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AlexScorpion

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Everything posted by AlexScorpion

  1. You have to link your textures to your material files and also link your material files to your nif files https://youtu.be/A5FdC68yklE?t=261 when you have renamed/deleted your texture file you broke the link and now the matrial cannot find it so the mesh appears pink ingame.
  2. Hi all, So basically long story short, i have two pieces of hair that use two different cloth havok files. I can equip them at the same time simply adding second as an extra part, but the problem is that game is limited to one havok file per equipped object, so the havok files in extra objects are neglected by the engine. This can be solved by simply equipping a clothing item with the needed havok file. Now i am trying to make this an auto process. I Have set up quest script and created the needed properties but i relly need help with scripting. Basically i need to implement this https://falloutck.uesp.net/wiki/HasExtraPart_-_HeadPart into my script. When certain type of hair is worn to add and equip a clothing item and remove when not needed. I have started out with this but i surely have no idea on how to set up the script correctly: Scriptname AlexLaraHairScript extends Quest HeadPart Property LaraHairProperty Auto Const Armor Property AlexLaraPhyProperty Auto Const Function AlexLaraEquipHair() Actor PlayerREF = Game.GetPlayer() If (PlayerREF.GetItemCount(AlexLaraPhyProperty as Form) > 1) It should go something like: detect if hair is worn and if there is no additional clothing piece add one and equip otherwise uequip and remove Game.GetPlayer().AddItem(AlexLaraPhyProperty, 1, true) Game.GetPlayer().EquipItem(AlexLaraPhyProperty) Debug.MessageBox("i run") EndFunction Any help appreciated.
  3. I always get this issue when my pivot is not centered to the mesh and the X-form has not been reset, transform and scale too
  4. In response to post #65051886. #65055226 is also a reply to the same post. I wasn't talking about Moscow per se, just another location with another setting. I think that would be quite interesting.
  5. So why a Fallout Miami and not a Fallout Moscow or Fallout Warshaw or some other place outside US, a change would be nice.
  6. In the CNTO you copy pasted, double click it. You need to change this number: http://i.imgur.com/NQsDe.jpg So, no one can help in making the swords improvable at the grindstone? thanks :)
  7. got everything working ... now i'm wondering how do i set the amount of swords in the merchants inventory
  8. Don't copy paste nitrishapedatas, it'll wipe UVs. if it is a static like a sword, just import obj over a vanilla nitrishape. Then delete the mat and texture that gets imported from the mtl then hook up the shader node from a vanilla. if it is skinned, then you probably should update to the 3.7 niftools and export a skyrim version nif. remember it needs a dismember modifier before export. delete the whole shader block and just take one from a vanilla nif. change the dismsmeber partition body part to one of the numbers, ie 32, instead of bp_torso, Update Tspace, and it should be good to go. thanks ... going to try that :)
  9. imported new meshes into the skyrim nif and saved it copy/paste over the nitrishapedata in another skyrim nif corrected texture paths and my meshes appear as exclamation marks ingame
  10. the guy on the twitter who is suppose to be peter hines is extremly rude ...lol ... i think that it's a fake one lol
  11. hmm ... the replay value of their game just got a lot shorter ... lol .. that of course if it's true ... link please
  12. well i have a problem with restoring my password ... i;ve sent 20 requests by now an still haven't received a single mail from beth forums EDIT: nvm . fixed it
  13. lol @ejak2021 .. want someone to blame for the fact that we're still not living on the moon .... blame your govt and big corps.
  14. oooo a quick load mod .. where has it been all of these years this will speed up my work by 30 % lol thanks
  15. thanks guys ... i should have been more clear lol .. button press .. well it's actually a menu .. say if button 1 is pressed the global variable AlexAssaultArmor is set to 0 .. and when button 2 is pressed the global is set to 1 and so on .. now that script with always true line ( it needs to be true so that the formlist will be always set to my formlist) if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor Set FormListIndex to AlexAssaultArmor Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex endif sets the Formlistindex to my global .. if global == 1 then the index will be set to 1 (and under index 1 in my formlist i have armor number 2) and then then my armorRef is set to that index and finally i'm adding and equiping that armor ... my problem is that i cannot remove the previously equiped armor from the npc's inventory
  16. hello there again .. i seem to be stuck again :( so i've been working on my armors level up/outfit menu and recently i've switched to form list (eliminates using individual ref for each weapon/armor) i have a global that goes from 0 to 3 (button press) i have a form list with 4 armors and i have a script that checks the global and then equips an armor from that list if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor Set FormListIndex to AlexAssaultArmor Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex endif If rArmorRef != 0 getequiped rArmorRef == 0 && getdead == 0 if GetItemCount rArmorRef == 0 additem rArmorRef 1 1 equipitem rArmorRef 0 1 endif ;also tried something like this If rArmorRef != AlexAssaultArmor && getdead == 0 removeitem rArmorRef 1 1 else additem rArmorRef 1 1 equipitem rArmorRef 0 1 endif and this where i hit the bump ... i mean ... how do i remove and add armors with the same ref ID without writing down all possible combinations .. thanks in advance Alex
  17. thanks for the reply ... i got it to work with a custom marker from a custom cell :) yes i'm updating the scriptpackage with a variable and the package tells the trooper to move to marker
  18. cause none of the methods below have worked for me scn AlexSquadAssaultStealthToScript ref me Float Timer short doOnce Begin OnLoad if doOnce == 0 set me to getself AlexSquadMarker.moveto me ;where AlexSquadMarker is the reference id of the xmarker Set timer to 30 set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif End ref rSelf ref rSomeOtherRef begin gamemode set rSelf to getself rSomeOtherRef.moveto rSelf end ref rSomeOtherRef begin gamemode rSomeOtherRef.moveto this end
  19. yes that was a package destination marker ... so what would the script look like if i would like to move the marker to the activator ??? scn AlexSquadAssaultStealthToScript Float Timer short doOnce Begin OnLoad if doOnce == 0 Set timer to 30 AlexSquadMarker.moveto activator ?? set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif
  20. so it seems that i have cheered a bit too early ... the squad seems responding with no problems to the vanilla markers .. but the custom ones placed with the command place on do not seem to work ... i have set up an activater with a code scn AlexSquadAssaultStealthToScript Float Timer short doOnce Begin OnLoad if doOnce == 0 Set timer to 30 PlaceAtMe AlexSquadMarker 1 set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif End which activates a varriable in another script and another script adds a scriptpackage in which MYmarker is specified as a reference works fine with the vanilla markers .. has anyone any idea how i can force the npc move to the newly spawned marker ?? thanks Alex
  21. thanks david .. i've seen it ... ignore the last post .. it has been solved
  22. ug oh .. it seems that i'm having problems with a multilevel menu it's one main menu ... with two small sub menus ..looks like this cancel summon dismiss go silent go loud follow wait ========== commands WAIT open a submenu and command FOLLOW opens a submenu scn AlexSquadRadioScript short ibutton short messageup int iButton0 int iButton1 int iButton2 int iMenuLevel int iAlternateMessage Begin OnEquip showmessage AlexSquadSummonMenu end Begin GameMode if iMenuLevel == 0 set iButton0 to GetButtonPressed if iButton == -1 ;Wait until button was pressed return endif if iButton0 == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton0 == 1 ;summon the squad set AlexSquadDismis to 0 placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 elseif iButton0 == 2 ;Dismiss the squad set AlexSquadDismis to 1 ;Dismiss the squad PlaceAtMe AlexSquadVertibird 1 elseif iButton0 == 3 ;Tell your squad to use silent weapons set AlexSquadweaponchange to 1 elseif iButton0 == 4 ;tell your squad to use primary weapons set AlexSquadweaponchange to 0 elseif iButton0 == 5 ; ShowMessage AlexWaitOptions set iMenuLevel to 1 set iButton1 to GetButtonPressed if iButton1 == -1 ; No button has been pressed yet return endif if iButton1 == 0 playsound WPNAlienBlasterFire2D elseif iButton1 == 1 set AlexSquadholdposition to 1 elseif iButton1 == 2 set AlexSquadWaitRelax to 1 endif elseif iButton0 == 6 ; ShowMessage AlexFollowOptions set iMenuLevel to 2 set iButton2 to GetButtonPressed if iButton2 == -1 ; No button has been pressed yet return endif if iButton2 == 0 playsound WPNAlienBlasterFire2D elseif iButton2 == 1 set AlexSquadFollowClose to 1 elseif iButton2 == 2 set AlexSquadFollowLong to 1 endif endif endif end after i go into either one of those sub menus .. all buttons stop functioning thanks Alex
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