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yojeff

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Everything posted by yojeff

  1. If you're cycling through form lists, you should try to make a form list with the activators, and activate them. Activate JF.
  2. I'm looking for a tutorial to understand how an Effect Shader works. I want to create a membrane shader on an NPC. I found one that works, but I don't know how it works? So I want a color effect on an NPC, similar to the one when you move an armor rack in the settlement system. The shader I found has "Source Alpha" as both the Source and the Dest Blend Mode. Fine, but what is the "Dest Alpha" you can choose? It then applies a color. I thought Alpha was about transparency? Thanks!
  3. Not related, but I won't start another thread... I am trying to clean-up and modify the Mannequin script from the Nexus mod. When the mannequin is posed, there is a delay (set with a timer) to let the animation finish. The delay is 3 seconds, since the big guns take a bit of time to finish. I thought I could use IsWeaponOut to stop the timer, but it stops the animation almost immediately. Is there another function I could use? At the end of the posing block : if pose == 0 set timer to 1 elseif pose == 1 set timer to 3 endif set Activated to 4 The timer code : if Timer > 0 set Timer to Timer - GetSecondsPassed if pose == 1 if rSelf.IsWeaponOut set timer to -1 endif endif elseif Activated == 1 ; The different blocks The other bug I have is more complicated. When I set the mannequins in a player home that I made, the NPCs in the home start teleporting around (not immediately, but after 2-3 minutes). See https://imgur.com/u9vEd4g. Each mod separately works fine. The home without mannequins works fine, and I put mannequins in the tent in Forlorn Hope Camp without impact on the NPCs there. If somebody knows what is the problem, or terms I can google, I would appreciate it. Thanks!
  4. The Test Navmesh function doesn't work in my Geck. In Fallout 3' Geck: Double click on a cell name, open the NavMesh Editing, click the Test Navmesh button. Right-click on a space, right-click on a another space, and a wide line appear between the two positions, showing a path for the NPC. When I try in the FNV Geck, nothing happens. I'd appreciate if somebody could tell me that it works on their setup. I use Geck v. 1.4.0.518, NVSE New Vegas Script Extender v5.1 beta 01, and the Geck Extender 0.36. Thanks!
  5. https://imgur.com/a/AmwrzaH So yes, they do need a repose function when you return...
  6. Thanks for the comments. I used Lazy Voice Finder to extract the files. It wasn't too complicated.
  7. I want to reuse Greetings lines from the base game. I created a new quest, copied and move the lines I want to the new quest. When I go in the game, the NPCs say the line (I see the subtitles), but there is no audio. In the GECK, I see in the Edit Response Dialog that there are filenames in Data/Sound/Voice/NameoftheMod, but I don't see if and how I can point back to the BSA file. Is it possible to do what I want to do? Thanks!
  8. Thanks for the comment about PageUp, I wouldn't have thought about it. The activators and quest have several variables, so I didn't want to mess with the messages. Since I saw that the bug was fixed in the last version of YUP, I stopped working on it. Thanks again!
  9. I am trying to "debug" the Boulder City quest (VES09BoulderCity). (None of the encounters are working.) I put down an activator to print the value of different variables with the following code : scn aaConsole01Script begin OnActivate ShowMessage aaMsgOutcome VMS20.bBoulderCityOutcome PrintC "The value of bEncounterPlayed is: %g" VES09BoulderCityQuest.bEncounterPlayed PrintC "The value of bEventTrigger is: %g" VES09BoulderCityQuest.bEventTrigger PrintC "The value of iPlayerDirection is: %g" VES09BoulderCityQuest.iPlayerDirection PrintC "The value of iEvent is: %g" VES09BoulderCityQuest.iEvent PrintC "The value of bFarmerExodus is: %g" VES34Vault.bFarmerExodus end When I activate the activator, and open the console, I see only the last line with bFarmerExodus. Is there a way to print multiple lines? Thanks!
  10. Thanks for the help. I've seen the Armor Addon and Armor dynamic. So I have in my esp file the Armor and Armor Addon. I start the game, use additem to give me the armor. I display it on a mannequin, it still has the original texture. I've read a bit more, and I learn about the Material BGSM file. I have downloaded a Material Editor, and made a corresponding file. Now, the problem : if I double click on the path for the material file in Nifskope, I can't enter a new path, it only accepts numbers. How can I enter a new path?
  11. I am trying to make a new armor using FO4Edit. (An harness with a new texture) My nif files are ready, but I can't see where to put the filenames. In FO3Edit, I see the filenames for the ground, male and female models, but in FO4Edit, there is only the ground model. https://imgur.com/a/6TZSoEe So I would like to know where can I find the filenames. Thanks!
  12. I am looking for the mod that allows to recruit soldiers in that picture. https://imgur.com/a/evt7Nig Thanks!
  13. Yes, I do insist! So I put the values of Vault 88 - Improved Lighting in Scrap Everything. It's not perfect, but it's better!
  14. I want to change the "background" lighting in Vault 88, so it is similar to vault 81. I changed the lighting template so it's the same : HighTechKitLightingTemplate01Far. I get this result : https://imgur.com/a/TcPCEeJ What could I do instead? (I've looked for mods on the Nexus, but they're part of big mods, or I see comments about broken precombines) Thanks! Edit : So I understand that Scrap Everything causes the problem. When I put it at the end of my mod list, they're is no "void" problem. But I still want to change the lighting, so I modify the Scrap Everything esp. Putting the same template as Vault 81 doesn't seem to change the lighting. Changing the Directional Colors from 0 to 200 change the lighting, but it's not good enough.
  15. Is it possible that GetDead doesn't work on Leveled Actor? (I'm having the same problem in Oblivion) If you check the id of the NPCs during the game, does it begin with the Load number of your mod?
  16. Thank you for the tip. I see you answered the same question here. I tried the same bit: In the Topic : set aaPhotoMode.refKillTest to getActionRef set aaPhotoMode.refKillMode to 1 In the Quest Script : if refKillMode == 1 printc "Kill Block" if refKillTest == StarPaladinCrossREF printc "You tried to kill Paladin Cross" endif refKillTest.kill set refKillMode to 0 endif The kill doesn't work, and the "Kill Block" is printed a couple of time. I will work on it some more. I also looked at the function GetCrosshairRef that I could also use. Thanks again!
  17. If I put 10 actors in a cell (same base id), is there some way to get the ref of the actor I speak to, using the Result Script (End) of a Topic? I am trying to make a simple photo mode. I started by telling a specific follower to stand on a marker (by using AddScriptPackage on them). I'd like to make something more generic that wouldn't modifiy the follower (So not adding the package to their list of packages). In the topic, I could use the Follower faction instead of the ID of the NPC. But now, I don't know how to get the refID to that NPC in order to add the package to them. If somebody has an idea, or the name of a mod I could check, it would be appreciated!
  18. As a test, what happens if you put RemoveAllItems before you add the suit?
  19. Thanks for the answer. Yes, it's difficult to get the Geck to do what we want, but I really like Fallout 3 and building different things in the world. As for my problem, I saw that, while I can't select the "children" of my markers, I can type shift + 1 twice, and the chilren will disappear, which is just as good. I hope you'll have fun in your modding projects!
  20. I'm working on the player home in Megaton, which is full of stuff. I'm wondering if it'd possible to click on a XMarker and select all the objects that have that marker as the Enable Parent?
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