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DrPepper715

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Posts posted by DrPepper715

  1. DrPepper715 - Hello!

     

    That's it but you want to link the NPC to the marker rather than the other way around.

     

    To link your NPC to the DefaultGuardMarker, double click on the NPC in GECK & in the window that comes up look for the "Linked Ref" tab & click on that.

     

    Then click on "Select Reference in Render window" & little cross hairs will come up, use that to select your placed DefaultGuardMarker by placing it over it & left clicking.

     

    If you've done it right, the DefaultGuardMarker will be listed in the "Reference" box.

     

    Remember to close the NPC window with the "OK" button to save that.

     

    Clicking on the NPC should now draw an arrow linking them to the marker.

     

    You can place more DefaultGuardMarkers if you like to give the NPC's a route.

     

    Just link that first marker to the next one in the same way you linked the NPC. Further markes can be joined on in this way.

     

    You can even link other idlke markers in so they perform different animations where suitable.

     

    If you do use several linked markers in a chain, remember to go to their "Patrol Data" tabs & set an Idle time higher than 0 or else they will just quickly move past the marker & on to the next without pausing.

     

    You can find the DefaultGuardMarkers under Miscellaneous - Idle Markers. It's got several idles for NPC's to perform while on guard already set.

     

    Merry Christmas!

     

    EDIT: This more information here:

     

    http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_NPC_population

     

    Look under the subsection "Creating A Patrol"

     

    Also, not sure if you're wanting the NPC to actually guard where they are or just patrol, Guarding is covered here:

     

    http://geck.bethsoft.com/index.php/Guard_Package

     

    Prensa

    Thanks Prensa for your hard work! :thumbsup: . I just have one question, do you have to check the Persistent Reference box in the Reference window on the NPC ? Or can I leave it unchecked and not worry about it? And also Do I have to place1 marker only linked up to 1 npc or can I use a marker and have multiple npc's link up to it? Thanks again :thumbsup:

     

    Im assuming this will work.

  2. DrPepper715 - Hello!

     

    "The NPC has a Guard package called DefaultGuardStayATPostion01 Its a package where he stands there and if we wanders off (due to a fight) he will go back to that location."

     

    Okay, check the obvious first then, did you remember to link the guard to a DefaultGuardMarker that you placed at the location?

     

    The DefaultGuardMarker can be linked to others to give the NPC a route but the NPC must be linked to at least one of them.

     

    EDIT: I should just clarify that, it does not have to be the DefaultGuardMarker specifically. The NPC can be linked to another type of marker, just as long as it has a linked reference. It's just that the DefaultGuardMarker is very convenient as it's set up already for the job.

     

    A good example of this package in use can be found with:

     

    LvlChineseGhoulDoor

     

    Paste that into GECK's filter in the NPC section, then right click on LvlChineseGhoulDoor & select "Use Info". Double clicking on the MamaDolce listing under "Used in these cells" to take you to the guard & their markers to get a look at the basic setup.

     

    Also, is that the only package your NPC has? As it is possible for scheduled packages to override guard packages during their set times.

     

    If still no joy with any of that, did you try the "player.moveto" suggestion? If so, where did it take you, where are your NPC's ending up if not where you want them?

     

    Hope this helps!

     

    Prensa

    Thanks Prensa, I will try out puttung GuardMarkers down.

    Do you possibly have a video or know how to link it up? I took a guess by placing a DefaultGuardMarker down and double clicking on it and going to the Link to tab/Flag. and then I selected the NPC. Does that do it or is there more to it?

     

    Oh hey, that rhymed! :whistling:

     

    Try to let me know if you can :thumbsup:

  3. DrPepper715 - Hello!

     

    Like a1stickleback says, what AI packages do these NPC's have?

     

    If you copied & pasted from another NPC you may have left packages on them that make them travel to another location.

     

    Check under "AI Packages" in their NPC window that there are no special packages.

     

    If you're wanting them to wander around there, a default sandbox should work fine.

     

    Also, are you sure they are still alive?

     

    It may be that they are getting killed, the Washington Monument is a real war zone & not much would survive long there. Those armed Brotherhood of Steel often get slaughtered.

     

    If all that fails, use FO3Edit to get their RefID (or grab them in game by clicking on them) then go into the game & when they disappear open the console (by pressing the key under Esc) & type:

     

    player.moveto

     

    Add their RefID to the end of that so it's something like:

     

    player.moveto 000282d4

     

    So you will be moved to where they are ending up.

     

    Could be that they are being scared off & running away.

     

    Hope this helps!

     

    Prensa

    Hey both Prensa and Stickleback. The NPC has a Guard package called DefaultGuardStayATPostion01 Its a package where he stands there and if we wanders off (due to a fight) he will go back to that location. :thumbsup:

    Oh and also they are foolhardy and are almost impossible to kill

  4. Hello.

    In my mod I placed some NPCs at the front gate of the washington monument (where the BOS soldiers are) and whenever I go to where I placed them they most of the time are gone. When I fast travel there they show up but ...s*** im sorry Im mixing s*** up

    So when they are not there. they are not on my pipboy or on even there at all.

    This happens when I go to walk to a location from a distance (in one cell I assume). Say from the Capitol Building to the monument. They are gone? even though I saw them when I fast traveled there? Huh? This happens a lot with me even though the NPC fade thing is at high and on the launcher it has my settings set for ultra quality. AND the npc's were placed there using the GECK.

    Im not too happy about this. Im releasing this mod in late January and I don't want this to be a Bug

     

    And uh sorry about my mixing up stuff above. Im tired, had a long day at work. :sweat:

     

    I can provide more detail in the comments but PLEASE try to respond to this if you can. Its Killing Me! :wallbash:

    Oh and sorry about Double posting this :ermm:

     

    Thanks again!

  5. Hello.

    In my mod I placed some NPCs at the front gate of the washington monument (where the BOS soldiers are) and whenever I go to where I placed them they most of the time are gone. When I fast travel there they show up but ...s*** im sorry Im mixing s*** up :rolleyes:

    So when they are not there. they are not on my pipboy or on even there at all. :hurr:

    This happens when I go to walk to a location from a distance (in one cell I assume). Say from the Capitol Building to the monument. They are gone? even though I saw them when I fast traveled there? Huh? This happens a lot with me even though the NPC fade thing is at high and on the launcher it has my settings set for ultra quality. AND the npc's were placed there using the GECK.

    Im not too happy about this. Im releasing this mod in late January and I don't want this to be a Bug :facepalm: :ohdear:

     

    And uh sorry about my mixing up stuff above. Im tired, had a long day at work. :sweat:

     

    I can provide more detail in the comments but PLEASE try to respond to this if you can. Its Killing Me! :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :wallbash: :ohdear:

     

    Thanks :thumbsup:

  6. Glad you got your fix! :D

     

    As for the edit esp's part.. I see that you already got your answer.. so.. yeah guess you know now. Anyway a bonus to that would be to just make 2 more copies of FO3Edit.exe.. and rename them to FO3MasterUpdate and FO3MasterRestore. You you will have an EXE for each operation. It will get rid of the pain of renaming them each time.

     

    Also if you have other crash issues.. here are a couple of links that may help.

     

    read the comments from this post http://forums.nexusmods.com/index.php?/topic/201495-fallout-3-crash-fix-guide/

     

    and this: http://pcgamingwiki.com/wiki/Fallout_3#Game_Crashes_Randomly

    :thumbsup:

  7. Well, it seems in Skyrim there might be support issues or incomparability (crashing) but I may be possible. Ill try to get started on it.

    Do you have a download link to the Fallout 3 or Oblivion silent hill mod? if so that would be of help to me. :thumbsup:

  8. DrPepper715 - Hello!

     

    "FO3 master update thing to prevent crashing in my game from a mod I made, however I cannot edit the eps anymore in the GECK. How do I revert a Master file back into a Plugin? "

     

    Yes, GECK will only allow you to edit .esp's.

     

    You can either use FO3Edit to reverse the changes to all the plugins in a similar fashion to how you master updated.

     

    Just rename FO3Edit.exe to:

     

    FO3MasterRestore

     

    So you end up with a FO3MasterRestore.exe.

     

    Run it & it will change back any file that it previously changed in your load order & is currently ticked.

     

    You can also use FO3Edit normally & find the individual mod you want to change back to an .esp, expand it's details by clicking on the +, left click on "File Header", in the details that come up on the right click on "ESM" opposite "Record Flags" & select "Edit".

     

    In the box that pops up, untick ESM.

     

    Hope this helps!

     

    Prensa

    Thank you so very much Prensa! :thumbsup: to you man! and Kudos!

    Thanks!

  9. Well now the game is crashing whenever I enter a building, area or even sometimes fast traveling.

    I know the game is a bit old and buggy but this is getting on my last nerve. :wallbash:

     

     

    Anyway, can anyone help?

     

    I can provide more details in the comments

     

    Thanks

  10. DrPepper715 - Hello!

     

    Sounds like you need an .egm file, they are used to place hats correctly.

     

    If it's just a re-textured combat helmet, you can use the combat helmet's .egm file.

     

    Extract the combat helmet .egm file from the Fallout 3 meshes .bsa, rename it to whatever your helmet is called & place it in the same folder as your helmet mesh.

     

    So you end up with something like:

     

    YourHelmet.nif

     

    &

     

    YourHelmet.egm

     

    You already mentioned the other step of Update FaceGen in the GECK but make sure you save your mod after doing that or nothing will change. :)

     

    Hope this helps!

     

    Prensa

    Thanks for the help Prensa. I already had the right files I just had to fix something in FO3 edit. :thumbsup:

  11. Hello everyone,

    In the GECK i was hoping to make a custom npc with his own dialogue. so i started a new topic and made the dialogue (what he says) and I saved and exited the GECK.

     

    I then booted Fallout 3 up and my dialogue was fine (with my NPC) but I later found out I had a problem. When I talked to a NPC he said what my NPC was supposed to say, which was, "Hello my name is Frank. Nice to meet you." and the GOODBYE is, "Alrighty then, bye. ". so I went in the GECK and tried to fix this problem, I noticed that i forgot to copy and paste the conditions and when i tried fixing this it said that the Generic GOODBYE and GREETING audio file were replaced with, "Hello my name is Frank. Nice to meet you.".

     

    Now when Random people run up to me to say something say "Hello my name is Frank. Nice to meet you.". For example : (If you have good karma) The Megaton Settler who runs up to you to say How your the savior or whatever and than gives you a Stimpak. She does not do that anymore! She runs up and says "Hello my name is Frank. Nice to meet you." and the only way to dismiss her from the dialougue is by pressing "Bye" (the thing that replaced I have to go now) :confused:

     

    Same with NPC's that initiate dialougue with the player. Like the person who is the guard at the Temple Of The Union. when she is supposed to say what do you want. Instead its replaced with Hello my name is Frank. Nice to meet you. S**T :sad:

     

    Same with The guy from Arefu. After the Mine explodes he says, "Hello my name is Frank. Nice to meet you." and I cant dismiss dialogue with him sometimes.

     

    I cant get anywhere in quests that require dialogue. I NEED help!

     

    The Esp. is also a VERY large mod with custom exports and models, maps, etc. So i dont think i want to remove it because it took LOTS of time and work.

     

    So after a while I went back into the GECK and tried to Replace the generic dialogue and it says its missing the Sound file for the greeting topic(s). I also lost the sound file it would be great if thing went back to the way it used to be.

    I havent tried uninstaling the mod to see if it is just the Esp. yet. I did uninstall the game via Steam and It still had the saves. :ohmy:

    Can I use Fo3 Edit? Do something in the GECK? Download a fix? HELP! :wallbash: :wallbash: :wallbash: :wallbash: :wallbash:

  12. Hello,

    So in the GECK I made a Helmet that has custom meshes and textures and the mesh is a remake of the Combat Helmet. Everything looks fine but when I preview it in the GECK on an NPC it is sideways and same with the helmet In game. I Tried the Update FaceGen model availability thing and it did absolutely nothing. :wallbash: Anyway for me to fix this?

     

    Thanks! :thumbsup:

  13. You need to have a microphone attached to your computer even if you are not going to do voice. Without a mic attached you will get this crash.

     

    I should have added that this depends on your sound card chipset, but this does sound like your issue.

    Thanks vforvic! I guess i just needed a mic plugged in. :thumbsup: to you!

    And thanks everyone else! :biggrin:

  14. Hello,

    In the GECK when I try to access an NPC's dialogue, the GECK crashes when I double click on the Topic Info "what the npc says" any help? it happens with any npc. I cant edit what he says or idle animations and I am trying to make a mod and it really :wallbash: ing.

     

    Thanks :thumbsup:

  15. SirRomin, to answer your question. Yes, other followers go into buildings , fast travel, etc. I have not checked the compatibility using FO3Edit yet.. I will and give an update. One thing is it is a mod ported from Fallout: New Vegas which makes sense why the followers might not go into buildings. I can also post the script if you want. Im not an expert at scripting but everything seems normal for the NPC. The original file is "SmileyCats Army Commander resource" for fnv. Hope that helps :thumbsup:

     

     

    I've never used the FONV GECK, and I'd most likey be totaly lost. I'm no script wizard either! I wrote some simple scripts for my mod, but pulled most of hair out in the process, so now I have to wear a hood. :biggrin:

     

    Good luck with the mod!

    Thanks! :thumbsup:

     

    Anyway. Anyone? I tried to re-make the package in the "follow Target" part and I ignored Cell and set Ref to Playerref. all the other mods I made have followers that don't have this problem?

  16. SirRomin, to answer your question. Yes, other followers go into buildings , fast travel, etc. I have not checked the compatibility using FO3Edit yet.. I will and give an update. One thing is it is a mod ported from Fallout: New Vegas which makes sense why the followers might not go into buildings. I can also post the script if you want. Im not an expert at scripting but everything seems normal for the NPC. The original file is "SmileyCats Army Commander resource" for fnv. Hope that helps :thumbsup:
  17. (Read the topic description before proceeding)

     

     

    Hello everyone,

    In skyrim i am having a issue. When I go to a forge and try to forge something, I press E and my character just stands there not doing anything and I cant control anything for 3 or 4 seconds. Its the same with Enchanting tables and grinding tables. pretty much anything that my character interacts with that requires animation doesn't work. (small spoiler Alert) An example is when in Dawnguard, when you have to harvest the bark from the trees, my character would just stand there and i couldn't do anything for 3-4 seconds just like the crafting... (you know what i mean) . anyway, I have mods installed but I don't think any of them are affecting this because, I had a different computer that i played Skyrim on that did not have this problem when i started the game. I noticed this started to happened when i couldn't get on horses. now i have a different computer and it is a Gaming PC and still i have the problem of not interacting with anything.

    HELP!

     

    oh and I play using Steam.

     

    Thanks :thumbsup:

  18. Well in his script it says:

     

    begin onActive

    ;--- TOGGLE FOLLOW

    if[X223Quest.isfollowingplayer ==1]

    set X223Quest.isfollowingplayer to 0

    else

    set X223Quest.isfollowingplayer to 1

    endif

    end

     

    The mod Im using is Smileycats Army Commander resource, I just ported it over for personnel reasons. he follows and does everything normally except fast-travel and go into buildings with me. Im thinking is it because its for FNV originally?

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