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Necroflange

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  1. **UPDATE** I think i just figured it out.. The GetIsSex should be set to target rather than subject.. after looking a Shakes and Wadsworth in the Geck. i switched robot 1's GetIsSex condition to target (T), and it showed up in the dialog tab,. and in game.. getting late will test more tomorrow. I hope this helps someone out sometime..
  2. **UPDATE** I've been fooling around with this for awhile now.. through many trial and errors i have noticed that if the condition GetIsSex is set in the conditions field, what ever topic has that condition set will NOT show up in the dialog tab of the creature page. which means it will not show up in game.. Now robot 2 ( the one i made first) has the conditions set and it works as it should.. but i'm having a sneaking suspicion that if i add a line of dialog and set the GetisSex condition it will not show up in the dialog tab. consequently, when i started working on this mod again, i tried adding dialog to the previously existing dialog quest of the "old" robot 2, and could not get it to work either. I had to start a completely new quest/dialog in order to get it to where it is now which it works, with the condition GetIsSex set to male. will it work in game if i set the female condition and dialog to it? the way things are going i doubt it. Possible fix would be to create a completely new creature/npc, quest and custom voice.. start from scratch completely.. and then it MIGHT work.. it scares me to just work around this and use non-gender specific words so i don't have to set the GetIsSex condition.. i'm concerned that it will cause crashes later on. is this a glitch in the geck adding dialog to a creature/npc?.. iv never had this much trouble adding it to regular humanoid npcs..
  3. I know this was a while back.. but did you ever get a fix for this?.. Im having the same problem in a mod I'm working on..
  4. ok last question.. I just started getting back into modding and i'm trying to knock the rust off, lol.. I need help scripting a water purifier.. an item that will change dirty waters into purified waters.. say, if the player has 5 dirty waters the script returns 5 purified waters.. i can prolly figure out a message box or something to deliver it, i just need the actual change script. or if someone can point me in the right direction of an item in game that is simular that I can look up for myself and check out. any help would be greatly appreciated.
  5. thanks for the reply.. yes they do different voice types.. the condition GetIsID is set and specific to each quest/dialog i'm not really hip to quest priority.. i had each set to 75 (I seen it in a tutorial one time and just followed suit) this is just topics im dealing with.. no conversations i'm not sure i understand this question.. i just make the dialog the regular way through made a quest and created new topics.. i can totally send you a copy of the esp..
  6. I hope this issue has not been covered before and i'm just repeating old news. I'm building a mod with a npc robot (which is a creature). I have 2 different robots in 2 different rooms. The idea being, robot 1 will "clean" room 1, and then through scripting,when the player leaves and comes back, it will enable/disable the door and let the player into room 2 (the clean room). giving the illusion of the robot cleaning the room. I thought it would be easy just to make 2 seperate robots with separate dialog rather than make a bunch of set stages and get things all complicated. The problem is i can get robot 2 ,( which i made first) to properly use the dialog I wrote for him ( and i've written tons of dialog and made it work over the years). but robot 1, in room 1, I cannot get the dialog to work for anything. I have made sure that everything is checked as it should be (allow pc dialog, start game enabled, everything is set up exactly like the other dialog quest/ npc. when I click the dialog button on the creature page for robot 2, i can see all the dialog lines that should be working... cool. when i click the dialog button for robot 1, theres nothing.. all the fields are empty. I've done various troubleshooting with making new npcs, making new custom voices, reloading, uninstalling and reinstalling the mod.. Iv'e done almost vey configuration i can think of and nothing will work. i'm back to the point of just using the same robot twice and just going through the complicated task of setstaging a bunch of dialog to the 2 different (same) robots.. which i dread doing but whatever.. if that's the only answer. but somehow I feel I may run into problems in the future doing that. I read in a thread that someone had posted that he had this kind of trouble working with robots before. is there a glitch or bug about the robot / creatures and dialog that i don't know about?.. or am missing something?.. any help will be very appreciated..
  7. whats up Prensa?.. im sorry it took me so long to respond.. so i ended up fixing the problem in the above post... on the BKRidigdBody branch there are some settings called: Motion System..and Quality Type.. before when i was having the problem these were set to: MO_SYS_FIXED and MO_QUAL_FIXED..(resectivly). I switched them to MO_SYS_BOX and MO_QUAL_DEBRIS and they worked like a charm.. I experimented with the Deactivator Type and Solver Deactivation but didn't like how they made the havok act.. they were to light and "airy" as i recall, and one of them actually made the pieces just hang in the air.. so i changed them to what ever the carhulk01 settings are and they work perfectly..(aside for some minor tweeking). things are moving along great though.. just been plugging away at making meshes and textures..should be able to get some stuff out soon for a play test.. thanx for all your help..!! NF
  8. hey Pernsa... you are very knowledgeable and just packed full of great information.. i think this was what the problem was .. it was doing other weird things are far as the size of my objects.. i did the "Press ctrl A select - Scale and Rotation to ObData." and i think that is what fixed the problem... which fortifies my resolve to just build my objects in blender and do my collision in nifskope.. unless they are just immovable static.. i hate to pound you with questions but.. but i put my second tank in the game tonight and its doing something very wierd : say i have four of the tanks set up in game.. when i go to shoot the the first one, the explosion happens, but none of the pieces react to the havock they just hang there as i arranged them in blender as though they are static.. although they are not static, i can run threw them as though there is no collision at all.. when i shoot the 2nd one.. the explosion happens and the pieces go flying just as they are supposed to and work great this goes the same for the rest of the tanks.. its all the same item..how can it have no collision one moment and have collision and havok the next?.. i tried tweeking the inertia settings but that didn't seem to do much.. then i thought it may be a glitch.. so i deleted the item in the geck > saved > and rebooted the geck and tried it again... with no luck. is there maybe a setting someplace i have over looked?.. i guess my next step is just to just re-do the collisions.. cause there's no reason that I can see its should be doing this.. any thoughts?.. thanx..!!!! NF
  9. ok.. this is an old thread.. and i hope i dont sound like to much of a noob by asking: where do you upload you image to, to give it a URL?..
  10. HI Prensa.. thanx for the response..!! and to tell you the truth i was hoping you were going to be the one to respond... :laugh: I'v seen you post in several threads giving detailed information on different nifskope problems. reading some of those threads has really helped me out on this current project. for instance: i didn't know you could make collision meshes in nifskope.. and from now on i think im going to continue to make my collision meshes that way. i think this way is easier than doing it in blender, and you can set all the havok settings right there. although im not sure why you say in your tutorials to open two instances of nifskope and copy and past the collision objects?.. unfortunately, i wish i had posted earlier before your lengthy response, that i had figured out my problem. "The tiny multi coloured x is the center orientation of the collision, it should generally be within the center of the collision mesh that it belongs to." ^^ that was my issue. the center or the pivot point was off in my objects. thus causing them to spin all "lop-sided" through the air when launched after the exsplosion. The way i fixed it was: First i started pasteing to a new nif the "carhulk01", the objects in that particular nif seamed to be more centered from the start. after carefully copy and pasting and deleting some blocks i didn't need.. i got the idea to import the nif i was altering back in to Blender and re-center the objects that way. by doing... Objects > Transform > Center New it centered everything back up again properly, and i dropped them back in to the game and everything worked perfectly.. ( well.. aside form some experiments and tweeking). it took some time to adjust the Inertia.. Mass.. Havok material.. Layer and Layer copy.. but i ended up with a result im happy with. i just copy and pasted the inertia info from the "carhul0" nif and tweeked it a little as the size of my pieces dictated. Evey once in a while one of the pieces will do something weird like get stuck in the sky or something.. but its always the same piece and it doesn't do it to often...but im happy with it.. for now anyway. I didn't have much luck in the past copy and pasting the "BSDamgeStage". but some how this morning when i tried it, i copied the whole branch (I think) and pasted it to the ninode of the object i wanted the fire effect on.. and BOOM it worked..!! i was super happy and proud of my success. Now im thinking it doesn't really matter what nif i paste to, as long as im careful what im pasting over and careful not to delete something and foul the Nif up. In fact, next i think im gonna try to attach nodes straight on to my meshes i export out of Blender and see if I can make it happen that way without copy and pasting any thing but the "BSDamageStage". so now all i have to do is build some more meshes. id like to get at least 3-4 different tanks and upload them as a modder's resource for the community.. shouldn't take to long.. iv got past the learning curve part.. for now anyway.. heres a pic i CAN post though.. this is my propane tank iv been blowing up all day..lol once again sorry about not posting sooner.. but thanx for the detailed info.. im sure it will come in handy eventually. and i wish i could post some screenshots i have but iv never been able to figure out how to paste images in the response posts.. only the initial topic. thaxn again.. NF **EDIT Im working on my second tank now and found that the bounding box (the blue, green and red box that is supposed to fit tightly around the object) is too big. i had this problem before with an other mesh but was able to fix it when i found that there were pieces of other objects i had unknowingly selected in Blender. That doesn't seem to be the case this time around and im at a loss as to how to shrink it down.. is it possible to scale down the bounding box in nifskope?. the static collision i have around the tank fits nice and tight but once i get it in to the geck as a static piece the bounding box is double the size it should be. i don't see anything in nifskkope except for my collision. this happens to me periodically and id like to find a long term fix for it. got any ideas? thanx again.. N ***EDIT2 i opened up the tank nif in nifskope and under the "bhkRigidBody" tab i see "4 bhkMoppBvTreeShape 3 bhkPackedNiTriStripsShape 2 hkPackedNiTriStripsData" iv not seen these "terms" before.. could have something to do with it? and how did these get into my collison? for shits and grins i tried to make a convex shape in nifskope. i used default settings (.250) and the collision appeared the same size as the bounding box in the geck..!! ***EDIT ok i fixed it..im not sure how i did it.. i went into Blender and made a new collison. i think it was a combination between that and fiddleing with some settigs in the logics tab
  11. iv recently made some meshes of a large propane tank and want to drop them in FO3 and make them explode like when you shoot the cars and trucks. I made five "exploded parts" in blender, for when after the explosion happens, the pieces go flying, and use the "BSDamageStage"node to have the smoke and fire effect on them, same as the cars and other exploadables. I chose "motorcycle01hulk" to paste to, there's five collision pieces in the nif. For the past week iv been trying to copy and paste my objects over the motor bike hulk with little success. my problem, ( i think) is that i cant get the collision nodes (the little lines with squares on them) to center on my objects.. the result in game being: when the tank blows up, and the havok pieces go flying, their pivot points aren't centered, so they spin "lop-sided" through the air. spinning around an invisible center on the side of the object. and when it comes to a stop on the ground the center is under the ground and the object "bobs" on its end like a bobber in the water, with the smoke and fire under the ground. ( in this shot i only copy and pasted one of my objects, but as you can see the circled "node" is not centered on the object which i believe leads to the weird havok in game. And too, there's a little "X" next to the little square that im sure is not supposed to be there. i get this problem when ever i copy and paste something then move it.) iv tried creating convex shapes in nifskope, and iv tried copy and pasting my convex collisions i made in blender, both with the same result. so i tried to copy and paste the" BSDamageStages" to my custom meshes with little success again. can some one tell me what im doing wrong?.. or tell me how to do this?.. or how to center the pivot points on the objects?.. or maybe point me in the right direction of a tutorial with the basic fundamental concept?.. I feel im right on the verge of figuring it out but i just cant get it. im not real hip to nifskope. i know very little, so any answer please break it down for a noob to wrap his head around. i really enjoy blendering and textureing and i would like to start using nifskope, im just now starting to understand what a powerful tool it can be. thanx in advance for any help or info.
  12. this is an old thread.. but im getting ready to go head to head with nifskope to make some convex shapes for some modles i made.. and here it is right here..lol. i v just recently hit a mile stone in my blendering and texture skills and after reading this thread, it appears im gonna have to spend some time in nifskope.. thanx so much for all the detailed info.. very generious of you to do that..
  13. yeah.. i think the only problem..(well the biggest problem) is gonna be attaching the nodes.. iv never done that before..i just dont understand how you attach the fire and smoke effecs to a node.. my knowledge of Nifskope is limited to tweeking the materials node.. and cheking to see it the texture file paths are correct..i was doing the weapon swap thing a while back when i was making melee weps, and a couple other little nick nacks, thats about it. I'm really not that big of a PC geek.. so this is gonna be major surgery for me as far as nifskope goes.. thanx for the tuts.. ill check em' out
  14. You been MORE than helpfull dude.. i was just hopeing not to invovle nifskope, but i guess its unavoidable.. it gives me a headache.. that sounds pretty cool mindboggles.. but as you said sounds pretty trickyas well.. im really getting into moddling and textureing right now.. and im certainly not an expert, (i know just enough to be dangerous) mainly iv been making houses, barns and static stuff latley.. but i can do melee weps and clothing too. if you guys need some moddleing help in the future id be glad to help.. just so i can put some of this stuff to use..
  15. Right on.. ill get to work on it..!!! i guess my only other question is after the explosion, and the Destruced mesh apperears, how does one go about getting the fire and smoke attach to the destruced mesh?.. i dont think i seen any tabs for that in the destruction data tab..
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