Jump to content

CarnivalOfFear

Members
  • Posts

    53
  • Joined

  • Last visited

Everything posted by CarnivalOfFear

  1. So this problem I am having is actually in Fallout NV and not Skyrim but the problem seems to be with the way the gamebryo engine handles optimization and not something specifically wrong with Fallout NV as I have been able to replicate this Issue in Fallout 3 and most likely is still an issue in the creation engine. All though its much more likely i'm simply doing something wrong. Anyways I decided to post this here to reach a broader audience and to try to solve this issue so I can push this mod out. Sorry before hand to any mods if this somehow violates forum etiquette. Any ways here is what I posted in the Mod talk section of the fallout new vegas sub-forum.
  2. Try messing with the sound format I know the game sometime only excepts certain sound formats. I had to mess with my audio clips to have them work in game correctly. I believe the format audacity uses on startup is the correct one.
  3. So I did my first optimization the other day on a player home I made. I followed the bethesda tutorial for fallout 3, room bounds and portals and all that pishposh. Everything works except i'm encountering one strange glitch. Any Item I drop in game that I textured and has havok seems to rest in the place dropped for 2-3 seconds then turns invisible. If I move it with the z key it comes back but only until I put it down at which point it turns invisible again. This never happened before optimization. It also doesn't happen in bethesda made cells. like I said only items with havok that I have textured. Statics seem to be fine. Also if I leave the item in place and leave the room looking through the portal they reappear the second I leave the room only to disappear upon re-entry.
  4. I was actually the one who asked about this in the /r/FNV AMA. He PMed me after to! Too bad that guy was a fake It would have been cool to have a mod with an actual voice actor in it.
  5. type tcl into the console if you can then move you have a clipping issue.
  6. I have this script here. if GetObjectiveCompleted AAAexpanding 20 == 0 Imod FadeToBlackISFX AAAVGC.KillActor Player 0 0 SetObjectiveCompleted AAAexpanding 20 1 SetObjectiveDisplayed AAAexpanding 30 1 RewardXP 60 endif and I want the killing of the actor to take place during the fade to black. could I delay it some how?
  7. say I want to have a player walk from point X to point Y when triggered by dialog or talk to the player when he enters the cell or comes near. How does one do this? is it simply AI packages triggered by scripts? If anyone knows of a tutorial for this it would be greatly appreciated as I couldn't find one.
  8. I'm trying to get an item count on caps in a players inventory but its not working. with a script it would be easy but I need this to function as a condition for dialog. it doesn't seem the GetItemCount condition window has any option to select a target or reference.
  9. Not quite sure which one this is but I would like to mention I am actually building a mod like this called Moira's Supply Freeside. There is a current version but it only has the one store located in goodsprings but you can get pretty much any weapon... if you have the caps that is.
  10. there must be a way to do this as Ive seen other mods do it.
  11. I would reassign texture materials in a 3D editor, which are located in default game texture folder and labeled with original_name1.dds instead of original_name.dds. For example, in blender, you import the .NIF, rightclick on mesh, hit TAB, A, U then change in UV window, go to image menu/replace and load up your new texture. Then hitting F5, click an "assign" and tick "face textures." Then, hit TAB, hit A, go file/export/.NIF and you have it. problem is the nif is still a Bethesda mesh and I cant upload it I believe
  12. Im trying to find a way to change the texture on a vanilla mesh but also keep the original texture intact on all other versions of the item in the game. Im making crates and I want to label them with different labels. normally I would edit the nif file and change the texture then add it to the game but seeing as an upload of a mod cannot contain vanilla meshes how can I do this?
  13. I might be able to help. I can setup AI packages and do a fair amount of script work.
  14. use less than or greater than signs rather than == because if you start the game and its 23:00 its not 22.
  15. check this out http://newvegas.nexusmods.com/mods/40007 That's the best your gonna get for fallout 3 weapons as files from fallout 3 cannot legally be uploaded to the nexus. If you want to have those weapons in game and you have the caps check out my mod moira's supply. It adds a store with characters and dialog where you can buy the weapons found in fallout weapons restored without having to use console commands.
  16. im looking for a mod that lets you take ED-E from lonesome road back into the Mojave any ideas?
  17. This is something that's very hard to explain I recommend you watch Bethesda's series on the geck here's the first one. download the geck from the fallout website and install it. the geck for fallout New Vegas and fallout 3 a virtually the same so even know the geck tutorial is for fallout 3 it is still relevant. if your on windows 7 or vista run the geck as administrator.
  18. in the end I ended up with this thought I would post it for other scripting noobs comments are after the semi-colons ";" scn AAAtest2 int DoOnce ; Variable to only let switch activate once ;should also mention AAAMoiraFreesideint is a global variable that applies to all scripts. begin onActivate if (DoOnce == 0) && (GetObjectiveCompleted AAAhytri 10 == 0) && (GetObjectiveCompleted AAAhytri 0 == 1) ;this line checks if the player has initiated the quest and done necessarily objectives to get to this stage and that the switch has not been activated yet Set AAAMoiraFreesideint to AAAMoiraFreesideint + 1 ;this line is a counter to allow the switches to be triggered in any order then there is a object with a script on it that runs onGamemode to check if the counter is high enough to forward the quest objective Set DoOnce to 1 ;this line ensures the switch cannot be clicked again. Activate ;this line activates the switch and runs its animation RewardXP 15 endif end heres the code for my counter check object in case anyone wanted to see that. scn AAAhytriNEXTSCRIPT Begin Gamemode == 1 If AAAmoirafreesideint == 2 SetObjectiveCompleted AAAhytri 10 1 SetObjectiveDisplayed AAAhytri 20 1 endif If AAAmoirafreesideint == 5 SetObjectiveCompleted AAAhytri 20 1 SetObjectiveDisplayed AAAhytri 30 1 endif end
  19. figured that out. the only thing I was missing was the second x name after the to in set x to x + 1
  20. Question: How do you use operators such as + - / and * in a script Im trying to make a simple counter that works once the player has completed a certain number of tasks I simply need to increase and int value by one every time a scripted action is done by the player. I cant find syntax examples anywhere.
  21. yeah it did. there was an if in there before but I took it out to troubleshoot. EDIT: your script wont compile Cipscis says event is an unknown function Got it all to work im wondering if there is a way to add to a variable rather than simply set it to be exactly something
  22. Wonder if people running multi-monitor setups on Nvidia cards have any problems.
  23. I basically want to have a Activator advance a quest heres what I got scn AAAtest begin onActivate setobjectivecompleted aaahytri 10 1 endif end keeping it simple right now till I can figure out whats wrong. As soon as I apply the script to the switch activator when I test it in game the animation on the activator doesn't play and the script doesn't complete the quest objective.
×
×
  • Create New...