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Posts posted by zantetzou
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I didnt actually make the model i just found it on a few models website and converted it to nif.
i have no 3d modeling experience other than that and zero experience in uv mapping and texturing.
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I'm in the middle of making a series of weapons but i'm stuck.
i have a few models but i lack the skills the create UV maps and textures.
can anyone help me?
pics of the models below
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with the script I posted nothing would happen.
you are probably correct that it was disabling the script before playing anything
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Can anyone help?.
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thanks for reading.
so, im trying to make a script that will have a vertibird fly in, land on a roof then after a set time i need it to change playgroup to "left" which makes the vertibird idle as if it had landed and powered down.
i was able to make this script which as far as i can tell should work, but its not.
this is my script using timers so any help would be great
scn verttest short bDoOnce float timer Begin OnTriggerEnter player if timer < 5 if [bDoOnce == 0] set timer to timer + GetSecondsPassed vert1.playgroup backward 1 else vert1.playgroup left 1 set timer to 0 set bDoOnce to 1 Disable endif activate endif end
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Hey guys, I'm here with a simple question.
If a mod had an updating.exe would you be more likely to download it or would you avoid it?.
keep in mind the exe would only be for a single author but it would list all the authors mods and if there was an update available.
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meshes.BSA
DLC05\creatures\abomination
there is no skeleton included for the abominations
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similar problem, missing meshes for shell casings muzzle flashes and at least 1 weapon
EDIT:i fixed my missing meshs problem, seems i was missing some of the caliberX meshs.
you can download it here.
http://www.duckload.com/download/3321547/Caliber_3-06_FOMOD-39981-3-06_2_.7z
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I am sorry if I am asking the obvious but when you test your mod all other mods that you have are deactivated right?thanks for the suggestions guys but unfortunatly the weapon still doesnt work correctly.
no worries about asking, but embarrassingly the answer is no i never remembered to disable everything else...... :wallbash:
i will test without the mods and let you know
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thanks for the suggestions guys but unfortunatly the weapon still doesnt work correctly.
ADDITION:
I managed to fix the problem so i thought i would update you incase anyone else has the same problem later.
it seems having the weapon set to "guns" skill instead of "energy weapons" fixes the problem.
i would assume this is because there are no energy based single handed SMG's in the vanilla game.
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Sounds like you've set the rate of fire way too high.
well the rate of fire isn't really that high.
here are 2 pics.
this is the bugged weapon.
http://i193.photobucket.com/albums/z65/zantetzou/Weapon.jpg
and this is another custom weapon.
as you can see this one has a higher RoF yet it works perfectly in VATS
http://i193.photobucket.com/albums/z65/zantetzou/weapon2.jpg
i am totally stuck lol
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so, im making a mod with several new weapons all but one work fine, this weapon is an SMG.
when i use it with vats my character just fires constantly then reloads and continues to fire long after the enemy is dead and vats wont end untill it has used all of my ammo.
is there a way i can limit how long each burst lasts or is there another fix for this problem?
SOLVED
Custom mesh reflex sight won't glow
in Creation Kit and Modders
Posted · Edited by zantetzou
i recently made a reflex scope from the alien blaster scope, it doesnt glow as much as i would like but its visible enough
http://puu.sh/qj3vB/06b88a1b1d.jpg the dot is just a sphere which i added a BSeffectShdaerPropery to with the following settings
http://puu.sh/qj3yh/edfe71a95e.png i bumped up the emissive multiplier and got this.
http://puu.sh/qj3Ml/3c9c2d8759.jpg