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sinchiruna

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Everything posted by sinchiruna

  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
  14. hi.. been trying to get a conveyor belt to work. (from the printing press) the animation shows fine in the geck preview screen but in game it won't rotate? the line(s) of code in question is: LokiManufactTread01REF.playgroup backward 1 LokiManufactTread01REF.playgroup forward 1 this is the code i am trying to use.. : scn LokiManufacturingPressSCRIPT short pressOn ; 0 - press is off 1 - press is on ref actionRef Begin onActivate set actionRef to getActionRef if (actionRef == player) showmessage LokiPressActivatedElsewhereMSG elseif (actionRef == LokiMainPressTerminal01aREF) if (pressOn == 1) LokiManufactPress01REF.playgroup backward 1 LokiManufactTread01REF.playgroup backward 1 LokiManufactPressSmoke01REF.disable set pressOn to 0 elseif (pressOn == 0) LokiManufactPress01REF.playgroup forward 1 LokiManufactTread01REF.playgroup forward 1 LokiManufactPressSmoke01REF.enable set pressOn to 1 endif endif End any thoughts?
  15. for the clothes: http://www.fallout3nexus.com/downloads/file.php?id=963 Description: This Tutorial shows you, how you could make a custom armor ready for Fallout 3. This Tutorial is for blender users. But with some know how, you could use this also for other 3d-Programs. UPDATE. New tutorial with actual tools. Now its easier to create new cloths. as per making custom bodies.. i didn't find any tutorials on that.. sry. :) edit: there is a rather large and pinned modelling tut in this forum: http://www.thenexusforums.com/index.php?/topic/82738-fallout-modelling-mini-tutorial/
  16. not sure where you are getting it from: http://geck.bethsoft.com/index.php/Main_Page geck == 8.25mb geck 1.5 update == 1.28mb pretty small :)
  17. the script itself looks good.. but after checking functions and such. i wonder? according to CastImmediateOnSelf : http://geck.bethsoft.com/index.php/CastImmediateOnSelf it should be a 'spell' and not an 'effect'.. i looked and could not find a stimpakeffect or stimpackeffect in the geck.. so i'm not sure what you are doing with an effect. i am doing my research off of the stealth suit from anchorage. i used this to make my stealth camo armors. scn DLC02ArmorStealthWastelandScript short ShaderState short ShaderChange short armorEquipped BEGIN ONLOAD set ShaderState to 0 set ShaderChange to 1 END BEGIN ONEQUIP set armorEquipped to 1 set shaderState to 0 END BEGIN ONUNEQUIP PMS DLC02StealthShader player.removespell stealthBoyInvisibilitySpell set armorEquipped to 0 END BEGIN GAMEMODE IF ShaderState == 1 PMS DLC02StealthShader player.addspell stealthBoyInvisibilitySpell set ShaderState to -1 ELSEIF ShaderState == 2 PMS DLC02StealthShader player.removespell stealthBoyInvisibilitySpell set ShaderState to 0 ENDIF ;// if the armor is equipped and we are visible, stealth up IF armorEquipped == 1 && player.IsSneaking == 1 && shaderState == 0 set ShaderState to 1 ELSEIF armorEquipped == 1 && player.IsSneaking != 1 && shaderState == -1 set ShaderState to 2 ENDIF END edit: can't spell or proof read obviously..lol
  18. you seem to have a good understanding so far. this helped me to make a display wall.. weapon on the wall.. or 'mint' on the pillow... should be the same. http://www.thenexusforums.com/index.php?/topic/212906-the-script-challengekudos-anyone/page__p__1864506__hl__%2Bdisplay+%2Bweapons__fromsearch__1#entry1864506
  19. where are you running it from, and is that all the code or just a snippet?
  20. hi.. love the chat room idea. i have a suggestion though. is it possible to have a couple chat rooms.. the 'one' that is there now is mostly random chat.. and i have seen a few come in looking for help and can't get in with all the chit chat. something like: noob room and a modding room.. (just names to fit the purpose of chat.) anyway.. i like the chat feature added to nexus.
  21. sux i came so late to the game.. evey possible kind of mod has been made already...hate making poo others already have...
  22. not much of a scripter in fallout but... i think: http://geck.bethsoft.com/index.php/GetDetected would help something like : If BuddyRef.GetHealthPercentage < 0.5 && BuddyRef.GetItemCount Stimpak > 0 Do stuff EndIf ahh.. don't hate me if its totally wrong.. trying to learn myself. : )
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