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Coolipy

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Everything posted by Coolipy

  1. So I've got my custom weapon in game, it works like the double barrel shotgun from Point Lookout, (2hrreoadG). I've even managed to get the reload sounds working! Except in 3rd Person sneak... What I can't seem to do is get the reload sound working if the Rapid Reload Perk is selected. If the perk is selected then the reload speeds up as expected, but the reload SoundFX falls out of sync as it still plays at the original speed. Messing around and looking at other reload animations in NifSkope I can see they have more TextKey entries and include different part values like Sound: WPN(name)reloadPt2 etc. with varying float values. but I don't know how to add TextKeys, otherwise I would have made an attempt What am I missing?
  2. Here are the files in NifSkope and GECK am I editing the wrong NumTextKeys? I've changed the value in the third NumTextKeys or the second after looking at existing ReloadG animations The animations were extracted to my NV meshes\characters folder
  3. Yeah, I've extracted the Point Lookout wpn\shotgundoublebarrel\wpn_shotgundoublebarrel_reload to my NV sound folder in NifSkope all three parts are set to WPNShotgunDoubleBarrelReload in the GECK the sound object WPNShotgunDoubleBarrelReload has been edited to play the extracted Point Lookout reload soundfile but now it's gone back to no sound in 1stperson, no sound in sneak and wrong sound in 3rd person! It's driving me mad! :huh:
  4. I'm trying to get the Point Lookout double barrel shotgun back in the game, The model and texture is all fine it's just the reloading sound GECK: I'm using ReloadG (the correct anim from Fallout 3) NifSkope: I've got the first person, _male and sneak 2hrreloadg TextKeys set to WPNShotgunDblBarrelReload < this sound can be played from the GECK The directories are as follows: meshes\characters\_1stperson\2hrreloadg meshes\characters\_male\2hrreloadg meshes\characters\_male\sneak2hrreloadg It either doesn't play any reloading sound (3rd person in sneak) or it does play sound BUT it's the wrong sound. I have gone from wrong sound in 3rdperson with no sound in 1stperson, to wrong sound in 1st and 3rd, but no sound in sneak.
  5. Hi **(my original post was in the wrong place, sorry :ohdear: :wallbash:) I was hoping someone could help me create (or understand) the script used for repairing ED-E. Specifically when you first find him, you need to collect certain parts, then the "dead" ED-E is replaced with a functioning one. I've tried to understand ED-E's script, aswell as Rhonda's and can make out some of it, but it's a bit much. Can anyone help me create a similar Script involving collecting parts that replace a "dead" NPC with a live functioning one, as well as what I would have to do to make this possible? Thanks/
  6. Sorry Moderators, could someone close this topic? I realised I posted it in the wrong place!! Sorry!
  7. Hi, I was hoping someone could help me create (or understand) the script used for repairing ED-E. Specifically when you first find him, you need to collect certain parts, then the "dead" ED-E is replaced with a functioning one. I've tried to understand ED-E's script, aswell as Rhonda's and can make out some of it, but it's a bit much. Can anyone help me create a similar Script involving collecting parts that replace a "dead" NPC with a live functioning one, as well as what I would have to do to make this possible? Thanks.
  8. Hey man, thanks for your help, I started it again and got it to export. I've got two other questions that I hope you can help me with/ 1. How can I see the games textures of items in blender? it would make it much easier than working with gray masses! 2. How can I remove actor effects from creatures in the GECK? I've tried but it doesn do any thing/ Cheers again.
  9. I tried something like that last night, I got it to export, but it crashed the GECK, I've also tried deleting everything aside from the BP groups, but that crashed the GECK aswell. It really feels like clicking "assign" doesn't do anything, this problem has got me really stuck, and I know it will happen with future things i try to export! :unsure: :unsure:
  10. Yeah, it's got me completely confused, all the vertices are assigned, some are twice. There are no free vertices? So I tried messing around and purposely unweighted some faces, what I have noticed is that there are two error error messages, One it says "Some faces of [Object name XYZ] not assigned to any body part, the unassigned faces have been selected in the mesh. So they can easily be identified. Check the consol..." When I get this one, it highlights the guilty vertices, Another says "Cannot export unweighted vertices. The unweighted vertices have been selected in the mesh." This is the one I'm getting where it doesn't show anything?
  11. Ok guys, It's been a while. I'm in need of a little help, I'm trying to export a creature mesh, I've got everything weighted properly (evidently I don't?), parented to the skeleton. but when I go to export it I get the export error: "cannot export unweighted vertices issue, unweighted vertices have been highlighted" etc. However, when I go back to try and fix the issue in edit mode, nothing is highlighted? Does this mean the whole object is unweighted? Does this mean I need to delete vertex groups? How can I fix this please... I've used the vertex group select function to see that everything in the object has been weighted right(?) I've messed around trying to fix it but no luck. Kinda self taught myself how to use Blender, so there's probably "a little bit" of stuff I'm missing out on. Maybe I shouldn't have, because I have no idea how to fix this/ :facepalm: I've had this problem before with a different creature mesh, but I managed to fix it, and somehow got it to export. Any help? thanks.
  12. What about using BOSS? That could help you find conflicts? EDIT: Just read you already used BOSS sorry
  13. Thanks for the answer Sunny, but I wasn't after the console command, as I already know it :). I'm looking to make a mod that would use it, so I was hoping for help to get it to work in the Creationkit.
  14. Hi guys, (sorry if in wrong place) I'm trying to make a conjure spell, except the conjure would be an NPC version of the player. So t's essentially like a conjure atronach spell, except it summons an NPC that looks exactly like the player, wearing same clothes etc. How would I go a bout this? Thanks.!
  15. Hi guys, I'm planning on getting back into modding, and I wanted to know if the following was possible. Not sure if this is in the right place, but I hope it is! Is it possible to make a workbench change a creature mesh? Like, the PC would activate a workbench, select an option (provided they have the required materials), and have it affect my specific creature NPC. Like through scripts or anything else? If it is, how would I go about it? If not, is there any alternative that would give the same outcome? Thanks! :wub:
  16. Ok, hi. I'm making a little custom race mod for myself, but something's not working. I've got a few races, but the ghoul one's gone wrong, I don't know what's goin' on! Here's what I've got the in my textures/characters/ghoul folder: hand male hand male n hand male sk hand male 1st hand male 1st n hand male 1st sk But the thing is, in-game it makes my character's hands really pale white. So I tried removing the hm1st but that resulted in the dreaded pink hands! And archive invalidation just to see if that made any difference, alas it did not. Any help? Thanks and goodnight!
  17. I can back you up there mate, must be the update! Noticed it yesterday, during the Vaermina Daedric Quest. All the actors that were killed died with their eyes open. The actors that were placed "dead" had their eyes shut. I also saw when I'd resurrect the dead NPCs, they'd have their eyes shut. At first I thought it was pretty cool, because the first enemy I dispatched was with an Ice Spike and it was kinda epic. But then I saw it on everyone!
  18. I've also got this sucky problem, I've loaded a game that's just left the tutorial cave, and arrived in Riverwood. Then I gave myself the VL power via console, and still the same problem. I've tried the Unofficial DG patch and still no change, except the sound of transformation is in sync with the animation. Whereas before the sound was a little late. And of course, I've tried it with no mods.
  19. Yeah, I've this problem too. It sucks, because I don't think anyone's formally addressed this problem. :( I've got a character that in the quest stage where transformation into the VL is mandatory, but I can't do it! Apparently it's a script issue?
  20. Okay, so my Vampire Lord transformation is bugged, it doesn't seem to work, my character simply just stands in the hunched position. The main problem is, I'm in the part after you accept the gift, in that little Molag Bal room, to have Harkon teach you, but I can't transform, so I'm pretty much stuck in this quest stage. I've tried using the console to complete the quest, but nothing's happened; Harkon still stands there waiting for me to transform, no interaction except him saying I should use the blood! I first noticed the bugged transformation problem in another save file, but it only began to occur long after I completed the Dawnguard DLC. I've loaded the file with no mods activated, but still the same. Any clue on what's going on, or how to fix it? Please don't tell me I have to join the Dawnguard or something! :ohdear:
  21. Hi guys (sorry if this is in the wrong place). I'm making a mod, with a spell, & I was wondering how (if possible) I could make a creature spawn when the spell is cast on a humanoid corpse, the spell would only work when the corpse is a Human or Elf etc. actors from the "playable races" Similarly to the resurrect spells, except this would spawn a creature over the body and only works on humanoids. Any help'd be greatly appreciated. Thanks! :D
  22. Ok, so I started a New Game, and when through the intro level, came out the cave, cleared Embershard Mine, like I always do, I look up to the stars to check my stats and I see I've got -50 health, I ignore it thinking it would go away. I play the game some more, and inside Bleak Falls Barrow I check my stats because I'm Level 2, I see that I've still got -50 Health, I look at the active effects and there's nothing negative at all! So I use the console to give myself Cure Posion potions - doesn't cure itI try dispelling all spells, no change.And I check the game's timescale and it's on 20.I then check my health info and it says I've got a permanent -50 health?!I've loaded the game with no mods and still the same issue! What's going on, is this game file bugged? :blink: I've chosen the Dark Elf Race again (because I love me some Dunmer). I did get poisoned by the tutorial Frostbite Spiders, that's the only time this character's tasted poison! Thanks.
  23. I'm quite fond of robes of a more, "Necromantic" type, myself! :thumbsup: I was actually thinking the same thing, as soon as I can get used to modelling for Skyrim I'm definitely making a robe! I find it's a lot more work than making stuff for New Vegas/F3!
  24. Okay, so I'm in the process of creating a new NPC, here's what I've done: I took the malehead, malebody_0, malehands_0 and malefeet_0, and I placed them around in their respective places in blender, and then proceeded to edit the mesh to my liking. Now, I need help exporting my new model! :confused: Have I edited the body parts correctly, was it right to have done it this way? And how will I be able to change this NPCs race if I alter the malehead? The race I plan on making the NPC is an elf, so it's the head n' face that need changing. The only dude's head NiF I could find was the default "malehead". Answers would be appreciated! :wub:
  25. Ah, see I tried that and the strangest thing happened, when I placed the item in the render window and I Run Havok Sim, parts of the model go crazy and start flailing all over the place! :D I must be doing it wrong! lol I don't think the collision is working properly!
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