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Jeux

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Everything posted by Jeux

  1. Sorry to bump, I usually don't do so.... Any help here?
  2. Hey all, Looking for this or any similar exotic fantasy creatures/armors. http://static.fallout3nexus.com/downloads/images/10779-2-1282823302.jpg Found in The Librarian- Orions Gate user images. If this can't be found, can someone refer me to any oblivion, FO3, or NV creatures or armor skins that are of the same theme and quality?
  3. I'll be studying this for the next few days...hope I get it right.
  4. You must first make a new Texture Set. Then, make a Land Texture using that texture set. You can drag and drop grasses from the Grass section of the object window into the Land Texture window. When go into landscape editing mode in the render window, you should be able to find your new land texture there. Grass will show up in-game.
  5. if only ONE of your cells is causing the crash....try getting rid of what is in it? Something in there is error prone. Sorry for being so blunt and general. But that's the logical answer I have.
  6. I've never really messed with "Trees" too heavy, but I am starting to use them as of late. I wanted to retexture the leaf and bark texture for an example tree. However, thee is only a space to select the spt. file and the LEAF texture. No branches. Therefore, in-game, the tree takes the texture of whatever viewing angle the player is looking at it from (ground texture, etc). How can I apply the branch texture? I have the correct texture paths already set up.
  7. http://www.newvegasnexus.com/downloads/file.php?id=43037 not included, http://www.newvegasnexus.com/downloads/file.php?id=43135 Cheers.
  8. I "converted" from console to PC mid last year. You should join the party, it's sweet...you know, after you pay the hardware expenses.
  9. Skyrim is such a tease! But I'm content.
  10. ..... well then. First of all, you'll want to learn it in this order: 1.) Create a working NPC companion 2.) Learn how to voice dialogue with lip sync 3) Learn how to script a conversation 1) This will be the biggest chunk of learning, even if the companion will be only half of what the vanilla ones are feature-wise. First, you'll want to follow this guide for the basics: http://forums.bethsoft.com/topic/1011099-tutz-companionfollower-tutorial/ That shows how basic companions were (and still are) done for fallout 3. Fallout New Vegas, as you know, uses a menu script for the companions, a la companion wheel. If you want that for your companion, you'll have to copy the script code found on one of the vanilla companions. Understanding the companion wheel itself is a different ballgame (not hard, just not so straightforward) There's usually a 3-way relationship when creating a decent follower/companion: AI packages, a follower quest (dialogue AND quest script), and the NPC's script. All three of these usually work hand in hand, at least that's how Obsidian did things. Study Cass or Boone. 2) GECK allows you to assign sound files to lines of dialogue in your "dialogue" or "follower" quest. It is straightforward, and if you don't know how to do it you should head over to the GECK wiki for review. Lip syncing, however, is a different story. You want the mouth to move along with the words? Download an early version of the Construction Set for Oblivion. It doesn't need the game to serve this purpose. The CS (early version) has the lip sync function necessary for fallout mods to have it. Use the CS function in the dialogue box to generate the files (one by one.... :sleep:) based on your sound files. Then, with both the sound file and lip file, assign to lines of dialogue in the GECK. 3) You know this requires a bit of scripting knowledge, right? You can either do timed sequences or something like chained SayToDone functions to get the NPCs or companions talking back and forth. I'm sure other Nexus members have better and more detailed suggestions here, so hopefully someone will post after me and correct me on anything I've stated incorrectly thus far. Cheers.
  11. PaladinRider, that's always an option. My first thought, really. But the mod I'm creating demands quite a few scripted sequences, so making movie files for all those parts would be inefficient when considering the file size in the end. But yes, this method would ensure that it happens the same way for everyone, every time. That's what worries me about taking the former approach. There could be certain mods installed that interfere with the scripted behaviors set to happen. Perhaps bad navmeshing, bad coding, or incorrect player positioning could mess it up, too. There's a number of things that could go wrong with it. I made a test "cutscene" last night. The fundamental goal was accomplished, but, of course, not without a number of faults. I had scripted one of my GIANT elephant creature to activate and travel to an x marker after the player walks into a trigger and does all the stuff I mentioned in the first post. After the creature travels, mercs spawn on some other side of the cell and assault the creature (natural AI instinct). The elephant creature kills the mercs, then the script checks to see if the mercs are dead before returning the player to origin and enabling controls. The biggest flaw was timing, as I predicted. Everything was a bit off and awkward....sort of like my grade school acting in plays. Same could be said about the imagespace modifiers' ques. The movement of the giant beast was actually fluid though, and the mercs died one by one naturally...it all just felt too synthetic. The numerous timer scripts chained together just didn't fit well. Sure, I could take the time to play with the GetSecondsPassed numbers till everything happens on cue, but that isn't very ideal for me, given the number of scripts I'll have to produce like this. Wish there was another way....wish the GECK handled thing like this better.
  12. Do you have any suggestions to improve upon this concept?
  13. Regarding your ESF idea....it is unique to you. If you can implement it into New Vegas the right way, and it is quality work, a good number of players will like it regardless. So don't mod solely on the though of if players will like it. Leave that for actual game developers sitting in the studios :tongue: Mod what you love, what you want in your game, You miss the essential point of modding if otherwise.
  14. I was thinking of ways for the player to engage in fake "cutscenes" like with other games. Not cinematic ones, obviously, but just certain portions of a quest when the player triggers a sequence. A moment when the player will become detached from the courier observe something else. I was pondering on how one could achieve this, and here are some ideas I came up with: 0) Player walks into trigger (begins script). 1) Disable most player controls (forces first person, holster weapon) 2) Either a fade to black or fade to white animated Imagespace Modifier. 3) Move player to the "viewpoint" marker (xmarkerheading) for a cinematic perspective. Like a slanted overhead rock, or the sort. 4) Imagespace Modifier to fade in from black or white 5) Activate your scripted sequence. NPC(s) talking, rocks falling, NPC shootout, monster(s) appearing....whatever you want to happen that is in the player's new view. 6) (Optional) Move the player to a different viewpoint during the scripted sequence. 7) When scripted sequence is over, fade to black or white 8) Move player to trigger. 9) Fade in from black or white. 10) Enable player controls. 11) Set whatever control variable you have to a false condition, so the trigger won't happen again. As routine. The first thing that comes to mind would be how a Halo cinematic is after completing an objective. The Chief usually puts his weapon away and the screen fades to black, then a movie plays. What if one could do the same thing, but move the "camera" aka the player to a new viewpoint and play your "movie" aka scripted sequence? I know it won't be as immersing, but it is still worth a try. All of this is purely conceptual. I'm only sharing my thoughts here so I can get feedback from other mod authors. What would be the best approach? The biggest issue would be "timing" all of those events and commands in a fluent fashion. Example being the doctor script where the doctor npc plays an animation on a certain time as the imagespace modifier is applied, then done again to fade back. Another thought would be Fallout 3, where Elder Lyons and the Brotherhood gang at the Citadel talk in the main bunker area as the player approaches, and their "sayto" commands are scripted timely. I'd like to take all of this to the next level. Feel free to correct me on as much as you can, for like I said, this is all conceptual. Thanks.
  15. I wish you the best! Here's a few quick tips: Best in your interest not to edit the NVWasteland landscape in any way or form. Not saying you intended to do so, just throwing that in there. If you're going for a more militaristic encampment, make an OPAL of statics you favor in some NCR encampments like Camp Golf, or even the Ranger Stations. If you want something with a little more "flash", use some enclave or mothership zeta assets in combination with the military themed assets. Your style, your call. It's generally understood you start your layout with the big, "landmark" statics like tents, barricades, fences, roads, or office buildings to get started. With your layout set, it will be much easier to start adding the more exciting details. I usually find custom OPALs extremely helpful when cluttering, but that's just me. Save NPCs, story, dialogue, etc for last. That's all of my **30 second ideas** Apologies if you already knew all this, you did say amateur modding skills. Cheers.
  16. Thought you said your computer was blown or something.
  17. I'm also stumped on this. Having to create a data folder solely for LODs alongside my main bsa file for packaging isn't very convenient. Both the mod author and the mod user must roll through that burden if done that way.
  18. Currently building an underwater city, but I can't release screens of that atm since another team member would prefer not to right now. But it is looking very Rapture-like :thumbsup: thanks for the props.
  19. More of Oleavo Grove. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-2620-46-05-12.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-2620-48-11-89.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/OleavoScenicSpot.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/OleavoPond.jpg
  20. I'm also currently creating a cyberpunk city for my mod. The first thing you would want to do is decide if you want to use custom assets or "creatively" combine or retexture vanilla assets. For me, my team put together a wide variety of transparent signs to plop all over the place. All original work. Same goes for buildings. If you have the modelling skills, go for it. If not, but have the retexturing skills, try redoing the FO3 buildings in your bsa and add an environmental map to get that nice reflection off your structures. Once you have the essentials like signs, buildings, street props and consoles, etc, start cluttering in your favorite cyberpunk structure. I even have scripted flying pods cycling through my airways. Between Mothership Zeta and OWB assets, you should have enough resources to make some creative things while also having an origninal look. Oh, and weather and climate. Ambiance and color tone has a bigger impact on the environments one creates than one may realize! I'm saying all this not in the tutorial manner but just as a suggestion. Hope you can make something good!
  21. The "GECK Webiste" was built with FO3 in mind. Still, there are few differences between FO3 and FNV. Even the tutorial pieces for the "build your first vault" tutorial can be found in your FNV bsa, so you have all the assets to follow the tutorials step by step. I suggest you just take a deep breath, have some patience, and read through the tuts again. Isn't hard. Just put in the effort. That website is a great resource.
  22. I find this very creative! Good effort, it is really nice. My only complaint....perhaps too long? Shorten it a bit? Imagine that players will be going back and fourth between the wastelands...having that video should be a nice touch, not an annoying hindrance. I don't mind the concept images though. Nice one.
  23. Update: Oleavo Grove, forest area. Think we nailed the design objective. There's a good number of people putting a lot of effort behind this mod. Any ideas/critique/support is appreciated. More screens to come. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-1919-14-12-64.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-1919-19-08-31.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-1919-16-51-92.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FalloutNV2011-12-1919-15-25-85.jpg
  24. My first thought: In the dialogue, do you have the "GetIsID" condition set to your vendor on all of your prompts?
  25. Thank you for being polite. Though you really should search these kinds of matters, there are countless threads relating to yours. Plain and simple, you CANNOT bring vanilla meshes and textures that are exclusive to Fallout 3 into Fallout New Vegas. Notice how I said "exclusively", for there are a wide variety of recycled assets that were used in FNV from FO3. You only asked about vanilla content, so there's no point touching on modded content based off of fallout 3 assets (porting clothing and armors to NV, for example). If interested, there are plenty of tutorials explaining how to do so. You just have to look. Finally, like I said earlier, a large selection of meshes used in FO3 can be found in the FNV bsa's if you just browse it (BSA Browser via a Mod Manager). Cheers.
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