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SKYZOO

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Everything posted by SKYZOO

  1. Not personally, but there is a Batcave within the Batman & catwoman mod. Might not be the one you're looking to have, but none the less an alternative. http://www.nexusmods.com/newvegas/mods/36068/?
  2. Happy to help! Sorry for any confusion on the steps. Glad to know you got it working now, I'm looking forward to seeing your companion release in the future. Cheers!:thumbsup:
  3. Here is a picture of my geck and my FONV file structure for an example...I haven't linked them into the NPC's Voice Type in Character Traits yet tonight though.http://oi61.tinypic.com/34pibme.jpg
  4. Is the voice type you created named "0HenryKauffmanVoiceType" or "HenryKaufman" ? You listed that the first was his npc ID, and that the second was his voice type's ID, according to your first post. The Final folder in that path must be named identical to your voice type's ID. If you are sure that it is 100% matching and correct, then I'll try to offer a different method. Also, the .lip files are generated through Geck, and their purpose is to make the lips move. Otherwise, he will just talk out loud without his mouth moving I believe.
  5. EDIT: Did you create a voice type in the GECK, under the actor data section? This is required to use audio files, and makes the ID for step 2. If it is "HenryKaufman" just use that for the ID / folder name in step 2. 1. Make sure your npc/companion (Henry Kauffman) has the voice applied to his character in the 'traits' tab in character creation, on the dropdown menu for 'voice type'. If you fail to do this the npc will not know to use this voice and read from it's associated folders. 2. Use the ID of the voice type that you assigned him, so create a folder called "HenryKaufman", This will contain his voice files to use. 3. Now in the sound>voice folder, create a new folder and name it identical to your mod, i.e. "YourModName.esp". Place the "HenryKaufman" folder within that one, so it reads similar to: sound>voice>yourmodname.esp>HenryKaufman ..... this is how the game will know to read the files from the directory properly. NewVegas>data>sound>voice>YourModName.esp>HenryKaufman>(ALL VOICE FILES MUST BE HERE TO WORK, as well as .lip files if you make them) a file structure similar to this, with the proper names of your files / IDs should be all you need, since you have everything else already. Let me know if that helps at all, I've had to do the voice work in Geck for 13 npc's today, so it should work out just fine.
  6. That would be really cool, I could see that working into the game in a sensible way. I know spiked bats are a bit cliché, but I've always wanted one and never searched one out. I figured there would need to be a disgusting style of the bat getting stuck into limbs, for many people to feel the need to use it and look at it as immersive, but that is a lot of work and I'm into the over bearing lore and immersion such as that. Even just having the look of the main Baseball Furies leader would be a cool nod to the movie, and give him a gang of weirdos to follow him as their own faction. I might look into that small part of it, since it would be a facial and outfit retexture. The hat and half-afro he has is probably a step past me, but still a fun idea to see.
  7. Your welcome, happy to help! I learned a few things along the way as well so it was a good request to fill, and that picture alone was worth whipping this up for you. Hope the tutorials help you out if you do go that route one day in the future. Cheers and Goodday. :thumbsup:
  8. @Tony the Wookie I'll PM you shortly, I am always interested in a good offer, especially made from scratch.
  9. @bben46 I have a horse rigged to a creature that I can ride in Fallout NV....It lacks the 3rd person view of course, but it sure works alright...I wont say how I made it work, where I got it or ever release it ever publicly, but it is fun to use. (I can't link any pics or videos due to TOS)
  10. Here is the file with the "Griffon Wig" as a playable as a hair for any vanilla race character, so you can always have it from the start or on the fly: https://www.dropbox.com/s/ddxm3hmjmzna20v/SZ%20Griffon%27s%20Wig%20Hair.rar?dl=0 BTW it works perfect, I just tested it out with a regular and alternative start as a new game, and in-game on an old save using the 'showracemenu'. Hope you like it. :thumbsup: Here are the links I used to do this, along with my pre-existing knowledge of porting and GECK...quite simple if you find where & what to read. Link 1 is porting hair: http://wiki.tesnexus.com/index.php/Porting_hairs_to_Fallout (a lot of extra text, skip to the bottom part of the page) Link 2 is turning the hair the correct direction (the hair is sideways when ported between for some reason, read page 1 and 2 for a fix) http://forums.nexusmods.com/index.php?/topic/250193-converting-fo3-hats-to-nv/page-1 Goodday, and happy modding! >>>EDIT 1: To admin / moderators, If this is not legal I will take this down, as I DO NOT want to be banned...Please let me know if helping someone for their own personal use breaks any terms or violates any rules of The Nexus. >>>EDIT 2: You (Nacamahunt requesting this mod) CANNOT upload this as a mod on Fallout NV Nexus as porting between games and releasing the mod is illegal. I do not want to be banned as I stated above. I'm unclear as to the grey area we might be in...Personal use only. :D
  11. I may have read your "You know what, let's reverse engineer the Shop Tech?" post, but alas, I have no idea what that details as google wasn't a helper that day. Also I had no idea this was the same project to be truthful, just out to help folks on the forums with the few things I know. Looking forward to anymore details though, sounds cool. Goodday. :thumbsup:
  12. It was even on PSP and I think PS2, SO DOPE though!!! I F*n love that game, crazy story with good combat and insane knockouts! I still have it for PSP lol.... EDIT: Your idea would require overhauls on the gangs NPC members, audio and dialogue for joining the gang (if you wanted audio), and possible relocation for NPC's and removal of quests in specific vanilla locations. By far not impossible, but it would overhaul many things that might require more than one modder to attempt. Still a cool idea overall, but it would take enough free time and idea swapping it would probably become bigger than you first imagined, maybe not. I would love to play that but it is out of my league as far as getting all that finished would go. Best of luck though, I'm sure there are many Warriors fans on here as well.
  13. You'll get better results here: http://forums.nexusmods.com/index.php?/topic/269957-post-here-if-you-need-voice-actors-for-mods-or-if-youd-offer-your-voice/page-45 A forum post for those offering and accepting. Goodday.
  14. How big??? Like big BIG? or big big? If not insane, I got you. Send it. I'll tell you how afterwards with links and pictures. I'm a F*n navmesh fanatical expert after the last two months of helping people out with exactly that. It is so simple on interiors honestly, once you learn how to do it, but exteriors require knowledge of cell grids and linking finalized navmesh cells. Here are some links too: Best tutorial ever (you have to like to read haha) http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh Link 2: http://geck.bethsoft.com/index.php/Navmesh_Creation_Workflow (make sure to read the EXTERIOR section) it covers what I was talking about above. EDIT: Sorry read "finalizing" for the exterior section when attempting this in the future, it is invaluable to how the green cell markers line up and correspond in the exterior / outside world.
  15. There are multiple ways to do this, I use more advanced ones when creating npc's than I am about to show you, but here is the fastest and easiest way and it takes 10 seconds...No joke and I can confirm it works as I've just tested the method. 1. Place an 'xmarkerheading' where you want your npc, with the arrow on it facing the direction you want. 2. Place your npc next to it, double click the npc, under 'linked ref' click 'select from render window' and double click the xmarkerheading, hit ok and drag your npc into the marker facing the same direction as the arrow. 3. Push save. Finished. Boom. (read the long text below for what you can do if you want a more dynamic vendor npc) You can test that it works by killing the npc and dragging the body far enough away from the spot you placed the xmarkerheading, resurrect him/her and he/she will return to the default location you chose. -------------------------------------------------------------------------------------------------------------------- >>>If you're interested in a more dynamic merchant / npc, you have quite a few options. You can give them patrol packages to set location parameters, sleep packages with schedules implemented, and unique idle animations to cycle through that can only be accessed in GECK through the packages / idles tab. I generally give my merchants 3 packages, one is sleep from 10pm-7am, another is sandbox 7am-9am, and then a patrol from 9am-10pm. I try to use the sweeping the floor and repairing the wall idles, as well as drinking soda and beer to eating sweet rolls and iguana. You can also link a vendor's sleep package to a bed and mark the bed as owned by the vendor npc, so others won't use it, and it makes the npc feel more alive and immersed in the world.<<< Hope this helps a bit, and sorry for the long winded response :laugh:
  16. You're welcome! Happy to help, and glad it worked! Goodday and cheers :thumbsup:
  17. Extract the textures and meshes for the said 'burlap bag' from the fallout meshes / textures .BSA using FOMM. Just open tools in FOMM, open BSA browser and find the files as listed in Geck, in the Fallout or DLC .BSA's, or filter by name in search, and extract th needed files to your Fallout NV data folder (using the same path listed in the .BSA browser). Create the folders yourself if they don't exist already. Create a new misc item or copy an existing one, give it a unique ID name and in the meshes path point it to your 'burlap bag' that you extracted, and the textures should apply to it and work automatically upon loading the mesh of the 'burlap bag'. Edit: I can't guarantee that the physics will or won't move, I haven't had a chance to open geck and the game afterwards to test it tonight, but the method should work out.
  18. @devinpatterson I sent you a PM out of confusion, but I think I found what you were talking about. It was requested by Skyviper086, "Open Nellis Hanger". http://forums.nexusmods.com/index.php?/topic/2954284-open-nellis-hanger/?hl=%2Bhangar But if you wanted to you should release that as a resource, I know I've always wanted the same type of thing for New Vegas as I'm sure a lot of others have... :D @bloothe That could be implemented I imagine, but that would involve scripting, and that's not my best territory. :blink:
  19. Here's how I did it, using a quick and easy method I made up on my own...I didn't have internet at that time to be able to look it up. 1. Open FOMM. Go to tools, and select BSA Browser. Click open, and select FalloutTextures.BSA . Type 'powder' into the search bar, and a few results will pop up, choose textures\armor\powdergangers\powdergang01.dds and extract it to your desktop. 2. Open Paint.net (a free program) and drag your RussianGuard.dds and powdergang01.dds into the program, and select open if prompted. Resize your .dds to 1024X1024, push ctrl+A (select all) and then push ctrl+C (copy). Go to the powdergang01.dds and push ctrl+V (paste). Go to file and save as, and save it with the name RussianGuard.dds into your fallout\texture\your mod file. (P.S. my export settings are always: DXT1 (Opaque/1-bit Alpha) , Cluster fit (Slow/HQ) , Perceptual, and Generate Mip Maps is checked and the dropdown box is FANT) I know that's not the official way, but it works and keeps the properties (size, compression, etc.) of the vanilla armor with your look in place of it.
  20. This got me thinking about the 'key chain' and how it accesses your individual keys, because for the life of me I can't think of a container you actually pick up and open within your inventory, and access individual things from that said container. It would be easy to make the lunchbox a container, and to stock 30-50 different ones in the game world by just replacing the vanilla spots (as long as no dependent references relied on them), but having them act as a inventory container is beyond me, and also something I really haven't seen much of before. Maybe someone has a genius idea I haven't heard of that cold help you though, I know there has to be some sort of way to accomplish this.
  21. Happy to help! Take my method, and use that from now on. It should always work, and it is not stealing or copying, just using in-game vanilla files that have pre-associated properties to them, and export as such without changing, even if you copy and fit your .JPG onto it. (As long as FO3 stays with FO3 and FNV stays with FNV.) Cheers buddy! EDIT: I used "paint.net" by the way, great little free program for this function, eliminates all others for most textures (depending on what you're doing).
  22. Here, try this .dds file I just whipped up. It's yours, with the properties of a powder gangers vanilla jacket (not the look of theirs, but yours pasted on top to take their properties, 1024X1024 W/ vanilla props). Here is the DropBox link: https://www.dropbox.com/s/lqesas9kvmfrera/ScorpionJacket.dds?dl=0 Remember to back up your OG file, even if it's not cooperating. If it doesn't help, then sorry my friend. I'm tapped for ideas, but try that though.
  23. Being picky is alright. It's compromising for your collective needs in-game that you have to factor in. I make house mods too, simple but cool ones, and you can click my name to find them if you care to. No, mine don't require quests or buying the house, and they are not mansions by far. That is why we have quest mods and house mods, along with every other category. So you can make a roleplay type of story in Fallout in your head if you want to. I don't personally choose to, but I see few house/quest/combo mods that go up and are worth the split in work, either the house or the quest suffers in most instances. Just my opinion at best. Goodday.
  24. I take it you ran this through FNVEdit to find that the .dds file had the error? If so let me know, I might be able to salvage your efforts. I have a way That I've never seen posted on the internet, and I've unbricked 10+ mods from custom .dds files in the past, along with a few statics. EDIT: My best bet always, is to open the texture I want to change (corresponding size wise in FONV's vanilla armors (from the texture .BSA)) and edit that, or make my own from scratch to it's uv map, then matching the size to the extracted one and pasting it ON THE .DDS FILE. Then I export that with a unique name (or overwrite replacer) and save it to my FONV folder in the correctly named/placed directory.
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