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trashgarbage666

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Everything posted by trashgarbage666

  1. I'm not upset or anything, just curious. I could've swore they dropped sometime between the 1st and 3rd of every month.
  2. Sorry about the confusion, I was trying to convey that my textures have more or less been left untouched. No loose textures in my Data folder, because I haven't unpacked any, and no texture filepaths have been reassigned. I finally caved and loaded up a backup and redid all the lost progress. And sure enough, the textures on distant objects are as they should be. It's always frustrating when you fix a problem without learning what caused it. Oh well. I guess the lesson here really is to just save often and make frequent backups.
  3. I'm still confused. I have no intention to use custom textures, or to make changes to existing vanilla textures. My problem is that textures on LOD objects were working just fine, and after making more progress on my map, they aren't. I don't know what you guys are suggesting.
  4. I'm a total novice when it comes to LODs, so I'm not going to be able to intuit some of this. By texture path, do you mean the BSA? Since I'm using all vanilla assets, I don't have any of the textures or models unpacked at the moment. And if I click on one of the roads in the GECK, go to Edit > Edit Base, it just shows me the path for the model, not the texture. I'm not really sure where to look.
  5. Hey there! So, I'm working on a custom worldspace. Whenever I make a decent amount of progress, I use xLODGen to generate LOD for my world and then run around in-game to get a sense of how it's all coming together. Today I generated a new LOD, and now the roads in the distance are light blue, almost like they're textureless. https://i.imgur.com/9MGqTDY.png If I revert to yesterday's backup and try generating LOD for that version, the roads are fine. The only thing that's happened between yesterday and today is that I put down more roads and painted the terrain under the roads with a more appropriate texture. This map only uses vanilla assets and textures, and the only mods I have installed are things like xNVSE, Tick Fix, and so on. Basic stability stuff. Hopefully someone here knows the cause behind this. I'm worried that if I continue work from yesterday's backup it's just going to happen again. Any information at all would be greatly appreciated. Thanks for reading!
  6. I'm working with a custom worldspace, and the initial texture of every cell is Land_Default. I'd like to change the entire worldspace to use a different texture without having to manually paint every inch of the place by hand. Is there a way to do this?
  7. I've tried following a handful of tutorials, and in all of them, there's a point where they ask you to use a program called TESAnnwyn. The idea is, you feed the program your height map and it spits out an .ESP that can be loaded into the GECK. Unfortunately, all the .ESPs I've generated freeze the GECK when I try loading them. Would someone with some experience with TESAnnwyn be willing to take a look at my height map and the commands I'm giving it to see where I'm going wrong? Here's the image I'm working with, in .PNG and .RAW format. https://drive.google.com/file/d/1w5nLnjm5YVa9a29pNKKm57Je3LXcqWsF/view?usp=sharing Here are the commands I'm giving TESAnnwyn. I save this as a .BAT in my TESA folder and run it there. TESAnnwyn.exe -i FalloutNV -p 1 -b 16 -d 4096x4096 -x -64 -y -64 -h 10000 -s 3.0 -w "VBNVWorldGrandCanyon" heightmapimage.raw EDIT: I noticed the .ESP TESAnnwyn gave me didn't have a master, which may be the reason why it causes the GECK to freeze. However, trying to add FalloutNV.ESM to its masters in FNVEdit gave me this error: [00:00] Error saving tesannwyn.esp.save.2021_04_19_21_54_22: Assertion failure (P:\TES5Edit\wbImplementation.pas, line 14743)​[00:00] Errors have occured. At least one file was not saved. No idea what it means! Perhaps someone here knows?
  8. I'll take you up on that offer! I was kicking around the idea of making a randomizer a couple months back, but never got around to it. I'll get to work on it first thing tomorrow! EDIT: Had a few questions, so I sent you a DM. Didn't know if you'd see it, so I figured I'd mention it here too.
  9. Hey there! I'm working in a very small worldspace. The game's draw distance cuts off just short of the entire length of the zone, so I'm looking for a quick and dirty way to increase draw distance, rather than learning how to make and implement LODs. Hopefully it's possible! Fingers crossed.
  10. No idea why, but my clouds are showing up black, and nothing I change seems to affect it. https://i.imgur.com/dRYZ2Ws.jpg I also made the worldspace's climate and weather. If I put it together incorrectly, maybe someone here can spot the problem? https://i.imgur.com/NMBRt9U.jpg EDIT: This is strange. I changed the clouds in the weather from "sky\alpha.dds" to something else, and it revealed that the black clouds are on a different layer or something? The correctly colored clouds are also moving at the speed I specified, while the black clouds are completely stationary. https://i.imgur.com/5UZoztM.jpg EDIT EDIT: Well, I duplicated an existing weather and plugged in all my previous RGB values, and the clouds are fine. So I guess that's one way of solving the problem.
  11. The way I check if / how often a script is running is by printing a message at the top of the block, like this: scn 0AER14SW9700GreenScript begin GameMode PrintToConsole "running!"; if GetNVSEVersion > 0 SetWeaponCritEffect LaserDisintegrationGreenFXSpell WeapLaserRifleUnique SetWeaponCritEffect LaserDisintegrationGreenFXSpell NVDLC05WeapGatlingLaserUnique else MessageBox "This version of AER14 and Sprtel-Wood 9700 Green Critical Disintegration requires NVSE." endif StopQuest 0AER14SW9700GreenQuest end Then, once you're in-game, just open the dev console every once in a while and see how often the message pops up!
  12. I think these are what you're looking for! https://geckwiki.com/index.php/GetGameLoaded https://geckwiki.com/index.php/GetGameRestarted
  13. I think you're looking for fMinFatigue! It's the setting responsible for the -30 Fatigue cap. I have it set to -300.
  14. Just to add to what Unvalid said, the OnStartCombat block only runs at the start of combat and it only runs one time! You can confirm this yourself by temporarily adding this line to the script: Begin OnStartCombat Player; MyRef.StopCombat; PrintToConsole "firing script..."; End; Then, once you're in-game, just open the console and see how many times the message prints. If you were running this in a GameMode block, your console would be flooded with messages.
  15. I've tried filling in as many fields as possible, and it's just not giving me anything. I think the problem is that these topics don't have a voice file. There's a similarly structured dialogue tree in VFreeformGoodsprings, two dialogue choices isolated in their own topic that each lead to a dead end, and yet they work just fine and even run a Result Script. The major difference between these topics and the ones I'm working with is that they are fully voiced. It's the part where you do an Explosives skill check to get dynamite from Easy Pete: GoodspringsEasyPeteTopic001 GoodspringsEasyPeteTopic002 GoodspringsEasyPeteTopic003 So right now I'm trying to figure out how to add voice files to my topics, but all the tutorials I've found are basically like "and now hit the Record button and say your line." I don't want to do that for multiple reasons. Is there a quick, soundless voice file from within the GECK that I can use? And if so, how do I go about applying it?
  16. No, they aren't unused. They show up in the dialogue tree, and they show up in-game. In my post, there's a part where I said I "fired up the game, ran through the conversation, and the script didn't fire", meaning the dialogue option appears but doesn't run its result script when chosen. EDIT: Here's another example of dialogue options with the same issue. In VFreeformGoodsprings, GSJoeCobbTopic004, GSJoeCobbTopic006, GSJoeCobbTopic020, and GSJoeCobbTopic021. These dialogue options also appear in-game and work fine, but have nothing in their Info field and both Result Script fields are greyed out.
  17. The topics I'm having trouble with are in the quest VDialogueRemnants, specifically these three: VRemOrionMorenoTopic022 VRemOrionMorenoTopic025 VRemOrionMorenoTopic027 I want to run code in the Result Script Begin fields of each topic, but they're greyed out. If I right click the Info field inside one of these topics and select New, the New Response window pops up. I close out of that because I'm not trying to add additional dialogue to this conversation, the Info field now has one "EMPTY" response, and it lets me edit the Result Script fields. So I write the script I want to run in the Result Script field, add GetIsID VRemOrionMoreno == 1 into the condition field, fire up the game, run through the conversation, and the script doesn't fire. So now I'm stumped. If anyone has any suggestions for me, I'd be very grateful.
  18. Yep! You're definitely pickin' up what I'm puttin' down -- and it is additional tedium. Granted, it's part of a larger overhaul to crafting that hopefully a few people out there will really enjoy. But I am intentionally making certain things less convenient. Or at least I'm trying to. I ran some additional tests a few minutes ago: I changed the repair form list of the 9mm Pistol and Maria to the form list that only includes Pistol Parts, then I opened the game and added two 9mm Pistols and two Marias to my inventory, each at 50% durability. When I try to repair one of the 9mm Pistols, it gives me the option to use the other 9mm or the Pistol Parts. If I try repairing one of the damaged Marias, it gives me the option to use the other Maria or the Pistol Parts. Keep in mind that both weapons share the same repair form list, so if anything is getting added to this list, it's when you open the repair menu, and not at startup. But I'm guessing this behavior is something the GECK can't change, which is pretty frustrating. On a side note, I was completely unaware of the Find Text feature. Holy s#*!. This makes my life so much easier. Thanks for suggesting it!
  19. Normally, when repairing a weapon or piece of armor, you're allowed to break down any duplicate items you have in your inventory, as well as anything in the item's repair form list. I'm trying to find a way to make each item incompatible with itself in the repair menu, that way the only items that can be used to repair something come from the item's repair form list. I'm aware of how awkward this all sounds, so I'll give an example of what I mean. Let's say you have two 9mm Pistols in your inventory, both at 50% durability, as well as a misc item called Pistol Parts. You edit the 9mm Pistol's Repair Item List in the GECK to a form list that only contains one item: Pistol Parts. Now, if you try to repair one of your pistols, you'll be given the option of breaking down the Pistol Parts or the other 9mm Pistol, despite 9mm Pistols not being included in the new form list! I'm sure that this is all hard coded and that there's no way to change it, but I figured I'd ask anyway. I'm using JIP LN NVSE, which has a feature that lets you revert back to the Fallout 3 method of repairing items, so maybe there's a remote chance they've enabled other ways to tinker with the repair menu. Fingers crossed, I suppose.
  20. Locations in the game are made up from the models found in that meshes.bsa you unpacked, but they aren't saved as a single model that can be extracted. At least, not to my knowledge. What're you making, if I may ask?
  21. Just wanted to chime in to confirm that the snow particles absolutely are the problem. I spawned 10 Nellis AFB snow globes at my feet, and the impact it had on my framerate was very noticeable. Do the same with 10, 20, 30+ Lonesome Road snow globes, which have no particles, and the game barely notices. Wish I knew anything about 3D modeling, otherwise I'd gladly help out!
  22. I would say Tom Waits' sound is more achronological, rather than fitting in with an earlier era. Kinda like the Sundresses, or when White Stripes covers Son House. But I totally get what you mean. Not only that, dude just kinda looks like he fell out of a time machine. Generally speaking, I've been meaning to check out Tom Waits for a while now. A lot of artists I like cite him as an inspiration, and what little I have heard, I liked a lot -- including the examples you posted!
  23. No, I'm not trying to rock the boat. My intentions are in the title of the thread. I was just curious if there was some technical reason why the radio stations that are on the Nexus haven't been taken down. Some of them have been up for years, others have over 100 songs. First of all, thank you! I really appreciate the suggestions! I Washed My Hands in Muddy Water is exactly the kind of thing I'm looking for! That's totally going in. And yeah, ol' Marty is actually the reason for the one-song-per-artist rule, otherwise it quickly devolves into the Marty Robbins show starring Marty Robbins. Ernest Tubb has landed on my maybe list more than once, but something about that guy is almost too wholesome, even when he's singing about getting drunk and ruining his marriage. Maybe I'll put him in, we'll have to see.
  24. Yeah, the "but if it's OK for some reason" was in reference to the handful of radio station mods that exist despite the copyright issues.
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