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bjornl

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Everything posted by bjornl

  1. Have you tried just editing the AI package to remove the sandbox options? Such as hellos player? change the name of the AI package, say yes to new form, remove the old one add the new one and edit away. Have you looked at the powder gangers in Nipton? They don't talk, but are not dead 'they are near death' as I recall. On the disable, just have it as a conditional testing quest stage on his initial script. Or as part of just about any other script related to the quest. However, I suggest you make sure that he is a good distance from the PC or that you hide his 'phasing out'.
  2. Hi, in a similar position (making my first mod for public consumption after previously only making minor ones for myself). I mention it so that you don't mistake me for one of the several gurus who haunt these forums. A simple way to keep someone from talking is to give them conditionals in their dialog. If you want you can kill them. (npcREF.kill) Are they set to essential? It would explain the regeneration. If all else fails give custom dialog with nothing but moans. One way to have an NPC disappear is to either disable them or move to a cell with no exit. A storage chamber if you think you might need to bring them back later.
  3. Another NPC mostly done..... I made several bandanas, might try different colors. note: the new (re-colored/edited) outfits shown in the preview images will be available for purchase in game. Pete's son Bob is back in town and immediately finds the cozy seat with the best view.
  4. You're welcome. Best of luck with it. Just remember headwear needs to be edited in FNV to avoid being sideways. (see Fo3 -> FNV hat thread)
  5. It is quite easy. I'll do this from the start to help others who haven't made the texture yet. Install:FOMMPaint.netNIFScopeGECK make a copy of the BSA the current model and texture. Place this copy(s) in another path, not in the game folder. Click on the BSA and unpack it in to your work folder. Make your own copy of the relevant files in a data folder. For example: \Data\meshes\Creatures\DogandData\textures\creatures\Dog Place the current dog files in the above. navigate to the DDS file and unpack it with paint.net. Save it as an uncompressed TIF. Edit the TIF in your favorite paint program. Save it (remember uncompressed) Open the texture in paint.net and save it as a DDS. I suggest dxt1, Iterative Fit, perceptual, create Mip Maps, Super Sampling as your settings in Paint.net.DXT1 is more compressed and easier on the system. They load 5-10% faster and typically take half as much disk space. DXt3 is better for very objects with a very contents while dxt5 is better for objects with soft edges (like clouds, or similar). copy your edited DDS file to the textures folder. next rename both DOG folders to something else.... such as FIDO or Doggy, or whatever you feel like. My suggestion is you use unique intitials to reduce the possibility of conconflict. In my case I use BL so I might name the folders BLRover. Right click on the NIF and select open with niftools.Expand the top node, typically something like NiNode within it you will see a number of numbered NiTriShape folders. Each of these typically has texture informaton and each must be check.The path is 1 NiTriShape\ 3 BSShaderPPLightingProperty\ 4 BSShaderTextureSetthen in the botton window you will see a purple triagle/arrow TEXTURES, expand that and then double click to edit to the new path to your edited DDS. Do not rightclick and navigate to it as that stores your full path name and the game is not always installed in the same path on all systems. Just edit it so it starts with textures\ etc. Saveas at the top and it's of to the GECK for the final step. Open the GECK, uncheck all unneeded ESM files, select falloutNV.esmwait while it slowly loads.click on the DISK icon at the top (save) when saving you will select the name of the ESP which will hold your modified/unique object.Navigate to the object you want to have a new texture for. Right Click and select EDIT.Give it a new ID and Name. ID is used in GECK, Name is used in the game.Change the NIF it points to and click on OK. Save your ESP. Place it in game (save again) and test it in game. More info http://www.youtube.com/watch?v=wE1vt98pwz4 http://www.youtube.com/watch?v=HL4JkSWDOho http://wiki.tesnexus.com/index.php/Fallout_3/NV_non-replacer_textures_for_beginners
  6. Your image was not viewable (too dark). Just re-posting it in case someone else has seen this before: It seems obvious it is a MOD conflict, most likely one of the add-more people some place mods. Things to test: Corrupt save (least likely): Have you loaded a older save (one from well before you saw this issue) to see if it is a save file issue? Load order conflict (most likely): Have you checked your load order with FNVEdit? Have you made a compatibility patch with FNVEdit (called a merge patch) The issue is probably one of those. In case it is not, then you have to test for a bad mod. This is an unfortunately common problem as some mods are released with a dependency on something which was changed or they were never properly scripted/tested. Bad Mod: Have you tried disabling select groups of mods to see which mod is creating a conflict? Disable 5-10 at a time. Once the problem goes away it was in the last block. Note that this assumes there is a single bad mod. If it is still an issue, disable ALL mods and see that that does. Then add them back a few at a time. This way everytime the problem re-surfaces you know that there is at least 1 bad mod in the latest block (takes more time to test this way but it will help you find multiple bad mods). FNV is Buggy: You are right at the limit with mods. Consider dropping a few or merging some of them (not a compatibility patch, but actually merging). Note merging mods does not mean you should not also use a merged-patch (compatibility patch). I sure wish the creator of FNVEdit called compatibility patches just that instead of the confusing merge-patch.
  7. Acting like it is a privilege to do you a favor involving lots of work seems arrogant beyond belief. Then demanding only those selected can view your wishlist is just plain funny. Re-size the images to some reasonable size. Click on 'more reply options', select file attach, then then attach the file and MAYBE someone will come along and be kind enough to make them for you.
  8. I had issues with FNV GECK crashing on Win 7 pro 64bit. Running it in compatiblity mode for Windows XP sp2 helped. But it was not resolved until I completely nuked FNV (files, ini's, all folders) and re-installed. My guess is something funky happened to an INI. Simply deleting all the GECK stuff (including INI) did not resolve it for me.
  9. http://www.youtube.com/watch?v=ZZ9ufVsJ7KE As for them shooting you.... duck. Or at least hide behind stuff.
  10. Obvious but I'll ask it anyways. Have you compared the textures assigned to your outfit with those assigned to similar outfit which shows he correct skin textures?
  11. With some care you can merge mods. Just be careful which ones. FNVEdit is one way. There is also another script on nexus which does it supposedly simpler (but I have not tried that script). FNVedit has some renaming options to avoid conflicts; that is the way I'd go.
  12. Just to clear it up for you. The DLCs are not also appearing in NMM. Those are the DLCs which shipped with the Ultimate edition of FNV. NMM is just displaying the load order.
  13. Pick one way. You are wasting resources doing it twice. You can't be twice as "archive invalidated". I have had excellent luck with the one built in to NMM. Sometimes it crashes, but the work around is simple. Restart the program. Seems it has a minor memory issue, or perhaps it was a 'file-busy' error with no graceful way to recover. Either way, just restart it. If you are not getting the right graphics, ask the author if he recalls what mods he was using when he took the screenshots. It could be he is using a texture add-on, lighting add-on, weather add-on, and so on which don't replace his textures but made them look better. Some mods use 'built in' textures which are later updated with things like NMC's textures resulting in a very different look. Or it was a basic game setting thing... higher resolution, view distance settings... lots of variables. Which archive invalidation method would not make a difference. Archive Invalidation either is or is not working. It won't work for every MOD except one. Finally don't forget to check your load order in FNVEdit as a conflict might be over-writing the textures you want with something else.
  14. Well, I don't really have the time to make 'one-off' mod requests. But I am working on one for public release (see siggy). The old is, amongst other things, available as a companion. The perk he gives is called prospector; I'll give some to have the benefits of his perk scale with survival (since I agree it does next to nothing right now). But if I do, it won't have anything to do with movement rate since (to me) tying MR and survival together makes my brain feel funny. I'd probably be looking at a mild boost to resistances.
  15. I have tested and confirmed that player.getav survival works. Assuming you are modifying the travel light perk to get the faster run-speed, did you remember to remove the conditional check for 'bad armor'? Also with multiple conditions, did you use something like val1 >= 45 or you use IF( val1 >=20 && val1 <=45) Just a stray thought have you thought about using menumode instead of gamemode? The survival skill seems unlikely to change in game play but in level-ups. And so having the script run all the time during gameplay seems an un-needed game burden. Just curious why have survival change run speed? Why not either agility or (agility+endurance)/2, (agility+strength)/2, or something like that? Survival is being able to find and eat stuff (cooking/camping).
  16. You're mistaken. 1. Survival and throwing never worked together. No value of throwing in Fallout 3 helped survival. Neither did any value in survival ever help throwing. 2. Throwing is not referenced by slapping an AV in front of it. There is no such as AVthrowing, not in any version of fallout or skyrim. So that bit never worked either. 3. According to Bethesda Throwing is not included in FNV (or at is least unused). So no reference to any spelling of throwing did anything. I have no idea what you mean by survival is useless nor what you mean by run speed being a reason to get survival. Again, not related. More to the point I doubt anyone reading this has any idea what you are trying to do. A bit different reply then my first. I originally assumed cut and paste error. Now I think it is something else. That you don't really know what you are doing, and so are guessing wildly how it might be done. I'm not trying to pick on you, but your post makes no sense. So why not start with: What are you trying to do, then maybe someone can give you advice on what stat or whatever to use.
  17. Thanks for the kind words, but I know my work is pretty rudimentary by comparison. Just figuring out some pretty basic stuff really. I do wish there were a better SDK though. Your work around sounds excellent. It is simple (comparatively). The re-use of existing stuff means it is unlikely to suffer from the stability issues something like XRE has. Once this is released the Nexus file servers are going to groan.
  18. use google. Watch Sedden's youtube videos. You have to learn to use The GECK. So be prepared to invest some time and energy.
  19. Don't worry about trying to get it all. AWOP is amazing,btw. Some of the user developed companion mods are pretty amazing. I'd suggest NMC textures (medium), weather effects, lots of things to increase encounters, lots and lots of player homes (try 'house on a hill'), Weapons mods (WMXUE) and so on and on. Just take it slow and easy, don't get carried away don't put too much stock in opinions online as our tastes are highly unlikely to exactly match yours. If you go too fast, you won't be able to get a stable game. You will have to uninstall and delete everything several times before you believe this if you are like most of us. (I shared a backup script which can make getting stuff back a little faster)
  20. It is pretty straight forward, make sure you ask permission first. http://www.youtube.com/watch?v=WJGZS42oIYE
  21. Have you considered timer? or EmittanceThis refers to the color emitted by the object; most commonly (only?) used by glow effects which need to look a certain color.If the emittance is set to using the interior light drop down list, then the color will not change. However, using the exterior lightsetting, the emittance will change in accordance with the daylight of the region chosen. (ie, Megaton's lights have glow effectsthat use an inverted daylight emittance, so they appear to turn on at night, and turn off in daylight)
  22. Pretty sure Gearbox would not allow it, presented only for amusement as most of us own more then 1 game. And those who like FNV and also are cursed with a warped sense of humor will probably also enjoy Borderlands / Borderlands2. I could be wrong on what they will allow, as they allow user created tributes to their characters in other games. They recently allowed fallout NV to use their character voices as the player characters voice, although. They generally go along with anything which gives them free favorable publicity without costing them game sales.
  23. According to this: http://geck.bethsoft.com/index.php?title=ActorValue http://geck.bethsoft.com/index.php?title=Stats_List Throwing is used in FO3 not FNV. Depending on what it is you're trying to do, perhaps an object script would give you a usable script trigger or you'll have to use Melee as throwing is now based on that.
  24. GameMode is bad try to avoid it. It creates unnecessary bloat as it runs constantly. If the merchants are not wandering, just have a trigger when the PC enters the store which runs cleanup and such (OnTriggerEnter). If they are wandering look at the other begin modes..... perhaps OnClose in an Object script on the merchant container would work. Given how very easy it is to create a dialogue and how much more control you can have over various things if you do, I suggest you at least consider it. Consider, the horn-dog merchant which is prone to flirt with the ladies... (just reuse some of the male prostitute dialogue, along with some of the existing merchant dialogue) Consider, the 'ole-bat merchant who gives discounts based on mistaken identity or higher prices based on location... (just reuse some of the Old lady in Novac, or Lily, etc, along with some of the existing merchant dialogue) None of that is needed to have a very basic merchant. It is pretty hard to learn everything to make even a single basic merchant. It is not much harder to learn how to make truly interesting ones (in my opinion). And colorful characters breath a more little life in to the Mojave then any generic.
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