Jump to content

Jeux

Members
  • Posts

    242
  • Joined

  • Last visited

Everything posted by Jeux

  1. kudos to you man. Creative. I suggest you make your own version, too.
  2. Every time I look at the progression of this mod, and the talent behind it...I just start loosing faith in the quality of my own works. (complement) Keep up the good work, some of those environments are stunning and cleverly constructed.
  3. Update Screens from the Saiwei Beach. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/SaiweiBeach05.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/SaiweiBeach03.jpg
  4. Very nice, thanks for answering this. I did not think of this. Glad you pointed this out. So does that mean that my "underwater rocks" won't be worth the lod effort? Yup, I figured out that much when I actually attempted the process. The folder was created for me. I thank you for the offer, but my addon is quite large. I'm sure that if I try the process again, it will work. The issue with me was that I tried to make LODs out of objects that weren't meant to be LOD (and didn't have "visible when distant" check in the GECK for the origninal static mesh). One more question. Do you HAVE to provide LODs for EVERY static mesh in your worldspace? I had a worldspace with a wide variety of statics, and only wished to make the rocks LOD. But when I provided the necessary stuff and ran generation, I got errors saying that I had missing textures for some tree meshes...?
  5. Screens are looking VERY nice, few modders really pay attention to detail and make use of their environment in a unique way. You seem to have no trouble with that in your works. My only suggestion is this: Keep the loot to a minimum. One of the major gripes with the original AWOP was the amount of loot the player could find, and considering the facts that this is Dead Money AND it will be during the campaign quest, I would highly recommend you be reserved and clever in your consumable/ammo/weapon placements. Can't wait to see the final product!
  6. I personally don't think the NCR and Legion would EVER be in a joint agreement unless they both were in a desperate situation. Both are too greedy and power-hungry.
  7. OnTriggerEnter would be a better alternative IMO. Also, try to clean up the structuring of your conditional statements after that timer countdown. By first glance the nested ifs seem a bit unorganized....though i don't know what your script is mean to perform.
  8. It's pretty late on my end, and I'm tired, but I'll try to give you a quick answer. Gamemode will have the script running every frame, so the game will be checking the conditions constantly. OnActivate, in contrast, will only run the script when you click the switch. Not what you want. So create to blocktypes to get the best of both worlds. Also create a variable named something like control or DoOnce to keep the Gamemode block running ONLY AFTER the OnActivate stuff has been initiated. Set it == 0 at the top of your script. Have the OnActivate block set the DoOnce variable to 1 Have the Gamemode block contain everything else, with a condition at the start like "if DoOnce == 1" Once the conditions within the Gamemode have been satisfied and there is no more use for the script, set DoOnce == 2 Now, I'm going to go take a nap. Hope this helps a tiny bit.
  9. Ugh. I had written a detailed explanation on AI Packages, Global variables, conditions for the AI Packages, and result scripts in Quest dialogues....but when I hit post the Nexus Server went down for a sec. Annoying. Anyway just study this Fallout 3 tutorial. Pretty much the same thing. http://forums.bethsoft.com/index.php?/topic/1011099-tutz-companionfollower-tutorial/
  10. Would you like to do so via dialogue or Companion wheel? ...or both?
  11. It seems like I particularly have been running into a series of questions lately...this one concerning race and "face model" mods. I've usually been the one to avoid those types of mods for two reasons: 1.) They tend to overly-beautify NPCs in the Fallout setting 2.) I've had many other modders tell me that they can be problematic in stability factors But now I want to make a few NPCs for a mod of my own with "enhanced" facial features, and I'm more tempted than ever to try these kinds of mods out. My question is if I were to download such a mod and create NPCs for a quest mod of my own, then package the mod and release it for other players, would that change every NPC in the player's game? Do these mods replace the vanilla models for NPCs? Is there a workaround to where one could make a type3 kind of NPC, package them in a quest mod, and keep the rest of the NPCs normal? I just don't want to have any race or face model mods as dependencies for my mod, but it seems like I have no other choice if I wish to create unique-looking NPCs
  12. Furthermore, what if the object doesn't have an lod variant in-game? I just looked in the bsa and I don't see _lod files for the rocks of my choice, while other rocks do.
  13. You know, I'm usually ok with the LOD issue. I'm usually ok with "snaking" my worldspace designs. But now I have this desire to create open, green plains for my mod, and I can't do it. Tree and land LOD is one thing, but the thought of generating object LOD is still a scare for me. I want to set up the worldspace to be vast, surrounded by the NV underwater rock meshes, and the land is nothing but grass, few flora here n there and one or two trees. So if I wanted to set up the LOD for ONLY the Underwater Rock Canyon Nifs (Underwater Lake Rocks), what will it take? Is it even worth the effort? So from the looks of it, it goes like this: 1.) Extract desiredStatic.nif from bsa. Duplicate it and rename desiredStatic_lod.nif. Keep duplicate in same folder. 2.) Extract the base, normal and possible glowmap dds textures from bsa that correspond to desiredStatic.nif 3.) Convert the dds texture(s) to TGA 4.) Create a folder in the root directory of the game folder...like this: fallout new vegas\Textures TGA\(whatever directory path the original textures were in) 5.) Generate Objects in the GECK 6.) Take the newly generated textures from the Textres TGA folder and put them in the directory path of the original textures. 7.) ? 8.) Profit?
  14. Um, sure. I'll take you up on this offer. PM me. (Do you have any modding experience or skills, btw?)
  15. The problem here, Jojo, is that you just aren't getting the idea in your head. Unless you are willing to work through the legal "loopholes" (if any) and/or get permission to use such assets, it isn't worth the port. In this particular question of yours, nifs from Oblivion won't work with the Fallout engine because the "nodes" are setup differently (feel free to correct me on this...or elaborate more.) And from my perspective, it looks like you are quickly becoming one of the less favorable members on this forum. But then I gotta remember what you posted one time: "You don't care what other people think". Just chill out man.
  16. This is just strange. All I can say at this point is to just mimic what you see for the Glowing One creatures....ones that have that spell as an actor effect. There's got to be something that you're doing wrong.
  17. scn GlowingOneGlowSpellScript Begin ScriptEffectStart pms GlowingOneFXShader End
  18. You might have added it to the unarmed effect drop list for the creature. you gotta do it under the "Actor Effect" list. Check out the GlowingOne creature and script.
  19. How about giving the creature the actor effect GlowingOneGlowSpell? Not sure if this is the right approach, just a suggestion.
  20. Here are a few screens from the Jungle worldspace I mentioned earlier, named Venora Valley. Currently working on the Beach and Plains worldspaces.
  21. It pretty much will delete whatever additions or changes the plugin makes in that particular cell. Since it's just lighting, I'm sure you're good. Just know that TeSSnip can be the "short way out" when trying to cut modifications out of more complex plugins. Meaning you could run into problems. Finally, if that is the only cell your mod "modifies", then I would just cut the entire "GROUP (CELL)" in the root directory.
  22. Honestly, man...I'd just drop the subject, accept it, and move on. If you're SOOO bent on finding loopholes, go to another modding site with no restrictions on content copyrights.
  23. Do you know how weapons are made? If not, weapon models are pasted over the template setup of vanilla weapon models in Nifskope so that your weapon has the right nodes for the game. You also do this with your average static mesh for fallout if I am not mistaken. If I am, ignore this.
  24. How shameful....I've been using the GECK nonstop and I never knew about the f5 key re-rendering the window.
  25. Thank you very much. Being Lore-friendly is the least of my concerns with this mod. Hint: simulation. So I'm trying to be as varied and "magical" in my worldspaces as possible. Like I said, the Jungle worldspace is done. I'm currently messing around with what I could do with the Plains worldspace. Another reminder, really going for the whole Final Fantasy thing in these environment.
×
×
  • Create New...