequip player showmessage DTBTeleporterMessageMain endif end Begin GameMode If button == 0 player.moveto FloorTeleport Player.Unequipitem 0teleporter <the "armor" elseif button == 1 endif end EDIT:: To anyone who cares I figured out what was going on with it. If anyone finds this and wonders how the FWE people made their menus, contact me.
  16. No actually that does make sense. You just have the wrong texture being used under the Static Model of the chinese assault rifle. To fix it, Load up your geck with whatever is causing your texture change (a mod you are working on, base game, ect.) And go under the STATIC tab in the Geck. Then in there type in something along the lines of [1stpersonChineseAssaultRifle] Click on it, and Click EDIT. you'll see a list of textures followed by overriding ones. Find something labeled along the lines of [Magazine] and double click and find the texture set you have made for the chinese assault rifle's mag. If this doesnt make sense, I can prepare some pictures for you. Just PM me Sorry about the late reply on this......
  17. Well, it sounds like your first person static model hasnt been updated with your chinese assault rifle. Did you change anything about it, and now the new texture wont show when you equip it? Or did the texture just stop working all together?
  18. Honestly, Fallout 3 is my favorite game of all time. I love the way everything (non modded) feels. The struggle by humankind to recover from nuclear war always had me from square one. Even though NV was very fun for me to play, I just love the way fallout 3 is because doing things seem like much more of a struggle in it. FNV is really developed and while i love the setting and Vegas feel of it, FO3 still wins in my mind. That being said, FNV's DLC was some of the absolute best I have ever seen. I especially like Honest Hearts and Lonsome Road. And FNV did feel more like an RPG. Both are absoluteley amazing though. I recommend them to any video game person i meet.
  19. Ok thank you for your patience. The esp file in question is one that i have been working on for a very very long time. It was intended to be uploaded to the Fallout 3 Nexus when i had finished. I worked well over 2 months on this adventure, and was planning to release it when i had this problem that stopped the release. That is the reason why this file was in its own folder in the Data folder. Recently, like i said, i ran just the vanilla game with the pink scope problem happening. I dont think it is permission usage as i have never had that problem before. I might try the reinstall though. And i always use Archiveinvallidation. Ill send you the va0nilla save game i used for the test. Pm me an email where you would like it sent. Would this mean that the file is a no go? As in, would it corrupt others if it were posted online? I did remove the weapon that i believe caused it from the folders, geck, and game. I would hate to lose everything i worked on. Oh and i messed with the mesh first in blender by importing the Weap44magnumscoped, removing the scope by box selecting everything, then pressing delete, then i made the barrel longer and exported it into NIfskope, where i saved it as a .nif file and then proceeded to create a static model in the geck. Then i went and made the weapon. I deleted the static model, weapon, texture set, and mesh from everywhere in the Fallout 3 data folder. i still have the model saved as a .blend. Sorry about that repetitive ^ i just wanted to make sure i spoke right when i addressed you, my head is clearer now. Thank you tremendously for all your help! And i am sorry if i am repetitive.
  20. Ok so, Take all meshes (every last one in my meshes folder, and all my textures, (Every one in the textures folder), and send them to the desktop? sorry if i sound like an idiot, then run the game just to help me understand what the game uses as it's scope? I thought the game used items from it's BSA to run the vanilla game. So i wasnt able to understand how my deleting a scope from a 44 magnum would make every scope pink. Does the game use Scope01 (Found in the geck earlier this week with a pink screen covering the lens of the scope in the little preview window you can use ) for every scope? Including mods? Secondly i deleted the file that i believe caused the problem from the floder where it was used (BethesdaSoftworks/data/meshes/Modfolder/weapons/magnum: Does this count as isolation? ) because i panicked. I also think i deleted it from in the geck too where it had it's pathing ect. I still have the .blend version of it in a folder not within the Bethesda Softworks folder. So, for an idiot, could you explain to me what i should do? Do i need to re-edit the .blend version? Should i edit the mod so the weapon in question no longer exists? Should i re-export the weapon and then isolate it? Because i thought that what i did was isolation already. BethesdaSoftworks/data/meshes/Modfolder/weapons/magnum The file was 44longbarellnoscope Oh and if i was to remove all meshes from the BethesdaSoftworks/data/meshes folder, would that fix the problem? Because i ran just vanilla game and still had the pink Thank you beyond what i can say through text for taking the time to help me through this process! Seriously Kudos if you can simplify your answer just a bit more. Because i am a person who can only learn by understanding basic stuff. Thanks!
  21. Bump: Anyone have anything for me?
  22. Ok nope, still pink screens when scoping in. I even unchecked all mods and just ran the base game and the scope on the sniper rifle and magnum were pink. I must have done something like deleted a scope or something. Any other suggestions for me? Anything at all is appreciated!
  23. Yes i am using archive. And i never had a problem with this list before. I dont know why, but like I said, when i deleted a scope mesh from blender, exported it into the game files, suddenly every scope from the base game and different mods is gone and replaced with a pink screen. I have even tried running the game without the problem mod. The pink screen still appears! I am seriously confused, but ill try your order suggestions and get back to you. -Edit, after looking at that list i first uploaded, i realized that that is incorrect. I will re-edit that.
  24. I recently used blender for the first time. In it, i messed with the magnum and deleted the scope and lens from the original. Now, every time I scope in a weapon (Even from different mods,) there is this annoying pink screen popping up instead of a scope reticle. I cant seem to comprehend how deleting a lens from one weapon makes every weapon's scope dissapear. All i did in the GECK was uncheck the "Has scope box" and I included my new mesh instead. Can anyone seriously help me? I am really getting worried about what i might have done to cause this. Here's an active mod list fallout3.esm anchorage.esm thepitt.esm brokensteel.esm pointlookout.esm zeta.esm craft.esm calibr.esm fo3 wanderers edition - main file.esm enhanced weather - rain and snow.esm galaxynewsradio100[m].esp galaxynewsradio80[m].esp personalvertibird.esp galaxynewsradio60[m].esp galaxynewsradio40[m].esp galaxynewsradio20[m].esp regulators.esp zl-svd.esp zl-svd-calibr.esp pistolsenhanced.esp minihideout.esp fo3 wanderers edition - main file.esp fo3 wanderers edition - dlc anchorage.esp fo3 wanderers edition - dlc broken steel.esp fo3 wanderers edition - dlc mothership zeta.esp fo3 wanderers edition - dlc point lookout.esp fo3 wanderers edition - dlc the pitt.esp fo3 wanderers edition - optional restore tracers.esp fo3 wanderers edition - optional restore tracers (automatics only).esp zombie apocalypse.esp enhanced weather - rain and snow in fallout.esp enhanced weather - radioactive rain and snow plugin.esp enhanced weather - weather sounds in interiors.esp enhanced weather - sneak bonus during storms.esp enhanced weather - reboot.esp (And the mod where i made the adjustment) - overpasshome.esp
  25. I would have to agree with AlbinoPolarBear - I always wanted to learn to mod this game after playing it first on the Xbox360. When I bought it for the PC, All i wanted to do was learn to mod. But it was a long time before I felt confident enough with the Geck/Nifskope/Gimp. Youtube, my friend, is the way I learned to do most everything i know in the Geck. As for the harder things like scripting, A youtuber, Seddon44 or something like that now makes scripting request videos. I learned from him and by simply looking at scripts from other mods, base game, Ect. Now, I feel extremely confident with progams like the Gimp and the Geck. Never got into meshing though. So my advice is, look on Youtube for something you want to do. Something small scale. Oh and if you cant add your "hyerbreeder clone with a remesh" through the console, simply put it in a box or something in the Geck. There are videos on Youtube for simple things like that too. And if you ever have a question, PM me. Ill try my best to answer them!
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