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jazzisparis

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Everything posted by jazzisparis

  1. Xaranth, Notice that the NoEquipFlag is set: YourCompanionRef.UnequipItem YourGlassesID 1 That means the actor will not be able to re-equip the item again until EquipItem is called on the same ID. Unless the game-engine overrides it with companions, what you describe should not happen.
  2. Add this code to your companion's script, inside a GameMode block: if YourCompanionRef.IsInInterior || (GetCurrentTime > 19) || (GetCurrentTime < 7) if YourCompanionRef.GetEquipped YourGlassesID YourCompanionRef.UnequipItem YourGlassesID 1 endif elseif YourCompanionRef.GetEquipped YourGlassesID elseif YourCompanionRef.GetItemCount YourGlassesID YourCompanionRef.EquipItem YourGlassesID endif
  3. Adding to what Xaranth said: If you're using a mod manager (NMM/FOMM), then you would also need to rename the file 'fnv4gb.exe' to 'nvse_loader.exe' and put it in your FNV root folder.
  4. viennacalling, Xaranth and luthienanarion - Thanks for replying. @luthienanarion: I did, in fact, know about ONAMs. My error was that I first used TESsnip for the conversion to an esm. It didn't add any ONAM records automatically, only set the flag. I therefore had to add all the records manually with FNVEdit. The result was an instant CTD at startup. It worked like a charm when I used FNVEdit for the whole procedure.
  5. Hello everybody, I was having some serious NavMesh problems with my mod, which could only be solved by converting to a master (esm) file. Unfortunately, the conversion has left me with a new problem. I've never worked with master files before, and therefore am not sure what are their limitations. My mod adds a number of new interior cells to the gameworld. However, it also modifies several existing cells, both interiors and exteriors. The changes made are quite minor - objects are moved around, some are deleted; some NavMesh fixes; a little landscape painting etc. - you get the point. Trouble is, the game completely ignores any changes made to existing content - only newly added content is actually applied. I deduced that a master cannot override another master - this option is restricted to plugin files alone. Is this accurate? Though yet to attempt it, I figure I could use both a master and a plugin - the former for adding new content, the later to override existing content. However, I would, if possible, prefer using only one of the two. This is where I could use your help: 1. Is there any way to eliminate the NavMesh problems, without using a master? 2. Can a master be made to override another master? I would be much obliged for any input, jazzisparis
  6. This can definitely be done, and shouldn't be too difficult, I'd therefore be very surprised if it hadn't been already - if not for FNV, then for FO3. I cannot recall where, exactly, but I'm pretty sure I've seen at least some of the items you mentioned, weaponized. Project Nevada, maybe? I really like the idea, though, and if it turns out it has never been done before, I'd be happy to oblige and make them myself.
  7. No problem. As to your question: Ripping certain parts off a model, in most cases, would require editing the mesh with a modelling software, unless the specific part you need is a separate mesh - in which case you could simply use NifSkope to copy the said part and paste it in your own custom mesh, then adjust its scale/alignment to fit all the other parts.
  8. I generally tend to avoid using texture sets. If you like, I'd be happy to help you fix it (no biggie, really - shouldn't take more than two minutes). Please PM me if interested.
  9. Hi ergorapido, You could probably find everything you need using BSA Browser and its search function. For instance, if you're looking for a silencer mesh, type 'sil'. From the search results, you will be able to find a handful of weapons' meshes which include a silencer. Extract those, then open each with NifSkope until you find a silencer to your liking. You can then strip it off the mesh and use it for your custom mesh. Using the method described above, I was able to find some of the attachments appearing in the the two mods you linked to: Red-dot sight - servicerifleap.nif Bayonet - serviceriflebayo.nif Laser sight - 10mmpistollasersight.nif (You can just search and extract these files using BSA Browser)
  10. I'm guessing that's because several meshes share the same texture (dds file), each mesh using a different portion of the file. That could easily be fixed by editing the UV map of the said mesh, to capture the whole texture. This is done with any modeling software, but would require some skill in using it. Your best bet would probably be to fit your custom texture into the original texture, placing it at the exact same portion the mesh uses (resizing and rotating where needed). Not the best solution, albeit the simplest. Hope that helps.
  11. Hi srp2035, You should check the 'Sight FOV' property in the said weapon's record ('Game Data' tab) in the GECK. If set to a value too low, what you describe may happen. Start with a value of 15. If it persists, increase it to 16 then check again (and so on), until it's resolved.
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