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sinchiruna

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    g.e.c.k. and notepad ++

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  1. <snip> edit: answer was not even close to what i thought i typed... must be getting tired
  2. ahh.. good point delta.. what version are you running.. i have GOTY
  3. try putting it in the root c:\Fallout 3 i had the same issues when switching to win7.. after i moved it to the root of any drive.. it was fine and the U.A.C. nor running as admin was needed. hope you get it solved..nothing worse than spending hours watching CTD's
  4. ha.. and at least you're honest.. but seriously.. change them how they should be and see if the games still crashes. otherwise, how can anyone try to help ya out? :)
  5. make sure your game in NOT installed in the (x86) directory.. or change the UAC (user access control) to a lower level if it is. also you may try to run it as admin.. but win7 fallout 3 installed into default directory = mod trouble :)
  6. click on the light in the render window of the GECK and hold the 'S' key (scale) as you move your mouse up or down to scale.. the actual light scale won't change... but the light amount will be scaled. hope it helped. :)
  7. hi 1. yes a few mods have custom openins.. such as: http://www.fallout3nexus.com/downloads/file.php?id=1784 2. only .bik extensions.. but only full screen so far as i know http://geck.bethsoft.com/index.php/PlayBink 3. yes 4. if you have or don't need permissions yes... saving its not commercial works and even then.. (having permission) it can be touchy with some of the people around here. http://www.thenexusforums.com/index.php?app=forums&module=extras&section=boardrules 5. yes new GECK released with NV http://www.thenexusforums.com/index.php?/topic/212586-new-vegas-geck-available-on-release/ my answers are based off of 'my' experience.. i am sure others will chime in. welcome to the community :)
  8. did you tick the associate .extensions buttons during this install? i notched on a second install they are not ticked?
  9. merged patch: 2 or more plugins / mods combined into one new one. (one of the things) it 'can' do is stop crashes on machines that are running mods that are conflicting with each other. found here: http://www.fallout3nexus.com/downloads/file.php?id=637 excellent manual: http://fallout3nexus.com/downloads/file.php?id=8629 a lot more i am sure others will point out about merging mods and all that fun stuff. :)
  10. yes: http://geck.bethsoft.com/index.php/Category:Packages either rename (make a new ID of existing one) or make a new package.. remove the original and add the new one to the ai packages tab. :)
  11. yes and no anything is hard to do when one knows nothing about how to do it. my suggestion is you do the 'my 1st vault' tutorial.. should take 3-5 hours depending on how much you goof off. http://geck.bethsoft.com/index.php/Main_Page things like scripting, making new models and textures.. is a wee bit more advanced as it requires knowledge of other programs as well. such as blender.. gimp.. nifskope.. so -on. good luck!
  12. yes.. use a terminal and the way anglewraith explained. example code from my sorting set this goes inside the terminal script area.. int listnumF int myCount int formrefnumF ref formref Label 1 set formrefnumF to ListGetCount LokiMiscApparelList if listnumF <= formrefnumF set formref to listgetnthform LokiMiscApparelList listnumF set myCount to player.getitemcount formref player.removeitem formref myCount 1 LokiMiscApparelLocker.additem formref myCount set listnumF to listnumF + 1 goto 1 endif set listnumF to 0 Label 2 set formrefnumF to ListGetCount LokiClothesContainerSorter if listnumF <= formrefnumF set formref to listgetnthform LokiClothesContainerSorter listnumF set myCount to player.getitemcount formref player.removeitem formref myCount 1 LokiClothesContainerLocker.additem formref myCount set listnumF to listnumF + 1 goto 2 endif set listnumF to 0 Label 3 set formrefnumF to ListGetCount LokiLightArmorContainerList if listnumF <= formrefnumF set formref to listgetnthform LokiLightArmorContainerList listnumF set myCount to player.getitemcount formref player.removeitem formref myCount 1 LokiLightArmorContainerLocker.additem formref myCount set listnumF to listnumF + 1 goto 3 endif set listnumF to 0 Label 4 set formrefnumF to ListGetCount LokiHeavyArmorContainerList if listnumF <= formrefnumF set formref to listgetnthform LokiHeavyArmorContainerList listnumF set myCount to player.getitemcount formref player.removeitem formref myCount 1 LokiHeavyArmorContainerLocker.additem formref myCount set listnumF to listnumF + 1 goto 4 endif set listnumF to 0 edit: this is not the only way i'm sure.. :)
  13. whew.. thanks for replying.. was starting to think it'd be skipped. i looked at the hubris comics.. and didn't see a trigger.. i am currently downloading your mod and will get back. edit: ok found your trigger and made mine work.. (good idea about a trigger) at least the debug message part shows up now. but the animation still doesn't happen. i unpacked your .bsa resource file and did not find a custom conveyor mesh. almost got it!... :) new code ran from trigger/activator scn LokiManufactTreadTrigger Short DoOnce BEGIN OnTriggerEnter Player ; IF DoOnce == 0 LokiManufactPress01REF.playgroup forward 1 LokiManufactTread01REF.playgroup forward 1 showmessage LokiDebugMessage01 ; Set DoOnce to 1 ; EndIF END
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