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QuentinVance

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Everything posted by QuentinVance

  1. Big F then, Fallout 3 could use some new assets which I'm still not able to make in 3D by myself.
  2. Hey all, easy question. I'm playing around with the mod I'm working on, and I was thinking that some assets from New Vegas would make some environments look a bit better, and some weapons could be fine variants for others (the Lil Devil being a good variant for the 10mm pistol, with the same stats, for example). Importing these assets is relatively easy, so I gave it a go and it works like a charm. Before proceding though, I'd like to make sure this is allowed. I know some companies don't allow mods that join two games in one for example, but is it the case for single assets that work as simple visual replacements/additions? If so, I can easily remove these files before I share my mod. Otherwise, I will keep going. I don't plan on a full conversion, I was thinking about just a few single items (although I don't think quantity really matters much)
  3. UPDATE: I solved the issue. I had originally tried with the file Shabdez had posted, to no avail. Today I had a little more time and I went through FOMM, activated Archive Validation from there, and it immediately worked. I'm a bit confused as to why it worked through FOMM but not the other method - usually it's always the most laborious way that solves the issue - but as long as it works I can't complain.
  4. I honestly don't think this is going to have much impact on the issue. My mod always worked by just placing the files in the Meshes and Textures folder and the game never had a single issue, plus they work fine in the geck. I will try it regardless and let you know, but I really don't think that's going to work. EDIT: I tried it, nothing changed at all. It has to be something else.
  5. This was actually a good question. I did not toggle that, nor did I even know I had to. They always worked without me doing anything like that. Where is that option?
  6. Hello all! So, just like the title says: I have several objects that I made new textures for (eg. different books, new terminals, etc.) and everything was fine last time that I worked on my mod. Then, after a long hiatus, I came back to find that all the custom textures in my mod have stopped working. I can see them just fine in Nifskope and the GECK (so I know there are no missing textures on the .nif, and the mipmaps are also fine), but when I start the game itself, all the custom textures break, reflecting the textures of whatever is on the other side of the object based on the player's current position. I had the same problem a long time ago, but I remember fixing that by changing the texture path in Nifskope, from the main drive folder/steam folder path, to just textures\quentinvance\mod\texturename so that the the game automatically knows to search relative to Fallout 3's own folder. When I did this the first time, the new textures in Nifskope turned white (like they always do) and they worked in game. Now they turn white, but then don't work in-game. I know for sure that the path is correct, so that can't be it. What else could be causing this?
  7. I gave this method a try. I scaled down the entire model in Nifskope, then I selected each "NiTriStrips" node, right clicked it, and selected Transform > Apply. Then I selected one of the NiTriStrips (the bigger one, which as I understood would wrap around everything else), right clicked it, and selected Havok > Create Convex Shape. I tried both changing the size values and leaving them as they are, the result is roughly the same: Nifskope shows a red wireframe collision box around my object like before, but now it's shaped a bit differently, sloping from one edge to the other instead of using a larger square box, and the node appears as bhkCollisionObject. In theory, it looks close enough to the original, just smaller. However, when I import the item into the GECK, I still see the same square collision box the full size model had. I think I got the gist of it, but either something is still missing, or some step is wrong. If anyone knows anything about this, let me know.
  8. The solution you mentioned for NifSkope might be good. I tried something similar I suppose, but the only result I had was a crash. Maybe I was doing something wrong though, could you guide me through the steps? I was intending to do this as an experiment, it's not something essential for my mod, so I could do without - but it would be neat if I could get this to work. Thanks!
  9. I'll look into it, thanks. That sounds like a lot of stuff to scale down a single collision box... EDIT: Alright, this makes no sense. Simply put, it's just not worth messing with instructions that don't match, having to learn an entirely different blender version, and messing around with all of this stuff, only to resize the boundaries of an object which Blender 2.49 is also not recognizing properly. Jumping back ten years for a single object is just not worth it.
  10. Hello everyone! I just recently resumed working on my ancient mod Stories from Point Lookout which I started over two years ago. Now that I'm back, I'm focusing on adding new clutter and misc items to make my environments a bit more interesting while also adding stuff that can be collected and traded for a bit of caps. So I jumped on NifSkope just to see if I remembered how to use it, took a .nif out of the game, and scaled it down to make a miniature version of it. So far so good, the game actually recognizes the file, the textures work, the item is as small as it's supposed to be. BUT! The collision box is still the same as before, and while I can scale down the model, I can't seem to scale the box individually. I tried opening the .nif on Blender (2.91) but it immediately crashed - I guess I imported it in the wrong way, or it's just not supported. So, how can I deal with this? Ideally, I'd like to do this in the fastest way possible - I would like to avoid installing three or four different programs just for that. Thanks in advance for the help!
  11. I checked again. Something weird is going on here. As soon as I edit a .nif and save it, Fallout starts messing the textures up. If I then try open the GECK and point to a new model, the textures turn red (this then happens in game too, and it's different from the issue I was having in the first post). The only solution to this is to start from scratch every single time. I have no idea why this is happening, however. Edit: for some reason, things that were not working earlier are working now. I don't understand why that would be, but I can't complain.
  12. Thanks, this is exactly what I was looking for. The ..\ instead of the actual path. I knew it had to be something like this, but had no idea how to do it. However, as soon as I did it, it immediately broke the textures for me as well. I meant .dds instead of .dss The issue was that the location of the textures was incorrect. As I mentioned in my original post, they saw the same path as mine, which of course couldn't work. ExhalePit pointed out the correct solution to solve that. As I mentioned earlier, it pointed to Fallout 3\Data\Textures\QuentinVance\ModName\Vault\vgeardoorxx.dds within my game folder. Of course, it was wrong because I did not know how to change that so that it could recognize the path for another user. Now it shows as ..\textures\quentinvance\vault\dungeons\vault\vgeardoorxx.dds as indicated in the wiki that ExhalePit linked. I'm not adding the name of the mod just because it's published already and I don't want to plug it, really. Honestly, I don't remember how fallout files used to work very much, I just picked up a project from a long time ago that I had abandoned. My mod also contains new world cells, items and so on, so I think the .esp was the standard for it?
  13. Hello everyone I recently started creating some new textures for items within a mod I'm working on, such as books and vault tiles. Everything works perfectly fine on my end, but when I share my mod with anyone, they start seeing broken textures on the models that I changed. it happened to me once, and i fixed the issue by simply opening the model in NifSkope, pointing it to the correct textures again, and saving the file. Currently, my mod has a Meshes folder and a Textures folder, both with the same subfolders inside. For example, if in the geck I have a "VGeardoor" and I want to change its textures, this is how I do it: I extract the original .nif from Fallout.bsa using Fallout Mod Manager I put the .nif in the Meshes folder and the new .dss file in the texture folder I open Nifskope, load the .nif file, find the texture I want to change and point it to the one in my Data\Textures\ folder. Save the file in NifskopeIn the end, the model is located in a folder like Fallout 3\Data\Meshes\QuentinVance\ModName\Vault\vgeardoorxx.nif, while the textures are located in Fallout 3\Data\Textures\QuentinVance\ModName\Vault\vgeardoorxx.dss I did this with both a few doors and some books, and it works perfectly in my game. Then, to share my mod, I pack the .esp, the readme, the meshes and textures folders into a single .rar file and send it to whoever i want to try the mod. However, whenever they try the mod, they see broken textures in all the items I added. Specifically, the textures seem to change depending on the angle and distance from which they are seen. I think the game actually replaces my textures with everything else that's past the model, as if you were looking through it (for example, with my Vault door, I could see some vault diner textures splattered onto the gear door). Now, the problem is that it works perfectly on my game. If some textures or the models themselves were damaged, or the path to the path unclear, by using them I would see the same behaviour. I read somewhere that Nifskope has an issue that causes models to break whenever you touch them after saving the file (such as moving the file to another folder, opening it in Nifskope again, and so on), but I'm not entirely sure this is true - if that were the case, every single user should fix every mod they use by themselves, and I don't think that's what everyone else does. It could be of course that the model still searches for its textures in my directory (which of course is different than that of each individual user), but due to my limited experience with NifSkope I don't really know how that could be different. There has to be something that I'm doing wrong, something I'm not doing entirely, or a way to solve this issue anyway. If anyone has more experience and knows what I should be doing, please let me know.
  14. Update for anyone who might be interested: in the end, converting from New Vegas to Fallout 3 wasn't even necessary - the same textures from New Vegas are in Fallout 3, the game just doesn't use them. I found this by simply extracting the textures for BookGeneric01 and opening the .dss file in Gimp. Everything is already there, the game uses the top-left texture while the other three are in the other corners of the image, never to be used. I confirmed this by simply replacing the green ones with the others, and opening the model in NifSkope. I have no idea why they scrapped this, but apparently they had the textures all along and just chose never to use them in Fallout 3.
  15. Yes, I understand what you meant, now. I will stick to creating new textures myself, since that should be allowed. However, I still need to figure out "how do I extract/edit/import", even within the same game. I managed to extract the file I needed to edit, now how to edit or put it back in the game remains out of my reach. So if anyone can explain this part to me, it would be greatly appreciated.
  16. Fair. Let's say I'm trying to do just that right now: I want to extract the "Generic Pre-War Book" texture from FO3, edit it, and then add it back into the game. So far I have used FOMM to extract the .dss file from Fallout.bsa. I have an image editing tool (GIMP 2 in this case). Upon opening the file, I only see a series of empty layers. It's a good start, but could be better. Anyone has an idea on how I can actually edit the textures? And once done, is there a specific procedure to add them back into the game?
  17. I'm not entirely sure I understand how modding an item from a game into the other could be "advocating piracy". If that were the case for literally importing three different textures to be used in the previous game, then I suppose every single mod, total conversion, and so on, is piracy as well. I mean, just searching for "New Vegas" in Nexus' Fallout 3 section shows plenty of stuff imported from NV to 3, and I don't think any of those would still be on the website if they counted as piracy... EDIT: I think I understand what you mean - I'm supposed to own both games to import things from one into the other. If that's the case, then I do.
  18. Hello everybody! I resumed working on an old mod I published a long time ago, and I noticed how Fallout 3 lacked the book variety that New Vegas had. I would like to import some of the books from NV into F03, but alas I have no idea on how to do that. I know that I should somehow extract them from one GECK and import them into the other, but honestly I have no idea how. A user did a samiliar thing for me a few years ago, and provided me with a .nif file that I just added to the "Meshes" folder to make it work, but that's as far as my knowledge goes. Can anyone help me out? I tried searching if anyone had done the same thing already, but I couldn't find anything. It would be great if you could help me.
  19. Well, I'm a bit tired right now, I will probably be building some environments for a bit (I would have to do it anyway), but having some help from someone who already knows how that Plugin works would surely be a great thing! ​Thanks a lot to both you and Dubiousintent, you really saved my mod. EDIT: Writing this for whoever might see this thread and need some help: adding the shortcut to Steam appears to remove the -editor piece from the Target, so the very first time you will need to go to Properties and add -editor again to the target (within Steam). I don't know why this happened, but just in case.
  20. Well... I can see the Check Spell option and also an error because the MsgButtonPressUDF parameter is not set.​ I don't care. I don't need it to work. I am now happy. I can now die in peace.
  21. I have done everything as shown in those screenshots, but I get the same result: I do not see the Check Spelling option, and I can't save any script at all, even already-working scripts. ​HOWEVER ​I have just noticed that I miss that nvse_plugin_geckpu_nv-14.dll file. Apparently it was not included in the files I downloaded from the main website. Where can I find it?
  22. I've removed all files I had, except my Geckpu from the New Vegas Folder. If I understand correctly, the structure I need is this: New Vegas Main Folder - nvse DDLs - nvse_loader.exe New Vegas Data Folder - NVSE folder -- Plugin folder with all files from JIP Plugin Is that right? By the way, just saving an empty script works just fine with Geck PU, it simply creates the empty script in my resource list. Doesn't do anything, but still. The NVSE Shortcut doesn't save at all.
  23. So, just to be sure I got everything right: I have the shortcut named geckpu-nv-14.exe+NVSE ​(I added the +NVSE to distinguish it from the original file) ​​That has this as target: "D:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editor Both shortcut and nvse_loader.exe have full permissions as Administrator + Run as Administrator is checked. Starting the shortcut with that Target gives me no Check Spell option and no scripts at all can be saved, even if it is just SCN SCRIPTNAME. Starting the same file without that Target link gives me the Check Spell option, but saving the script gets me the Unrecognized Command error. I guess that's the case, since my file is called geckpu-nv-14.exe (I downloaded it quite a few months ago, so I might be wrong) About the JIP Plugin: I simply put those two folders in the .rar inside my Data folder. Am I missing something?
  24. Just to be sure: once I add the -editor section to the Shortcut, should I start the GECK from the Shortcut itself or from the actual file? Also, should I create a shortcut to the real GECK or to the Geck PowerUp? So far I've noticed the following: - Normal GeckUP: shows the Check Spelling in "Edit", shows error saying "MessageBoxExAlt" is not recognized upon saving. - Shortcut to GeckUP with -editor: does not show the Check Spelling in "Edit", there is no error when saving but changes are not actually saved. By the way, the code I'm using is this: SCN TravelNoteMAIN begin OnActivate MessageBoxExAlt MsgButtonPressUDF "^Travel Menu^Choose a destination:|Stay here|The Desert" END
  25. I've checked and yes, I do have the spell checking option. ​Also I do remember the Geck PowerUp working last time I actually used a script. All other aspects of the GECK are working. Except for, when I try any shortcut that has the -editor code at Target, it doesn't save any scripts. My Fallout Folder is D:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas The few mods I have ever used worked just fine, and I've been working with a few scripts in the past, so the trouble is totally coming from the NVSE_Loader shortcut. The only thing I can think of is that I might have misplaced some files while installing the plugin, but installation simply said to put the content of the .rar (which only contained two folders, called "fomod" and "nvse") in my Data Folder and that's exactly what I did.
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