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vforvic

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Everything posted by vforvic

  1. Glad you got it worked out. Just for the sake of making sure making this thread is more or less complete when others view it at a later date I will try to explain why you can't use the NPC's ID. The NPC ID itself can point to many "References" of that NPC in the game world. Raiders are a good example of this. When you make a new NPC, or any Item, in the GECK you give it a ID. At this point that NPC or Item is not in the game world. So lets say you made a Ninja that you want to Ambush the Player at various locations the Player visits and you gave it an ID of Ninja. And you also made a new type of Ninja Landmine to use at these locations and called it Mine. Say you want this ambush to happen at 12 places so you drag and drop this Ninja into the 12 spots in the game world and add 3 new Landmines per location. Now to be able to control all these 12 Ninjas and now 36 Landmines with Scripts you have to be able to tell them apart and that is where Reference Names come into play. You could not just use a script to tell the Landmines and Ninjas to enable and attack at a certain Marker or some other Variable via the NPC and Item ID because that would effect all 12 Ninjas and 36 Landmines at the same time. You have to be able to say something like NinjaREF01 enable and attack when the Player enters Trigger Area A and MineREF01, MineREF02, MineREF03 enable when Player kills NinjaREF01. That is not real scripting by the way, but a general example. Then later at another location you can say something like NinjaREF02 enable and attack when the Player enters Trigger Area B and MineREF04, MineREF05, MineREF06 enable when Player kills NinjaREF02. This way you can better control when things happen in the game world. Now I know what your thinking. Why won't the GECK let me just make 12 duplicate Ninjas and 36 Landmines which would then have unique NPC and Item ID's and then I could use those in Scripts as well as Reference Names. Trust me the GECK is doing you a favor by not letting you go down that long road. So lets say the GECK did let you use both REF Names and NPC - Item ID's in scripts. It would be total chaos. Imagine having a large mod with lots of Scripts and Custom NPC's and New Items and Quests and your looking through all that code in all the locations you can use Scripts to try to figure out why something is not working. Did I use the Ref Name here or was that the NPC ID? Does this Script that refers to this Quest use the same ID type? What if I have another mod I am using as a Master? Then I have to look through all that code to see what that Author did so I can point to the correct Names or ID's. On no I want to make a tiny change in my Ninja Landmine and I have to do it in all 36 Landmines. This is one of the rare cases where the GECK is doing us a favor by not letting us do something.
  2. Well I don't like Pandas so I'm just going to make fun of your script....seriously before anyone has a stroke I really do like Pandas....I even have 3 stuffed ones in my Den. I'm kidding people. Seriously though. The most likely reason for the error, and I say most likely because with the Geck you never know, is because when you changed the name from "00" to "AA" in the script you did not change the NPC's Reference Name that it points to and it still has the old name. Instead of giving you an obvious error of no such Reference found it just gives you that generic Reference error. The other reason could be you are not actually using the References name, but instead are using the NPC's ID which is a no no. I always put REF after References so I can keep the NPC ID's and NPC References more or less only slightly messed up. :)
  3. I just took a quick glance at the mod and I see a few issues right way. First thing though is you need to get FO3Edit and learn to use it. You can download this Training Manual here. If you are going to troubleshoot mods then it is a must have to see things more clearly than the GECK. And it allows you to make some edits and fixes much easier. It looks like you have overwritten some FO3 Dialogue. A Rivet City line or 2 and some of the Generic Hello stuff on first glance. It is easy to do when you are first learning how to do dialogue. Sometimes even if you know you do it and then try to fix it in the GECK it will still be a mess. That is why FO3Edit is so nice. You can easily see the mistakes, delete them and then fix them in the GECK. Next it looks like you changed the DefaultSandboxCurrentLocation512 and CaravanGuardCrazyWolfgang Packages. This is also easy to do when you are first learning about Packages and how they work. It looks like you did it without knowing you were making such a drastic change to Base Game Packages because the changes are pretty big and will cause big issues in the game. You need to delete those changes in FO3Edit. Now the Navmesh. Read this page if you have not already, especially the Finalize part. Most of your issue is that your Verts and Edges are not matching up across Cells when you Finalize. You can see this because you are not getting the Green lines between Cells after Finalize. You need to make sure that those little red dots, that turn green when you pick them, line up across Cells and that means Vertically and Horizontally. You need to make it as seamless as possible across cells with the Verts. You can use the F key to drop the dots to the land height and hold the Z key to move it only in the up-down. What can happen is that as you Navmesh from above the Verts can be higher or lower than you think because you do not have the depth perception. It looks like they are all on the same plane, but in fact might be higher or lower than you think. That is why you have to look at your work from the side from time to time.
  4. OK this can be a little complicated. I myself don't understand totally the workings of Animations, but I can at least point you in the right direction or someone else can get more percise and indepth if needed. If you look at that weapon you will see a script called "GaussCarbineAutoWeapScript" and inside this script you will see a line that points to an Actor Effect that says "rContainer.CastImmediateOnSelf SMG2hReloadActorEffect". Open that Effect "SMG2hReloadActorEffect" you will see a Base Effect called "SMG2hReloadEffect" and if you open that Base Effect you will see it has a script attached called "SMG2hReloadEffectScript". Now when you look inside this script you will see where it controls what reload animations occur depending on whether the Player is in 1stPerson "if IsPC1stPerson == 1", or is sneaking or not "if Player.IsSneaking". For example, if you have the M72A Gauss Rifle equiped and you are sneaking and not in 1stPerson "player.PlayIdle SMG2hReloadSneak" tells FO3 to play the SMG2hReloadSneak animation. Now on the GECK top menu go to Gameplay then Idle Animations. This will open the listing of the Animations defined for use in the game. You should now see "Characters\_Male\IdleAnims" on the left probably 2 down the list. Click the + and look down the list for "LOOSE" and then look down that list and near the bottom you will see SMG2hReloadSneak. This is the animation that the script said to use when the Player was not in 1stPerson and Sneaking. You can click on it and you will see the animation Art file "SMG2hReloadSneak.kf" is used for this animation. This SMG2hReloadSneak.kf animation file is part of the mod and included in the mod download and install. So this is what is happening...probably. :) You went in and made a new Weapon ID and tried to match all the settings of the original. Normally this would work fine, but not in this case. Even if you matched all the settings exactly it would not work. The reason is because the Scripts used require the Weapon ID to be exactly the same for the animations to work. The Script is looking for "WeapGaussCarbineAuto" and if it does not match exactly then it just won't work. So a couple of things. When you are trying to make a Weapon you don't have to make a new ID and match the settings. Just open the original and then change the ID and when you close you will be prompted to "Create a New Form?". Just say Yes and you will have an exact match of the Weapon except the ID will be different. Fixing your issue. First you have to change the name in the Script the Weapon itself uses to match the new Weapon ID. Then you have to follow the trail like above to make sure you get all the required Effects, Scripts and Animations that the weapon uses. This means making sure, if used or needed, you get the correct kf animation file as well as all the Meshes, Textures, Sounds, Pipboy Icons and Effects if you are going to uninstall the original mod.
  5. This is what I remember just from memory so some of this may or may not be exactly correct and I will keep it basic. Your Laptop probably has dual Graphics of Intel and Nvida. The Intel Graphics works for all the easy 2d stuff and the Nvida is supposed to automatically kick in for the 3d stuff. This is supposed to save energy and lower heat output. Sometimes when you remove an external monitor the Software detects this change and does a little reset and the Nvidia does not kick in correctly when the 3d stuff starts. The Intel does not work with FO. When it does this you just need to go into the settings like you did and set it back again.
  6. OK let me throw some stuff out here. I always use FOMM' s Package Manager to make my own install Packages for the mods I download and want to install. Its easy to do and makes installing and uninstalling mods a breeze. Plus, it makes troubleshooting so much easier. Next, never install more than one mod at a time. Install...Test...Install...Test...you get the idea. If you install 10 or 15 mods at once and the game has issues then you have to then try to figure out which mod or mods are the issue. You can't ask a specific modder of a mod for help because you don't know what mod is at issue. Always read the Readme Files and the Description Page. It never hurts to do a quick glance of the Comments either. Most questions about load order, known bugs and compatibility are answered in these areas. Sometimes very clearly. When doing your load order always remember that mods in the lower order overwrite things above in the order. This helps you to give you a mental picture of what is happening as mods load and what issues to look out for. FOMM has BOSS Auto Sort which will load up the mods it recognizes in the best order. I personally don't use this, but I know it works well. Download and learn to use FO3Edit. The thing can help you troubleshoot lots of issues and point you in the right direction to fixing the issue and in some cases fix the issue itself. Now if you do end up having issues of some type you need to be as specific as possible when seeking help and give as much information as possible. For example, don't just say my game crashes when I start Fallout. Be specific. Give your load order, has it always crashed or did it do so after you installed a mod, what are your computer specs, when exactly does it crash. The more information you give about an issue and the more specific you can be the better and more likely you are to get a good response. Finally, FOMM has the ability to Export your Load Order to the Clipboard so you can put it in your posts if needed.
  7. Fallout CAN use different Textures for World Models and 1st Person Models. What Bethesda did was make it so it was possible to use Lower Res Textures for Weapons when they are laying around and Higher Res Textures for when Weapons are equipped. This was probably done to help with FPS, but allow the Weapon to look better when seen up close in 1st Person. Different Textures don't have to be used, but can be used. On the "Art and Sound" Tab of the Weapon you will see the Model Box mid page. "Model" is what controls what the weapon looks like sitting in game somewhere. "1st Person Model Object" is what controls what the weapon looks like when you pick it up. In your case the easiest thing to do is just select "NONE" from the drop down list. This way when you pick your weapon up it will still use the same Model both in game and 1st Person. If, and this is for informational purposes, you did want to use different Textures for the 2 situations then you would go to "World Objects" then "Static" in the Object Window and look for the 1st Person Model which would normally be named something like 1Pnameofyourmodelhere. In the case of the Chinese Assault Rifle it is called "1stPersonAssaultRifle." In reality it can be named anything at all. When you open it you will see "Model" and a path you can edit to a model (Mesh). When you click edit you will open another box that shows the model and Alternate Textures being used if any. If you look in the "Alternate Textures" box you will see the parts of the Weapon that can have Textures applied to them. If you double-click on a part area another box will open and you can select a Texture Set in the "Select Form" box. Keep in mind what you are doing here is telling this Model (Mesh) that you want to over-ride its default Mesh defined Textures with these new Textures...normally Higher Res Textures. Now Texture Sets are defined in a different place. If you look under "Miscellaneous" then "Texture Set" in the Object Window you will see for example "1stPersonAssaultRifleTexture01." If you open this you will see where you can point to Textures for the different types of Maps such as the Diffuse, Normal and Gloss. What this Texture Set does is allow you to put a different Texture on a model without using NifSkope to change the Texture in the Mesh itself. It basically allows you to over-ride the Mesh settings. This lets you use 1 Mesh instead of having to do 2 or more for different Textures of a Weapon. For example, you could have 1 Rifle Mesh (Model) and 10 different Color (Texture) variations using that same Model.
  8. Below is a good discussion on what you are seeing. LOD Mesh
  9. In the past I have used the following. ActorREF.killactor ActorREF 1 This basically has the NPC kilthemselves and the 1 says it should be head shot. I have used it in a Primitive Trigger that I had the NPC walk into via AI Package at the end of the conversation, but it should work with most script areas.
  10. In the Sandbox AI Package on the Flag Tab you need to make sure the "HeadTracking Off" is checked and I would uncheck "Enable Fallout Behavior". Also, I would uncheck Allowed Behavior "Conversation" on the Sandbox Tab.
  11. I personally use FO3Plugin for this type of thing. FO3Plugin has a simple Menu option to make this type of change. If you want to do it in FO3Edit then when you have the file open you want to change you Pick "File Header" on the left below the files name. Making sure its the File Header you want and not the wrong one. Then on the right 3 down in the list you will see "Record Flags." To the right of this it will either be Empty if it is an ESP or say "ESM" if it is an esm. If it is an ESM and you want to change it to ESP then Right-Click "ESM" to the right of "Record Flags" and pick Edit. A Check Box List will pop up and in that list at the top you will see "ESM." Uncheck "ESM", say OK and now the file is an ESP. If it is an ESP and you want to change it to ESM then Right-Click the empty space to the right of "Record Flags" and pick Edit. A Check Box List will pop up and in that list at the top you will see "ESM" is unchecked. Check "ESM", say OK and now you will see that file has become an ESM. Just make sure to save when you exit. Also, you can change the files extension to esm or esp if you desire although this is not totally necessary for it to work as a ESM or a ESP as FO3 looks at the Header and not the file extension for this information for load order and such. Although it is best practice to do this if possible you don't have to do this when editing your mod and testing over and over. But when testing your changes do need to really make sure the Header is what you want, ESM or ESP, or you could get unexpected results. In other words if your final version needs to be an ESM then always test it as an ESM.
  12. There are actually a number of ways to do this depending upon a number of factors such as what all might need to be done with Variables and are there other Quests involved. But the basics of it is In the "Result Script [End]" box you say: SetStage TheNameOfYourQuest 100 Then in the "Result Script" of Quest Stage 100 you say: completeAllObjectives TheNameOfYourQuest StopQuest TheNameOfYourQuest This will clean up any objectives that might have been missed and stop the Quest.
  13. If I remember right it was basically all related to the way Bethesda designed VATS. Part of that system leaked over to normal aiming and Bethesda just left it that way. Without the auto aim fix its basically a percentage based system as to what is hit even outside of VATS. I personally use Arwen Realism Tweaks. Auto Aim Fix is part of its tweaks. It has a good number of game Tweaks that make the game more challenging and realistic and for the most part you can pick and choose which ones you want or don't want. I especially like how it enhances the AI to not be so stupid when attacking and just rush me out in the open every time.
  14. I usually see this when a Texture and Mesh don't match up. For example if you use a XYZ body Mesh, but a ABC body Texture. I think some clothing that does not match up can also cause this issue. Basically the Texture is trying to do its best to cover a Mesh it was never designed to cover so you end up with areas that look strange. You should be able to look through your mods and come up with the ones that might change those particular children Meshes and Textures since children use different Textures and Meshes from the adults. Disable them one at a time and find the problem mod or mods. Then look at those mods main pages and see if you can determine why it is happening. You might just be missing a required body Mesh or Texture that mods needs. Or you might find that mod is not compatible with another mod.
  15. OK it sounds like you got the eye color in the GECK correctly, but then there is another step. Now you have to tell the GECK what Race or Races can use the eye color. Things like eyes and hair are Race specific face data according to the GECK. Go to Character - Eyes and in the Window you will see all the human eyes in the game including any custom eyes. Then go to Character - Race and in the Window you will see all the Races in the game. Now pick a race where you want to add your custom eyes. Pick the Face Data tab on that race. You should now see the options for Eye Colors and Hair Styles among some other items. Drag and Drop your custom eyes from the still open Eyes Window to the space where all the other eyes are located in the Race Window. Now when you go to any NPC that is that Race you will have the custom eyes as choices. You may or may not need to save and then reopen your mod in the GECK for the choices to appear. If I am making a custom NPC what I normally do is first make a custom Race. I just right-click a Race and say Duplicate. Then I can change as much stuff as I want without danger of messing up the entire game. Plus other mods will not overwrite my work or reset it back to vanilla. I then just assign my Custom Race to my NPC. If I totally mess up on a Body Texture or Mesh or whatever then I can just easily delete the Race and start from scratch.
  16. As long as you have taken out the "Begin OnActive", the "End" and added a couple of ForceTerminalBack at the start, the Script works fine as far as teleporting. Make sure you are using a red XMarkerHeading and not any other color. Also, make sure there are no other unused Markers in the cell. If there are any then get rid of them. If it still locks up then there is something in the cell or more likely something the script is doing in the cell that is locking it up. COC would not give you the same affect as the Player.moveto command. Try only putting what is needed in the script to move the player to get that working first. ForceTerminalBack ForceTerminalBack Player.moveto RFCWVertibirdInteriorNV If you get that working then you know it is another part of your code doing something. You can even try activating some of this code in the cell you are moving to with an Primitive Activator. Oh and Player.moveto will not work in the console for Markers. It is only for NPC's, Items and Creatures I think. Even then you need the RefID for the those to work. You can't say in console. Player.moveto LucasSimms for example. You would have to say Player.moveto 00003b46 which is his RefID.
  17. Oblivion custom in-game map I have not made one specifically for FO yet, but it should be about the same process. This should give you a good starting point if nothing else.
  18. You are not using 1.5 or it would open in our 1.5 and it does not. I can see this several ways. If I put fallout.esm and your esp into New Vegas Data directory and open it with GECK "1.4.0.518 New Vegas Edition" it opens...and it should not. OR... If I put the Geck.exe 1.4.0.518 New Vegas Edition into my Fallout 3 Data directory and use it to open your esp it also works...and it should not. OR... If I look at your file header in FO3Edit it shows a Version of 1.340000 which is New Vegas. If I change the Version to 0.940000, which is the FO3 Version, it works perfectly. Which all means that you have been using the 1.4.0.518 New Vegas Edition to work on your mod. Here is how this can happen. If you put the NewVegas Version of the GECK into your FO3 Data directory you can in fact use it to make "new" FO3 Mods from scratch and it will not give you any errors as you work and save, but in the game your stuff will not show. Plus, just looking at the two Versions of the GECK as they open and operate they basically look the same. You can very easily mistake one for other. Open your esp in the GECK that you do the work with and on the top menu go to Help and then About. It will tell you what version you are running. Fixing your esp is as easy as opening it in FO3Edit and looking at the Header and changing the Version number to "0.940000". But you still need to address the GECK issue or you'll never get mods to work correctly.
  19. My guess would be something in your inventory is the cause. Put everything in a safe box at your Player Home and then try it again with nothing in your inventory. Things like the Teleporter from Underground Hideout can cause this among other items from various mods.
  20. Delete the Screen Shot "SS" directory and the readmes and it should work in the FOMM Package Manager. They are not needed in game anyway.
  21. Try attaching a Microphone to your Sound Card Mic Port. Even if you are not planning on doing voice work.
  22. Use FO3Edit to find out what other mod is overwriting your work. There is a link to an excellent training manual for FO3Edit on the page as well. More than likely it is something overwriting the Race of the NPC's and not the NPC's themselves since Hairstyles that a NPC can use are related to the Race of the NPC. Same with the Player. It all looks right in the GECK, but if some other mod changes the Race of the NPC or the Player then they won't be able to use those Hairstyles and the game will revert to Default.
  23. Well I guess you could use FO3Plugin to Merge Plugins. I have done this in the past for various reasons and its easy and painless...for the most part. For example, lets say you have 5 mods that all add a simple weapon or two each. You can use FO3Plugin to Merge the 5 mods into 1 mod and just use that single mod file. Then you can just uncheck the other 4 and keep the one you merged the mods into as active in your load order. Keep in mind that you cannot "uninstall" those mods if they have resources that are needed such as meshes and textures. You just uncheck them in your load order and they will not count towards your limit. Start by just looking for those little simple mods files that really don't do much, but still count towards your limit and merge them. If you keep it to simple mod files then you should have no problems. If an issue pops up then you can just replace the Merged file with its original from the Pack and recheck the others. Before you Merge mods you can also open them up in FO3Edit if yo like just to make sure they don't do something you are not aware of that might cause issues. If you open a mod with FO3Plugin and go to "File" you will see "Merge Plugins" down the list where you can pick what plugin or plugins you want to Merge into the open one. Just keep it simple and it should help a little with your numbers.
  24. Looking in the GECK at Armors you will see Biped Object. This basically tells FO3 what "slots" the items uses on the NPC/Player. All of my examples are for use on the head. This is normally picked by the modder depending upon exactly what the mesh is and covers. It is really more or less to make sure things look right in game. If you look at the top and bottom items you see that both are basically full head cover helmets (Versions of a Stealth Helmet and Power Armor Helmet ), but the bottom one does not use the Headband slot. Another item that used that headband slot, such as a night vision goggle, could be worn with this item. I could easily change the top one and remove the Headband used slot and allow it to also use any item that needed to use the Headband slot. Keep in mind that this does not mean these items will look good together, but only means that you can wear them at the same time. So if you want two items to be worn at the same time you just need to go into the GECK and make sure they don't use the same slots. The Tactical Radio Headset uses the Headband and Hat slots. So you need to open the GECK to edit whatever mod has the headgear you want to use with the TRH and Double-Click the Headgear you want to use it with and make sure the Headband and Hat slots are not highlighted by clicking on the slots to remove the highlight. In my examples I could use it with 2 and 4, but not 1 and 3. In the case of 1 I could remove the Headband Slot and since the Hat slot is not used it would then work ok. Keep in mind that you can't just go crazy and change stuff at will with no issues. The items meshes still have to play nice with each other or you'll have a mess as they try to occupy the same space and overlap looking terrible. http://mysite.verizon.net/resp87h9/sitebuildercontent/sitebuilderpictures/BipedObjectH.jpg
  25. Oblivion custom in-game map I have not made one specifically for FO3 yet, but it should be about the same process. This should give you a good starting point if nothing else.
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