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Everything posted by Mudguy47
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Ok I fixed the issue I was having. The races afflicted were the vanilla Caucasian/Hispanic/African American/Asian Raider races. New Vegas Redesigned 3 makes the files paths for a texture inside the raiderfemale folder, I simply placed the textures from the Type 3 (character/female folder) into the raiderfemale folder of NVR3 and it worked. I am posting this instead of the delete the whole shpeel above and say fixed it. I hope others read this and fix it them selves
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FIXED. READ POST BELOW!!! Hello all. I am in need of some help, something I can't seem to figure out. (which is weird because I can usually figure out all my issues.) Ok so the situation is on female raiders (or so I believe) the bodies and hands are pink. From what I know this is from a texture missing or being misaligned. I have looked for a solution to this for the better part of the day and can't find anything besides the obligatory "ARCHIVE INVALIDATION!" Fore warning I have tried everything dealing with Archive invalidation and it managed to fix one issue but opened this one. I have both MO doing the Auto AI with the profile and the Fallout - AI!.bsa enabled. There is also a AI text file in my data folder so Don't tell me to use AI as it is already there. Plugin List (Some are deactivated, don't worry about about me going over the plugin limit I am not over that.) Archive List (For some reason it is upside down) At first I had thought that only the Roberts Bodies were the only thing not working, it had the black bars on the chest, and managed to fix that by using the Archive Invalidation File Generator and putting the file names from Robert's page in the AI file. It managed to fix that and I suppose that broke the Type 3 body for females (Here you can see). I essentially have no idea why this is doing this. The only mods that have the same files are NV Redesigned 3 and Fallout Character Overhaul and those are both overwritten by Type 3 and it's models and textures. If there is any more information I can give I will gladly give it, this issue isn't something I can figure out on my own so thanks for anything you can give.
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GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Well I fixed the issue above and now the mod is released. I think all major bugs are ironed from it. Here is the link if you do want to check it out. http://www.nexusmods.com/newvegas/mods/56499/? -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Alright I am fixing bugs and other minor things that should be in there (a message box for the grave) and a note I placed, once picked up and the quest goes to the next stage the note reappears. It only happens once as far as I have seen. So I have the note initially disabled and once the quest starts the note appears. Well after I pick it up it respawns itself but after that it does not. Here's a little snippet of the code to show how I did it (pretty shotty) if(GetStage RRMainQuest == 5) NoahNoteREF.enable 1 endif if(GetHasNote RRNoahQuestNote1 == 1) SetStage RRMainQuest 10 endif if(GetStage RRMainQuest >= 10) NoahNoteREF.disable 1 endif I added the disabled part after I discovered that the note reappears but that did not help the issue. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
You are just a wealth of knowledge. Again taking time out of working on your mod to help someone with little things. Thank you very much. Now I need to go download and endorse Coito Ergo Sum as I just didn't realize it was out until just a few days ago. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Ok so I said I was done. No I am not. Now I am doing little silly things like making a shower. Ok what I want to do with this is have a trigger so when I enter the shower it turns on but when I get out of the trigger area to turns off. The script I have for it is this. ScriptName RRHouseShowerScript Begin onTriggerEnter if(RRShowerREF == disable) RRShowerREF.enable 1 else RRShowerREF.disable 1 endif END RRShowerREF is referencing to the waterFX I have to simulate the running water from the faucet. My issue is when I enter the shower it turns on alright but when I leave it doesn't turn off. I would also like to add a little gimmick where when you enter the shower it gives you like a little bonus like +1 charisma or +15 Speech, something stupid. But with doing that I would like to make it so you have to be in the trigger zone for a specific amount of time to get the effect, is something like that possible? -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
I unchecked the box that said Backup Plugins so it didn't back it up. Well anyways I was able to salvage it. I just need to go through and replace all the items in my house. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
I may or may not have just destroyed my esp. I am trying to remove the DLC masters from it so it only needs FalloutNV.esm and sortomatic.esm. Well I tryed to do that by going in FNVEdit and deleting the masters. Well I did it wrong and now nothing will load it. I am scared that I just demolished the esp and I have to go off a version I backed up a week ago. What I specifically did was go in FNVEdit and click the fileheader tab. There I went to the DLC masters and just deleted the name so like Dead Money.esm. The name was deleted but now the record of there being a master. I saved it and did not back the esp up. Can I salvage what I did or do I have to redo what I did from the old esp that has none of the scripts or quests done? EDIT: OK I think I figured out how to salvage it. After a bit of digging on the internet I found this thread, http://forums.nexusmods.com/index.php?/topic/414110-how-to-remove-master-file-from-mod/ . This tells how to salvage the mod from deleting masters. I somewhat fixed it. I have to go through the house again and put all the items back as I seem to have deleted them when I started deleting edited scripts in FNVEdit. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Wow that was stupidly easy to fix. Thanks for all the help Belthan. I probably wouldn't be where I am today without you and your help. I am finished with my little mod, just a house with the sortomatic (makes the house look lived in with the display function) and what seems like a 10 minute quest to obtain the house. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Ok I am getting down to finishing this thing, finally. I think this will be the last thing I need help with. I am trying to get a dialogue option to pop up on an NPC after I get an item for them. I talked to them earlier so I can find out how to get this item and now I need to deliver it to him. I cannot get him to talk to me after I get the item. I have set conditions to make him talk when it is accomplished but in game he won't. He just says the default NCR chatter. I have no clue why this is doing this. -
If you need taller buildings for Seattle, Speedy Resources has some tall skyscrapers. That could help with the development of your mod.
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GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Alright I am back for some more scripting help. The enabling of the two actors didn't work when putting it into the result script, it wouldn't save into it. So I decided well I am going to try my hand at scripting something to enable at least on of the actors. Here's the code I have so far. The Geck tells me that the 6th line has an invalid reference but RRNoah is a valid reference as it is an actor. ScriptName RRNoahEnableScript BEGIN GameMode if(GetStage RRMainQuest == 5) RRNoah.enable 1 endif END -
Getting Permissions for a Mod
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's Discussion
Yeah here's the link to his blog. http://moburma.wordpress.com/ I did not see a contact on there. The post I quoted was from March 2, 2014 so it's fairly recent. His latest post on there is from June 7, 2014 so I assume that he must still visit on occasion to see if any new comments came up. -
Getting Permissions for a Mod
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's Discussion
This throws a wrench into things. Don't mods who are left unattended for quite some time and the author themselves show they have not been on in some time, essentially allow you to use them? Or am I thinking of only specific permissions? EDIT: Actually after looking on moburma's blog I found this . So this essentially allows me to use it and his other mods with out permission. -
Hello everyone, how would I contact someone to get permission for their mod if their inbox is full? I am trying to get a hold of moburma80 for permissions to use New Vegas Uncut - Outside Bets as it says I need permission to use in my mod first. Also to get permission for another mod and the author has not been on in quite some time, one of them two years, how do I get a hold of them?
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GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
That is what I would need. The player is made to go find the key off of a fiend who attacked the original owner. Will this script run everytime you activate the door or will it only activate once? EDIT: No duh it will activate once. Sorry after I posted I saw that the DoOnce function was in there at the top which prevents that. Thanks a ton for the scripting help. I know you didn't have to do that so it means a lot. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Alright so just from that I was able to figure out what went wrong. There was a value in the biped model list called courierglovelist. This was pointing to two glove addons in the armor addons section. Turns out I missed those in transfering the the file changes. So I got the gloves for it and it doesn't look all weird to hold something with no hands. Thanks for that. Ok for the door, all I would need to do is just copy the base door and enable the script if I can manage to do that. I want to start the quest by having the player activate the door which will be locked. Would I use the onActivate command for that or something entirely different? Also to make sure I don't get the quest popping up every time I activate the door, I would need to have an "if(door == locked)" kinda thing or what? I'm pretty lost in the world of coding but it seems I am kinda getting the hang of it by just trying my hand at it. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
OK since I was able to figure out the complete quest thing I now have another question, this time about scripting. I need to make a script to start my quest. This will involve activating the house door, which is locked. For the script I know that I will need an if statement to check if the door is lock or else the quest will continue popping up when you activate the door. To attach the script to the door do I have to make an all new base door and replace the existing on there or can I do s script that doesn't attach directly onto the door itself but has the door ID so when it is activated the script will run? I will also need help with two scripts to enable two actors at certain quest stages, one right after you activate the door and another after you learn who the killer is. I think that would involve having the actor initially disabled then just enabling them under the result script in the quest stages tab. EDIT: Alright well this has nothing to do with the above question but one of my armors are missing it's hands. It is not part of vanilla and is part of several mods I am merging together. I looked in Nifskope to see if there was any way to fix the hands not appearing but no. Here's a picture of the armor I took with the no hands on it. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Alright some more questions. This time just one question that does not pertain to my house mod at all. I am currently merging several mods together, using the knowledge I have gained thus far to fix any errors, and I have come across something that I don't think can be merged. The mod I would like to merge is a esm but the mod that has all the merged data is an esp. Can I merge these together and it still be fine? The mod I am going to merge is the Weapon Mod Vending Machine, which is the esm. This is going to be injected into my esp mod (not the house). EDIT2: Alright well I merged them and everything went alright with it. nothing exploded on my end so that's good. I am still wondering about the question in the post above, So my question is when creating the quest stages of a quest, I can't seem to click the Complete Quest check box for my last quest stage. Why is that? I have all the stages in the Quest Objectives tab and the corresponding stages in the indexes in the Quest Stages tab. I was following the Quest and Dialogue Tutorial but I hit that obstacle.Any help with that would be greatly appreciated. EDIT: Just disregard that bit up there. Me being a nob again. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
I was able to fix the armor. Both the male and female versions of it. It looks great in the game. Since I was able to get those out of the way, it is time for the quest talk and I know you have extensive knowledge on quests as you made one of my favorite Fallout 3 mods. So my question is when creating the quest stages of a quest, I can't seem to click the Complete Quest check box for my last quest stage. Why is that? I have all the stages in the Quest Objectives tab and the corresponding stages in the indexes in the Quest Stages tab. I was following the Quest and Dialogue Tutorial but I hit that obstacle. EDIT: Lol, I sure know how to pay attention. I just didn't enter the Log Entry thing to get the Complete Quest check box available. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Well that fixed it. Thank you so very much, that was driving me crazy. I didn't see a TextureSet property when I was poking around in there, then again I don't quite know what I am looking at frankly. This is what I see. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Well I from what I can see the armor does not have NiTriStrips, it does however have NiTriShape. I looked this up and apparently you shouldn't have both on a mesh. Now this is getting confusing. I'm very sorry for be being a total nob on all this. EDIT: I should also mention that I cannot click the sink now in the GECK. It's like it isn't even there anymore. It is still listed in there but I can't move it or anything. EDIT2: Alright I can click it, kinda but only in one specific spot I can't figure out. So essentially I can't click it. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Alright I did exactly as you said above but I tried it in game but I still wasn't able to interact with it. Here's another picture of the nif. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Thank you so much for the reply. I looked in Nifskope to find that bhkCollisionObject, it does have it. Here the image of it. EDIT: Also while I have you here, I have created a new armor using some resources on the Nexus. The armor is a new type of Combat Armor in a desert theme, It's this one here. I have put the meshes and textures in the folders for my mod. When I make the armor in the GECK there is no texture while in the actual mod they are working properly. I don't know how to redirect textures for their respective meshes and I assume that is what I need to do. Here is what the armor looks like right now. -
GECK Issues and General Questions
Mudguy47 replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
I am at wits end here everyone. This sink is giving me so much trouble. I can "fix" the ability to walk through it by placing an invisible object in front of it that has collision but now I want to make it actually have drinkable water. Here's the sink from Speedy Resources (That's where I got it from). Here are the current settings I have on the sink. If you need anything else just ask. I cannot for the life of me figure this out and it's driving me somewhat insane trying to get it solved.