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codepoet

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  1. I've ran into problems with duplicating a container. I was placing a container and then using Ctrl + D to duplicate it and dragging it where I wanted to place it. I wouldn't do that, not sure why or if my problem was due to that placement-method but since then I've made sure to place each container via the Object Window. My theory is that when you drag a container from the object window it gives the container a unique memory address, duplicating the container duplicates the memory address? Just a theory.
  2. Was a type'o. Poo, grabbed the wrong update. Sigh, TY.
  3. Ok, FO:NV 1.3 update breaks Geck, Geck gets updated to 1.1, but it's still broken for me. Uninstalled Geck, rebooted.. reinstalled GECK_NVE_v1.1 And it's STILL broken. Fallout.esm just loads blank, no data loads in the geck. Ran as Admin, Compat. for WinXp, everything I know to do. Anyone else have a issue with it even after the 1.1 download?
  4. Hello Shlomp, I checked out the mod. It works perfectly, Dialogue is fine and look/feel of the basement is perfect. The only thing I could say.. and this isn't negative at all, it only caught my attention.. was the basement door, I can't really put my finger on it, bigger? Small frame.. lol, I don't know. Nothing you should be concerned about or really need to change though, it's just me. I'd say if you keep going like you are, you'll push out some nice mods. Hope to see more from you, keep it up! Cheers, cp
  5. Well, this is actually a pretty lengthy process, but I'll give you a quick rundown. You can create your own Interior cell, but to begin with I'd use a duplicate cell of anyone you want to use. First one listed under Interiors in the geck is 1ECisternA, we'll use that for an example. Right click on it, and select Duplicate cell. You'll see something like 1ECisternACOPY0000 *, click once on ID we just duplicated and pause for a second, you should be able to type there now so you can rename it. We'll use MyFirstBasment (you want to make sure it's an original EditorID/name) now for the second step.. right click on your duplicate (MyFirstBasement) and go to the Interior tab on the top right. The first field is 'Name', change it to whatever you want, I used 'My First Basement' This will display the name when you put your cursor in the door in-game. Now, we have our own private cell to edit and mod as we see fit.. very easy. Now to 'Link' it to doors. You'll need two obviously, one to enter and one to exit (inside your new cell). Now, there are.. I'm sure different ways to do this next step.. this is just one I'm used to. Now, double click on 'MyFirstBasement' in your cell selection area, you'll see where we are working. There is already a door there, 'UtlDoor01'. We can leave this or we can change it to a different type of door. For this example, we'll just leave it be. Move your camera around so that you can get a view of the door and double click on it so you'll get the Reference window come up. Leave it up but drag it out of your way. What we need to do now is go to where ever it is we want to 'enter' this basement from. On the World Space drop down menu, scroll all the way down and select 'WastelandNV'. The first in the list is 188TradingPost, let's use that and double click on it so we get a view. Now then, we're looking top-down on the over pass. Let's zoom in and place a door that so that we can enter our basement. I'm going to add a hatch by the bench next to the fire-barrel. Over on our items menu, I expand World Objects and click on 'Door', type in Hatch to the filter box up top and let's use VHDTower02Hatch, drag to the world window and position it how you want. http://img696.imageshack.us/img696/4307/linkreference.jpg A common problem I run into is that I position my door/hatch the way I want and add the Teleport Reference only to find that the position is so low it drops be below the ground mesh and I keep falling, so I've made it a good habit to leave ground hatches elevated about 20/30 points. You should still have the Reference Window open from the basement utility door, let's bring it back to focus and go to the 'Teleport Tab', select the Teleport Check box followed by "Linked Door: (Select Reference In Render Window)" you should see your cursor change to a cross marker with a circle around it. When you hover over a linkable door it will turn white, if it remains red then for some reason.. you cannot use it, select a different one or start over. Let's go ahead and select the hatch as a teleport reference marker. You should see a yellow rectangle teleport marker in the middle of the hatch. Now we need to readjust our position of the hatch since we left it elevated, double click on it and select the 3D Data tap right of Teleport tab and bring it down to the level you want, just make sure it's not too low or you won't be able to click on it. You now don't need to do anything else to the hatch, it will link your basement to the 188 Trading post. To make sure this worked, double click on the Yellow Teleport marker, you'll have a new box come up asking if you want to View door reference for this door Marker (in cell MyFirstBasement)?, click yes. Now if everything went ok you should be back inside the MyFirstBasement Cell if you are Click 'OK' on the bottom of the Reference window for the Utility door and close that window out. Move your camera around until you are focused on the utility door again, you'll see the same Yellow teleport marker that you did on the hatch but it's centered in the middle of the door, we need to move it back inside the 'basement', click on it.. and drag it in front of the door, inside. This is will the player will 'land' when they click on the hatch. The pyramid on the marker indicates which direction the player will face when they use the door. Now then, you are just getting started. Now comes the fun stuff! From here, you can edit and change your 'basement' any way you see fit. Remember you don't have to use a hatch, you can do the same steps using a normal door in the location that you want. Long as you select a non-quest object from the Door list, you should be fine. You may want to load your esp file in the game to play test it, run over to 188 Trading post and make sure everything is fine. I've included the actual esp that I did along with you here if you want to look at it.. tinker with it, maybe get a better understanding of what went on during the steps we took. Additionally you should read over the GECK Wiki in the link I've included at the bottom, it will explain just about everything you need and then some to pull off some nice mods. It will frustrate you at first, you'll pull hair.. throw stuff perhaps, but in the end I find it enjoyable and worthwhile. Helps me escape. I hope this helps, be sure to send me a link to your Mod when you finish it I'd love to see it! If you need any more help let us know, or you can even send me a private message if you want. Link Of Interest: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Finalize_and_Connect MyFirstBasement.esp : Cheers, hope everything goes well! codepoet
  6. Assuming you have WindowsXP or up, Go to your start menu and select All Programs > Accessories > System Tools > System Restore Beware that this will change other system files as well, any programs downloaded and installed after the date of when you are restoring too will be gone. Personal documents should be unchanged.
  7. It's a long shot, but have you tried to first remove Archive Invalidation through FOMM, deactivate all your mods (Not delete). And load a game previous to falling off said cliff, turn around and save your game and exit. Reload FOMM Reactivate all your mods and don't forget to re-apply Archive Invalidation also. Run FalloutNV again, select 'Load' on the menu screen instead of continue and load an older save. If that didn't do anything I'd imagine you only had a few more options before fully reinstalling. 1.) Turning off Mod-by-Mod and loading game to see if it's a certain mod making all of them fail. (May want to try Conflict detector first, if you haven't.) 2.) Using your system restore feature. It may do absolutely nothing, then again it may completely fix your problem assuming it was Fallout that moved/modified files when you fell off the cliff. Beyond that, I don't know :\ Truly hope one of these things helps you, been there myself.. kinda, cp PS Whoops, didn't see how long you've been around. I totaly gave ya noobie advice, already tried all of this huh? Sorry! :\
  8. There are actually a few different things you can do. Of course, the most important thing you can do on your side (with out upgrading your computer) is to decrease the playing resolution, lower you go the more performance boost you'll experience. Additionally, some people will argue this.. but I know it to be true personally. My cousin had the same problem with performance on his laptop, after taking the following steps it helped enough to make it enjoyable. Are you using a quad-core cpu? The computers cpu I'm using now has 8 cores, I randomly experienced crash after crash with random freezing. You can force Fallout 3 and NV to use only two cpu threads by editing your Fallout.ini file in your "\Documents\My Games\FalloutNV\" Folder. See the example below. This may make your game run smoother, reduce crashes and freezing. And secondly, you can use this Mod in addition (or stand-alone): Better Performance for Older PCs: http://www.newvegasnexus.com/downloads/file.php?id=36654 ------------------------------------------------------------------ Force FallNV to run 2 cores only: Before you do anything, copy your fallout.ini file, and make a duplicate copy of it just in case something goes wrong, now run a 'Find' in notepad for bUseThreadedAI=0, you'll see these settings: Original Fallout.ini SSaveGameSafeCellID=2AEEA bUseThreadedAI=0 bChangeTimeMultSlowly=1 You'll want to change 'bUseThreadedAI=0' to 'bUseThreadedAI=1' and add a new setting (iNumHWThreads=2) and save the file. It should look like this: SSaveGameSafeCellID=2AEEA bUseThreadedAI=1 iNumHWThreads=2 bChangeTimeMultSlowly=1 I hope this helps, if you need a better explanation of this process visit this page on Fallout 3 Nexus, it works just fine on FalloutNV as well, same engine. Reduce FO3 Crashes and Freezes -- http://www.fallout3nexus.com/downloads/file.php?id=7529
  9. Very nice, keeping an eye on out this!
  10. @ tunaisafish Dang, thank you tunaisafish!! This is exactly what I was looking for. A little divison and I'll be set each time with out spending 45 minutes looking around in Geck. Should have known to check the Geck Wiki. This may be even worth putting into a mod now. Huge Thanks, cp
  11. Yeah, I understand that. I found a way to find the actual coordinates in-game using a mod. But I'm wondering how bethesda gets the World Space version of the coordinates. For example.. Standing on the goodsprings Travel Marker. The Coordinates are (X: -70992, Y: 2560) now in the g.e.c.k. that translates to the world space of -18,0. How are they getting this value? Are coordinates and world space coordinates even the same, are theylinked? Is there a formula I can get World Space coordinates from (what i'm calling.. sorry if it's the wrong terminology) "raw" coordinates? Dang I hope this isn't totally confusing, anyone follow? LoL thanks for taking the time to try and help! Thanks, cp @stevie70 Interestingly close! "Don't part with your illusions. When they are gone you may still exist, but you have ceased to live." was actually a quote I took from Mark Twain.
  12. Being a beginning modder, I find one of my biggest problems is actually finding the location I'll be working on for the first time (not including interiors of course) . I was wondering if anyone knew of a Modders resource or a mod that displays the X,Y coordinate of your current location while you are in the game? I imagine this can be done through the console though I don't know how even if I did it wouldn't do me any good since I cannot open the console dispite my best efforts. Using near by locations to find where I need to be in the G.E.C.K works just fine in most cases but the next mod I'm working on will take me to soo many different locations that having a tool like I mentioned would save so much time. I've done a bit of searching with no luck, I was hoping maybe some one had a personal file or could offer me some advice how to better resolve this? I'll be working with a lot of Unmarked, Unamed wilderness locations and any help would be great! Thank you, cp
  13. Yes there was a projectile node in it, but I found the problem this morning with a clear head. Amazing how a little sleep can work for ya. Anyway, I had the Attack animation set wrong. -.- Feel like a dipchit! :wallbash: Thank you for replying though Ghogiel :)
  14. I've imported a custom weapon into GECK, set up textures art & sound. The rilfe shows up in the game great, even with the custom scope and all that seems fine. Only thing is when you go to shoot it, nothing happens. It's not just a lack of sound, no projectile leaves the weapon at all. I've searched google, double check..triple checked I can't find any reason as to why the weapon isn't firing. I've changed the type of ammo it uses to various types. 308, 556 and others with no luck. Has anyone ran into an issue like this? Any suggestions or advice would be awesome.. I'm really scratching my head on this one.
  15. Just a simple request to HugePinball to please upload a NV compatible version of Feng Shui! I can't live with out that mod, though I imagine it can't be released with out a FOSE NV version as well.
  16. Well, I don't know if it will help. But in any case here are the steps I took (in-order) that made the game run with out any issues. First off, I'll start when I had the problem. My first character, played through Goodsprings Quest line and defeated the Powder Gangers with help from the towns folk for Ringo. On the path to Primm I had my first encounter with the bug. Game Freezes and after almost a minute of waiting to see what happens.. the game in a lagged state picks up with my head exploding. And then reload with a very long wait time. Deleted first character and created a new one, ran directly to Primm after leaving the Doc's house, same problem no-fix. Saved Game and quit. And here are the steps.. 1.) Downloaded the Update and DLC's (Caravan Pack, Classic Pack, Mercenary Pack and Tribal Pack). Installed Update and DLC's, re-installed Direct X's latest version. Re-Installed Microsoft Vb redistributable package under Repair Mode. 2.) Changed Compatibility settings for the Fallout NV Launcher to Run program under WinXP SP3, Disabled Desktop composition and set to run as administrator. 3.) Ran Launcher, checked the DLC's to be used in data files and ran the game. When I loaded my second character I played through Ringo's quest line again and made my way to Primm, where I no longer had any problems. When I saved and reloaded the game, it loaded within a second and all has been fine since then. It may be worth your time to follow these steps. Then again, it could do nothing.. but I'd say it's worth a shot.
  17. The update fixed both my problems, go figure. With all the gaming I do, I should have known. I merely didn't think there would be that problem and need and update so soon. Anyway, Mirja, there's the answer. Update :) Thanks for the info btw, I can now continue!
  18. Well, I'm downing the first Update now, I truely hope it helps. I'll reply and let you guys know how it goes.
  19. I've just started getting into NV, love it so far. I've left springs and head down the road to Primm, after a few mobs.. I get close to my quest map marker, and Pow! The Game freezes and about 45 seconds later picks back up with my head exploding. I'm assuming I'm beeing sniped from a distance? Anyone experience this? I've closed the game, reloaded.. same thing over and over. Is it a quest issue I'm running into? Also, after my death.. (or any reLoad) the game takes.. I'd say almost at least 60 to mabye 90 seconds to load a Saved game. Did some google searching, nothing.. any simular issues? Any feed back would be cool, thank you! .cp
  20. Pretty sure everyone will agree with sortitus, AII problem which is really common. For me, FOMM would not take care of archive invalidation at all. I had to used the utility tool to fix it. After I used this, all problems were solved. So you can give it a try too. Fallout 3 > Utilities ArchiveInvalidation Invalidated http://www.fallout3nexus.com/downloads/file.php?id=944
  21. Very awesome video indeed. I can't wait for the release of Feng Shui. I believe it will inspire modders, may even see a similar Oblivion Imperial Furniture Mod for fallout3, which would be so sweet. Which will require new homes! And the fires burn..mhmm
  22. We can do without christianity in the future. Superstition and dogma have no place in a fledgling society. You have no idea what steel is used for, nor what its widespread use allows. "Iron and steel are used widely in the construction of roads, railways, infrastructure, and buildings. Most large modern structures, such as stadiums and skyscrapers, bridges, and airports, are supported by a steel skeleton. Even those with a concrete structure will employ steel for reinforcing. In addition to widespread use in major appliances and cars. Despite growth in usage of aluminium, it is still the main material for car bodies. Steel is used in a variety of other construction materials, such as bolts, nails, and screws.[67] Other common applications include shipbuilding, pipeline transport, mining, offshore construction, aerospace, white goods (e.g. washing machines), heavy equipment such as bulldozers, office furniture, steel wool, tools, and armour in the form of personal vests or vehicle armour (better known as rolled homogeneous armour in this role)." From here: http://en.wikipedia.org/wiki/Steel#Uses Considering that the Enclave is the single faction capable of producing material in the Capital Wasteland, the Pitt is highly valuable to whoever holds it, it being capable of resupplying an army with ..... ammunition. One of the plot holes in fallout 3 is where, after 200 years, all the ammo is coming from .... Furthermore, with the sophisticated tools and equipment that may be built with steel, the quality of life of the average wastelander may be improved .... Unless you want them to build central heating, or pipelines, or medical facilities out of rocks .... After reading the first post, I had planned to make a comment. But you saved me the hour it took to type it. THANKS :D cp
  23. This is what I've done, after learning the hard way. I've never really looked over a mod before installing it, though that's a nice idea as well. I may do that when it comes to larger more risky mods. Good tips, ty. cp
  24. The work behind bringing a game like fallout that has no MP foundation online and active isn't easy by far. ProsperXoXo, truely.. I understand what you went through to pull this off. And it's quite respectable indeed. But I believe what Heyy_Adrian also means is that after all the effort and work, will the people come together to see it finalized and launched? I hope your efforts will not become trivial. I believe Adrian meant well. As well.. I hope your project goes well and bring us all together to swap lead online. Anyway, nice job. :) Peace, cp
  25. Thank you both greatly. It's exactly what I needed to know. It's easy to see how important idle markers are to game immersion. Thanks again, cp
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