-
Posts
169 -
Joined
-
Last visited
Everything posted by BulletSix
-
Shooting Range / Target practice
BulletSix replied to BulletSix's topic in Fallout New Vegas's Discussion
again a big THANK YOU :) i put the perk adding/removing on an activator at the door of the range along with initially disabling and moving to the passive ref for every item (they spawned in the range sometimes) and now it works :) At first i had some problems if i loaded the game, used the range, left the house and came back. The ghouls were "warping" to the side, leaving the room on the third "hop" and weren´t seen again. Giving the ghoul a "guard"-A.I.-package to guard their reference point solved this. Making them immobile solved the problem of attacking me ^^ This may be obvious but it wasn`t for me *g* Now i only need to leave my companions in the main room ... my range, my rules, my targets. -
Shooting Range / Target practice
BulletSix replied to BulletSix's topic in Fallout New Vegas's Discussion
thanks again :) if i put "activate" above the toggles, it works ... now is there a way to have a leveled creature that yields no (or one) xp when killed? i copied a creature entry for a feral ghoul, set it to leveled (because of damage-calculations and tryouts), so no altering the default "ghoulic experience" ;) ... but this one shouldn`t yield any ... -
Shooting Range / Target practice
BulletSix replied to BulletSix's topic in Fallout New Vegas's Discussion
hmm ... i`ll may have to play Zeta sometime *g* anyhow, i got it to work (after i nav-meshed the rooms *g*), now only the switch doesn`t visually change. It does what it should, spawn, de-spawn but it doesn`t go on and off .... as for the light, thanks for the link, maybe i couple the light to the target ... definitely helpful :) -
Shooting Range / Target practice
BulletSix replied to BulletSix's topic in Fallout New Vegas's Discussion
Thanks Aragron, this was exactly the answer i was hoping for :) Another question: would this in principle work with lightsources, too? Edit: Name corrected :) seems Lord of the Rings is somewhat hardwired to my brain :laugh: -
Hiya :) here`s what came to my mind: I want to have a button on one point in the room, that spawns an NPC in another point of the room. That NPC has to stand there and do nothing, just being an human target vor VATS and "first person". Creating the NPC per se won`t be a problem, methinks, but i want it to spawn/de-spawn (either the NPC or his remains) on the press of a button. So how could a script look like that spawns/de-spawns an object (e.g. glass flask for target practice) and/or an NPC or creature? thanks in advance :)
-
sorry, i didn`t try to import .obj-files with nifskope, but maybe i can help you with obj-Blender->nif-Nifskope->game-nif ... drop me aPM if you`re interested
-
Aim Down Sights for custom weapons
BulletSix replied to ivenoname's topic in Fallout New Vegas's Mod Troubleshooting
name the new node (the one you copied) "##SightingNode" (without the quotes) and it should work. the exact naming is important. If you can`t get it to work, you can send me a PM with the file and i`ll check, maybe i have better luck. -
wow, this will help :) Thanks!
-
hiya :) so here`s what i did: I copied some nifstrips to a existing nif, therefore creating a new weapon, off of the chniese AR that is in the files of New Vegas. +Looking good in nifskope, +looking good in the GECK +looking good ingame -BUT no animations :( after some swearing i looked at another .nif that is actually in the game and recognized, that the node names are different (Magazine becomes clip, lever becomes handle, something like that) Therefore i renamed the nodes of the former chinese AR to match the ones in the game file. + GECK looks good + animations work + world model (if i drop the weapon) looks good - the magazine and the charging handle are displaced :wallbash: o_O :blink: has anyone an idea what happened (and how i can correct it)? Thanks in advance :) Edit: found it. it has something to do with the relation of the NiNode and its NiStrips (which both can be transformed seperately)
-
assuming i understand you correctly: the texture mapping is defined in the .nif file, so you`d have to "apply the texture map" in nifskope and save as new .nif otherwise you may very well change the texture but not the texture-mapping. "Applying the texture map" (which is the uv-map, right?) would either men to change the uv-mapping in a 3d-modeling software and copy the exported nifstrips to the new pipboy or esting the uv-map in nifskope itself. if my assumption from the beginning turns out to be wrong, ignore me :biggrin:
-
Help with stupid 3d modelling
BulletSix replied to therussiandong's topic in Fallout New Vegas's Discussion
send me a pm, i think i can help -
hmmm bethesda gives me a 500-error, so i`m posting here: just some things that come to my mind: mod sorting ( i am speaking of the load order ) game launcher and sorry if you don`t like FOMM, but i`d love to see TESSNIP again for NV ;) ... or is it possible to integrate it into NVCMU? another one: please make auto-updating optional per mod or in general
-
blender is most certainly only being used as a reference since its freeware, so no money or doubtful actions are needed to get a 3d-modeling program. Max and maya work fine too, if they have a nif-export or maybe you could go with obj and use blender to import the .obj and export the nif) As far as i know it is not possible to make new animantions for Fallout anyway. So all guns from FO3-mods did use the animantions of the core game. This is only interesting if you think about reloads, though. For firing a) the animations are mostly the same (a bolt/cover/slide going backwards and a hammer/trigger turning somewhat ... revolver drum(s) turn too, i know ;) ) and b) stored in the .nif. You can edit the distance or angle of movement of the various parts with nifskope later. Spec map ... no i don`t think so but normals are a definitive yes. Can`help you with the maya part, i am using blender ;) All that is to the best of my knowledge, which may be totally off, especially about the textures ;)
-
cool, thanks :) either some of the files i downloaded don`t hav working animations or not all of them can be handeled by this version, though ... anyhow, thanks for the link!
-
Hi there :) first: my game is still shipping so i can't try vanilla nifs atm, only the ones i got from the nexus second: the animation(s) do not seem to work in nifskope (via the slider at the top or the play-button). Nifs from FO3 do work. Is that a problem of the edited nifs or something that the next nifskope-release will fix? Or is there something that can be done until then?
-
first calm down, maybe your text will be easier to read if you write it then ;) second: it was the same way in FO3 (esp-dependancies weren`t recognized or saved), so sadly nothing new. Solution: - edit your esp as desired in the GECK - decide/write down/remember which .esp needs to be master of what - open your .esp with FO3edit or TESSNIP (from FOMM) and add the desired .esp as master there. This worked for me in FO3 countless times, i see no reason why it wouldn`t in FO:NV
-
Silenced Assualt Rifle? (Lily's Assault Carbine)
BulletSix replied to krills101's topic in Fallout New Vegas's Discussion
you could try to change the "1st person model object" entry to "none". All my created weapons in FO3 had that and worked fine ... (just an educated guess, though) -
porting, permission needed?
BulletSix replied to gryphgryphgryph's topic in Fallout New Vegas's Discussion
i agree. Since you don`t upload content someone else has created, but reference (and therefore credit) the original, there should be no hard feelings. But for ease of use you could ask the authoer for permission to re-pload his textures and models youst my 2 cts, though :) -
[WIP] The Load Order Sorting Tool
BulletSix replied to Argomirr's topic in Fallout New Vegas's Discussion
first: cool :) such a tool is very appreciated second: does this bypass the steam-launcher? (afaik that would solve problems with archive-invalidation and ini-edits ...) -
Congrats you two :) Don`t let the additional work suck the fun out of modding and Fallout ;)
-
afaik it hasn`t yet, so feel free to do it ;)
-
wow, coorscollector, you dug deep *g* in an nutshell: load your mod with the WMK as master into GECK put your weapons into the appropriate form-lists e.g. gun-with-silencer into the "with-silencer" list and the exact same variation of your gun without silencer into the "without-silencer" list [*] important: the list-index of the two has to match (because the script uses the list-index for swapping the guns) [*] best put your guns at the bottom of the list (in GECK: click the down button once and then use return) [*] load your mod after WMK and test [*] try with one gun first and only one variation first ;) if you want to play with more than one mod that adds to WMK (e.g. yours and mine) you have to make a merged patch with FO3 edit. There lies the main reason for putting your added guns to the bottom of the list: FO3edit only meges the formLists correctly if you the top items of the list are identical (no its not sufficient having only the first few entries identical ;) ) feel free to ask me or antistar (the WMK-creator) if you need further help/explanations or something :)
-
How do I get skins "shiny"/"glossy"/reflecting?
BulletSix replied to godlikeueber's topic in Fallout 3's Discussion
i think it was the alpha channel of the normal map .... but there are many people here that know more than me ;) -
hmm the direct link doesn`t work ... But i found it over the base side ... nice looking gun, definitely not something you see everyday :)