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Everything posted by Interfer0
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deleted due to dislike of site
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Creating a new 3D item. Say.. A hammer.
Interfer0 replied to ObLars's topic in Fallout New Vegas's Discussion
I think I know what the problem is. 1.Switch into Outliner view. Expand things until you fine the object "ID5" 2.Open the Shading tab with the "F5" key. 3.Open the texture button with "F6" 4.Make sure texture type is set to image for your item 5.Check the texture file, it should point to the texture you need. I suspect that step 4 is when it is messed up. It probably set to not have a texture, or it has a color instead. I am going to update my tutorial after I get off vacation, when selecting texture in sketchup prior to export, you need to select a picture texture, not a color. For some reason it is very different in how it is applied. I will also be adding UVMAPPING and wall\floor pieces. -
this is very vague. A city could be two buildings.
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This looks good. Will be a cool mod.
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Simply- I will check with that guy. I think those are just new models set over old skeletons though. I could be wrong. Ez0n3- I know about that, my problem is getting the mesh to point to the skeleton, and that pointing to the animations when the mesh is loaded in the GECK. Maybe I will try and import some of the other meshes into blender and see if I can't hack things back out with my mesh instead of that one. I may also have to try it in 3DS, maybe the export process works better with creatures from there.
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I am trying to create a new creature in the game, it will be diffrent enough from the rest of the creatures in the game that a new skeletal system must be used. So I created the new creature, created the bones, weighted the bones to the skin. I exported the creature to a nif, and created and exported a .kf animation of the creature running. The nif shows up just fine. The problem comes up when you add the KF animation to the NIF. All of the bones move to one point, and its just a gyrating pile of maddness. If I export the object and the animations together they show up just fine, but this won't work correctly for movement animations like I need them too. I tried setting my animation keys to just rotation, LocRot, and VisibleLocRot. None of these worked. Anybody have any ideas?
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Mesh not colliding
Interfer0 replied to BackAtTheRanch's topic in Fallout New Vegas's Mod Troubleshooting
I would import into blender, delete the collision object, and recreate it again. I had similar problems a few time before, but my mod files are not on vacation with me to see how I fixed the problem. -
scn 000ACTIPBSLightswitch01SCRIPT ---------------This line is fine Begin OnActivate ---------------This line is fine if 000LGHTPBSCeilingLight256REF.GetDisabled == 0 ---------------This line is fine 000LGHTPBSCeilingLight256REF.disable ---------------This line is not needed. You are checking it the item is disabled and it is this disables the item again. endif ------------------This is your problem, endif ends the entire if statement. it just needs to be removed. else ---------------This line is fine 000LGHTPBSCeilingLight256REF.enable ---------------This line is fine endif ---------------This line is fine End ---------------This line is fine You may also have a problem with your naming of the reference. I know for some objects you cannot use a number as the first character for a reference name.
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Unusual but related scripting questions
Interfer0 replied to HerrBaron's topic in Fallout New Vegas's Discussion
Try using this, but create a new door. I am not sure what they mean by Pre-Loaded furnitures. Try it wil This door I know it doesn't fit, but will work for testing. -
Mesh not colliding
Interfer0 replied to BackAtTheRanch's topic in Fallout New Vegas's Mod Troubleshooting
Under GECK what type of item is it? Static Items are items like furniture which is not what you want. Make sure your item is listed under Items, and not under World Object. Camera is an example of a Item. It can be picked up and carried in your inventory. Also Check the Mass If it is 0 it will be a static immobile option. -
Trouble with Pop In using Enable Parent
Interfer0 replied to Ez0n3's topic in Fallout New Vegas's Mod Troubleshooting
try giving them a Ref Editor ID, and enabling and disabling them that way. -
way to make weaker companions?
Interfer0 replied to masterfrymeat's topic in Fallout New Vegas's Discussion
shoot them in the knee cam so they limp. -
Can't save my script
Interfer0 replied to Patq911's topic in Fallout New Vegas's Mod Troubleshooting
you need to specif 1 or else it won;t know how many to add -
disable mods till it works. then delete the offending mod
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This issue comes up a lot. The problem is with room markers. if you show them, then move them down 100 or so, then refresh it will all show up. Then move them back when your done
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activator object not working
Interfer0 replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
I reuploaded the file with the other texture. -
activator object not working
Interfer0 replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
I looked at the nif. It looks like I have two seperate objects, on for the frame, and one for the picture. You may need to just change which texture you changed. and also and a second dds picture for the frame, since you currently don't have the texture, I forgot to add it. It will cause errors like this without one. -
Moving skeleton body parts
Interfer0 replied to Deadliest Shade's topic in Fallout New Vegas's Mod Troubleshooting
you can't move the entire body. The skeleton has whats called ragdoll constraints. These constrains are set up with the havok collision engine. The constraints tell how far each bone can move and things of that nature. If you would like to make the body fall in a "natural" position, make sure havok is turned on in geck and place the skeletan. Then because of a bug you have to press another key, I use "h" and the skeletan will fall. -
It looks like furniture markers are able to have scripts, so I would edit the beds to have an OnActive script, and see how that goes.
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GetSelf should theoretically work for everyone. I'm just not sure how to get it working. With onGameMode the script should run for everyone every frame. Something else you could look into is adding the script to run when a bed object is activated, but I don't know if bed are able to have scripts attached.
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ScriptName Pajamas ref whodoneitref Begin GameMode set whodoneitref to GetSelf if whodoneitref.getsleeping == 1 whodoneitref.additem 000cb60e 1 whodoneitref.equipitem 000cb60e elseif whodoneitref.getsleeping == 4 whodoneitref.removeitem 000cb60e 1 endif end I could be completely wrong though. You need to use getself to set the players referance to use in getsleeping. also Additem.garbalygook is not the right way to use additem. [Actorref].Additem [itemcode] [amount] [hidden flag 0 or 1] Cipscis's script Validator is your friend.
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activator object not working
Interfer0 replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
D.C. Picture If this doesn't work, then you may be having the building mesh problem -
Need some help
Interfer0 replied to Slayerdude111's topic in Fallout New Vegas's Mod Troubleshooting
Your door will need to be marked as a persistence reference in order for the cursor to switch to white. -
activator object not working
Interfer0 replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
Í have a poster I created that has a collision, I will upload it for you tomorrow. -
activator object not working
Interfer0 replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
Two things. Your nif has no collision, this is needed to allow someone to click on the object. I didn't load the esp, but you also there are problems with some pieces, where the player can't select the item because the collision mesh on the building/wall behind it is sticking out to far, and your poster falls in that mesh.