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Deleted2547005User

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Everything posted by Deleted2547005User

  1. All I did was remove the background. I can't draw.
  2. I've been really depressed lately, so I've been avoiding work on the ponies. I do have some new stuff, but not as much as I should have gotten done. My other project crashed and burning in the GECK this morning so it's back to the ponies. This is Chrysalis' perk icon, Flickr removed the transparency, so the white is where the transparency is. It's a background-less version of this: Dr. Love And the change log: 3.2b -Fixed spelling error regarding Ditzy Doo. It now is spelled with two o now. -Fixed misnamed Node in Rarity's tail. -Updated the naming convention and organized the headers of the models. -Updated Bi-Tangents on all of the models to fix bad normal mapping. -Updated the naming convention for the mod's assets and internal record names. -Added Nyx, Milky Way, Nightmare Moon, and Littlepip
  3. I was working on a large project to optimize New Vegas/Fallout 3 when I ran into something strange. I was using the search and replace feature to replace 5 Donation Boxes in a Quarry Junction shack to a Metal Box to remove the old Fallout 3 record that was being referenced. When the little window pops up, it'll show the object selected and then the next object alphabetically to replace it with. This object happen to be DoNotCreateNewIngredientsWeArentUsingThemInFallout. It was an Ingredient record, a record type from Oblivion that wasn't used in the game. I've known about this for a while, but I was under the assumption that the GECK would ignore objects of this record. Guess not. I looked in the All section of the GECK's Object Window and lo and behold it is in the list, I was able to open it, modify it, and save it. Then I closed the plugin and the GECK and reopened the file to confirm the GECK had indeed made changes. Another surprise, a new record type appeared in the Items section of the Object Window. The field was blank, but when I clicked on the tiny sliver, it displayed all of the Ingredients. Turns out the GECK can edit/make, and even place these objects in the game. To make the list of the hidden objects appear, any one of the records of that type must have a world model. The GECK can sort out these records by their world model, as they would appear in the BSA's file hierarchy. It tricks the GECK's porgraming into displaying them. I did the same to the other "hidden" record, Constructable Objects. Again, it appears in the GECK, only Constructable Objects are Skyrim's version of Recipes. Unlike Ingredients, Constructable Objects cannot be edited, double clicking on a record does nothing, but the right click will bring up the standard window. I took a Constructable Object from Skyrim and added it to my test file. The GECK will recognize that the objects the Skyrim Constructable Object references are missing or are invalid references, but still will not allow the record to be edited. Worse still, the GECK will save the records in a broken format, resembling that of a simplified Key, Book, or Misc Item instead of the format Skyrim has, and how the GECK actually reads the record. It's not a loss, Recipes are their equivalent, and compared to Constructable Objects, are much simpler to create. So I focused on Ingredients, I placed the one I made into the game, and it appeared in the game world. When picked up, it will appear in the aid section of the inventory. It also can be used like any other aid item, and it's affects will appear in the Status section. It can also be dropped like any other item. In the end, it's nothing more than a simplified Ingestible Item. It does not have a pickup and drop sound, no addiction field, it cannot be made a Medicine, and you cannot change it's value in the GECK, only in FNVEdit. I'm not sure how informative this will be to others, I thought I'd just share my findings. I apologize for the images, I had little time before work to crop the images, and when I get home, I would completely forget I found this out. I cannot attach my esp to this thread, so I've uploaded it here for folks - it does not contain the Skyrim Constructable Object I used to test the GECK. Unused Object ESP
  4. Oh my god I haven't posted in a while. I've been busy working on the models and adding ponies unnecessarily. Still need to make new models to replace one I never got permission to use or are just absolutely garbage, and of course paint them all. Also been looking for icons for the perks because the person working on them has become very busy, leaving me to find some temps until he can return fully. I have two for Celestia and Luna, and the images were authored by one of the most popular folks in the fandom: Egophilliac, the creator of Moonstuck. She(?) gave me permission to use the following: http://th05.deviantart.net/fs71/PRE/f/2012/162/4/8/sunshine_in_her_smile_by_egophiliac-d5321ko.png http://th01.deviantart.net/fs70/PRE/f/2012/128/d/d/stars_in_her_eyes_by_egophiliac-d4yylwh.png The Luna one looks good in game, but Celestia's is too bright and gives off a fake glare. Will work on them.
  5. Double click on the line under SHADER_DEFAULT. It'll display a little window of the shader options.
  6. "I do now." If you don't get it, then you are sane, normal person.
  7. You've won http://static1.gamespot.com/uploads/original/86/864176/2559881-nathan_explosion_nothing.png
  8. If you can tell me who this is, you get.... NOTHING!!!!!
  9. http://fc07.deviantart.net/fs70/f/2012/256/f/e/obey_molestia_by_omolonuem-d5db3in.png
  10. I released the next version for the testers. This version has all of the perks for the ponies. It includes: 3.0b -Fixed the normal map on Chrysalis' horn. It was super shiny. -Added code to force the ponies to holster their weapons when told to wait. -Removed unused records. Again. -Changed Level for Freindship Is Magic perk to 26. -Removed dirty edits from the file. -Added check to prevent the iNumberOfPoniesPlayerHas variable from begin bumped an integer when replacing dead ponies. -Added check to give the ponies their special ammo when they lose it. Quest Flag does not work on ammo, allowing it to be removed when switched out. Also added check to remove extra ammo over 5. -Fixed stilted player prompt when confirming they do want another pony with Bon Bon and Applejack. -Fixed a code loophole that would occur if the player selected Nevermind in the pony selection screen when they were attempting to replace or summon the second pony. After selecting Nevermind, talking to the first pony and telling them the player wants to switch them would trick the script into summoning another pony instead of switching the one you were talking to. Afterward, the script worked normally, but the second pony was stuck in the first slot, instead of the second. -Removed all of the pony armor from the Armor Formlists to prevent the player from getting them when changing race. -Prevented switching ponies when the player or the pony in question is in combat. -Prevented the startup message from displaying while the player is in combat. -Added a three day wait between switching ponies. The player can only switch the pony if they have been in the party for three days. -Added a check to limit the startup message options. If the player is a pony when the startup message appears, the "I wish to become a pony." and "Both!" option are disabled. -Added Perks. -Added a check to the ponies to remove weapons from another pony in their inventory and add theirs if it had been moved by the switching script. The weapons are currently broken, and their quest item status is not being recognized by the game. 3.1b -Corrected spelling on switching confirmation dialogue for Fiddlesticks. -Temporarily removed the outfits for Chrysalis and Molestia from their inventories. 3.2b -Added check to prevent the iPlayerHasGenericPony from going over or under it's limit, breaking the count and the Power Of Friendship Perk.
  11. The monster will be handicapped if summoned frenzy, implying that Trixie hurt it during the summoning and is way it is frenzied. The only thing I can't do to it is change it's attack damage, there is no function to change it, so all I can do is kill it's combat skill to make things less of a pain.
  12. This image was too adorable to pass up. It's not the best image, I was waiting for the shader effects to occur at a different angle and noticed this, so I swung the camera around and took this. Ignore that Luna's face is obscured by her mane, or the clipping in Vinyl's leg, or her weapon hiding her face. Or the dude vanishing into thin air. That was all intentional. Nailed it. Trixie's perk is done, after much trial and error. When your health drops below 30% in combat, she'll summon a creature to help, because she needs to show off how good she is. Downside you ask? There's a 5% chance it'll be summoned frenzied, making it another opponent. Trixie's nothing more than a b-tier showpony. After combat is finished, the creature disappears in a magical effect (nothing more than the Alien Disintegration effect), and is moved away and set to be deleted by the game. Thinking about adding a magical effect as the creature appears. It's the forth of July, and I'm slightly drunk. I still have all of my fingers!
  13. There is no downside using the CFF method, just backup your program before you fiddle with it. The GECK is a buggy piece of crap, it always crashes if you mess with Navmeshes or Landscape. It wasn't designed with the sturdiness of the game's dev-kit. It doesn't save any bugs or glitches into your mod, it just likes crashing. It'll even crash while saving, but save your file without error (sometimes, most of the time it doesn't save it, but never has saved it with errors). Making it 4GB aware does a lot for it, it'll last longer without crashing, as it sucks up a lot of memory just loading itself and the files. Make sure you get the Powerup for the GECK, you can't go wrong, especially if you plan on scripting.
  14. I did stuff tonight. -Removed all of the pony armor from the Armor Formlists to prevent the player from getting them when changing race. -Prevented switching ponies when the player or the pony in question is in combat. -Prevented the startup message from displaying while the player is in combat. -Added a three day wait between switching ponies. The player can only switch the pony if they have been in the party for three days. -Added a check to limit the startup message options. If the player is a pony when the startup message appears, the "I wish to become a pony." and "Both!" option are disabled.
  15. There is nowhere to get the mod. For news about the new one, go here: http://forums.nexusmods.com/index.php?/topic/1735605-my-little-anthro-ponies/
  16. Another update for the next version release. You've seen some of this before. 3.0b -Fixed the normal map on Chrysalis' horn. It was super shiny. -Added code to force the ponies to holster their weapons when told to wait. -Removed unused records. Again. -Changed Level for Freindship Is Magic perk to 26. -Removed dirty edits from the file. -Added check to prevent the iNumberOfPoniesPlayerHas variable from begin bumped an integer when replacing dead ponies. -Added check to give the ponies their special ammo when they lose it. Quest Flag does not work on ammo, allowing it to be removed when switched out. Also added check to remove extra ammo over 5. -Fixed stilted player prompt when confirming they do want another pony with Bon Bon and Applejack. -Fixed a code loophole that would occur if the player selected Nevermind in the pony selection screen when they were attempting to replace or summon the second pony. After selecting Nevermind, talking to the first pony and telling them the player wants to switch them would trick the script into summoning another pony instead of switching the one you were talking. Afterward, the script worked normally, but the second pony was stuck in the first slot, instead of the second.
  17. I'm full of weird Fallout info, most of it learned from doing the impossible, like merging both Fallout 3 and New Vegas together, making Ponies for Fallout, and a rideable horse. These things bring about the most obscure things. I don't hang around anywhere, I just see something like Prodlimen's question and go, "That sounds f***ing hard, impossible, and impractical. Let's do it." You can it me up in a PM if you are looking to brainstorm for Fallout, or look for an answer to a problem in fallout modding. I'm not much of conversationalist on general (non-fallout) things though.
  18. I just did it using FNVedit. The process is a little complicated, but it's doable. -First, load just FalloutNV.esm into the program and then deep copy override the worldspace in question into a new file. -Once it's finished, took me only 3 seconds, go into the header and delete the new file's masters so it is empty. Save it and close the program. -Reopen the program and only load the new file you created. It will not load FalloutNV.esm if you did the previous steps right. -Right click on the file and select renumber formIDs. You MUST use a hex number of 20000 or higher in the message box that comes up, or else the following steps will not work. -Once it's renumbered them, including updating records that reference each other, go into the file's header and add FalloutNV.esm as it's master again. Save and exit. -Reopen the new file, this time it'll load the master file, and inject all of the records into the master file. Ignore that, we'll be fixing that next. -Right click on the file and go to Apply Script. Find and run the Change load order of FromID. Type in 01 into the message box and it'll renumber them again so they are not injected into the master file. -Save and load into the GECK. It'll work as normal. Some issues: Doors in the worldspace that are linked to other doors in cells or worldspaces will still be linked to those doors, but they won't be linked back into the new worldspace. Because FNVEdit didn't remove the editorIDs, the GECK will sling out Duplicate ID errors. And of course, this comes from the normal pitfalls of duplicating cells in the GECK. If you want to remove EditorIDs in mass, just make a new script in FNVEdit and use this: unit UserScript; var DeletedCount: integer; Sig: string; function Process(e: IInterface): integer; begin Result := 0; Sig := Signature(e); RemoveElement(e, 'EDID'); Inc(DeletedCount); end; end.
  19. I've been rather busy lately, working on several different projects. Mostly, I've been preoccupied with building a merged Fallout 3/New Vegas. I've tried TTW, but it's not the same as it was here on the nexus. I don't like it's implementation, it's like someone took a cleaver to Fallout. I've decided to do my own thing, I can do it, done it before. It's slow and difficult, but it's fun. The other thing is helping make a rideable Horse for Fallout. We went down another development string today, and it looks much more promising than before. I've also been attempting my first real modelling project and making a horse. I've gotten pretty far, but all I've done is test and practicing techniques on how to make the thing. The ponies have been shelved for two weeks. I lost my drive to work on them after the rideable horse idea came up, and the process to merging the games together started. My to do list is pretty large, most if it is model and texture work now. The plugin file is for the most part fully functioning, it still has a few features to add. I'll post the list so folks have an idea of what I have to do. I'll return to the ponies tonight, starting with an update here. I finished my end of the rideable horse idea - I have to wait until the others put their stuff together. I've stopped at a returnable place in merging the games together. I can start up on the ponies again. Here's what needs to be done: -Setup conditions to prevent pony switching during combat. Also add this condition to the initializing script and master item menu buttons. - You can currently change ponies, change your race, and get popups in the middle of combat. -Move up the switching wings to the top of the combat dialogue list. - It's currently at the bottom, below Let's Go. -Find some way to prevent the player from becoming a race of a follower. - I've prevented the player from summoning a follower of the same race as them, so it make sense to do it backwards. When you change you race into one of your followers, that follower will be disabled and return to their stable. You'll be forced to summon replacement. -Add eye smoke to Trixie's Alicorn Amulet outfit. - I have the eye texture, but when the outfit is worn, it just makes her look super stoned. Adding eye smoke should make her look evil, not high. -Create World objects for all of the Pony Armor. - They have no world objects, meaning if you drop them they'll disappear forever. Need to make non-rigged, collision added models for each and every one. -Redo the rigging on Trixie's Outfits. - The shoulders on the coat are not rigged heavy enough to the upper arms, allowing her shoulders to poke through them. -Add the Pony Armor to the inventories of ponies after they are fixed. They need to have quest tags removed. - The crowns and collars are what I'm talking about. -Redo all of the body textures. - I've gotten to a point where the textures are vastly differing between the first ponies made to the newest ones. They all need to be conforming. -Give the head a proper normal map. - My last attempt failed horribly. Depending on my skills, this one might never be done. -Fix the gap between the head and body. - I morphed the heads to the Type 6 model I was given, exacting. The human head slightly clips into the body to prevent gaps with armors. I need to do the same. -Redo, from scratch - and using the current models - Sunset's and Vinyl's Mane and Tail, Octavia's mane, and Vinyl's Headphones. - The gmod versions of these models are complete, utter garbage when it comes to topology. They have to be scrapped to make them easier to work with later. I never received permission to use Sunset's model, so I have to redo them. I've only gotten her mane done. -Make Octavia's tail show accurate. - It's just a copy of Fluttershy's right now. That's how it was in the Gmod pack. -Redo Faust's Mane and Tail, they look horrible to be honest and I can do a better job. - The ends of mane and tail and her bangs are horrible looking. Might have to redo from scratch. -Make Luna's Celestial Mane and Tail more complex. Add an inner, smaller mesh of the object, make it's texture solid, then make the outer one transparent. - Right now, you can look through their hair model, seeing their bold head. -Add Perks. - Almost done with this, I've left the complicated ones for last. -Add a system to track the ponies in Casino's. - I don't want to edit vanilla scripts, so I'll have to do may own. -Readd the Goodbye Topic. - I removed it thinking Let's Go was good enough to exit dialogue. It is, only when they are hired. If fired, you can talk to them and get stuck in a conversation with the only way to exit is to rehire them. -Set the correct numbers for the dead counts on message boxes. Update switching script to not display empty message boxes. - Right now, the message boxes display all 65 ponies. There are only 21. Might use temp message boxes so there aren't message boxes with one pony and back or next buttons to get to the rest. -Lock out all ponies not in the mod so they do not appear in the message boxes. - Don't want to spoil who I planned to add in future updates. -Add message when all ponies are dead. - Need to make the player feel like a turd for getting all of the ponies killed. -Have a 72 hour wait timer to switch ponies. - You can change ponies over and over again. It should be limited so the player can't abuse the perk system. -Add a dummy mesh for the mouth on all non-unicorn ponies. - The game explodes if you delete the mouth object from the races. It's been purposed for horns. -Add DLC support for the mod. All in one, or none at all. Rarity's Ammo perk for one. - Will have to add scripts to fire ponies so not to abuse them in no-follower area DLCs. Also add DLC content to a few perks that they should expand into.
  20. I did, but that was a long time ago. I haven't posted anything there in ages. It was back when I just got into the fandom and had no idea what I was going to get out of it.
  21. I'm not adding any creatures to the pony mod except an Ursa Minor and Ursa Major for Trixie's perk, and only with Honest Hearts loaded. It does involve the Horse, and it does work now, still trying to make it work like the Oblivion/Skyrim horse, if possible, then I can look into modellers and animators. Not giving up my hopes on it. That was a long time ago, and everyone who asked to join took off with the files. Learned that the hard way, now I do all my own testing.
  22. I always make muffins in a batch of twelve in those baking trays. Why make two at a time? I've been adding... a creature I've always wanted to Fallout. I've finally accomplished it, despite naysayers and numerous setbacks. I promise to get back to work on the bipedal horses. Changelog so far for 3.0b -Fixed the normal map on Chrysalis' horn. It was super shiny. -Added code to force the ponies to holster their weapons when told to wait. -Removed unused records. Again. -Changed Level for Friendship Is Magic perk to 26. -Removed dirty edits from the file. -Added check to prevent the iNumberOfPoniesPlayerHas variable from begin bumped an integer when replacing dead ponies. -Added check to give the ponies their special ammo when they lose it. Quest Flag does not work on ammo, allowing it to be removed when switched out. Also added check to remove extra ammo over 5. -Fixed stilted player prompt when confirming they do want another pony with Bon Bon.
  23. It refers to the size of creature, whether she summons a gecko or a deathclaw.
  24. Begin OnHit CastImmediateOnSelf.(the object effect) End I think for ammo it's an OnHit block, but could be ScriptEffectStart - but I think it is the OnHit.
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