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yojeff

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Everything posted by yojeff

  1. In Oblivion, I would often use tdt (in the console) to check the packages of the NPC. Is there a similar command in Fallout 3? In the Geck, I have problems when I zoom in with the scroll button. Often, it zooms too much, going from the ceiling to under the floor. Is there a way to change that? Thanks!
  2. Thanks for the help! I replace it by a door like in the original vault. JF
  3. I am working on a player home, using Vault 101 as a "basic layout". I use the atrium part, and added a couple of rooms. I am also using the Cafeteria part from the anniversary scene. Everything is working fine, but there is a section in the cafeteria (one static environnement part) where, if I walk on it while playing, I fall through the floor (and then I am teleported to another section of the vault). The part is VDnWallWindow01. The falling happens if I enter it from any of its three neighbors. The Z coordinates of the four parts are the same. The Navmesh is continuous, I don't see gaps. There are no parts lower that could clip in the cafeteria level. What am I missing? Are there "technical terms" I could google? Thanks!
  4. You can script the disposition, but it's not an easy number to change, and I think it only changes generic topics. You can create topics like GREETING, HELLO and GOODBYE that are specific to your character.
  5. Thanks for the help. I used the command to change the variable. It worked. (No error message.) (But what happens if many quests share the same name?) I used the SetStage command. The Stage stays at 30. I've read the Console Command Tutorial on UESP (Should have begun by that...), and it says that you can't go back to a previous stage. I've tried modifying the conditions on the topics, and then using AddTopic ingame, but the topics doesn't appear. So I used SetStage 10 and 20, and it (kinda) worked.
  6. Is there a way to change a script value via the console? I have a mod that - Started a new quest after finishing another one, but it was a silent start (Stage 0, no message) - The quest adds a topic to a character, and then setStage 10 - You then visit a first cave, that sends you to a second cave, and a script variable is used to setStage 30. The problem is : I visited the second cave (many hours ago, while doing something else). The Stage is now 30, as set in the script. The initial topic is not available anymore. I don't want to touch the script, and risk causing problems in the saved game, and and don't want to deactivate the mod. Is there a way to change a script value via the console?
  7. Thanks for the precision. In this case, it's a NPC from the vanilla game. He arrives eventually, but it takes some time. Moving him closer with a script was the easier solution.
  8. In the Conditions part of the topics, there is a "Run on Target" checkbox. If you check it, the condition will be run on the target, the Player Character is this case.
  9. Yes, he found me in an Oblivion gate, and then took a mass to the face! I also looked at the Amusei script. He finds you "eventually". The Journal entry even tells you to wait inside a city if you want to have a new mission. My problem is understanding how the ai packages are updated. If I stand two cells away from an NPC in a basement, when does his package changes, that sort of thing. Anyway, I modified the script to move him in the world when I arrive, then he walks up to me. Thanks!
  10. I want a NPC (from Bruma) to come talk to the player when he arrives in Bruma. He is doing it, but he is kind of slow. (one hour in game, from the barracks of Bruma to where I am at the east gate). Is there a better way to do it? I have a Find package (at the top of the list) - Must Complete - Ignore Fallout Behaviour - Always Run Conditions on : - GetStage for the quest - A short FindCount equals to 1 when ready to find the player In the quest script : ... if GetStage aaCount01 == 10 if FindCount == 0 && (player.GetInCell Bruma || player.GetInWorldspace BrumaWorld) Message "Gerich.evp" Set FindCount to 1 GerichSenarelRef.evp endif endif ... When I arrive in Bruma, the message shows, but the NPC is in no worry hurry to come find me. If I go to the barracks (in the cell), he will run toward me (so the package is active) and start the dialogue. But if I wait for him at the East door, he's not coming "right away" (I am not expecting or wanting him to appear). He arrives after an hour in-game. Is there a better way? (beyond using MoveTo to a closer marker) Thanks!
  11. I was playing on Medium. Using the Large setting fixed the problem. (After google told to use saveini to save the settings). Thanks for the comment about mipmaps. I'll read about them. JF
  12. I have installed a mod for new clothes, and the textures are not showing. The mod that is not working is : CanadianIce Gowns for HGEC I have tried to compare to another clothing mod that works. The mod that works is : Netherweave Robe for HGEC Both are for HGEC body, which I have installed. Pics on imgur.com/a/NjvCFOe The first pic is the Neatherweave Robe, which works. Then I have - The Ice Gown on a Partner from the Partners mod - On a NPC from Weye - The vendor from the mod (She wears one of the dress) - On a vanilla NPC. If I look at the two mods : - The definitions in the Construction Set look similar. see pic - Both nif files show up fine in NifSkope. see pic (In Options, I defined the path to my Oblivion install) ( Both folders of textures are present when I look in the Windows Explorer) (\Data\Textures\Gizmodian\Netherweave) (\Data\Textures\IceGowns) - All *.dds show up fine in Paint.net (see the icons at the top) see pic But in Oblivion, the Netherweave dress is ok, while the Ice Gown is not. For the Ice gown, lower-res textures are provided, and I installed them (before taking the pics in this post). The size went from 1025 ko to 257 ko. For the Netherweave, the size is 1025 ko. They work fine. I am baffled. If somebody would have any idea, or expressions to google (English is not my first langage)... Thanks!
  13. I am putting markers in a chapel that already has a lot of markers (From the Oblivion master). Is there a way to hide the existing markers in the CS while I put my own? Thanks!
  14. I can make make a quest, add the Topic GREETING, then use the Add Topics box to add topics to a NPC. How can I add a topic without using GREETING? I know that I can use a quest script, but does it means that I will have to make a clean save everytime I change the topics (content and?or order)? Thanks!
  15. One advantage is that you can easily change an AI package because the package is not in the save file. If you change a script (specifically the variables), those are in the save file. It is also probably easier to change many NPCs at the same time by changing only one AI package.
  16. I was moving around an XMarker in the Construction Set and I realised that the new position wasn't used in the game. I understand its because the position is in the save file, and if I want to move it, I must do it ingame with a script. Are there objects that work the same way? I am trying to move two chests in the Tamriel world.and the position doesn't change in the game. The chests are vendor chests that I put in the world. I know that I can simply erase them and add them, but I'd like to know if there are class of objects that can't be moved. Thanks!
  17. Thanks for the help! Hit h for Landscape Editing, then hit i when the Render window is selected, and you get the dialog for the textures. https://forums.nexusmods.com/index.php?/topic/192325-how-to-remove-grass/
  18. When I try to edit the texture of the ground, I can't modify one half of the cell. The texture will change on one side of a line (Which is the middle of the cell) That bug (??) also happen in another cell. On the pic, you can see the line in front of the inn continue in the cell behind (across the lake). https://imgur.com/a/KeUtnG8 Is there a setting that makes a portion of the ground unmodifiable? The inn is in 21,5, the lake is in 19,5. Cropsford is at 22,5. There is one Oblivion Gate at 19,6. But it didn't open and the quest is over. Thanks!
  19. By googling "Skeleton.NIF", I found that post, Help with Character/Creature Skeleton Nif I saw that I had to extract the files from the Oblivion - Meshes.bsa, which I did with the BSA Unpacker. I modifed my mod and the mannequins mod, and both work correctly now. Thanks!
  20. Thanks for the explanation! So I am in the Construction Set, Object Window, NPC. If I click on Dar-ma (vanilla Argonian), there is a button showing "Characters\_Male\Skeleton_Beast.NIF" If I click on my Argonian, the button shows "Characters\_Male\Skeleton.NIF" If I click on the button to select a new file, and I navigate to "Characters\_Male\", I don't see any of the two files. No Skeleton.NIF, no Skeleton_Beast.NIF. If I search for a Skeleton.NIF file in the Data Directory, I see some for different creatures, but none in a _Male folder. How can I change the file? Are they inside an Oblivion.esm (?) and can't be seen (in the Windows Explorer)? I see the solution you give, but I can't seem to apply it. PS : When I created the Argonian, I right-click "New" and then edited her like I wanted. Should I try to edit an existing character instead? Thanks!
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