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Squanter187

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  1. Hi. I am trying to find a entry that modifies one of the Game Settings in specific Esp, but the GECK keeps crashing when trying to use the said function. I tried FO3Edit "Filter", but I'm not sure how to use it (it prob has diff functionality then what I'm thinking) I found through Notepad++ that there is 4 entries regarding that value, 2 in scripts that I already took care of, the other ones however remain a mystery to me as the parts surrounding it are encoded. It doesn't do it directly- checked with FO3Edit, no Entires for it in Game>Settings, even made a small mod that changes that value and looked for conflicts to try it this way but no luck neither Any help would be appreciated. Note: the mod documentation has no information about this. Thanks In advance. Sorry about the typo in title, its CTD, but technically it just stops working. Edit: Never mind the encoded part is right above the script, and I think its just the compiled script, so I don't have a problem anymore. And I guess I can keep using Notepad++ to find stuff in esp files. sry to bother, post can be locked/removed
  2. Thank you very much for swift response, it works! TIL: "Scripts written with these new commands must be created via the G.E.C.K. after it is launched via fose_loader. Open a command prompt window, navigate to your Fallout 3 install direcory, and type "fose_loader.exe -editor".
  3. Hi, I am trying to edit some scripts in an existing mod. When I try to save the script (not even the file just the script) I get a warning about "Command "TapControl" cannot be found" I have Yes/No/Yes to All. Yes and Yes to All simply do nothing, script is not saved, literally nothing happens. Then when I hit No, i get "Are you sure you want to exit the program?" which closes the whole GECK before I can save the file... I assume the TapControl is a method introduced by the modder, and is located somewhere else but even then, why can't I save? This warning shows up even If i try to save an unmodified Script... any help would be great. Edit: problem persists even when creating a new file/new script
  4. I just started using blender, and was hoping to change a certain animation. There is female/male version of pip-boy animation but only one skeleton in characters/_1stperson. I tried applying it to a skeleton.nif from characters/_male folder and it loaded and animated that one too, in same odd kinda way. Am I working with the right .nif? Or is that somewhere else.. Is there a way of finding out what nif a given kf is used by?
  5. tyvm! it even highlights which values were altered and displays old values! edit: I just realized that there is a large number of "keys" altered but always the same value is changes, the structure of values is also the same. Is it possible to use a function "apply script" to parse through the values instead of going by hand? this would also require grabbing the original values since there is no pattern of the new values in relation to old. What im looking at is: Cality.esp > Image Space > (all keys) Values: DNAM-Cinematic-Tint-Color-(R,G,B) Where my goal is to have an esp that resets these to default (simply deleting all these wont do that)
  6. Hi, I just started playing with geck and I have a hard time understanding how this works. When I open ESP files with GECK (select master file and set esp file of interest to active) I get ALL values the game uses. Is there a way to open/view ESM files and see what EXACTLY they change? when i open it with Notepad ++ i see scripts if the files has any but the entry changes are not recognized as valid characters.
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