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cikada11

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Everything posted by cikada11

  1. After digging deeper in the FO3 geck I found that near tenpenny towers there is a static mesh with the same nif file as the explosion called nukeprecaching that is enabled through a script before triggering the explosion. Can someone explain to me what precaching means and how do you go about it in the GECK?
  2. Yeah you hear it. The thing is in FO3 you are able to see it from tenpenny towers when the explosion itself is all the way at megaton. I'll take a look at the image space modifiers and see if I find something.
  3. I am working on a mod and one of the last features is a nuke explosion. Now I thought to recreate the Megaton nuke from FO3 as the same explosion and all the data is in FNV GECK. Now the problem is it works fine when I am in the same cell or in sight but since I want the nuke to be in the distance say really far away out of draw distance it just won't display. I went into FO3 GECK to see how the vanilla script is run and it is pretty basic just as I thought. There is an xmarker on top of megaton where the explosion is placed through .placeatme when pressing the switch in tenpenny towers, that's it. Now that makes me wonder if it Works in FO3 where the scenario is the same (Really far distance) why doesn't it work here? I initially thought that I'd need to tweak something with LOD but that makes no sense since the explosion gets placed on the xmarker through a script. The explosion is meant to be placed far off since if you detonate it reasonably close you will barely see anything as it's so massive. Really need ideas how to solve this. I am assuming it's something to do with the draw distance but seeing as it works in FO3 there is no reason it shouldn't work here.
  4. So recently I started learning about creature/armor skinning in 3dsmax and porting it to New Vegas this is new to me as I've only worked with weapons before. From what I understand I need my model and then a vanilla model of a creature whose animations etc it's gonna use. Which is where I run into a problem. I want to use the regular human skeleton/body animations/skin but I can't seem to find them anywhere. Any help?
  5. Hey, I've been working on a mod for a while now and I am not really anyhow new to scripting in GECK by any means but I just can't figure out how to do this one thing. One of the features is abbility to place an object like a furniture in a similar style like wasteland defense does. Where you have a floating marker that follows your crosshair and you can scale rotate the object then place it. I've found a script template that might do something like that but I just don't know how to altogether implement it into the game or what some of that stuff even means. If you know how I can do this or have any suggestions let me know. The script I found: float xang float zang float x float y float z float playerheight float lont begin gamemode set xang to player.getangle x set zang to player.getangle z * -1 + 90 if xang <= 5 set lont to 1300; you can change this value if you need to else if player.issneaking == 0 set playerheight to 322 else set playerheight to 252 endif set lont to (playerheight*cos xang/sin xang * 0.34118010537042257764) endif set xang to player.getangle x * -1 set x to lont * cos xang * cos zang set y to lont * cos xang * sin zang Activator.moveto player x y 0 end
  6. OK so I'd say I know how to do alot of things concerning scripts in the GECK but i haven't been able to figure how to do this one thing in a mod I am creating. So basically i have an item with a script that on activate brings up a menumode of a message with multiple option where one of the options spawns something in but at the same time removes the item with the script that u used to spawn the second item in. Example would be a button that spawns in a gun and then disappears. THE PROBLEM is that i cant simply add a reference ID to that item because i want this script to work for all the items not just specificaly that one with the reference so I am just wondering if there is a script that can like disable the item youre interracting with or youre targeting or some other way. I just haven't been to find a way around this so PLS HELP if you know a way. Thanks :)
  7. So i finished working on my newest weapon, an AK 47. The only problem that i have with all the weapons is how to control the light. I know the light reflections are controled by enviroment maps that i use but a huge role in theFallouthttp://cdncache1-a.akamaihd.net/items/it/img/arrow-10x10.png Engine seems to be played by the Normal maps strenght. Usually what i do i just reduce the opacity of the entire map which reduces the issue a lot but it just seems like a sloppy work. So recently i've been taking a look at other modder's and vanilla Fallouthttp://cdncache1-a.akamaihd.net/items/it/img/arrow-10x10.pngnormal maps and it seems there is a way of how to reduce the opacity of just certain parts and for example make the wood almost completely invisible or just make the edges strong and the rest is almost transparent. I use Photoshop and Ndo 2 to workhttp://cdncache1-a.akamaihd.net/items/it/img/arrow-10x10.png with normal maps. If anybody could send me a link to a tutorial or give me an advice on what to do, i'd be thankful :smile:
  8. I know this probably doesn't belong in this category but i need a help with something in GECK. I am making a mod and i need to make a certain NPC/building appear after a certain quest stage is completed or possibly on entering a trigger. The reason i can't just place it down is that then you could randomly find it without even having the quest and it wouldn't make any sense. IF anyobody knows a way to do that or a script or a video that explains it please send it to me. The mod is pretty cool so far and i don't want to just leave it because i don't know how to make something.
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