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joshua121

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Posts posted by joshua121

  1.  

    No worries McTavish, I appreciate the offer.

     

    Its Mktavish with a "k" ... I'm not some mic ... hehe lol to you Irish ... that I do respect.

     

    You can't show up and expect your vision to go forward with umpteen bots to do what you yourself petered out on with your mod.

    10 years ... that is extensive ... ergo you should expect extensive feed back with times and content.

     

    But ya ... I realize my puzzles aint gona work ... cuz I don't have the umpah to do what I did in the one I sent you ... for your project.

    Me and Andyno had built a relationship for more than a year prior to me doing that.

    Which I get ... you naturally are just interested in getting it done ... and I was fantasy thinking I could shoe horn in some of my work ? :\

     

     

    Haha... didn't even realize I'd done that. Sorry.

     

    I think it could be cool to shoehorn in some stuff down the line, but right now I just want to get it finished to an acceptable bug free (ish) state. It is a bethesda game so its never gonna be bug free. :ohmy:

     

    I need to finish the story and polish it up before I worry about anything else. Also I'm not Scottish either, I was just doing the accent. Wilkes is more my normal voice than Malachai.

  2. Well, we have reached the moment of truth. Not everyone can handle honest feedback and treat it like a personal insult. It's not. I reported all of the above publicly to let everyone else know that this mod needs a lot of work to even work.

     

    I enjoy doing this, because I realize the difference between someone with the creative talent to create a mod like this and the ability I have to help make it work like intended.

     

    So Joshua, I don't know what your reaction to my post above is. It's probably not what your were expecting. Neither was I frankly. But as I said, this mod (inspite of the various technical flaws, is a possible gem. Maybe (with some elbow grease) it can be as good as the NV Bounties mods by SomeGuy2000.

     

    Meanwhile I found a game-breaking bug that has taken me hours to figure out. However, I need to know if Joshua can handle this or not.

     

    If you want my help I really need to know. ASAP! Two days with no response rubs me the wrong way.

    I have no problems with constructive criticism. I want to be told what's wrong, if you're having problems, if things don't work, etc.... I can't find all the bugs if they don't present for me. Like the bug you mentioned in engineering. Never happened for me and I couldn't recreate it, very hard for me to fix, if I can't experience it, hence asking for help in the first place.

     

    The only part that rubs me wrong is not being able to deal with no response for two days. I have a full time job and a family. I do this in my spare time, lunch breaks, evenings when I'm done with family stuff.

     

     

     

     

  3. OK. I've been playing it off and on since yesterday morning. I'm at the paladin Saul in ReppConn quest.

     

    I've been fixing things as I go, which includes pretty much every script. Here are some things:

     

    1) In the Gomorrah room where you meet Mal the first time, changed the exit door to all have scripts on them to deal with your property. The one door that goes back into the casino has a new script to remove the player's weapons except for holdouts the same way the front door script does it, except you don't get a choice of all or all-but-concealable. It just does the latter. I don't think the player should be able to enter the casino armed if they came in through the back-door. An alternative, for your mod, could be to give the player immunity from the weapon ban as long as they were in the Brotherhood, but you would need to modify the front entrance code to handle that too.

     

    The two doors that exit the room have the same script that does what your (now disabled) triggerbox did and give the player back their property and the stuff taken from companions is given back to the companion or the player if the companion managed to die since coming in to the casino. Trigger boxes are meant (mostly) for things you want to do only once. Otherwise you can get into a situation where it fires constantly when the player impacts it

     

    I found similar problems with many other result scripts, where it was something you only wanted to run under certain circumstances and/or only do its thing once.

     

    2) I put some code into making the mod work with Freeside Open, without having to be dependent on that mod. If FO is present, it moves Rusty to where you initially placed him in Freeside North. Your code moves him to the Mick & Ralph town crier, and all he does is stand right there next to the crier. EDIT: It still moves him to the cryer if FO isn't there, but this must be changed).

     

    The first problem is that the crier might not even be there for numerous reasons. The second is that he just stands there instead of going to the bus stop and using the benches there. I liked where you put him originally, and move him to an xMarker I put in the same position in Freeside (for FO), but I cannot get the f**ker to sit for more than 5 seconds,

     

    Secondly, Rusty needed some extra urging to flee if you let him go (do a .ResetAI command on him and off he goes).

     

    3) I worked on Jonas in Goodsprings, by changing his package to a sandbox, and putting things around for him to play with and making the trailer there look like his pad. Once I caught him at the workbench and another time he was just sitting in his chair.

     

    I am also finding pretty dumb stuff, like scripts that try to act on a door that isn't set to persistent. Other scripts that won't compile for various reasons.

     

    So, it's really unpolished and needs both bug-fixing and something to just give it more panache (edit: I meant atmosphere or mood), but the dialog is well thought out (even though much of it is poorly acted and/or recorded,(background bad microphone noise) and the quests are drawing me along to keep playing and fixing everything I find.

     

    What are you working on with it now?

     

    Here's a link to my latest esp: File

     

     

    First, let me say thank you so much. I'll check out the .esp sometime today after work.

     

    What am I working on now? Mostly I'm working on trying to continue the quest line, and complete the story. Getting things to look right, find some voice actors for the parts that are done, make a discord so that I can do all this typing in one place. find a decent, affordable mic that works with windows 10, 3 haven't so far (grrrr), soooooo much really.

     

    I know there is a lot of clean up to do, I've been working on this for the better part of ten years and lots of things have changed over that time. A lot of scripts have become deprecated and I need to go back and get rid of what isn't being used. I just haven't focused on that. I was also learning as I went and over time figured out better ways of doing things.... sometimes. LOL.

     

    I'm all for some help in cleaning up the scripts and making things as smooth as possible. I have been able to make things happen, but I'm not the strongest scripter by far.

     

    1) The Gomorrah doors.

     

    I like the idea of putting the scripts on the doors, and it's something I have thought about doing in the past, but haven't gotten to. More of that "go back and polish later BS".

     

    I do not want to make the player lose their weapons going in the back door. In all the hundreds of runs I've done of the mod, I've found, it is super, super annoying to re-equip everything. I also don't want to edit the main Gomorrah script, I'm trying to be as minimally invasive as possible, within reason.

     

    If anything I would want to put it on the door from Mal's office into the casino.

     

    I'm not even sure I want to do that. I would rather handle it the way it's handled at the front door.

     

    Silas, the NPC at Mal's door could do the same operation as the guard at the front door.. What I'd had in mind, was if you aren't in the brotherhood, those doors would be locked, and if you are in the brotherhood, Silas could handle entering the casino.

     

    2) Good old Rusty Jones, That guy gave me such trouble when people kept telling me they couldn't find him. The Rusty Jones thing was a quick fix, took quite a while for me to find out / figure out it was a conflict with Freeside Open. Not really something I was trying to focus on, I just wanted people to be able to find the guy because FO broke my story. In all honesty the only reason I even bothered with that was because so many people used it. FO apparently conflicts with a lot of stuff.

     

    You mentioned it needs polish and yes, absolutely it does. However, the more I go back to "polish" the less I move forward with the story. So I'm trying to finish the story before I go back and polish things. There is very little point in polishing until it's out of WIP status.

     

    That's also why I started asking for help. There is just so much to do.

     

    So if you're willing to help, I'd be happy to have it.

     

    Thanks again.

     

     

     

     

     

  4. Do you have the specific name of the sewer cell you're talking about? I could do some interior decorating for you as well.

     

     

    Navmeshing ? Wow Radio ... your a better man than I to offer that ?

    Apparently I'm some kind of freak, because I actually enjoy the process.

     

    Has navemesh, but it's not current/completed and needs to be addressed

    JL121PSGSPosiedonSewers - needs more decor

    JL121DSBHBOSSafeHouseForOutcasts needs more decor

    JL121DSBHBOSHideoutShack

     

    navmesh needs to be deleted and redone as the level moved

    JL121DSBHECVBrigg

    JL121DSBHECVDeltaLabs01

    JL121DSBHECVEngineering

    JL121PSGSMainLevel

    JL121PSGSGeneratorAndTestsubjectHousing

    JL121PSGSCryoroom

     

     

    Has no Navmesh

    JL121DSBHECVStasisFacility02

    JL121DSBHECVMainFrameRoom

    JL121DSBHECVHangar4 Finished this one today

  5. Thank you both. That would be fantastic, I will take all the help I can get.

     

    I just made a lot more changes to the mod, so I will update the file here on the nexus in just a bit. The new version will be 018.3.

     

    I have version control setup on my geck so if you guys want to work on it, all you have to do is work in an .esp with my .esm as it's master. Only my .esm though, I have taken great pains to make sure only new vegas is required to play the mod, so I don't want to add any dlc requirements.

     

    As far as navmeshing goes, very little of the sleeping sands facility is navmeshed. I could really use some help with that.

     

    Also some of the cells are just kinda empty. The sewers to sector 17, parts of the abandoned tunnels, the disgraced paladin's hideout, . If you run through the mod you'll see what I mean. I really need some help, just placing decorations in some of that.

     

    I really need to deal with all of the dead terminals in the facility as well. I have a huge backstory, but haven't really told it yet. And I really need some entries typed up for them. I have a timeline I made that should really make things a lot clearer about what is going on.

     

    I really need people to playtest as well. Being the author it's very easy for me to not try things in new ways, and since I work with a clean install (no other mods) I never find conflicts on my own. Although I try very hard to avoid them by never deleting anything, and using a naming convention for any new items I make (JL121DSBH). So if anyone works on the mod I would ask that you use your initials with the DSBH so I can find your edits easily.

     

    My email is in the esm's description, so you can just email me your .esp and I can merge it into the master.

     

    Also I'm not up to date on what the most current setups are for teams to work together so I'm open to suggestions on that as well.

     

    Thank you guys so much.

  6. Hi,

     

    I'm the author of The Deathsong Brotherhood. It's a massive quest mod that adds a Dark Brotherhood style group to New Vegas. You may or may not be familiar with it. I've been working on it, on and off, for about 9 years. I released it as a WIP in 2013 and I had worked on it a long time before that.

     

    I gave up on it for a while there, four or five years, something like that. But it's been eating at me that I never finished it. So I came back to it and started working on it again, and I've been making some great progress. But it would be fantastic to get a few other people who know what they're doing to help me finish it and make it better.

     

    So this is my shout out to any of you modders that are in between projects or want to be part of this one, that I'm looking for help. Playtesting, bug fixing, navmesh, decorating, voice acting, writing, etc...

     

    Thanks for reading.

     

     

  7. So I have followed the tutorial and managed to get version control turned on, my network folders set up, and my .ini files made.

     

    When I get to the generate .fud files, I get a list of forms.

     

    No matter what settings I change in the ini's I cannot get it to generate the files.

     

    The first time I started it up it said it would look for the .fud for falloutNV.esm but it just sat for 30 minutes and did nothing.

     

     

    My GECKCustom.ini

     

    bUseVersionControl=1
    SNetwork Path=\\DESKTOP-DJUQKQC\Merging\
    SNewVersionBackupPath=\\DESKTOP-DJUQKQC\Merging\VersionBackup\
    SNetworkMasterPath=\\DESKTOP-DJUQKQC\Merging\Data\
    SLocalSavePath=Saves\
    SLocalMasterPath=Data\
    SLocalBackupPath=Data\CheckInBackup\
    [sudoWhoCanMerge]
    Joshu=1
    DESKTOP-DJUQKQC=1
    [sudoWhoCanForceCheckout]
    Joshu=1
    DESKTOP-DJUQKQC=1

     

    My ConstructionSetNetwork.ini

     

    [users]
    1=DESKTOP-DJUQKQC
    DESKTOP-DJUQKQC=1
    1=Joshu
    Joshu=1
    I'm at a loss on what to do next.
    *UPDATE*
    After posting this I reread the tutorial again, and notice I had missed the append to the geckprefs ini part.
    I added this
    [users]
    1=DESKTOP-DJUQKQC
    DESKTOP-DJUQKQC=1
    1=Joshu
    Joshu=1
    to the bottom of geck prefs and then I was able to generate the .fud files.
    Another thing I noticed was that the tutorial says to add the esm's to the merging folder, but doing that didn't work for me. The geck kept saying that it couldn't find the master files.
    When I generated the .fud files they were made in the CheckinBackup/Data folder, so placing the esm's there fixed the problem.
    I have now been able to successfully update my .esm file.
    THANK YOU madmongo!!!!!!
  8. It sounds like you are referring to version control.

     

    https://geckwiki.com/index.php/Version_Control

     

    The intent behind version control is to be used by a team of people working together, but you can use it as a single user. You just have to fake out a local folder as your "network share". Instructions on how to set it up are in the above article. The instructions were originally written for FO3 so make sure to pay attention to the things in the instructions that need to change for FNV.

     

    When using version control, a local user makes their changes to an esp which depends on the esm as a master. When the changes are done, they get merged into the network master during check-in. Don't forget to copy the new esm with the merged changes back to your FNV directory.

     

    Since you apparently did not create your esp with version control enabled in the GECK, you will need to check out all of the changes and then check them in. Make sure you make backup copies of your original esm and esp before you do anything. If you do it wrong, you can mess up your files to the point where your only choice will be to recover them from your backup copies.

     

    When you check an esp into an esm, many records will be re-ordered. If you made new dialog and already recorded the lines, the file names for the voice files will change due to the records being relocated in the esm. If you don't have any new dialog then everything else should work ok.

     

    Thank you, thank you, thank you!

     

    I think this is what I was looking for, and if I remember right, this is what I used to use, I just couldn't remember. Getting old really sucks.

     

    I'll read up on this, try to get it set up, and report back.

  9. I've been googling this for two days now and I'm getting really frustrated because none of the info I'm finding is up to date or seems to work for me.

     

    I started working on an old wip project that I haven't worked on since 2014 in New Vegas. It's an esm. Like an idiot I did all my work as an esp update thinking I could just merge the two together. Apparently that's not the case anymore.

     

    I know I did this back then with fovedit or tessnip or something, but I can't seem to figure out to to do it now.

     

    I downloaded xedit and zedit and fnvedit and fomm and some other stuff, I've watched a bunch of tutorials and nothing I find seems to work.

     

    The mod is a massive quest mod with custom world spaces, dialogue, weapons, armor, statics, activators, scripts, etc....

     

     

    So the question is, is it even possible for me to merge this? Or did I just completely screw myself and lose two weeks of work I have to redo now?

  10. In the autodesk forums there's a response from a technical support guy who shared a direct link to download the right version of 3ds max. The message is from 2015 but the link is still working. It is 100% legit. You'll getting a 30 day evaluation unless you can register it.

    https://forums.autod...bt/td-p/5557230

     

    Thank you for this. At least I'll have 30 days to get my models into game.

     

    *edit* Hate I grab the wrong quote

  11. Apparently you can "rent" a license for previous versions if you pay for a current subscription. There are no more sales of perpetual licenses since 2016.

     

    https://forums.autodesk.com/t5/installation-licensing/is-there-any-way-to-legitimately-buy-older-versions-of-3ds-max/td-p/7594860

     

    Like I said before, need to find that holy grail copy floating in a thrift shop with a license key.

  12.  

    I'm also on "team clean". The way that Boston (and everything else) is completely filthy and people are one step away from living in caves, is completely irrational and senseless to me. People literally living in places full of skeletons and trash? No one has figured out how to make nails? Hammers? Do the people in the commonwealth suffer from collective amnesia so badly, that they don't even know how to tie some bush sticks to a long stick and make a broom? Or pick up one that survived the bombs and time?

     

    I've seen mods to literally add more trash to a settlement, as if a fetid hole is a place where any sane person would want to live, but hey, "you do you" as they say. I suppose it would make sense if you have some super mutant settlement or something.

     

    However, do I go there and call people names over it? No. I just block that mod so it doesn't appear on my searches and I move on. Tell your friend to mod what he likes, as he likes, when he likes, and to ignore/ban the idiots that come his way. If it gets too bad, disable the comments and leave the bug section up. It people abuse that, remove the bug section too. Play stupid games, win stupid prizes.

    You're right about the skeletons and dirt and stuff, and in real life Diamond City would be a disease infested death trap even below dark age & the age of the plague standards.

    ...but seriously, its a game, and 'post-apocalyptic game environments' usually look better with dirt & clutter.

     

    I've said it before, take out everything which is 'wrong' and there is no game left to play. NOTHING within the fallout world is based on any 'realism'. Nature doesn't die, water doesn't get irradiated (and the fallout doesn't take 200+ years to wash down the mountains into the sea), the FEV-virus is fantasy, Ghouls can never exist/survive, Scorpions are actually immune to rads, rad-storms are caused by ...? ...and on and on and on,

     

    Frag 'realism'. I just want my stuff to look cool, dirty or clean.

     

     

    Couldn't agree with this more if I tried. I remember people getting all garbagy because I made some gun when I first started modeling that I thought looked cool and called it an auto revolver. My god the gun nut realists came out of the woodworks to tell me how stupid it was and how it could never actually work and blah blah blah. If you don't like it, don't download the mod and don't be a d***. That kind of garbage is a lot of why I stepped away from modding for so long, and boy did I choose a turbulent time to jump back in. Haha.

  13.  

     

     

     

    ...but besides that, there is a workaround by using existing collisions from other objects. You can put as many different collisions together as you need to 'model' it to fit your object.

    It should be noted there are different types of collision objects. As you can see with different colors in CK's object preview window (F4 = toggle collision). Regular collisions will not move in-game, it needs to be an 'animated' type.

     

    If it shows up red inside the preview, it will NOT move in-game (note: it will move inside CK preview! so don't be fooled, it doesn't work) it needs to be a pink colored collision to actually move in-game.

     

    A distinction you can't change, afaik. It seems to be locked away inside the binary collision data. (but correct me if I'm wrong)

     

     

    I don't need anything to move, I just want static collision so you can't walk through it.

     

    Also I want to be clear, If I can't buy it, I'm not getting it.

     

    Which is part of my frustration with bethesda, how can you say you are making something modder friendly and then make it almost impossible to get meshes into the game without a program no one can get anymore?

  14.  

    I personally don't think there is any other way then 2013.

    I think you can import static objects into the game with "Outfit stuido", you can export it from blender as an OBJ and then use Outfit Stuido to import that OBJ, then save it as a NIF.

    Don't know if that does collision ...

     

     

    Yup, that's the same conclusion I came to. I tried to buy it too and it's not available.

     

    Pretty much makes the mod idea I had a "no go". Unless I can find a the holy grail 3DS Max cd at a thrift store, which I'll find after I hit the lottery.

  15. I've been doing some serious searching through the forums and google the last few days trying to find an answer for this question, and from what I understand, it just isn't possible.

     

    Which I find to be so super frustrating, since I can't seem to go out and buy 3DS 2013. Can anyone correct me if I'm wrong on this? Not to mention, who the hell can afford a current version of 3ds max?

     

    I feel like I just wasted a bunch of time in blender modeling and texturing this giant ride for a F04 mod I've been working on and now I find out it's impossible to get it in game without being able to walk through it. Which makes it absolutely pointless for the mod.

     

    I remember getting models into oblivion and new vegas wasn't necessarily easy at first, but it was doable and wasn't that much of a headache. This is just garbage. Just needed to vent a little.

     

     

     

     

  16. So glad you posted this Blaze. Some of the users/commenters can be absolutely atrocious. I went through some of the same things back when I was modding New Vegas, and I used to get really mad about it. I learned to ignore it and I faithfully follow the dumb user comments thread to this day. Mainly because it helped me see that I wasn't the only one dealing with idiocy.

     

    I hope you're friend comes back, and I hope he doesn't let a bunch of naysayers and negative people stop him from doing something he enjoys.

  17. I looked through the tent mods on the nexus and didn't see any that really fit the bill. The buildable one is close, but way more than I'm looking for.

     

    And for the big top it doesn't have to be exact or have all that detail. A greatly simplified version would be just fine.

  18. I'm working on a mod trying to recreate busch gardens in williamsburg va, and I need some custom items for the mod if anyone is willing to work with me on this.

     

    Right now I need some circus tents, and some square white canvas tents. Like the pictures.

     

    Thank you.

     

    thumb_720_450_circus-big-top-tent-shutte

     

     

     

    20-x-30-classic-frame-white-2-l.JPG

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