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Everything posted by bnxus
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Hello folks. I’m looking for someone who can help me finding the texture file that belongs to the save indicator icon. I’m doing some recording of the cutscenes in Dark Souls 1 and it kind of bothers me having this icon blend in. For those who don’t know what I mean I uploaded this screenshot, it’s the flame animation in the top right corner. Thank you very much! Please help!
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Rename ESM files with FNVEdit
bnxus replied to bnxus's topic in Fallout New Vegas's Mod Troubleshooting
s#*!, that's good to know. I had no issues with that method yet. I don't quite get it why changing the name of the esm is that much of a problem. Isn't it just like a path to the file? What can go so wrong? -
Rename ESM files with FNVEdit
bnxus replied to bnxus's topic in Fallout New Vegas's Mod Troubleshooting
Well, but it does. I found my old New Vegas directory with an old version of xEdit in it and it worked flawlessly to simply rename the esm in the file header of the respective esp. I don't know why this feature is disabled on the latest version. -
Hey, I have just started to use FNVEdit again and I noticed that I can't rename the ESM file name that are linked in an ESPs file header. I can't find a solution to this. Any help would be welcome!
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Could this script work out? scn VFSKingGangMemberSCRIPT short DeathDay short CurrentDay int bDead begin OnDeath set DeathDay to GameDaysPassed set bDead to 1 end begin OnLoad if bDead == 1 && vStoryEventKings == 0 set CurrentDay to GameDaysPassed if ( CurrentDay - DeathDay ) >= 1 Resurrect ResetAI set bDead to 0 endif endif end EDIT: Yes, seems to work! :dance:
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Because it would make them respawn always, even if the player has wiped out the Kings in the King's Gambit quest... and I want them to stop respawning if it comes to this.
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Hi guys, I've got a little problem writing a script for the King Gang Members. What I'd like to accomplish is a script that makes the King Gang Members respawn after 7 days if they're dead. The conditions for them being resurrected after a week are the follwing: 1. They're dead 2. vStoryEventKings is 0 (if they got wiped out by the player during the 'King's Gambit' quest they shall no longer respawn). The main problem is that I don't know how to handle the GameDaysPassed part. Can somebody help me with this? Thanks in advance!
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That's probably this one: http://www.newvegasnexus.com/downloads/file.php?id=44711
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Hello! I have a very nasty problem: I noticed that the interior map of the Silver Rush has a nasty bug which avoids certain objects being shown on the ground. They seem to kind of fall through the ground of the map. Here are screenshots of what I actually mean... This is where they should be: http://img6.imagebanana.com/img/4cyl84au/enb2012_1_3_1_49_32.jpg And this is where they appear: http://img6.imagebanana.com/img/hs07gk8l/enb2012_1_3_1_49_29.jpg You can only see that by moving the camera in 3rd person mode on the ceiling. But after I noticed this I wanted to change that since it's really immersion-breaking when you realise that after the bomb explodes in the Silver Rush many destroyed things actually dont appear on the ground. Does someone have an idea how to fix that issue?
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Thanks to all of you! Previously I've tried to do it through the result box but it didn't work either. The clue was that it's not stage 105 being set but 120 after you finish the quest. Although the stage description said something different! Now I know how to acomplish my plans... so glad now :) Next update will benefit a lot since I finally know how to use scripts to enable references. You will be all well credited... and yeah, thanks again ;)
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Hello guys, currently I'm trying to accomplish a script which enables some NPCs on the map if a certain stage of a certain quest is done. To be more precisely: My endeavor is to create a script which enables a few NCR Troopers in Freeside if the player solved the quest 'King's Gambit' peacefully. With my limited skills I have written this script: scn NCRTrooperEnableSCRIPT BEGIN GameMode if getStage VMS29 == 105 NCRTrooperWranglerREF.enable; endif END But unfortunately this script doesn't work... VMS29 is the unique quest ID of 'King's Gambit' and 105 is the quest stage saying 'you've successfully mediated between the NCR and The Kings' If somebody could help me with this I would be extremely grateful and a special credit in my Freeside NPC Project MOD is guaranteed. Thanks in advance!
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Okay finally it works! :) Thank you very much, both of you! I was getting mad about this display failure...^^
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Some interior maps like the King's School of Impersonation arent displayed correctly and I don't know why or what to do to get rid of this problem: http://img6.imagebanana.com/img/c1g5kc8k/problem.jpg Can someone help me?
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I made my first recoloration and saved it with Pain.NET into DDS format. When I add the texture on the mesh in NifSkope everything looks fine but when I add it to the GECK I cant see the texture on the mesh or rather see only strange texture bugs. I dunno if I saved it the wrong way or in the wrong format but DDS Converter 2.1 doesnt work under Win 7 and Paint.NET is my only possibility to create .dds files at the moment. Here's what I mean: http://img7.imagebanana.com/img/z8ydr23w/bug.jpg :down: I hope somebody can help me! Thanks in advance.
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Thank you for the quick answer! That works! Sometimes it's very annoying to find a possible solution to a GECK issue, do you know a website where people can exchange and help each other effectively except here in the nexus forums? I'm looking for a newbie tutorial concerning scripts and how to use them... Whatever! Thanks for the help :)
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Yeah well the headlines says most of it: I have problems with putting a dead NPC on the map for he's standing upright like any other NPC except you can loot him and walk through him. I assume there's a way to position the limbs of an NPC on the map but I have no idea how! :( Can someone help me pls?
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Well in fact I didn't mean the Ghoul race but the feral ghouls from the Creatures section. For the 'normal' ghouls it would be quite simple to put some Legion armor into their inventory but for the feral ones you've got to use those 3D programs like Blender (and I have no idea how to use them). @huntsman: You say that it would last years to become a ghoul but I had the impression that those NCR ghouls in camp searchlight haven't took years to become ghoulified, have they? I dunno but if ABVXYzackattack would be able to create this MOD even with those 'normal' ghouls I'd very appreciate this for I like the idea! :)
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I've got a funny idea... what if the Legionaries at Cottonwood Cove became Ghouls too after a while? :) Isn't that odd, isn't it? The NCR Troopers in Searchlight became some so it would only be logical if the Legionaries do so either after you released the radioactive barrels. I have no idea about scripts but that probably would be a minor problem because I can learn that and so on plus I don't think this script would be too complicated. It just has to check if the legionaries are dead or if the lock on the container with the radioactive barrels is picked and maybe after three days disable the bodies if the player is not in the cell and then enable the Ghouls which are set be initally disabled. The real work would be to create Ghouls with Legion armor but if someone knows HOW to do this I don't think it is too hard to accomplish either. So if anybody is interested post here or write me a PM ;)
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Request: Reinforced Leather Armor...
bnxus replied to bnxus's topic in Fallout New Vegas's Mod Ideas
dont ask me why but thats impossible without having a mesh around the skin the freaking geck wont accept the texture on the body i tried this before. nothing changes if you lay the texture via nifskope over the upperbody-texture of the arm. in-game still will be skin and in geck preview too but i have no idea why is that. so id really need this mesh thing :-o -
Hi folks, I want to ask if someone could do a mesh for the reinforced leather armor with the other arm covered too. Like reflecting the other side or something like that with the result that you cant see the skin. I tried to make it myself and watched few tutorials about Blender to accomplish it but its kind of a very complicated issue and for me its not worth it to learn the whole Blender just to make this thingy. But if someone's already experienced in doing meshes I think it wouldnt be a problem to do such a mesh. i would be very grateful and it would be even nicer if this mesh would be compatible with the PipBoy to avoid bad clipping.
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Hello everybody! I'd like to know if anybody could tell me how to use the GECK to make an NPC walk around drunk. You probably all remember the scene when you first enter the Strip and those NCR Troopers puke on the walls in front of the Gomorrha and then continue their way to the embassy while tottering around. I know that somehow it's possible to make an npc behave like that. I've already managed to make a drunk npc (VFSLocalDrunkRandom) walk a certain patrol and puke on certain walls while he's patroling. The thing that annoys me is that he walks like any other normal npc, so he doesnt make the impression of being drunk (except you talk to him). I've already checked the NCR NPCs on The Strip for any clues about how to make it possible to use this idle while he's walking. but unfortunately haven't found anything! I've already found these idles and they work fine... with Idle Markers or idles in the AI Package. The problem is that they only work if the npc stands still but not if he walks around, travels, patrols. When he starts to walk he walks like anybody else and not with the drunk idle. Maybe I've got to set something with the timer preferences or try to make it run in a sequence (although I think I've already tried this) or maybe both together, I don't know. Don't know how to play idles "on the run" and not while they're standing at one place. I'd be very, very thankful if anyone could help me! PS: The idle names are: NVNPCDrunkWalk NVNPCDrunkWalk02 NVNPCDrunkWalk03